[ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
[Summary view] [Print] [Text view]
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 ;-------------------------------------------- 10 ;------------------------------------------------------------------------------ 11 12 ;------------------------------------------------------------------------------ 13 ;Note that we must have this GLA Hole defined before we do any of the 14 ;object reskins with it later in this file 15 16 17 ;------------------------------------------------------------------------------ 18 Object AmericaBunker 19 20 ; *** ART Parameters *** 21 SelectPortrait = T35 22 ButtonImage = T35 23 Draw = W3DModelDraw ModuleTag_01 24 OkToChangeModelColor = Yes 25 26 27 ;day 28 ConditionState = NONE 29 Model = abBunker 30 End 31 ConditionState = DAMAGED 32 Model = abBunker 33 ParticleSysBone = Fire01 SmolderingFire 34 ParticleSysBone = Smoke01 SmolderingSmoke 35 ParticleSysBone = Fire01 SmolderingFlameCore 36 ParticleSysBone = Fire02 SmolderingFire 37 ParticleSysBone = Smoke02 SmolderingSmoke 38 ParticleSysBone = Fire02 SmolderingFlameCore 39 End 40 ConditionState = REALLYDAMAGED RUBBLE 41 Model = abBunker 42 ParticleSysBone = Fire01 SmolderingFire 43 ParticleSysBone = Fire01 SmolderingFlameCore 44 ParticleSysBone = Fire02 SmolderingFire 45 ParticleSysBone = Fire02 SmolderingFlameCore 46 ParticleSysBone = Fire03 SmolderingFire 47 ParticleSysBone = Fire03 SmolderingFlameCore 48 ParticleSysBone = Fire04 SmolderingFire 49 ParticleSysBone = Fire04 SmolderingFlameCore 50 ParticleSysBone = Fire05 SmolderingFire 51 ParticleSysBone = Fire05 SmolderingFlameCore 52 ParticleSysBone = Smoke01 SmolderingSmoke 53 ParticleSysBone = Smoke02 SmolderingSmoke 54 ParticleSysBone = Smoke03 SmolderingSmoke 55 ParticleSysBone = Smoke04 SmolderingSmoke 56 ParticleSysBone = Smoke05 SmolderingSmoke 57 End 58 59 ConditionState = GARRISONED 60 Model = abBunker 61 End 62 ConditionState = DAMAGED GARRISONED 63 Model = abBunker 64 ParticleSysBone = Fire01 SmolderingFire 65 ParticleSysBone = Smoke01 SmolderingSmoke 66 ParticleSysBone = Fire01 SmolderingFlameCore 67 ParticleSysBone = Fire02 SmolderingFire 68 ParticleSysBone = Smoke02 SmolderingSmoke 69 ParticleSysBone = Fire02 SmolderingFlameCore 70 End 71 ConditionState = REALLYDAMAGED RUBBLE GARRISONED 72 Model = abBunker 73 ParticleSysBone = Fire01 SmolderingFire 74 ParticleSysBone = Fire01 SmolderingFlameCore 75 ParticleSysBone = Fire02 SmolderingFire 76 ParticleSysBone = Fire02 SmolderingFlameCore 77 ParticleSysBone = Fire03 SmolderingFire 78 ParticleSysBone = Fire03 SmolderingFlameCore 79 ParticleSysBone = Fire04 SmolderingFire 80 ParticleSysBone = Fire04 SmolderingFlameCore 81 ParticleSysBone = Fire05 SmolderingFire 82 ParticleSysBone = Fire05 SmolderingFlameCore 83 ParticleSysBone = Smoke01 SmolderingSmoke 84 ParticleSysBone = Smoke02 SmolderingSmoke 85 ParticleSysBone = Smoke03 SmolderingSmoke 86 ParticleSysBone = Smoke04 SmolderingSmoke 87 ParticleSysBone = Smoke05 SmolderingSmoke 88 End 89 90 91 92 ConditionState = SNOW 93 Model = abBunker 94 End 95 ConditionState = DAMAGED SNOW 96 Model = abBunker 97 ParticleSysBone = Fire01 SmolderingFire 98 ParticleSysBone = Smoke01 SmolderingSmoke 99 ParticleSysBone = Fire01 SmolderingFlameCore 100 ParticleSysBone = Fire02 SmolderingFire 101 ParticleSysBone = Smoke02 SmolderingSmoke 102 ParticleSysBone = Fire02 SmolderingFlameCore 103 End 104 ConditionState = REALLYDAMAGED RUBBLE SNOW 105 Model = abBunker 106 ParticleSysBone = Fire01 SmolderingFire 107 ParticleSysBone = Fire01 SmolderingFlameCore 108 ParticleSysBone = Fire02 SmolderingFire 109 ParticleSysBone = Fire02 SmolderingFlameCore 110 ParticleSysBone = Fire03 SmolderingFire 111 ParticleSysBone = Fire03 SmolderingFlameCore 112 ParticleSysBone = Fire04 SmolderingFire 113 ParticleSysBone = Fire04 SmolderingFlameCore 114 ParticleSysBone = Fire05 SmolderingFire 115 ParticleSysBone = Fire05 SmolderingFlameCore 116 ParticleSysBone = Smoke01 SmolderingSmoke 117 ParticleSysBone = Smoke02 SmolderingSmoke 118 ParticleSysBone = Smoke03 SmolderingSmoke 119 ParticleSysBone = Smoke04 SmolderingSmoke 120 ParticleSysBone = Smoke05 SmolderingSmoke 121 End 122 123 124 ConditionState = SNOW GARRISONED 125 Model = abBunker 126 End 127 ConditionState = DAMAGED SNOW GARRISONED 128 Model = abBunker 129 ParticleSysBone = Fire01 SmolderingFire 130 ParticleSysBone = Smoke01 SmolderingSmoke 131 ParticleSysBone = Fire01 SmolderingFlameCore 132 ParticleSysBone = Fire02 SmolderingFire 133 ParticleSysBone = Smoke02 SmolderingSmoke 134 ParticleSysBone = Fire02 SmolderingFlameCore 135 End 136 ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED 137 Model = abBunker 138 ParticleSysBone = Fire01 SmolderingFire 139 ParticleSysBone = Fire01 SmolderingFlameCore 140 ParticleSysBone = Fire02 SmolderingFire 141 ParticleSysBone = Fire02 SmolderingFlameCore 142 ParticleSysBone = Fire03 SmolderingFire 143 ParticleSysBone = Fire03 SmolderingFlameCore 144 ParticleSysBone = Fire04 SmolderingFire 145 ParticleSysBone = Fire04 SmolderingFlameCore 146 ParticleSysBone = Fire05 SmolderingFire 147 ParticleSysBone = Fire05 SmolderingFlameCore 148 ParticleSysBone = Smoke01 SmolderingSmoke 149 ParticleSysBone = Smoke02 SmolderingSmoke 150 ParticleSysBone = Smoke03 SmolderingSmoke 151 ParticleSysBone = Smoke04 SmolderingSmoke 152 ParticleSysBone = Smoke05 SmolderingSmoke 153 End 154 155 156 157 158 ;night 159 ConditionState = NIGHT 160 Model = abBunker 161 End 162 ConditionState = DAMAGED NIGHT 163 Model = abBunker 164 ParticleSysBone = Fire01 SmolderingFire 165 ParticleSysBone = Smoke01 SmolderingSmoke 166 ParticleSysBone = Fire01 SmolderingFlameCore 167 ParticleSysBone = Fire02 SmolderingFire 168 ParticleSysBone = Smoke02 SmolderingSmoke 169 ParticleSysBone = Fire02 SmolderingFlameCore 170 End 171 ConditionState = REALLYDAMAGED RUBBLE NIGHT 172 Model = abBunker 173 ParticleSysBone = Fire01 SmolderingFire 174 ParticleSysBone = Fire01 SmolderingFlameCore 175 ParticleSysBone = Fire02 SmolderingFire 176 ParticleSysBone = Fire02 SmolderingFlameCore 177 ParticleSysBone = Fire03 SmolderingFire 178 ParticleSysBone = Fire03 SmolderingFlameCore 179 ParticleSysBone = Fire04 SmolderingFire 180 ParticleSysBone = Fire04 SmolderingFlameCore 181 ParticleSysBone = Fire05 SmolderingFire 182 ParticleSysBone = Fire05 SmolderingFlameCore 183 ParticleSysBone = Smoke01 SmolderingSmoke 184 ParticleSysBone = Smoke02 SmolderingSmoke 185 ParticleSysBone = Smoke03 SmolderingSmoke 186 ParticleSysBone = Smoke04 SmolderingSmoke 187 ParticleSysBone = Smoke05 SmolderingSmoke 188 End 189 190 ;night 191 ConditionState = NIGHT GARRISONED 192 Model = abBunker 193 End 194 ConditionState = DAMAGED NIGHT GARRISONED 195 Model = abBunker 196 ParticleSysBone = Fire01 SmolderingFire 197 ParticleSysBone = Smoke01 SmolderingSmoke 198 ParticleSysBone = Fire01 SmolderingFlameCore 199 ParticleSysBone = Fire02 SmolderingFire 200 ParticleSysBone = Smoke02 SmolderingSmoke 201 ParticleSysBone = Fire02 SmolderingFlameCore 202 End 203 ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED 204 Model = abBunker 205 ParticleSysBone = Fire01 SmolderingFire 206 ParticleSysBone = Fire01 SmolderingFlameCore 207 ParticleSysBone = Fire02 SmolderingFire 208 ParticleSysBone = Fire02 SmolderingFlameCore 209 ParticleSysBone = Fire03 SmolderingFire 210 ParticleSysBone = Fire03 SmolderingFlameCore 211 ParticleSysBone = Fire04 SmolderingFire 212 ParticleSysBone = Fire04 SmolderingFlameCore 213 ParticleSysBone = Fire05 SmolderingFire 214 ParticleSysBone = Fire05 SmolderingFlameCore 215 ParticleSysBone = Smoke01 SmolderingSmoke 216 ParticleSysBone = Smoke02 SmolderingSmoke 217 ParticleSysBone = Smoke03 SmolderingSmoke 218 ParticleSysBone = Smoke04 SmolderingSmoke 219 ParticleSysBone = Smoke05 SmolderingSmoke 220 End 221 222 223 224 225 ;night snow 226 ConditionState = NIGHT SNOW 227 Model = abBunker 228 End 229 ConditionState = DAMAGED NIGHT SNOW 230 Model = abBunker 231 ParticleSysBone = Fire01 SmolderingFire 232 ParticleSysBone = Smoke01 SmolderingSmoke 233 ParticleSysBone = Fire01 SmolderingFlameCore 234 ParticleSysBone = Fire02 SmolderingFire 235 ParticleSysBone = Smoke02 SmolderingSmoke 236 ParticleSysBone = Fire02 SmolderingFlameCore 237 End 238 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 239 Model = abBunker 240 ParticleSysBone = Fire01 SmolderingFire 241 ParticleSysBone = Fire01 SmolderingFlameCore 242 ParticleSysBone = Fire02 SmolderingFire 243 ParticleSysBone = Fire02 SmolderingFlameCore 244 ParticleSysBone = Fire03 SmolderingFire 245 ParticleSysBone = Fire03 SmolderingFlameCore 246 ParticleSysBone = Fire04 SmolderingFire 247 ParticleSysBone = Fire04 SmolderingFlameCore 248 ParticleSysBone = Fire05 SmolderingFire 249 ParticleSysBone = Fire05 SmolderingFlameCore 250 ParticleSysBone = Smoke01 SmolderingSmoke 251 ParticleSysBone = Smoke02 SmolderingSmoke 252 ParticleSysBone = Smoke03 SmolderingSmoke 253 ParticleSysBone = Smoke04 SmolderingSmoke 254 ParticleSysBone = Smoke05 SmolderingSmoke 255 End 256 257 258 ;night snow 259 ConditionState = NIGHT SNOW GARRISONED 260 Model = abBunker 261 End 262 ConditionState = DAMAGED NIGHT SNOW GARRISONED 263 Model = abBunker 264 ParticleSysBone = Fire01 SmolderingFire 265 ParticleSysBone = Smoke01 SmolderingSmoke 266 ParticleSysBone = Fire01 SmolderingFlameCore 267 ParticleSysBone = Fire02 SmolderingFire 268 ParticleSysBone = Smoke02 SmolderingSmoke 269 ParticleSysBone = Fire02 SmolderingFlameCore 270 End 271 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED 272 Model = abBunker 273 ParticleSysBone = Fire01 SmolderingFire 274 ParticleSysBone = Fire01 SmolderingFlameCore 275 ParticleSysBone = Fire02 SmolderingFire 276 ParticleSysBone = Fire02 SmolderingFlameCore 277 ParticleSysBone = Fire03 SmolderingFire 278 ParticleSysBone = Fire03 SmolderingFlameCore 279 ParticleSysBone = Fire04 SmolderingFire 280 ParticleSysBone = Fire04 SmolderingFlameCore 281 ParticleSysBone = Fire05 SmolderingFire 282 ParticleSysBone = Fire05 SmolderingFlameCore 283 ParticleSysBone = Smoke01 SmolderingSmoke 284 ParticleSysBone = Smoke02 SmolderingSmoke 285 ParticleSysBone = Smoke03 SmolderingSmoke 286 ParticleSysBone = Smoke04 SmolderingSmoke 287 ParticleSysBone = Smoke05 SmolderingSmoke 288 End 289 290 291 ;************************************************************************************************************************** 292 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 293 ;for this draw module 294 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 295 Model = abBunker 296 ;Animation = abBunker.abBunker 297 ;AnimationMode = LOOP 298 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 299 End 300 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 301 Model = abBunker 302 ;Animation = abBunker.abBunker 303 ;AnimationMode = LOOP 304 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 305 End 306 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 307 Model = abBunker 308 ;Animation = abBunker.abBunker 309 ;AnimationMode = LOOP 310 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 311 End 312 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 313 Model = abBunker 314 ;Animation = abBunker.abBunker 315 ;AnimationMode = LOOP 316 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 317 End 318 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 319 Model = abBunker 320 ;Animation = abBunker.abBunker 321 ;AnimationMode = LOOP 322 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 323 End 324 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 325 Model = abBunker 326 ;Animation = abBunker.abBunker 327 ;AnimationMode = LOOP 328 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 329 End 330 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 331 Model = abBunker 332 ;Animation = abBunker.abBunker 333 ;AnimationMode = LOOP 334 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 335 End 336 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 337 Model = abBunker 338 ;Animation = abBunker.abBunker 339 ;AnimationMode = LOOP 340 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 341 End 342 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 343 Model = abBunker 344 ;Animation = abBunker.abBunker 345 ;AnimationMode = LOOP 346 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 347 End 348 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 349 Model = abBunker 350 ;Animation = abBunker.abBunker 351 ;AnimationMode = LOOP 352 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 353 End 354 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 355 Model = abBunker 356 ;Animation = abBunker.abBunker 357 ;AnimationMode = LOOP 358 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 359 End 360 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 361 Model = abBunker 362 ;Animation = abBunker.abBunker 363 ; AnimationMode = LOOP 364 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 365 End 366 367 ConditionState = AWAITING_CONSTRUCTION 368 Model = NONE 369 End 370 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 371 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 372 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 373 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 374 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 375 AliasConditionState = AWAITING_CONSTRUCTION SNOW 376 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 377 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 378 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 379 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 380 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 381 AliasConditionState = SOLD 382 AliasConditionState = SOLD DAMAGED 383 AliasConditionState = SOLD REALLYDAMAGED 384 AliasConditionState = SOLD NIGHT 385 AliasConditionState = SOLD NIGHT DAMAGED 386 AliasConditionState = SOLD NIGHT REALLYDAMAGED 387 AliasConditionState = SOLD SNOW 388 AliasConditionState = SOLD SNOW DAMAGED 389 AliasConditionState = SOLD SNOW REALLYDAMAGED 390 AliasConditionState = SOLD NIGHT SNOW 391 AliasConditionState = SOLD NIGHT SNOW DAMAGED 392 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 393 AliasConditionState = SOLD GARRISONED 394 AliasConditionState = SOLD DAMAGED GARRISONED 395 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 396 AliasConditionState = SOLD NIGHT GARRISONED 397 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 398 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 399 AliasConditionState = SOLD SNOW GARRISONED 400 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 401 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 402 AliasConditionState = SOLD NIGHT SNOW GARRISONED 403 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 404 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 405 ;************************************************************************************************************************** 406 407 408 End 409 410 ; ------------ construction-zone fence ----------------- 411 Draw = W3DModelDraw ModuleTag_02 412 AnimationsRequirePower = No 413 DefaultConditionState 414 Model = None 415 TransitionKey = DOWN_DEFAULT 416 End 417 ConditionState = NIGHT 418 Model = None 419 TransitionKey = DOWN_DEFAULT 420 End 421 ConditionState = SNOW 422 Model = None 423 TransitionKey = DOWN_DEFAULT 424 End 425 ConditionState = SNOW NIGHT 426 Model = None 427 TransitionKey = DOWN_DEFAULT 428 End 429 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 430 Model = abBunker 431 ;Animation = abBunker.abBunker 432 AnimationMode = MANUAL 433 Flags = START_FRAME_LAST 434 TransitionKey = UP_DAY 435 End 436 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 437 Model = abBunker 438 ;Animation = abBunker.abBunker 439 AnimationMode = MANUAL 440 Flags = START_FRAME_LAST 441 TransitionKey = UP_NIGHT 442 End 443 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 444 Model = abBunker 445 ;Animation = abBunker.abBunker 446 AnimationMode = MANUAL 447 Flags = START_FRAME_LAST 448 TransitionKey = UP_SNOW 449 End 450 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 451 Model = abBunker 452 ;Animation = abBunker.abBunker 453 AnimationMode = MANUAL 454 Flags = START_FRAME_LAST 455 TransitionKey = UP_SNOWNIGHT 456 End 457 TransitionState = DOWN_DEFAULT UP_DAY 458 Model = abBunker 459 Animation = abBunker.abBunker 460 AnimationMode = ONCE 461 AnimationSpeedFactorRange = 1.0 1.0 462 Flags = START_FRAME_FIRST 463 End 464 TransitionState = DOWN_DEFAULT UP_NIGHT 465 Model = abBunker 466 Animation = abBunker.abBunker 467 AnimationMode = ONCE 468 AnimationSpeedFactorRange = 1.0 1.0 469 Flags = START_FRAME_FIRST 470 End 471 TransitionState = DOWN_DEFAULT UP_SNOW 472 Model = abBunker 473 Animation = abBunker.abBunker 474 AnimationMode = ONCE 475 AnimationSpeedFactorRange = 1.0 1.0 476 Flags = START_FRAME_FIRST 477 End 478 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 479 Model = abBunker 480 Animation = abBunker.abBunker 481 AnimationMode = ONCE 482 AnimationSpeedFactorRange = 1.0 1.0 483 Flags = START_FRAME_FIRST 484 End 485 TransitionState = UP_DAY DOWN_DEFAULT 486 Model = abBunker 487 Animation = abBunker.abBunker 488 AnimationMode = ONCE_BACKWARDS 489 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 490 Flags = START_FRAME_LAST 491 End 492 TransitionState = UP_NIGHT DOWN_DEFAULT 493 Model = abBunker 494 Animation = abBunker.abBunker 495 AnimationMode = ONCE_BACKWARDS 496 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 497 Flags = START_FRAME_LAST 498 End 499 TransitionState = UP_SNOW DOWN_DEFAULT 500 Model = abBunker 501 Animation = abBunker.abBunker 502 AnimationMode = ONCE_BACKWARDS 503 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 504 Flags = START_FRAME_LAST 505 End 506 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 507 Model = abBunker 508 Animation = abBunker.abBunker 509 AnimationMode = ONCE_BACKWARDS 510 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 511 Flags = START_FRAME_LAST 512 End 513 End 514 515 ; ------------ under-construction scaffolding ----------------- 516 Draw = W3DModelDraw ModuleTag_03 517 AnimationsRequirePower = No 518 MinLODRequired = MEDIUM 519 DefaultConditionState 520 Model = None 521 TransitionKey = DOWN_DEFAULT 522 End 523 ConditionState = NIGHT 524 Model = None 525 TransitionKey = DOWN_DEFAULT 526 End 527 ConditionState = SNOW 528 Model = None 529 TransitionKey = DOWN_DEFAULT 530 End 531 ConditionState = SNOW NIGHT 532 Model = None 533 TransitionKey = DOWN_DEFAULT 534 End 535 ConditionState = PARTIALLY_CONSTRUCTED 536 Model = abBunker 537 Animation = abBunker.abBunker 538 AnimationMode = MANUAL 539 Flags = START_FRAME_LAST 540 TransitionKey = UP_DAY 541 ParticleSysBone = Smoke01 BuildUpSmokeChina 542 ParticleSysBone = Smoke02 BuildUpSmokeChina 543 ParticleSysBone = Smoke03 BuildUpSmokeChina 544 ParticleSysBone = Smoke04 BuildUpSmokeChina 545 End 546 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 547 Model = abBunker 548 Animation = abBunker.abBunker 549 AnimationMode = MANUAL 550 Flags = START_FRAME_LAST 551 TransitionKey = UP_NIGHT 552 ParticleSysBone = Smoke01 BuildUpSmokeChina 553 ParticleSysBone = Smoke02 BuildUpSmokeChina 554 ParticleSysBone = Smoke03 BuildUpSmokeChina 555 ParticleSysBone = Smoke04 BuildUpSmokeChina 556 End 557 ConditionState = SNOW PARTIALLY_CONSTRUCTED 558 Model = abBunker 559 Animation = abBunker.abBunker 560 AnimationMode = MANUAL 561 Flags = START_FRAME_LAST 562 TransitionKey = UP_SNOW 563 ParticleSysBone = Smoke01 BuildUpSnowSmoke 564 ParticleSysBone = Smoke02 BuildUpSnowSmoke 565 ParticleSysBone = Smoke03 BuildUpSnowSmoke 566 ParticleSysBone = Smoke04 BuildUpSnowSmoke 567 End 568 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 569 Model = abBunker 570 Animation = abBunker.abBunker 571 AnimationMode = MANUAL 572 Flags = START_FRAME_LAST 573 TransitionKey = UP_SNOWNIGHT 574 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 575 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 576 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 577 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 578 End 579 TransitionState = DOWN_DEFAULT UP_DAY 580 Model = abBunker 581 Animation = abBunker.abBunker 582 AnimationMode = ONCE 583 AnimationSpeedFactorRange = 1.0 1.0 584 Flags = START_FRAME_FIRST 585 End 586 TransitionState = DOWN_DEFAULT UP_NIGHT 587 Model = abBunker 588 Animation = abBunker.abBunker 589 AnimationMode = ONCE 590 AnimationSpeedFactorRange = 1.0 1.0 591 Flags = START_FRAME_FIRST 592 End 593 TransitionState = DOWN_DEFAULT UP_SNOW 594 Model = abBunker 595 Animation = abBunker.abBunker 596 AnimationMode = ONCE 597 AnimationSpeedFactorRange = 1.0 1.0 598 Flags = START_FRAME_FIRST 599 End 600 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 601 Model = abBunker 602 Animation = abBunker.abBunker 603 AnimationMode = ONCE 604 AnimationSpeedFactorRange = 1.0 1.0 605 Flags = START_FRAME_FIRST 606 End 607 TransitionState = UP_DAY DOWN_DEFAULT 608 Model = abBunker 609 Animation = abBunker.abBunker 610 AnimationMode = ONCE_BACKWARDS 611 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 612 Flags = START_FRAME_LAST 613 End 614 TransitionState = UP_NIGHT DOWN_DEFAULT 615 Model = abBunker 616 Animation = abBunker.abBunker 617 AnimationMode = ONCE_BACKWARDS 618 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 619 Flags = START_FRAME_LAST 620 End 621 TransitionState = UP_SNOW DOWN_DEFAULT 622 Model = abBunker 623 Animation = abBunker.abBunker 624 AnimationMode = ONCE_BACKWARDS 625 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 626 Flags = START_FRAME_LAST 627 End 628 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 629 Model = abBunker 630 Animation = abBunker.abBunker 631 AnimationMode = ONCE_BACKWARDS 632 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 633 Flags = START_FRAME_LAST 634 End 635 End 636 637 ; ------------ being-constructed crane ----------------- 638 Draw = W3DModelDraw ModuleTag_04 639 AnimationsRequirePower = No 640 DefaultConditionState 641 Model = None 642 TransitionKey = DOWN_DEFAULT 643 End 644 ConditionState = NIGHT 645 Model = None 646 TransitionKey = DOWN_DEFAULT 647 End 648 ConditionState = SNOW 649 Model = None 650 TransitionKey = DOWN_DEFAULT 651 End 652 ConditionState = SNOW NIGHT 653 Model = None 654 TransitionKey = DOWN_DEFAULT 655 End 656 ConditionState = SOLD 657 Model = NONE 658 End 659 660 ConditionState = ACTIVELY_BEING_CONSTRUCTED 661 Model = abBunker 662 Animation = abBunker.abBunker 663 AnimationMode = LOOP 664 TransitionKey = UP_DAY 665 End 666 667 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 668 Model = abBunker 669 Animation = abBunker.abBunker 670 AnimationMode = LOOP 671 TransitionKey = UP_NIGHT 672 End 673 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 674 Model = abBunker 675 Animation = abBunker.abBunker 676 AnimationMode = LOOP 677 TransitionKey = UP_SNOW 678 End 679 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 680 Model = abBunker 681 Animation = abBunker.abBunker 682 AnimationMode = LOOP 683 TransitionKey = UP_SNOWNIGHT 684 End 685 TransitionState = DOWN_DEFAULT UP_DAY 686 Model = abBunker 687 Animation = abBunker.abBunker 688 AnimationMode = ONCE 689 AnimationSpeedFactorRange = 1.0 1.0 690 Flags = START_FRAME_FIRST 691 End 692 693 TransitionState = DOWN_DEFAULT UP_NIGHT 694 Model = abBunker 695 Animation = abBunker.abBunker 696 AnimationMode = ONCE 697 AnimationSpeedFactorRange = 1.0 1.0 698 Flags = START_FRAME_FIRST 699 End 700 TransitionState = DOWN_DEFAULT UP_SNOW 701 Model = abBunker 702 Animation = abBunker.abBunker 703 AnimationMode = ONCE 704 AnimationSpeedFactorRange = 1.0 1.0 705 Flags = START_FRAME_FIRST 706 End 707 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 708 Model = abBunker 709 Animation = abBunker.abBunker 710 AnimationMode = ONCE 711 AnimationSpeedFactorRange = 1.0 1.0 712 Flags = START_FRAME_FIRST 713 End 714 TransitionState = UP_DAY DOWN_DEFAULT 715 Model = abBunker 716 Animation = abBunker.abBunker 717 AnimationMode = ONCE_BACKWARDS 718 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 719 Flags = START_FRAME_LAST 720 End 721 TransitionState = UP_NIGHT DOWN_DEFAULT 722 Model = abBunker 723 Animation = abBunker.abBunker 724 AnimationMode = ONCE_BACKWARDS 725 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 726 Flags = START_FRAME_LAST 727 End 728 TransitionState = UP_SNOW DOWN_DEFAULT 729 Model = abBunker 730 Animation = abBunker.abBunker 731 AnimationMode = ONCE_BACKWARDS 732 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 733 Flags = START_FRAME_LAST 734 End 735 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 736 Model = abBunker 737 Animation = abBunker.abBunker 738 AnimationMode = ONCE_BACKWARDS 739 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 740 Flags = START_FRAME_LAST 741 End 742 End 743 744 PlacementViewAngle = -135 745 746 ; ***DESIGN parameters *** 747 DisplayName = OBJECT:Bunker 748 Side = America 749 EditorSorting = STRUCTURE 750 Prerequisites 751 Object = AmericaBarracks 752 End 753 BuildCost = 400 754 BuildTime = 5.0 ; in seconds 755 EnergyProduction = 0 756 VisionRange = 300.0 ; Shroud clearing distance 757 ShroudClearingRange = 200 758 ArmorSet 759 Conditions = None 760 Armor = StructureArmor 761 DamageFX = StructureDamageFXNoShake 762 End 763 CommandSet = AmericaBunkerCommandSet 764 765 ; *** AUDIO Parameters *** 766 VoiceSelect = BunkerSelect 767 SoundDie = BuildingDie 768 SoundOnDamaged = BuildingDamagedStateLight 769 SoundOnReallyDamaged = BuildingDestroy 770 771 UnitSpecificSounds 772 UnderConstruction = UnderConstructionLoop 773 End 774 775 ; *** ENGINEERING Parameters *** 776 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 777 Body = StructureBody ModuleTag_05 778 MaxHealth = 1000.0 779 InitialHealth = 1000.0 780 End 781 ; Behavior = FXListDie ModuleTag_07 782 ; DeathFX = FX_SmallStructureDeath 783 ; End 784 785 ExperienceValue = 20 20 20 20 ; Experience point value at each level 786 787 Behavior = GarrisonContain ModuleTag_08 788 ContainMax = 5 789 EnterSound = GarrisonEnter 790 ExitSound = GarrisonExit 791 ImmuneToClearBuildingAttacks = Yes 792 End 793 794 Behavior = GenerateMinefieldBehavior ModuleTag_09 795 TriggeredBy = Upgrade_ChinaMines 796 MineName = ChinaStandardMine 797 SmartBorder = Yes 798 AlwaysCircular = Yes 799 End 800 801 Behavior = ProductionUpdate ModuleTag_10 802 ; nothing, but is required if we have any Object-level Upgrades! 803 End 804 805 Behavior = FlammableUpdate ModuleTag_12 806 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 807 AflameDamageAmount = 5 ; taking this much damage... 808 AflameDamageDelay = 500 ; this often. 809 End 810 811 Behavior = CreateObjectDie ModuleTag_13 812 CreationList = OCL_LargeStructureDebris 813 End 814 Behavior = FXListDie ModuleTag_14 815 DeathFX = FX_StructureSmallDeath 816 End 817 Behavior = DestroyDie ModuleTag_06 818 ;nothing 819 End 820 821 Behavior = TransitionDamageFX ModuleTag_15 822 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 823 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 824 ;--------------------------------------------------------------------------------------- 825 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 826 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 827 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 828 End 829 830 Geometry = BOX 831 GeometryMajorRadius = 16.0 832 GeometryMinorRadius = 16.0 833 GeometryHeight = 20.0 834 GeometryIsSmall = No 835 Shadow = SHADOW_VOLUME 836 BuildCompletion = PLACED_BY_PLAYER 837 838 End 839 840 841 842 843 ;------------------------------------------------------------------------------ 844 ;Object AmericaBatmispatBinaryDataStream 845 ; *** ART Parameters *** 846 ; Draw = W3DLaserDraw ModuleTag_01 847 ; Texture = EXBinaryStream.tga 848 ; NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 849 ; InnerBeamWidth = 4 ;The total width of beam 850 ; InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) 851 ; Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 852 ; ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) 853 ; Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 854 ; ArcHeight = 30.0 ;The height of the arc 855 ; SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio 856 ; TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 857 ; End 858 ; 859 ; KindOf = IMMOBILE 860 ; ClientUpdate = LaserUpdate ModuleTag_02 861 ; ;nothing 862 ; End 863 ; 864 ; ; A AmericaBatmispat uses this stream as an event triggered thing, not something turned on and off with a state. 865 ; Behavior = DeletionUpdate ModuleTag_03 866 ; MinLifetime = 600 ; min lifetime in msec 867 ; MaxLifetime = 600 ; max lifetime in msec 868 ; End 869 ;End 870 ;---------------------------------------------------------- 871 Object AmericaBatmispat 872 873 874 875 ; *** ART Parameters *** 876 SelectPortrait = T33 877 ButtonImage = T33 878 Draw = W3DModelDraw ModuleTag_01 879 880 OkToChangeModelColor = Yes 881 882 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 883 884 DefaultConditionState 885 Model = abBatmispat 886 Turret = TURRET 887 TurretPitch = TURRETEL 888 WeaponLaunchBone = PRIMARY WeaponA 889 WeaponFireFXBone = PRIMARY WeaponA 890 End 891 AliasConditionState = NIGHT 892 893 ConditionState = DAMAGED 894 Model = abBatmispat 895 End 896 AliasConditionState = DAMAGED NIGHT 897 898 ConditionState = REALLYDAMAGED RUBBLE 899 Model = abBatmispat 900 End 901 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 902 903 904 ConditionState = SNOW 905 Model = abBatmispat 906 End 907 AliasConditionState = SNOW NIGHT 908 909 ConditionState = DAMAGED SNOW 910 Model = abBatmispat 911 End 912 AliasConditionState = SNOW NIGHT DAMAGED 913 914 ConditionState = REALLYDAMAGED RUBBLE SNOW 915 Model = abBatmispat 916 End 917 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 918 919 ;************************************************************************************************************************** 920 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 921 ;for this draw module 922 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 923 Model = abBatmispat 924 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 925 End 926 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 927 928 929 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 930 Model = abBatmispat 931 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 932 End 933 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 934 935 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 936 Model = abBatmispat 937 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 938 End 939 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 940 941 942 943 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 944 Model = abBatmispat 945 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 946 End 947 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 948 949 950 951 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 952 Model = abBatmispat 953 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 954 End 955 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 956 957 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 958 Model = abBatmispat 959 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 960 End 961 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 962 963 964 965 ConditionState = AWAITING_CONSTRUCTION 966 Model = NONE 967 End 968 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 969 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 970 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 971 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 972 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 973 AliasConditionState = AWAITING_CONSTRUCTION SNOW 974 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 975 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 976 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 977 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 978 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 979 AliasConditionState = SOLD DAMAGED 980 AliasConditionState = SOLD REALLYDAMAGED 981 AliasConditionState = SOLD NIGHT 982 AliasConditionState = SOLD NIGHT DAMAGED 983 AliasConditionState = SOLD NIGHT REALLYDAMAGED 984 AliasConditionState = SOLD SNOW 985 AliasConditionState = SOLD SNOW DAMAGED 986 AliasConditionState = SOLD SNOW REALLYDAMAGED 987 AliasConditionState = SOLD NIGHT SNOW 988 AliasConditionState = SOLD NIGHT SNOW DAMAGED 989 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 990 ;************************************************************************************************************************** 991 992 993 994 End 995 996 ; ------------ construction-zone fence ----------------- 997 Draw = W3DModelDraw ModuleTag_02 998 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 999 DefaultConditionState 1000 Model = None 1001 TransitionKey = DOWN_DEFAULT 1002 End 1003 ConditionState = NIGHT 1004 Model = None 1005 TransitionKey = DOWN_DEFAULT 1006 End 1007 ConditionState = SNOW 1008 Model = None 1009 TransitionKey = DOWN_DEFAULT 1010 End 1011 ConditionState = SNOW NIGHT 1012 Model = None 1013 TransitionKey = DOWN_DEFAULT 1014 End 1015 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1016 Model = abBatmispat 1017 Animation = abBatmispat.abBatmispat 1018 AnimationMode = MANUAL 1019 Flags = START_FRAME_LAST 1020 TransitionKey = UP_DAY 1021 End 1022 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1023 Model = abBatmispat 1024 Animation = abBatmispat.abBatmispat 1025 AnimationMode = MANUAL 1026 Flags = START_FRAME_LAST 1027 TransitionKey = UP_NIGHT 1028 End 1029 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1030 Model = abBatmispat 1031 Animation = abBatmispat.abBatmispat 1032 AnimationMode = MANUAL 1033 Flags = START_FRAME_LAST 1034 TransitionKey = UP_SNOW 1035 End 1036 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1037 Model = abBatmispat 1038 Animation = abBatmispat.abBatmispat 1039 AnimationMode = MANUAL 1040 Flags = START_FRAME_LAST 1041 TransitionKey = UP_SNOWNIGHT 1042 End 1043 TransitionState = DOWN_DEFAULT UP_DAY 1044 Model = abBatmispat 1045 Animation = abBatmispat.abBatmispat 1046 AnimationMode = ONCE 1047 AnimationSpeedFactorRange = 1.0 1.0 1048 Flags = START_FRAME_FIRST 1049 End 1050 TransitionState = DOWN_DEFAULT UP_NIGHT 1051 Model = abBatmispat 1052 Animation = abBatmispat.abBatmispat 1053 AnimationMode = ONCE 1054 AnimationSpeedFactorRange = 1.0 1.0 1055 Flags = START_FRAME_FIRST 1056 End 1057 TransitionState = DOWN_DEFAULT UP_SNOW 1058 Model = abBatmispat 1059 Animation = abBatmispat.abBatmispat 1060 AnimationMode = ONCE 1061 AnimationSpeedFactorRange = 1.0 1.0 1062 Flags = START_FRAME_FIRST 1063 End 1064 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1065 Model = abBatmispat 1066 Animation = abBatmispat.abBatmispat 1067 AnimationMode = ONCE 1068 AnimationSpeedFactorRange = 1.0 1.0 1069 Flags = START_FRAME_FIRST 1070 End 1071 TransitionState = UP_DAY DOWN_DEFAULT 1072 Model = abBatmispat 1073 Animation = abBatmispat.abBatmispat 1074 AnimationMode = ONCE_BACKWARDS 1075 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1076 Flags = START_FRAME_LAST 1077 End 1078 TransitionState = UP_NIGHT DOWN_DEFAULT 1079 Model = abBatmispat 1080 Animation = abBatmispat.abBatmispat 1081 AnimationMode = ONCE_BACKWARDS 1082 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1083 Flags = START_FRAME_LAST 1084 End 1085 TransitionState = UP_SNOW DOWN_DEFAULT 1086 Model = abBatmispat 1087 Animation = abBatmispat.abBatmispat 1088 AnimationMode = ONCE_BACKWARDS 1089 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1090 Flags = START_FRAME_LAST 1091 End 1092 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1093 Model = abBatmispat 1094 Animation = abBatmispat.abBatmispat 1095 AnimationMode = ONCE_BACKWARDS 1096 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1097 Flags = START_FRAME_LAST 1098 End 1099 End 1100 1101 ; ------------ under-construction scaffolding ----------------- 1102 Draw = W3DModelDraw ModuleTag_03 1103 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 1104 MinLODRequired = MEDIUM 1105 DefaultConditionState 1106 Model = None 1107 TransitionKey = DOWN_DEFAULT 1108 End 1109 ConditionState = NIGHT 1110 Model = None 1111 TransitionKey = DOWN_DEFAULT 1112 End 1113 ConditionState = SNOW 1114 Model = None 1115 TransitionKey = DOWN_DEFAULT 1116 End 1117 ConditionState = SNOW NIGHT 1118 Model = None 1119 TransitionKey = DOWN_DEFAULT 1120 End 1121 ConditionState = PARTIALLY_CONSTRUCTED 1122 Model = abBatmispat 1123 Animation = abBatmispat.abBatmispat 1124 AnimationMode = MANUAL 1125 Flags = START_FRAME_LAST 1126 TransitionKey = UP_DAY 1127 ParticleSysBone = Sparks01 BuildUpBlueSpark 1128 ParticleSysBone = Sparks02 BuildUpBlueSpark 1129 End 1130 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 1131 Model = abBatmispat 1132 Animation = abBatmispat.abBatmispat 1133 AnimationMode = MANUAL 1134 Flags = START_FRAME_LAST 1135 TransitionKey = UP_NIGHT 1136 ParticleSysBone = Sparks01 BuildUpBlueSpark 1137 ParticleSysBone = Sparks02 BuildUpBlueSpark 1138 End 1139 ConditionState = SNOW PARTIALLY_CONSTRUCTED 1140 Model = abBatmispat 1141 Animation = abBatmispat.abBatmispat 1142 AnimationMode = MANUAL 1143 Flags = START_FRAME_LAST 1144 TransitionKey = UP_SNOW 1145 ParticleSysBone = Sparks01 BuildUpBlueSpark 1146 ParticleSysBone = Sparks02 BuildUpBlueSpark 1147 End 1148 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 1149 Model = abBatmispat 1150 Animation = abBatmispat.abBatmispat 1151 AnimationMode = MANUAL 1152 Flags = START_FRAME_LAST 1153 TransitionKey = UP_SNOWNIGHT 1154 ParticleSysBone = Sparks01 BuildUpBlueSpark 1155 ParticleSysBone = Sparks02 BuildUpBlueSpark 1156 End 1157 TransitionState = DOWN_DEFAULT UP_DAY 1158 Model = abBatmispat 1159 Animation = abBatmispat.abBatmispat 1160 AnimationMode = ONCE 1161 AnimationSpeedFactorRange = 1.0 1.0 1162 Flags = START_FRAME_FIRST 1163 End 1164 TransitionState = DOWN_DEFAULT UP_NIGHT 1165 Model = abBatmispat 1166 Animation = abBatmispat.abBatmispat 1167 AnimationMode = ONCE 1168 AnimationSpeedFactorRange = 1.0 1.0 1169 Flags = START_FRAME_FIRST 1170 End 1171 TransitionState = DOWN_DEFAULT UP_SNOW 1172 Model = abBatmispat 1173 Animation = abBatmispat.abBatmispat 1174 AnimationMode = ONCE 1175 AnimationSpeedFactorRange = 1.0 1.0 1176 Flags = START_FRAME_FIRST 1177 End 1178 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1179 Model = abBatmispat 1180 Animation = abBatmispat.abBatmispat 1181 AnimationMode = ONCE 1182 AnimationSpeedFactorRange = 1.0 1.0 1183 Flags = START_FRAME_FIRST 1184 End 1185 TransitionState = UP_DAY DOWN_DEFAULT 1186 Model = abBatmispat 1187 Animation = abBatmispat.abBatmispat 1188 AnimationMode = ONCE_BACKWARDS 1189 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1190 Flags = START_FRAME_LAST 1191 End 1192 TransitionState = UP_NIGHT DOWN_DEFAULT 1193 Model = abBatmispat 1194 Animation = abBatmispat.abBatmispat 1195 AnimationMode = ONCE_BACKWARDS 1196 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1197 Flags = START_FRAME_LAST 1198 End 1199 TransitionState = UP_SNOW DOWN_DEFAULT 1200 Model = abBatmispat 1201 Animation = abBatmispat.abBatmispat 1202 AnimationMode = ONCE_BACKWARDS 1203 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1204 Flags = START_FRAME_LAST 1205 End 1206 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1207 Model = abBatmispat 1208 Animation = abBatmispat.abBatmispat 1209 AnimationMode = ONCE_BACKWARDS 1210 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1211 Flags = START_FRAME_LAST 1212 End 1213 End 1214 1215 PlacementViewAngle = -45 1216 1217 ; ***DESIGN parameters *** 1218 DisplayName = OBJECT:Missiletomahawk 1219 Side = America 1220 EditorSorting = STRUCTURE 1221 Prerequisites 1222 Object = AmericaPowerPlant 1223 End 1224 BuildCost = 1000 1225 BuildTime = 25.0 ; in seconds 1226 EnergyProduction = -3 1227 WeaponSet 1228 Conditions = None 1229 Weapon = PRIMARY TomahawkMissileWeapon 1230 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 1231 PreferredAgainst = PRIMARY VEHICLE INFANTRY 1232 ShareWeaponReloadTime = Yes 1233 End 1234 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 1235 ShroudClearingRange = 360 1236 ArmorSet 1237 Conditions = None 1238 Armor = BaseDefenseArmor 1239 DamageFX = StructureDamageFXNoShake 1240 End 1241 CommandSet = AmericaPatriotBatteryCommandSet 1242 ExperienceValue = 200 200 200 200 ; Experience point value at each level 1243 1244 ;Behavior = AIUpdateInterface ModuleTag_20 1245 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 1246 ; MoodAttackCheckRate = 250 1247 ;End 1248 1249 ; *** AUDIO Parameters *** 1250 VoiceSelect = PatriotBatterySelect 1251 SoundDie = BuildingDie 1252 SoundOnDamaged = BuildingDamagedStateLight 1253 SoundOnReallyDamaged = BuildingDestroy 1254 1255 UnitSpecificSounds 1256 UnderConstruction = UnderConstructionLoop 1257 End 1258 1259 UnitSpecificSounds 1260 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1261 TurretMoveStart = NoSound 1262 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 1263 End 1264 1265 ; *** ENGINEERING Parameters *** 1266 RadarPriority = STRUCTURE 1267 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 1268 Body = StructureBody ModuleTag_04 1269 MaxHealth = 1000.0 1270 InitialHealth = 1000.0 1271 End 1272 1273 Behavior = StealthDetectorUpdate ModuleTag_13 1274 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 1275 DetectionRange = 200 ;Dustin, enable this for independant balancing! 1276 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 1277 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 1278 End 1279 1280 Behavior = BaseRegenerateUpdate ModuleTag_05 1281 ;No data 1282 End 1283 Behavior = AIUpdateInterface ModuleTag_06 1284 Turret 1285 TurretTurnRate = 180 // turn rate, in degrees per sec 1286 TurretPitchRate = 180 1287 AllowsPitch = Yes 1288 NaturalTurretPitch = 45 1289 GroundUnitPitch = 40 1290 MinPhysicalPitch = -20 1291 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 1292 MinIdleScanInterval = 250 ; in milliseconds 1293 MaxIdleScanInterval = 250 ; in milliseconds 1294 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 1295 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 1296 End 1297 1298 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 1299 MoodAttackCheckRate = 250 1300 End 1301 1302 Behavior = AssistedTargetingUpdate ModuleTag_07 1303 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 1304 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 1305 LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me 1306 LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target 1307 End 1308 1309 Behavior = DestroyDie ModuleTag_08 1310 ;nothing 1311 End 1312 Behavior = CreateObjectDie ModuleTag_09 1313 CreationList = OCL_AmericanRangerDebris03 1314 ExemptStatus = UNDER_CONSTRUCTION 1315 End 1316 Behavior = FXListDie ModuleTag_10 1317 DeathFX = FX_StructureTinyDeath 1318 End 1319 1320 Behavior = FlammableUpdate ModuleTag_12 1321 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1322 AflameDamageAmount = 5 ; taking this much damage... 1323 AflameDamageDelay = 500 ; this often. 1324 End 1325 1326 Behavior = TransitionDamageFX ModuleTag_14 1327 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 1328 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 1329 ;--------------------------------------------------------------------------------------- 1330 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 1331 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 1332 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 1333 End 1334 1335 Geometry = CYLINDER 1336 GeometryMajorRadius = 12.0 1337 GeometryMinorRadius = 1.0 1338 GeometryHeight = 14.0 1339 GeometryIsSmall = No 1340 Shadow = SHADOW_VOLUME 1341 BuildCompletion = PLACED_BY_PLAYER 1342 1343 End 1344 1345 ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini 1346 ;------------------------------------------------------------------------------ 1347 ;Weapon TomahawkMissileWeapon 1348 ; PrimaryDamage = 300.0 1349 ;; PrimaryDamageRadius = 10.0 1350 ; SecondaryDamage = 50.0 1351 ; SecondaryDamageRadius = 25.0 1352 ; ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1353 ; AttackRange = 350.0 1354 ; PreAttackDelay = 250 1355 ; PreAttackType = PER_SHOT ; Do the delay every single shot 1356 ; MinimumAttackRange = 100.0 1357 ; DamageType = EXPLOSION 1358 ; DeathType = EXPLODED 1359 ; FireFX = FX_TomahawkIgnition 1360 ; ProjectileObject = TomahawkMissile 1361 ; ProjectileExhaust = TomahawkMissileExhaust 1362 ; VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust 1363 ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation 1364 ; ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 1365 ; RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1366 ; FireSound = TomahawkWeapon 1367 ; DelayBetweenShots = 1 1368 ; ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1369 ; ClipReloadTime = 7000 ; how long to reload a Clip, msec 1370 ; Uses a clip of one to get the Reloading modelcondition 1371 ; CapableOfFollowingWaypoints = Yes 1372 ; 1373 ; note, these only apply to units that aren't the explicit target 1374 ; (ie, units that just happen to "get in the way"... projectiles 1375 ; always collide with the Designated Target, regardless of these flags 1376 ; ProjectileCollidesWith = STRUCTURES 1377 ;End 1378 1379 ;------------------------------------------------------------------------------ 1380 Object GLAHole 1381 1382 ; *** ART Parameters *** 1383 SelectPortrait = SUHole_L 1384 ButtonImage = SUHole_L 1385 Draw = W3DModelDraw ModuleTag_01 1386 OkToChangeModelColor = Yes 1387 ConditionState = NONE 1388 Model = UBHole 1389 End 1390 ConditionState = DAMAGED 1391 Model = UBHole_D 1392 ParticleSysBone = Smoke01 SteamVent 1393 End 1394 ConditionState = REALLYDAMAGED 1395 Model = UBHole_E 1396 ParticleSysBone = Smoke01 SteamVent 1397 ParticleSysBone = Smoke02 SteamVent 1398 ParticleSysBone = Fire01 GLAPowerPlantFlame 1399 ParticleSysBone = Fire02 GLAPowerPlantFlame 1400 ParticleSysBone = Fire03 GLAPowerPlantFlame 1401 End 1402 End 1403 1404 1405 1406 ; ----------------- the door ------------------- 1407 Draw = W3DModelDraw ModuleTag_02 1408 OkToChangeModelColor = Yes 1409 DefaultConditionState 1410 Model = UBHole_A1 1411 Animation = UBHole_A1.UBHole_A1 1412 AnimationMode = MANUAL 1413 Flags = START_FRAME_FIRST 1414 End 1415 ConditionState = SOLD 1416 Model = NONE 1417 End 1418 ConditionState = SOLD SNOW 1419 Model = NONE 1420 End 1421 1422 ConditionState = SOLD NIGHT 1423 Model = NONE 1424 End 1425 1426 ConditionState = SOLD NIGHT SNOW 1427 Model = NONE 1428 End 1429 ConditionState = DAMAGED 1430 Model = UBHole_A1D 1431 Animation = UBHole_A1D.UBHole_A1D 1432 AnimationMode = MANUAL 1433 Flags = START_FRAME_FIRST 1434 End 1435 ConditionState = DOOR_1_OPENING 1436 Model = UBHole_A1 1437 Animation = UBHole_A1.UBHole_A1 1438 AnimationMode = ONCE 1439 Flags = START_FRAME_FIRST 1440 End 1441 ConditionState = DOOR_1_OPENING DAMAGED 1442 Model = UBHole_A1D 1443 Animation = UBHole_A1D.UBHole_A1D 1444 AnimationMode = ONCE 1445 Flags = START_FRAME_FIRST 1446 End 1447 ConditionState = DOOR_1_CLOSING 1448 Model = UBHole_A1 1449 Animation = UBHole_A1.UBHole_A1 1450 AnimationMode = ONCE_BACKWARDS 1451 Flags = START_FRAME_LAST 1452 End 1453 ConditionState = DOOR_1_CLOSING DAMAGED 1454 Model = UBHole_A1D 1455 Animation = UBHole_A1D.UBHole_A1D 1456 AnimationMode = ONCE_BACKWARDS 1457 Flags = START_FRAME_LAST 1458 End 1459 ConditionState = DOOR_1_WAITING_OPEN 1460 Model = UBHole_A1 1461 Animation = UBHole_A1.UBHole_A1 1462 AnimationMode = MANUAL 1463 Flags = START_FRAME_LAST 1464 End 1465 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 1466 Model = UBHole_A1D 1467 Animation = UBHole_A1D.UBHole_A1D 1468 AnimationMode = MANUAL 1469 Flags = START_FRAME_LAST 1470 End 1471 End 1472 1473 PlacementViewAngle = -135 1474 1475 ; ***DESIGN parameters *** 1476 DisplayName = OBJECT:GLAHole 1477 Side = GLA 1478 EditorSorting = SYSTEM 1479 Prerequisites 1480 Object = GLACommandCenter 1481 End 1482 BuildCost = 100 1483 BuildTime = 10.0 ; in seconds 1484 EnergyProduction = 0 1485 VisionRange = 50.0 ; Shroud clearing distance 1486 ShroudClearingRange = 50 1487 ArmorSet 1488 Conditions = None 1489 Armor = StructureArmor 1490 DamageFX = StructureDamageFXNoShake 1491 End 1492 1493 ; *** AUDIO Parameters *** 1494 VoiceSelect = TunnelNetworkSelect 1495 SoundDie = BuildingDie 1496 SoundOnDamaged = BuildingDamagedStateLight 1497 SoundOnReallyDamaged = BuildingDestroy 1498 1499 UnitSpecificSounds 1500 UnderConstruction = UnderConstructionLoop 1501 End 1502 1503 ; *** ENGINEERING Parameters *** 1504 RadarPriority = STRUCTURE 1505 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY 1506 Body = StructureBody ModuleTag_03 1507 ; To set the health for a particular hole, edit the entry in the object 1508 ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) 1509 MaxHealth = 9999999.9 ;bigger than anything realistic we use 1510 InitialHealth = 9999999.9 ;bigger than anything realistic we use 1511 End 1512 Behavior = RebuildHoleBehavior ModuleTag_04 1513 WorkerObjectName = GLAInfantryWorker 1514 WorkerRespawnDelay = 20000 ;in milliseconds 1515 HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second 1516 End 1517 1518 Behavior = CreateObjectDie ModuleTag_13 1519 CreationList = OCL_LargeStructureDebris 1520 End 1521 Behavior = FXListDie ModuleTag_14 1522 DeathFX = FX_StructureSmallDeath 1523 End 1524 1525 1526 1527 Geometry = CYLINDER 1528 GeometryMajorRadius = 25.0 1529 GeometryHeight = 5.0 1530 GeometryIsSmall = No 1531 Shadow = SHADOW_VOLUME 1532 BuildCompletion = PLACED_BY_PLAYER 1533 1534 End 1535 1536 ;------------------------------------------------------------------------------ 1537 Object AmericaCommandCenter 1538 1539 ; *** ART Parameters *** 1540 SelectPortrait = SAComCentr_L 1541 ButtonImage = SAComCentr 1542 1543 ; ----------------- Main Building ------------------------ 1544 Draw = W3DModelDraw ModuleTag_01 1545 OkToChangeModelColor = Yes 1546 ; day ****************************************** 1547 ConditionState = NONE 1548 Model = ABBtCmdHQ 1549 Animation = ABBtCmdHQ.ABBtCmdHQ 1550 AnimationMode = LOOP 1551 End 1552 ConditionState = DAMAGED 1553 Model = ABBtCmdHQ_D 1554 Animation = ABBtCmdHQ_D.ABBtCmdHQ_D 1555 AnimationMode = LOOP 1556 End 1557 ConditionState = REALLYDAMAGED RUBBLE 1558 Model = ABBtCmdHQ_E 1559 Animation = ABBtCmdHQ_E.ABBtCmdHQ_E 1560 AnimationMode = LOOP 1561 End 1562 1563 1564 ; night **************************************** 1565 ConditionState = NIGHT 1566 Model = ABBtCmdHQ_N 1567 Animation = ABBtCmdHQ_N.ABBtCmdHQ_N 1568 AnimationMode = LOOP 1569 End 1570 ConditionState = DAMAGED NIGHT 1571 Model = ABBtCmdHQ_DN 1572 Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN 1573 AnimationMode = LOOP 1574 End 1575 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1576 Model = ABBtCmdHQ_EN 1577 Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN 1578 AnimationMode = LOOP 1579 End 1580 1581 1582 ; Snow 1583 ConditionState = SNOW 1584 Model = ABBtCmdHQ_S 1585 Animation = ABBtCmdHQ_S.ABBtCmdHQ_S 1586 AnimationMode = LOOP 1587 End 1588 ConditionState = DAMAGED SNOW 1589 Model = ABBtCmdHQ_DS 1590 Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS 1591 AnimationMode = LOOP 1592 End 1593 ConditionState = REALLYDAMAGED RUBBLE SNOW 1594 Model = ABBtCmdHQ_ES 1595 Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES 1596 AnimationMode = LOOP 1597 End 1598 1599 ; night snow **************************************** 1600 ConditionState = NIGHT SNOW 1601 Model = ABBtCmdHQ_NS 1602 Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS 1603 AnimationMode = LOOP 1604 End 1605 ConditionState = DAMAGED NIGHT SNOW 1606 Model = ABBtCmdHQ_DNS 1607 Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS 1608 AnimationMode = LOOP 1609 End 1610 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1611 Model = ABBtCmdHQ_ENS 1612 Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS 1613 AnimationMode = LOOP 1614 End 1615 1616 1617 1618 ;************************************************************************************************************************** 1619 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1620 ;for this draw module 1621 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1622 Model = ABBtCmdHQ 1623 Animation = ABBtCmdHQ.ABBtCmdHQ 1624 AnimationMode = LOOP 1625 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1626 End 1627 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1628 Model = ABBtCmdHQ_D 1629 Animation = ABBtCmdHQ_D.ABBtCmdHQ_D 1630 AnimationMode = LOOP 1631 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1632 End 1633 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1634 Model = ABBtCmdHQ_E 1635 Animation = ABBtCmdHQ_E.ABBtCmdHQ_E 1636 AnimationMode = LOOP 1637 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1638 End 1639 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1640 Model = ABBtCmdHQ_N 1641 Animation = ABBtCmdHQ_N.ABBtCmdHQ_N 1642 AnimationMode = LOOP 1643 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1644 End 1645 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1646 Model = ABBtCmdHQ_DN 1647 Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN 1648 AnimationMode = LOOP 1649 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1650 End 1651 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1652 Model = ABBtCmdHQ_EN 1653 Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN 1654 AnimationMode = LOOP 1655 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1656 End 1657 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1658 Model = ABBtCmdHQ_S 1659 Animation = ABBtCmdHQ_S.ABBtCmdHQ_S 1660 AnimationMode = LOOP 1661 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1662 End 1663 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1664 Model = ABBtCmdHQ_DS 1665 Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS 1666 AnimationMode = LOOP 1667 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1668 End 1669 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1670 Model = ABBtCmdHQ_ES 1671 Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES 1672 AnimationMode = LOOP 1673 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1674 End 1675 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1676 Model = ABBtCmdHQ_NS 1677 Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS 1678 AnimationMode = LOOP 1679 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1680 End 1681 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1682 Model = ABBtCmdHQ_DNS 1683 Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS 1684 AnimationMode = LOOP 1685 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1686 End 1687 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1688 Model = ABBtCmdHQ_ENS 1689 Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS 1690 AnimationMode = LOOP 1691 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1692 End 1693 1694 ConditionState = AWAITING_CONSTRUCTION 1695 Model = NONE 1696 End 1697 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1698 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1699 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1700 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1701 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1702 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1703 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1704 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1705 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1706 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1707 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1708 AliasConditionState = SOLD 1709 AliasConditionState = SOLD DAMAGED 1710 AliasConditionState = SOLD REALLYDAMAGED 1711 AliasConditionState = SOLD NIGHT 1712 AliasConditionState = SOLD NIGHT DAMAGED 1713 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1714 AliasConditionState = SOLD SNOW 1715 AliasConditionState = SOLD SNOW DAMAGED 1716 AliasConditionState = SOLD SNOW REALLYDAMAGED 1717 AliasConditionState = SOLD NIGHT SNOW 1718 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1719 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1720 ;************************************************************************************************************************************************************************************************************** 1721 1722 End 1723 1724 ; ----------------- the factory door ------------------- 1725 Draw = W3DModelDraw ModuleTag_02 1726 DefaultConditionState 1727 Model = ABBtCmdHQ_A7 1728 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 1729 AnimationMode = MANUAL 1730 Flags = START_FRAME_FIRST 1731 End 1732 1733 1734 ;************************************************************************************************************************** 1735 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1736 ;for this draw module 1737 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1738 Model = ABBtCmdHQ_A7 1739 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1740 End 1741 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1742 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1743 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 1744 1745 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1746 Model = ABBtCmdHQ_A7D 1747 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1748 End 1749 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1750 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1751 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED 1752 1753 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1754 Model = ABBtCmdHQ_A7E 1755 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1756 End 1757 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 1758 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 1759 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT 1760 1761 1762 ConditionState = AWAITING_CONSTRUCTION 1763 Model = NONE 1764 End 1765 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1766 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1767 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1768 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1769 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1770 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1771 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1772 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1773 AliasConditionState = SOLD DAMAGED 1774 AliasConditionState = SOLD REALLYDAMAGED 1775 AliasConditionState = SOLD NIGHT 1776 AliasConditionState = SOLD NIGHT DAMAGED 1777 1778 1779 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1780 AliasConditionState = SOLD NIGHT SNOW 1781 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1782 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1783 ;************************************************************************************************************************** 1784 1785 1786 ConditionState = DAMAGED 1787 Model = ABBtCmdHQ_A7D 1788 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 1789 AnimationMode = MANUAL 1790 Flags = START_FRAME_FIRST 1791 End 1792 ConditionState = REALLYDAMAGED RUBBLE 1793 Model = ABBtCmdHQ_A7E 1794 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 1795 AnimationMode = MANUAL 1796 Flags = START_FRAME_FIRST 1797 End 1798 1799 1800 ConditionState = DOOR_1_OPENING 1801 Model = ABBtCmdHQ_A7 1802 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 1803 AnimationMode = ONCE 1804 Flags = START_FRAME_FIRST 1805 End 1806 ConditionState = DOOR_1_OPENING DAMAGED 1807 Model = ABBtCmdHQ_A7D 1808 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 1809 AnimationMode = ONCE 1810 Flags = START_FRAME_FIRST 1811 End 1812 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 1813 Model = ABBtCmdHQ_A7E 1814 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 1815 AnimationMode = ONCE 1816 Flags = START_FRAME_FIRST 1817 End 1818 ConditionState = DOOR_1_CLOSING 1819 Model = ABBtCmdHQ_A7 1820 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 1821 AnimationMode = ONCE_BACKWARDS 1822 Flags = START_FRAME_LAST 1823 End 1824 1825 1826 ConditionState = DOOR_1_CLOSING DAMAGED 1827 Model = ABBtCmdHQ_A7D 1828 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 1829 AnimationMode = ONCE_BACKWARDS 1830 Flags = START_FRAME_LAST 1831 End 1832 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 1833 Model = ABBtCmdHQ_A7E 1834 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 1835 AnimationMode = ONCE_BACKWARDS 1836 Flags = START_FRAME_LAST 1837 End 1838 ConditionState = DOOR_1_WAITING_OPEN 1839 Model = ABBtCmdHQ_A7 1840 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 1841 AnimationMode = MANUAL 1842 Flags = START_FRAME_LAST 1843 End 1844 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 1845 Model = ABBtCmdHQ_A7D 1846 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 1847 AnimationMode = MANUAL 1848 Flags = START_FRAME_LAST 1849 End 1850 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 1851 Model = ABBtCmdHQ_A7E 1852 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 1853 AnimationMode = MANUAL 1854 Flags = START_FRAME_LAST 1855 End 1856 End 1857 1858 PlacementViewAngle = -135 1859 1860 ; ------------ Radar Extending ----------------- 1861 Draw = W3DModelDraw ModuleTag_03 1862 ConditionState = None 1863 Model = ABBtCmdHQ_AC 1864 Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC 1865 AnimationMode = LOOP 1866 End 1867 AliasConditionState = NIGHT 1868 AliasConditionState = SNOW 1869 AliasConditionState = NIGHT SNOW 1870 1871 ConditionState = DAMAGED 1872 Model = ABBtCmdHQ_ACD 1873 Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD 1874 AnimationMode = LOOP 1875 End 1876 AliasConditionState = NIGHT DAMAGED 1877 AliasConditionState = SNOW DAMAGED 1878 AliasConditionState = NIGHT SNOW DAMAGED 1879 1880 ConditionState = REALLYDAMAGED RUBBLE 1881 Model = ABBtCmdHQ_ACE 1882 Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE 1883 AnimationMode = LOOP 1884 End 1885 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 1886 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 1887 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 1888 1889 ;************************************************************************************************************************** 1890 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1891 ;for this draw module 1892 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1893 Model = ABBtCmdHQ_AC 1894 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1895 End 1896 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1897 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1898 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1899 1900 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1901 Model = ABBtCmdHQ_ACD 1902 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1903 End 1904 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 1905 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 1906 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 1907 1908 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1909 Model = ABBtCmdHQ_ACE 1910 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1911 End 1912 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 1913 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 1914 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 1915 1916 ConditionState = AWAITING_CONSTRUCTION 1917 Model = NONE 1918 End 1919 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1920 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1921 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1922 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1923 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1924 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1925 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1926 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1927 AliasConditionState = SOLD DAMAGED 1928 AliasConditionState = SOLD REALLYDAMAGED 1929 AliasConditionState = SOLD NIGHT 1930 AliasConditionState = SOLD NIGHT DAMAGED 1931 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1932 AliasConditionState = SOLD NIGHT SNOW 1933 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1934 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1935 ;************************************************************************************************************************** 1936 1937 End 1938 1939 ; ----------------- The Door ------------------------ 1940 Draw = W3DModelDraw ModuleTag_04 1941 1942 DefaultConditionState 1943 Model = ABBtCmdHQ_A7 1944 1945 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 1946 AnimationMode = MANUAL 1947 Flags = START_FRAME_FIRST 1948 End 1949 AliasConditionState = NIGHT 1950 AliasConditionState = SNOW 1951 AliasConditionState = NIGHT SNOW 1952 1953 ConditionState = DAMAGED 1954 Model = ABBtCmdHQ_A7D 1955 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 1956 AnimationMode = MANUAL 1957 Flags = START_FRAME_FIRST 1958 End 1959 AliasConditionState = NIGHT DAMAGED 1960 AliasConditionState = SNOW DAMAGED 1961 AliasConditionState = NIGHT SNOW DAMAGED 1962 1963 ConditionState = REALLYDAMAGED RUBBLE 1964 Model = ABBtCmdHQ_A7E 1965 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 1966 AnimationMode = MANUAL 1967 Flags = START_FRAME_FIRST 1968 End 1969 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 1970 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 1971 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 1972 1973 ConditionState = DOOR_1_OPENING 1974 Model = ABBtCmdHQ_A7 1975 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 1976 AnimationMode = ONCE 1977 Flags = START_FRAME_FIRST 1978 End 1979 AliasConditionState = NIGHT DOOR_1_OPENING 1980 AliasConditionState = SNOW DOOR_1_OPENING 1981 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 1982 1983 ConditionState = DOOR_1_OPENING DAMAGED 1984 Model = ABBtCmdHQ_A7D 1985 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 1986 AnimationMode = ONCE 1987 Flags = START_FRAME_FIRST 1988 End 1989 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 1990 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 1991 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 1992 1993 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 1994 Model = ABBtCmdHQ_A7E 1995 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 1996 AnimationMode = ONCE 1997 Flags = START_FRAME_FIRST 1998 End 1999 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 2000 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 2001 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 2002 2003 ConditionState = DOOR_1_CLOSING 2004 Model = ABBtCmdHQ_A7 2005 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 2006 AnimationMode = ONCE_BACKWARDS 2007 Flags = START_FRAME_LAST 2008 End 2009 AliasConditionState = NIGHT DOOR_1_CLOSING 2010 AliasConditionState = SNOW DOOR_1_CLOSING 2011 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 2012 2013 ConditionState = DOOR_1_CLOSING DAMAGED 2014 Model = ABBtCmdHQ_A7D 2015 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 2016 AnimationMode = ONCE_BACKWARDS 2017 Flags = START_FRAME_LAST 2018 End 2019 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 2020 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 2021 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 2022 2023 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 2024 Model = ABBtCmdHQ_A7E 2025 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 2026 AnimationMode = ONCE_BACKWARDS 2027 Flags = START_FRAME_LAST 2028 End 2029 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 2030 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 2031 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 2032 2033 ConditionState = DOOR_1_WAITING_OPEN 2034 Model = ABBtCmdHQ_A7 2035 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 2036 AnimationMode = MANUAL 2037 Flags = START_FRAME_LAST 2038 End 2039 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 2040 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 2041 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 2042 2043 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 2044 Model = ABBtCmdHQ_A7D 2045 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 2046 AnimationMode = MANUAL 2047 Flags = START_FRAME_LAST 2048 End 2049 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 2050 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 2051 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 2052 2053 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 2054 Model = ABBtCmdHQ_A7E 2055 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 2056 AnimationMode = MANUAL 2057 Flags = START_FRAME_LAST 2058 End 2059 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 2060 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 2061 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 2062 2063 ;************************************************************************************************************************** 2064 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2065 ;for this draw module 2066 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2067 Model = ABBtCmdHQ_A7 2068 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2069 End 2070 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2071 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2072 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2073 2074 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2075 Model = ABBtCmdHQ_A7D 2076 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2077 End 2078 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 2079 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 2080 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 2081 2082 2083 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2084 Model = ABBtCmdHQ_A7E 2085 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2086 End 2087 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 2088 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 2089 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 2090 2091 ConditionState = AWAITING_CONSTRUCTION 2092 Model = NONE 2093 End 2094 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2095 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2096 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2097 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2098 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2099 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2100 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2101 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2102 AliasConditionState = SOLD DAMAGED 2103 AliasConditionState = SOLD REALLYDAMAGED 2104 AliasConditionState = SOLD NIGHT 2105 AliasConditionState = SOLD NIGHT DAMAGED 2106 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2107 AliasConditionState = SOLD NIGHT SNOW 2108 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2109 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2110 ;************************************************************************************************************************** 2111 2112 End 2113 2114 ; ------------ construction-zone fence ----------------- 2115 Draw = W3DModelDraw ModuleTag_05 2116 AnimationsRequirePower = No 2117 2118 DefaultConditionState 2119 Model = None 2120 TransitionKey = DOWN_DEFAULT 2121 End 2122 ConditionState = NIGHT 2123 Model = None 2124 TransitionKey = DOWN_DEFAULT 2125 End 2126 ConditionState = SNOW 2127 Model = None 2128 TransitionKey = DOWN_DEFAULT 2129 End 2130 ConditionState = SNOW NIGHT 2131 Model = None 2132 TransitionKey = DOWN_DEFAULT 2133 End 2134 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2135 Model = ABBtCmdHQ_A4 2136 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 2137 AnimationMode = MANUAL 2138 Flags = START_FRAME_LAST 2139 TransitionKey = UP_DAY 2140 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2141 ParticleSysBone = SparksS01 LiveWireSparks02 2142 End 2143 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2144 Model = ABBtCmdHQ_A4N 2145 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 2146 AnimationMode = MANUAL 2147 Flags = START_FRAME_LAST 2148 TransitionKey = UP_NIGHT 2149 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2150 ParticleSysBone = SparksS01 LiveWireSparks02 2151 End 2152 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2153 Model = ABBtCmdHQ_A4S 2154 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 2155 AnimationMode = MANUAL 2156 Flags = START_FRAME_LAST 2157 TransitionKey = UP_SNOW 2158 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2159 ParticleSysBone = SparksS01 LiveWireSparks02 2160 End 2161 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2162 Model = ABBtCmdHQ_A4SN 2163 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 2164 AnimationMode = MANUAL 2165 Flags = START_FRAME_LAST 2166 TransitionKey = UP_SNOWNIGHT 2167 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2168 ParticleSysBone = SparksS01 LiveWireSparks02 2169 End 2170 TransitionState = DOWN_DEFAULT UP_DAY 2171 Model = ABBtCmdHQ_A4 2172 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 2173 AnimationMode = ONCE 2174 AnimationSpeedFactorRange = 1.0 1.0 2175 Flags = START_FRAME_FIRST 2176 End 2177 TransitionState = DOWN_DEFAULT UP_NIGHT 2178 Model = ABBtCmdHQ_A4N 2179 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 2180 AnimationMode = ONCE 2181 AnimationSpeedFactorRange = 1.0 1.0 2182 Flags = START_FRAME_FIRST 2183 End 2184 TransitionState = DOWN_DEFAULT UP_SNOW 2185 Model = ABBtCmdHQ_A4S 2186 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 2187 AnimationMode = ONCE 2188 AnimationSpeedFactorRange = 1.0 1.0 2189 Flags = START_FRAME_FIRST 2190 End 2191 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2192 Model = ABBtCmdHQ_A4SN 2193 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 2194 AnimationMode = ONCE 2195 AnimationSpeedFactorRange = 1.0 1.0 2196 Flags = START_FRAME_FIRST 2197 End 2198 TransitionState = UP_DAY DOWN_DEFAULT 2199 Model = ABBtCmdHQ_A4 2200 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 2201 AnimationMode = ONCE_BACKWARDS 2202 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2203 Flags = START_FRAME_LAST 2204 End 2205 TransitionState = UP_NIGHT DOWN_DEFAULT 2206 Model = ABBtCmdHQ_A4N 2207 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 2208 AnimationMode = ONCE_BACKWARDS 2209 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2210 Flags = START_FRAME_LAST 2211 End 2212 TransitionState = UP_SNOW DOWN_DEFAULT 2213 Model = ABBtCmdHQ_A4S 2214 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 2215 AnimationMode = ONCE_BACKWARDS 2216 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2217 Flags = START_FRAME_LAST 2218 End 2219 TransitionState = UP_SNOW NIGHT DOWN_DEFAULT 2220 Model = ABBtCmdHQ_A4SN 2221 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 2222 AnimationMode = ONCE_BACKWARDS 2223 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2224 Flags = START_FRAME_LAST 2225 End 2226 End 2227 2228 ; ------------ under-construction scaffolding ----------------- 2229 Draw = W3DModelDraw ModuleTag_06 2230 AnimationsRequirePower = No 2231 MinLODRequired = MEDIUM 2232 DefaultConditionState 2233 Model = None 2234 TransitionKey = DOWN_DEFAULT 2235 End 2236 ConditionState = NIGHT 2237 Model = None 2238 TransitionKey = DOWN_DEFAULT 2239 End 2240 ConditionState = SNOW 2241 Model = None 2242 TransitionKey = DOWN_DEFAULT 2243 End 2244 ConditionState = SNOW NIGHT 2245 Model = None 2246 TransitionKey = DOWN_DEFAULT 2247 End 2248 ConditionState = PARTIALLY_CONSTRUCTED 2249 Model = ABBtCmdHQ_A6 2250 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 2251 AnimationMode = MANUAL 2252 Flags = START_FRAME_LAST 2253 TransitionKey = UP_DAY 2254 ParticleSysBone = Sparks01 BuildUpBlueSpark 2255 ParticleSysBone = Sparks02 BuildUpBlueSpark 2256 ParticleSysBone = Sparks04 BuildUpBlueSpark 2257 ParticleSysBone = Sparks05 BuildUpBlueSpark 2258 ParticleSysBone = Sparks06 BuildUpBlueSpark 2259 ParticleSysBone = Sparks08 BuildUpBlueSpark 2260 ParticleSysBone = Sparks09 BuildUpBlueSpark 2261 End 2262 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2263 Model = ABBtCmdHQ_A6N 2264 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 2265 AnimationMode = MANUAL 2266 Flags = START_FRAME_LAST 2267 TransitionKey = UP_NIGHT 2268 ParticleSysBone = Sparks01 BuildUpBlueSpark 2269 ParticleSysBone = Sparks02 BuildUpBlueSpark 2270 ParticleSysBone = Sparks04 BuildUpBlueSpark 2271 ParticleSysBone = Sparks05 BuildUpBlueSpark 2272 ParticleSysBone = Sparks06 BuildUpBlueSpark 2273 ParticleSysBone = Sparks08 BuildUpBlueSpark 2274 ParticleSysBone = Sparks09 BuildUpBlueSpark 2275 End 2276 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2277 Model = ABBtCmdHQ_A6S 2278 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 2279 AnimationMode = MANUAL 2280 Flags = START_FRAME_LAST 2281 TransitionKey = UP_SNOW 2282 ParticleSysBone = Sparks01 BuildUpBlueSpark 2283 ParticleSysBone = Sparks02 BuildUpBlueSpark 2284 ParticleSysBone = Sparks04 BuildUpBlueSpark 2285 ParticleSysBone = Sparks05 BuildUpBlueSpark 2286 ParticleSysBone = Sparks06 BuildUpBlueSpark 2287 ParticleSysBone = Sparks08 BuildUpBlueSpark 2288 ParticleSysBone = Sparks09 BuildUpBlueSpark 2289 End 2290 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2291 Model = ABBtCmdHQ_A6SN 2292 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 2293 AnimationMode = MANUAL 2294 Flags = START_FRAME_LAST 2295 TransitionKey = UP_SNOWNIGHT 2296 ParticleSysBone = Sparks01 BuildUpBlueSpark 2297 ParticleSysBone = Sparks02 BuildUpBlueSpark 2298 ParticleSysBone = Sparks04 BuildUpBlueSpark 2299 ParticleSysBone = Sparks05 BuildUpBlueSpark 2300 ParticleSysBone = Sparks06 BuildUpBlueSpark 2301 ParticleSysBone = Sparks08 BuildUpBlueSpark 2302 ParticleSysBone = Sparks09 BuildUpBlueSpark 2303 End 2304 TransitionState = DOWN_DEFAULT UP_DAY 2305 Model = ABBtCmdHQ_A6 2306 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 2307 AnimationMode = ONCE 2308 AnimationSpeedFactorRange = 1.0 1.0 2309 Flags = START_FRAME_FIRST 2310 End 2311 TransitionState = DOWN_DEFAULT UP_NIGHT 2312 Model = ABBtCmdHQ_A6N 2313 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 2314 AnimationMode = ONCE 2315 AnimationSpeedFactorRange = 1.0 1.0 2316 Flags = START_FRAME_FIRST 2317 End 2318 TransitionState = DOWN_DEFAULT UP_SNOW 2319 Model = ABBtCmdHQ_A6S 2320 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 2321 AnimationMode = ONCE 2322 AnimationSpeedFactorRange = 1.0 1.0 2323 Flags = START_FRAME_FIRST 2324 End 2325 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2326 Model = ABBtCmdHQ_A6SN 2327 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 2328 AnimationMode = ONCE 2329 AnimationSpeedFactorRange = 1.0 1.0 2330 Flags = START_FRAME_FIRST 2331 End 2332 TransitionState = UP_DAY DOWN_DEFAULT 2333 Model = ABBtCmdHQ_A6 2334 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 2335 AnimationMode = ONCE_BACKWARDS 2336 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2337 Flags = START_FRAME_LAST 2338 End 2339 TransitionState = UP_NIGHT DOWN_DEFAULT 2340 Model = ABBtCmdHQ_A6N 2341 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 2342 AnimationMode = ONCE_BACKWARDS 2343 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2344 Flags = START_FRAME_LAST 2345 End 2346 TransitionState = UP_SNOW DOWN_DEFAULT 2347 Model = ABBtCmdHQ_A6S 2348 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 2349 AnimationMode = ONCE_BACKWARDS 2350 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2351 Flags = START_FRAME_LAST 2352 End 2353 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2354 Model = ABBtCmdHQ_A6SN 2355 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 2356 AnimationMode = ONCE_BACKWARDS 2357 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2358 Flags = START_FRAME_LAST 2359 End 2360 End 2361 2362 ; ------------ being-constructed crane ----------------- 2363 Draw = W3DModelDraw ModuleTag_07 2364 AnimationsRequirePower = No 2365 DefaultConditionState 2366 Model = None 2367 TransitionKey = DOWN_DEFAULT 2368 End 2369 ConditionState = NIGHT 2370 Model = None 2371 TransitionKey = DOWN_DEFAULT 2372 End 2373 ConditionState = SNOW 2374 Model = None 2375 TransitionKey = DOWN_DEFAULT 2376 End 2377 ConditionState = SNOW NIGHT 2378 Model = None 2379 TransitionKey = DOWN_DEFAULT 2380 End 2381 ConditionState = SOLD 2382 Model = NONE 2383 End 2384 2385 ConditionState = ACTIVELY_BEING_CONSTRUCTED 2386 Model = ABBtCmdHQ_A5 2387 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 2388 AnimationMode = LOOP 2389 TransitionKey = UP_DAY 2390 End 2391 2392 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 2393 Model = ABBtCmdHQ_A5N 2394 Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N 2395 AnimationMode = LOOP 2396 TransitionKey = UP_NIGHT 2397 End 2398 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 2399 Model = ABBtCmdHQ_A5S 2400 Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S 2401 AnimationMode = LOOP 2402 TransitionKey = UP_SNOW 2403 End 2404 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 2405 Model = ABBtCmdHQ_A5SN 2406 Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN 2407 AnimationMode = LOOP 2408 TransitionKey = UP_SNOWNIGHT 2409 End 2410 TransitionState = DOWN_DEFAULT UP_DAY 2411 Model = ABBtCmdHQ_A3 2412 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 2413 AnimationMode = ONCE 2414 AnimationSpeedFactorRange = 1.0 1.0 2415 Flags = START_FRAME_FIRST 2416 End 2417 2418 TransitionState = DOWN_DEFAULT UP_NIGHT 2419 Model = ABBtCmdHQ_A3N 2420 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 2421 AnimationMode = ONCE 2422 AnimationSpeedFactorRange = 1.0 1.0 2423 Flags = START_FRAME_FIRST 2424 End 2425 TransitionState = DOWN_DEFAULT UP_SNOW 2426 Model = ABBtCmdHQ_A3S 2427 ; @todo srj -- not found 2428 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 2429 AnimationMode = ONCE 2430 AnimationSpeedFactorRange = 1.0 1.0 2431 Flags = START_FRAME_FIRST 2432 End 2433 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2434 Model = ABBtCmdHQ_A3SN 2435 Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN 2436 AnimationMode = ONCE 2437 AnimationSpeedFactorRange = 1.0 1.0 2438 Flags = START_FRAME_FIRST 2439 End 2440 TransitionState = UP_DAY DOWN_DEFAULT 2441 Model = ABBtCmdHQ_A3 2442 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 2443 AnimationMode = ONCE_BACKWARDS 2444 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2445 Flags = START_FRAME_LAST 2446 End 2447 TransitionState = UP_NIGHT DOWN_DEFAULT 2448 Model = ABBtCmdHQ_A3N 2449 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 2450 AnimationMode = ONCE_BACKWARDS 2451 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2452 Flags = START_FRAME_LAST 2453 End 2454 TransitionState = UP_SNOW DOWN_DEFAULT 2455 Model = ABBtCmdHQ_A3S 2456 ; @todo srj -- not found 2457 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 2458 AnimationMode = ONCE_BACKWARDS 2459 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2460 Flags = START_FRAME_LAST 2461 End 2462 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2463 Model = ABBtCmdHQ_A3S 2464 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 2465 AnimationMode = ONCE_BACKWARDS 2466 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2467 Flags = START_FRAME_LAST 2468 End 2469 End 2470 2471 ; Officers club flag 2472 Draw = W3DModelDraw ModuleTag_OfficersClub 2473 OkToChangeModelColor = No 2474 2475 ConditionState = NONE 2476 Model = None 2477 End 2478 AliasConditionState = DAMAGED 2479 AliasConditionState = REALLYDAMAGED 2480 AliasConditionState = RUBBLE 2481 AliasConditionState = REALLYDAMAGED RUBBLE 2482 ConditionState = PREORDER 2483 Model = OCFlagUSA 2484 Animation = OCFlagUSA.OCFlagUSA 2485 AnimationMode = LOOP 2486 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2487 End 2488 ConditionState = PREORDER DAMAGED 2489 Model = OCFlagUSA_D 2490 Animation = OCFlagUSA_D.OCFlagUSA_D 2491 AnimationMode = LOOP 2492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2493 End 2494 ConditionState = PREORDER REALLYDAMAGED RUBBLE 2495 Model = OCFlagUSA_E 2496 Animation = OCFlagUSA_E.OCFlagUSA_E 2497 AnimationMode = LOOP 2498 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2499 End 2500 End 2501 2502 2503 PlacementViewAngle = -135 2504 2505 ; ***DESIGN parameters *** 2506 DisplayName = OBJECT:CommandCenter 2507 Side = America 2508 EditorSorting = STRUCTURE 2509 BuildCost = 2000 2510 BuildTime = 45.0 ; in seconds 2511 EnergyProduction = 0 ;Command Center should be free 2512 CommandSet = AmericaCommandCenterCommandSet 2513 VisionRange = 300.0 ; Shroud clearing distance 2514 ShroudClearingRange = 300 2515 ArmorSet 2516 Conditions = None 2517 Armor = StructureArmorTough 2518 DamageFX = StructureDamageFXNoShake 2519 End 2520 ExperienceValue = 200 200 200 200 ; Experience point value at each level 2521 2522 ; *** AUDIO Parameters *** 2523 VoiceSelect = CommandCenterUSASelect 2524 SoundDie = BuildingDie 2525 SoundOnDamaged = BuildingDamagedStateLight 2526 SoundOnReallyDamaged = BuildingDestroy 2527 2528 UnitSpecificSounds 2529 UnderConstruction = UnderConstructionLoop 2530 End 2531 2532 ; *** ENGINEERING Parameters *** 2533 RadarPriority = STRUCTURE 2534 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 2535 Body = StructureBody ModuleTag_08 2536 MaxHealth = 5000.0 2537 InitialHealth = 5000.0 2538 End 2539 2540 Behavior = PreorderCreate ModuleTag_PreorderCreate 2541 End 2542 2543 Behavior = GrantUpgradeCreate ModuleTag_09 2544 UpgradeToGrant = Upgrade_AmericaRadar 2545 ExemptStatus = UNDER_CONSTRUCTION 2546 End 2547 Behavior = ProductionUpdate ModuleTag_11 2548 NumDoorAnimations = 1 2549 DoorOpeningTime = 1500 ;in mSeconds 2550 DoorWaitOpenTime = 3000 ;in mSeconds 2551 DoorCloseTime = 1500 ;in mSeconds 2552 ConstructionCompleteDuration = 1500 ;in mSeconds 2553 End 2554 Behavior = RadarUpdate ModuleTag_12 2555 RadarExtendTime = 4000 ;in mSeconds 2556 End 2557 Behavior = DefaultProductionExitUpdate ModuleTag_13 2558 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 2559 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 2560 End 2561 Behavior = BaseRegenerateUpdate ModuleTag_14 2562 ;No data 2563 End 2564 Behavior = DestroyDie ModuleTag_15 2565 ;nothing 2566 End 2567 Behavior = CreateObjectDie ModuleTag_16 2568 CreationList = OCL_LargeStructureDebris 2569 End 2570 Behavior = CreateObjectDie ModuleTag_17 2571 CreationList = OCL_AmericanRangerDebris10 2572 ExemptStatus = UNDER_CONSTRUCTION 2573 End 2574 Behavior = FXListDie ModuleTag_18 2575 DeathFX = FX_StructureMediumDeath 2576 End 2577 Behavior = RadarUpgrade ModuleTag_19 2578 TriggeredBy = Upgrade_AmericaRadar 2579 End 2580 Behavior = OCLSpecialPower ModuleTag_20 2581 SpecialPowerTemplate = SuperweaponDaisyCutter 2582 OCL = SUPERWEAPON_DaisyCutter 2583 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 2584 End 2585 Behavior = OCLSpecialPower ModuleTag_21 2586 SpecialPowerTemplate = SpecialPowerSpyDrone 2587 OCL = SUPERWEAPON_SpyDrone 2588 CreateLocation = CREATE_ABOVE_LOCATION 2589 End 2590 Behavior = OCLSpecialPower ModuleTag_22 2591 SpecialPowerTemplate = SuperweaponParadropAmerica 2592 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 2593 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 2594 OCL = SUPERWEAPON_Paradrop1 2595 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 2596 End 2597 ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the AmericaAirfield in CHI05 2598 ; SpecialPowerTemplate = SuperweaponCarpetBomb 2599 ; OCL = SUPERWEAPON_CarpetBomb 2600 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 2601 ; End 2602 Behavior = OCLSpecialPower ModuleTag_24 2603 SpecialPowerTemplate = SpecialPowerSpySatellite 2604 OCL = SUPERWEAPON_SpySatellite 2605 CreateLocation = CREATE_AT_LOCATION 2606 End 2607 Behavior = OCLSpecialPower ModuleTag_25 2608 SpecialPowerTemplate = SuperweaponCrateDrop 2609 OCL = SUPERWEAPON_CrateDrop 2610 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 2611 End 2612 Behavior = OCLSpecialPower ModuleTag_26 2613 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike 2614 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 2615 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 2616 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 2617 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 2618 End 2619 Behavior = OCLSpecialPower ModuleTag_27 2620 SpecialPowerTemplate = SuperweaponEmergencyRepair 2621 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 2622 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 2623 OCL = SUPERWEAPON_RepairVehicles1 2624 CreateLocation = CREATE_AT_LOCATION 2625 End 2626 2627 ; note that this power isn't normally available to human players, only to AI ones 2628 Behavior = DefectorSpecialPower ModuleTag_28 2629 SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params 2630 End 2631 2632 Behavior = FlammableUpdate ModuleTag_30 2633 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2634 AflameDamageAmount = 5 ; taking this much damage... 2635 AflameDamageDelay = 500 ; this often. 2636 End 2637 2638 Behavior = TransitionDamageFX ModuleTag_31 2639 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 2640 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2641 ;--------------------------------------------------------------------------------------- 2642 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2643 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2644 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2645 End 2646 2647 Geometry = BOX 2648 GeometryMajorRadius = 60.0 2649 GeometryMinorRadius = 70.0 2650 GeometryHeight = 49.0 2651 GeometryIsSmall = No 2652 FactoryExitWidth = 25 ; How much space to leave for units exiting. 2653 Shadow = SHADOW_VOLUME 2654 BuildCompletion = PLACED_BY_PLAYER 2655 2656 End 2657 2658 ;------------------------------------------------------------------------------ 2659 ;GLA Command Center 2660 Object GLACommandCenter 2661 2662 ; *** ART Parameters *** 2663 SelectPortrait = SUHeadquarters_L 2664 ButtonImage = SUHeadquarters 2665 2666 ; ----- The actual command center 2667 Draw = W3DModelDraw ModuleTag_01 2668 2669 OkToChangeModelColor = Yes 2670 2671 ; day 2672 ConditionState = NONE 2673 Model = UBCmdHQ 2674 ParticleSysBone = Smoke01 SteamVent 2675 ParticleSysBone = Fire01 SmolderingFire 2676 ParticleSysBone = Fire01 SmolderingSmoke 2677 Animation = UBCmdHQ.UBCmdHQ 2678 AnimationMode = LOOP 2679 End 2680 2681 ConditionState = DAMAGED 2682 Model = UBCmdHQ_D 2683 Animation = UBCmdHQ_D.UBCmdHQ_D 2684 AnimationMode = LOOP 2685 End 2686 ConditionState = REALLYDAMAGED RUBBLE 2687 Model = UBCmdHQ_E 2688 Animation = UBCmdHQ_E.UBCmdHQ_E 2689 AnimationMode = LOOP 2690 End 2691 2692 ; night 2693 ConditionState = NIGHT 2694 Model = UBCmdHQ_N 2695 ParticleSysBone = Smoke01 SteamVent 2696 ParticleSysBone = Fire01 SmolderingFire 2697 ParticleSysBone = Fire01 SmolderingSmoke 2698 Animation = UBCmdHQ_N.UBCmdHQ_N 2699 AnimationMode = LOOP 2700 End 2701 ConditionState = DAMAGED NIGHT 2702 Model = UBCmdHQ_DN 2703 Animation = UBCmdHQ_DN.UBCmdHQ_DN 2704 AnimationMode = LOOP 2705 End 2706 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2707 Model = UBCmdHQ_EN 2708 Animation = UBCmdHQ_EN.UBCmdHQ_EN 2709 AnimationMode = LOOP 2710 End 2711 2712 ; day snow 2713 ConditionState = SNOW 2714 Model = UBCmdHQ_S 2715 ParticleSysBone = Smoke01 SteamVent 2716 ParticleSysBone = Fire01 SmolderingFire 2717 ParticleSysBone = Fire01 SmolderingSmoke 2718 Animation = UBCmdHQ_S.UBCmdHQ_S 2719 AnimationMode = LOOP 2720 End 2721 ConditionState = DAMAGED SNOW 2722 Model = UBCmdHQ_DS 2723 Animation = UBCmdHQ_DS.UBCmdHQ_DS 2724 AnimationMode = LOOP 2725 End 2726 ConditionState = REALLYDAMAGED RUBBLE SNOW 2727 Model = UBCmdHQ_ES 2728 Animation = UBCmdHQ_ES.UBCmdHQ_ES 2729 AnimationMode = LOOP 2730 End 2731 2732 ; night snow 2733 ConditionState = NIGHT SNOW 2734 Model = UBCmdHQ_NS 2735 ParticleSysBone = Smoke01 SteamVent 2736 ParticleSysBone = Fire01 SmolderingFire 2737 ParticleSysBone = Fire01 SmolderingSmoke 2738 Animation = UBCmdHQ_NS.UBCmdHQ_NS 2739 AnimationMode = LOOP 2740 End 2741 ConditionState = DAMAGED NIGHT SNOW 2742 Model = UBCmdHQ_DNS 2743 Animation = UBCmdHQ_DNS.UBCmdHQ_DNS 2744 AnimationMode = LOOP 2745 End 2746 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2747 Model = UBCmdHQ_ENS 2748 Animation = UBCmdHQ_ENS.UBCmdHQ_ENS 2749 AnimationMode = LOOP 2750 End 2751 2752 ;************************************************************************************************************************** 2753 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2754 ;for this draw module 2755 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2756 Model = UBCmdHQ 2757 Animation = UBCmdHQ.UBCmdHQ 2758 AnimationMode = LOOP 2759 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2760 End 2761 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2762 Model = UBCmdHQ_D 2763 Animation = UBCmdHQ_D.UBCmdHQ_D 2764 AnimationMode = LOOP 2765 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2766 End 2767 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2768 Model = UBCmdHQ_E 2769 Animation = UBCmdHQ_E.UBCmdHQ_E 2770 AnimationMode = LOOP 2771 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2772 End 2773 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2774 Model = UBCmdHQ_N 2775 Animation = UBCmdHQ_N.UBCmdHQ_N 2776 AnimationMode = LOOP 2777 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2778 End 2779 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2780 Model = UBCmdHQ_DN 2781 Animation = UBCmdHQ_DN.UBCmdHQ_DN 2782 AnimationMode = LOOP 2783 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2784 End 2785 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2786 Model = UBCmdHQ_EN 2787 Animation = UBCmdHQ_EN.UBCmdHQ_EN 2788 AnimationMode = LOOP 2789 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2790 End 2791 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2792 Model = UBCmdHQ_S 2793 Animation = UBCmdHQ_S.UBCmdHQ_S 2794 AnimationMode = LOOP 2795 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2796 End 2797 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2798 Model = UBCmdHQ_DS 2799 Animation = UBCmdHQ_DS.UBCmdHQ_DS 2800 AnimationMode = LOOP 2801 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2802 End 2803 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2804 Model = UBCmdHQ_ES 2805 Animation = UBCmdHQ_ES.UBCmdHQ_ES 2806 AnimationMode = LOOP 2807 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2808 End 2809 2810 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2811 Model = UBCmdHQ_NS 2812 Animation = UBCmdHQ_NS.UBCmdHQ_NS 2813 AnimationMode = LOOP 2814 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2815 End 2816 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2817 Model = UBCmdHQ_DNS 2818 Animation = UBCmdHQ_DNS.UBCmdHQ_DNS 2819 AnimationMode = LOOP 2820 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2821 End 2822 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2823 Model = UBCmdHQ_ENS 2824 Animation = UBCmdHQ_ENS.UBCmdHQ_ENS 2825 AnimationMode = LOOP 2826 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2827 End 2828 2829 ConditionState = AWAITING_CONSTRUCTION 2830 Model = NONE 2831 End 2832 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2833 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2834 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2835 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2836 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2837 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2838 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2839 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2840 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2841 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2842 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2843 AliasConditionState = SOLD 2844 AliasConditionState = SOLD DAMAGED 2845 AliasConditionState = SOLD REALLYDAMAGED 2846 AliasConditionState = SOLD NIGHT 2847 AliasConditionState = SOLD NIGHT DAMAGED 2848 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2849 AliasConditionState = SOLD SNOW 2850 AliasConditionState = SOLD SNOW DAMAGED 2851 AliasConditionState = SOLD SNOW REALLYDAMAGED 2852 AliasConditionState = SOLD NIGHT SNOW 2853 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2854 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2855 ;************************************************************************************************************************** 2856 End 2857 2858 PlacementViewAngle = -135 2859 2860 ; ------------ construction done flashing lights ---------- 2861 ; Draw = W3DModelDraw 2862 ; DefaultConditionState 2863 ; Model = None 2864 ; End 2865 ; ConditionState = SOLD 2866 ; Model = NONE 2867 ; End 2868 ; ConditionState = CONSTRUCTION_COMPLETE 2869 ; Model = ABWarFact_A2 2870 ; Animation = ABWarFact_A2.ABWarFact_A2 2871 ; AnimationMode = LOOP 2872 ; Flags = START_FRAME_FIRST 2873 ; End 2874 ; End 2875 2876 ; ------------ construction-zone fence ----------------- 2877 Draw = W3DModelDraw ModuleTag_02 2878 AnimationsRequirePower = No 2879 DefaultConditionState 2880 Model = None 2881 TransitionKey = DOWN_DEFAULT 2882 End 2883 ConditionState = NIGHT 2884 Model = None 2885 TransitionKey = DOWN_DEFAULT 2886 End 2887 ConditionState = SNOW 2888 Model = None 2889 TransitionKey = DOWN_DEFAULT 2890 End 2891 ConditionState = SNOW NIGHT 2892 Model = None 2893 TransitionKey = DOWN_DEFAULT 2894 End 2895 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2896 Model = UBCmdHQ_A4 2897 Animation = UBCmdHQ_A4.UBCmdHQ_A4 2898 AnimationMode = MANUAL 2899 Flags = START_FRAME_LAST 2900 TransitionKey = UP_DAY 2901 End 2902 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2903 Model = UBCmdHQ_A4N 2904 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 2905 AnimationMode = MANUAL 2906 Flags = START_FRAME_LAST 2907 TransitionKey = UP_NIGHT 2908 End 2909 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2910 Model = UBCmdHQ_A4S 2911 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 2912 AnimationMode = MANUAL 2913 Flags = START_FRAME_LAST 2914 TransitionKey = UP_SNOW 2915 End 2916 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2917 Model = UBCmdHQ_A4SN 2918 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 2919 AnimationMode = MANUAL 2920 Flags = START_FRAME_LAST 2921 TransitionKey = UP_SNOWNIGHT 2922 End 2923 TransitionState = DOWN_DEFAULT UP_DAY 2924 Model = UBCmdHQ_A4 2925 Animation = UBCmdHQ_A4.UBCmdHQ_A4 2926 AnimationMode = ONCE 2927 AnimationSpeedFactorRange = 1.0 1.0 2928 Flags = START_FRAME_FIRST 2929 End 2930 TransitionState = DOWN_DEFAULT UP_NIGHT 2931 Model = UBCmdHQ_A4N 2932 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 2933 AnimationMode = ONCE 2934 AnimationSpeedFactorRange = 1.0 1.0 2935 Flags = START_FRAME_FIRST 2936 End 2937 TransitionState = DOWN_DEFAULT UP_SNOW 2938 Model = UBCmdHQ_A4S 2939 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 2940 AnimationMode = ONCE 2941 AnimationSpeedFactorRange = 1.0 1.0 2942 Flags = START_FRAME_FIRST 2943 End 2944 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2945 Model = UBCmdHQ_A4SN 2946 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 2947 AnimationMode = ONCE 2948 AnimationSpeedFactorRange = 1.0 1.0 2949 Flags = START_FRAME_FIRST 2950 End 2951 TransitionState = UP_DAY DOWN_DEFAULT 2952 Model = UBCmdHQ_A4 2953 Animation = UBCmdHQ_A4.UBCmdHQ_A4 2954 AnimationMode = ONCE_BACKWARDS 2955 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2956 Flags = START_FRAME_LAST 2957 End 2958 TransitionState = UP_NIGHT DOWN_DEFAULT 2959 Model = UBCmdHQ_A4N 2960 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 2961 AnimationMode = ONCE_BACKWARDS 2962 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2963 Flags = START_FRAME_LAST 2964 End 2965 TransitionState = UP_SNOW DOWN_DEFAULT 2966 Model = UBCmdHQ_A4S 2967 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 2968 AnimationMode = ONCE_BACKWARDS 2969 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2970 Flags = START_FRAME_LAST 2971 End 2972 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2973 Model = UBCmdHQ_A4SN 2974 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 2975 AnimationMode = ONCE_BACKWARDS 2976 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2977 Flags = START_FRAME_LAST 2978 End 2979 End 2980 2981 ; ------------ under-construction scaffolding ----------------- 2982 Draw = W3DModelDraw ModuleTag_03 2983 AnimationsRequirePower = No 2984 MinLODRequired = MEDIUM 2985 DefaultConditionState 2986 Model = None 2987 TransitionKey = DOWN_DEFAULT 2988 End 2989 ConditionState = NIGHT 2990 Model = None 2991 TransitionKey = DOWN_DEFAULT 2992 End 2993 ConditionState = SNOW 2994 Model = None 2995 TransitionKey = DOWN_DEFAULT 2996 End 2997 ConditionState = SNOW NIGHT 2998 Model = None 2999 TransitionKey = DOWN_DEFAULT 3000 End 3001 ConditionState = PARTIALLY_CONSTRUCTED 3002 Model = UBCmdHQ_A6 3003 Animation = UBCmdHQ_A6.UBCmdHQ_A6 3004 AnimationMode = MANUAL 3005 Flags = START_FRAME_LAST 3006 TransitionKey = UP_DAY 3007 ParticleSysBone = Dust01 BuildingDust 3008 ParticleSysBone = Smoke01 BuildUpSmoke 3009 ParticleSysBone = Smoke02 BuildUpSmoke 3010 ParticleSysBone = Smoke03 BuildUpSmoke 3011 End 3012 ConditionState = SNOW PARTIALLY_CONSTRUCTED 3013 Model = UBCmdHQ_A6S 3014 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 3015 AnimationMode = MANUAL 3016 Flags = START_FRAME_LAST 3017 TransitionKey = UP_SNOW 3018 ParticleSysBone = Dust01 BuildingSnowDust 3019 ParticleSysBone = Smoke01 BuildUpSnowSmoke 3020 ParticleSysBone = Smoke02 BuildUpSnowSmoke 3021 ParticleSysBone = Smoke03 BuildUpSnowSmoke 3022 End 3023 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 3024 Model = UBCmdHQ_A6N 3025 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 3026 AnimationMode = MANUAL 3027 Flags = START_FRAME_LAST 3028 TransitionKey = UP_NIGHT 3029 ParticleSysBone = Dust01 BuildingDust 3030 ParticleSysBone = Smoke01 BuildUpSmoke 3031 ParticleSysBone = Smoke02 BuildUpSmoke 3032 ParticleSysBone = Smoke03 BuildUpSmoke 3033 End 3034 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 3035 Model = UBCmdHQ_A6SN 3036 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 3037 AnimationMode = MANUAL 3038 Flags = START_FRAME_LAST 3039 TransitionKey = UP_SNOWNIGHT 3040 ParticleSysBone = Dust01 BuildingNightSnowDust 3041 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 3042 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 3043 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 3044 End 3045 TransitionState = DOWN_DEFAULT UP_DAY 3046 Model = UBCmdHQ_A6 3047 Animation = UBCmdHQ_A6.UBCmdHQ_A6 3048 AnimationMode = ONCE 3049 AnimationSpeedFactorRange = 1.0 1.0 3050 Flags = START_FRAME_FIRST 3051 End 3052 TransitionState = DOWN_DEFAULT UP_NIGHT 3053 Model = UBCmdHQ_A6N 3054 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 3055 AnimationMode = ONCE 3056 AnimationSpeedFactorRange = 1.0 1.0 3057 Flags = START_FRAME_FIRST 3058 End 3059 TransitionState = DOWN_DEFAULT UP_SNOW 3060 Model = UBCmdHQ_A6S 3061 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 3062 AnimationMode = ONCE 3063 AnimationSpeedFactorRange = 1.0 1.0 3064 Flags = START_FRAME_FIRST 3065 End 3066 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3067 Model = UBCmdHQ_A6SN 3068 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 3069 AnimationMode = ONCE 3070 AnimationSpeedFactorRange = 1.0 1.0 3071 Flags = START_FRAME_FIRST 3072 End 3073 TransitionState = UP_DAY DOWN_DEFAULT 3074 Model = UBCmdHQ_A6 3075 Animation = UBCmdHQ_A6.UBCmdHQ_A6 3076 AnimationMode = ONCE_BACKWARDS 3077 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3078 Flags = START_FRAME_LAST 3079 End 3080 TransitionState = UP_NIGHT DOWN_DEFAULT 3081 Model = UBCmdHQ_A6N 3082 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 3083 AnimationMode = ONCE_BACKWARDS 3084 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3085 Flags = START_FRAME_LAST 3086 End 3087 TransitionState = UP_SNOW DOWN_DEFAULT 3088 Model = UBCmdHQ_A6S 3089 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 3090 AnimationMode = ONCE_BACKWARDS 3091 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3092 Flags = START_FRAME_LAST 3093 End 3094 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3095 Model = UBCmdHQ_A6SN 3096 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 3097 AnimationMode = ONCE_BACKWARDS 3098 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3099 Flags = START_FRAME_LAST 3100 End 3101 End 3102 3103 ; Officers club flag 3104 Draw = W3DModelDraw ModuleTag_OfficersClub 3105 OkToChangeModelColor = No 3106 3107 ConditionState = NONE 3108 Model = None 3109 End 3110 AliasConditionState = DAMAGED 3111 AliasConditionState = REALLYDAMAGED 3112 AliasConditionState = RUBBLE 3113 AliasConditionState = REALLYDAMAGED RUBBLE 3114 ConditionState = PREORDER 3115 Model = OCFlagGLA 3116 Animation = OCFlagGLA.OCFlagGLA 3117 AnimationMode = LOOP 3118 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3119 End 3120 ; ConditionState = PREORDER DAMAGED 3121 ; Model = OCFlagGLA_D 3122 ; Animation = OCFlagGLA_D.OCFlagGLA_D 3123 ; AnimationMode = LOOP 3124 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3125 ; End 3126 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 3127 ; Model = OCFlagGLA_E 3128 ; Animation = OCFlagGLA_E.OCFlagGLA_E 3129 ; AnimationMode = LOOP 3130 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3131 ; End 3132 End 3133 3134 ; ***DESIGN parameters *** 3135 DisplayName = OBJECT:CommandCenter 3136 Side = GLA 3137 EditorSorting = STRUCTURE 3138 BuildCost = 2000 3139 BuildTime = 45.0 ; in seconds 3140 EnergyProduction = 0 ;Command center should be free 3141 CommandSet = GLACommandCenterCommandSet 3142 VisionRange = 300.0 ; Shroud clearing distance 3143 ShroudClearingRange = 300 3144 ArmorSet 3145 Conditions = None 3146 Armor = StructureArmorTough 3147 DamageFX = StructureDamageFXNoShake 3148 End 3149 ExperienceValue = 200 200 200 200 ; Experience point value at each level 3150 3151 ; *** AUDIO Parameters *** 3152 VoiceSelect = CommandCenterGLASelect 3153 SoundDie = BuildingDie 3154 SoundOnDamaged = BuildingDamagedStateLight 3155 SoundOnReallyDamaged = BuildingDestroy 3156 3157 UnitSpecificSounds 3158 UnderConstruction = UnderConstructionLoop 3159 End 3160 3161 3162 ; *** ENGINEERING Parameters *** 3163 RadarPriority = STRUCTURE 3164 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 3165 Body = StructureBody ModuleTag_04 3166 MaxHealth = 5000.0 3167 InitialHealth = 5000.0 3168 End 3169 3170 Behavior = PreorderCreate ModuleTag_PreorderCreate 3171 End 3172 3173 Behavior = GarrisonContain ModuleTag_03 3174 ContainMax = 5 3175 EnterSound = GarrisonEnter 3176 ExitSound = GarrisonExit 3177 ImmuneToClearBuildingAttacks = Yes 3178 End 3179 3180 Behavior = ProductionUpdate ModuleTag_05 3181 ; nothing 3182 End 3183 Behavior = DefaultProductionExitUpdate ModuleTag_06 3184 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 3185 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 3186 End 3187 Behavior = RebuildHoleExposeDie ModuleTag_07 3188 HoleName = GLAHoleCommandCenter 3189 HoleMaxHealth = 500.0 3190 End 3191 Behavior = DestroyDie ModuleTag_08 3192 ;nothing 3193 End 3194 Behavior = CreateObjectDie ModuleTag_09 3195 CreationList = OCL_LargeStructureDebris 3196 End 3197 Behavior = FXListDie ModuleTag_10 3198 DeathFX = FX_StructureMediumDeath 3199 End 3200 3201 Behavior = OCLSpecialPower ModuleTag_11 3202 SpecialPowerTemplate = SuperweaponRebelAmbush 3203 UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3 3204 UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2 3205 OCL = SUPERWEAPON_RebelAmbush1 3206 CreateLocation = CREATE_AT_LOCATION 3207 End 3208 3209 Behavior = OCLSpecialPower ModuleTag_12 3210 SpecialPowerTemplate = SuperweaponBlackMarketNuke 3211 OCL = SUPERWEAPON_BlackMarketNuke 3212 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 3213 End 3214 3215 Behavior = OCLSpecialPower ModuleTag_13 3216 SpecialPowerTemplate = SuperweaponAnthraxBomb 3217 OCL = SUPERWEAPON_AnthraxBomb 3218 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 3219 End 3220 Behavior = OCLSpecialPower ModuleTag_14 3221 SpecialPowerTemplate = SuperweaponEmergencyRepair 3222 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 3223 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 3224 OCL = SUPERWEAPON_RepairVehicles1 3225 CreateLocation = CREATE_AT_LOCATION 3226 End 3227 3228 Behavior = CashBountyPower ModuleTag_15 3229 SpecialPowerTemplate = SpecialAbilityCashBounty1 3230 Bounty = 5% 3231 End 3232 Behavior = CashBountyPower ModuleTag_16 3233 SpecialPowerTemplate = SpecialAbilityCashBounty2 3234 Bounty = 10% 3235 End 3236 Behavior = CashBountyPower ModuleTag_17 3237 SpecialPowerTemplate = SpecialAbilityCashBounty3 3238 Bounty = 20% 3239 End 3240 3241 Behavior = FlammableUpdate ModuleTag_19 3242 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3243 AflameDamageAmount = 5 ; taking this much damage... 3244 AflameDamageDelay = 500 ; this often. 3245 End 3246 3247 Behavior = OCLSpecialPower ModuleTag_21 3248 SpecialPowerTemplate = SuperweaponTerrorCell 3249 OCL = SUPERWEAPON_TerrorCell 3250 CreateLocation = CREATE_AT_LOCATION 3251 End 3252 3253 3254 Behavior = TransitionDamageFX ModuleTag_20 3255 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 3256 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 3257 ;--------------------------------------------------------------------------------------- 3258 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 3259 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 3260 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 3261 End 3262 3263 Geometry = BOX 3264 GeometryMajorRadius = 65.0 3265 GeometryMinorRadius = 65.0 3266 GeometryHeight = 54.0 3267 FactoryExitWidth = 25 3268 GeometryIsSmall = No 3269 Shadow = SHADOW_VOLUME 3270 BuildCompletion = PLACED_BY_PLAYER 3271 3272 End 3273 3274 ;------------------------------------------------------------------------------ 3275 ObjectReskin GLAHoleCommandCenter GLAHole 3276 Draw = W3DModelDraw ModuleTag_01 3277 OkToChangeModelColor = Yes 3278 ConditionState = NONE 3279 Model = UBHole 3280 End 3281 ConditionState = DAMAGED 3282 Model = UBHole_D 3283 ParticleSysBone = Smoke01 SteamVent 3284 End 3285 ConditionState = REALLYDAMAGED RUBBLE 3286 Model = UBHole_E 3287 ParticleSysBone = Smoke01 SteamVent 3288 ParticleSysBone = Smoke02 SteamVent 3289 ParticleSysBone = Fire01 GLAPowerPlantFlame 3290 ParticleSysBone = Fire02 GLAPowerPlantFlame 3291 ParticleSysBone = Fire03 GLAPowerPlantFlame 3292 End 3293 End 3294 Draw = W3DModelDraw ModuleTag_02 3295 OkToChangeModelColor = Yes 3296 ConditionState = NONE 3297 Model = UBCmdHQ_R 3298 ParticleSysBone = Smoke01 SmolderingSmoke 3299 ParticleSysBone = Smoke02 SmolderingSmoke 3300 ParticleSysBone = Smoke03 SmolderingSmoke 3301 ParticleSysBone = Smoke04 SmolderingSmoke 3302 End 3303 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 3304 Model = UBCmdHQ_R 3305 ParticleSysBone = Smoke01 SmolderingSmoke 3306 ParticleSysBone = Smoke02 SmolderingSmoke 3307 ParticleSysBone = Smoke03 SmolderingSmoke 3308 ParticleSysBone = Smoke04 SmolderingSmoke 3309 End 3310 End 3311 End 3312 3313 ;------------------------------------------------------------------------------ 3314 Object ChinaCommandCenter 3315 3316 ; *** ART Parameters *** 3317 3318 ; ------------ the main building itself ----------------- 3319 SelectPortrait = SNComCentr_L 3320 ButtonImage = SNComCentr 3321 Draw = W3DModelDraw ModuleTag_01 3322 OkToChangeModelColor = Yes 3323 3324 ; DAY ************************************ 3325 DefaultConditionState 3326 Model = NBConYard 3327 Animation = NBConYard.NBConYard 3328 AnimationMode = LOOP 3329 End 3330 ConditionState = DAMAGED 3331 Model = NBConYard_D 3332 Animation = NBConYard_D.NBConYard_D 3333 AnimationMode = LOOP 3334 ParticleSysBone = Fire01 SmolderingFire 3335 ParticleSysBone = Fire02 SmolderingFire 3336 ParticleSysBone = Fire03 SmolderingFire 3337 ParticleSysBone = Smoke01 SmolderingSmoke 3338 ParticleSysBone = Smoke02 SmolderingSmoke 3339 ParticleSysBone = Smoke03 SmolderingSmoke 3340 End 3341 ConditionState = REALLYDAMAGED RUBBLE 3342 Model = NBConYard_E 3343 Animation = NBConYard_E.NBConYard_E 3344 AnimationMode = LOOP 3345 ParticleSysBone = Fire01 SmolderingFire 3346 ParticleSysBone = Fire02 SmolderingFire 3347 ParticleSysBone = Fire03 SmolderingFire 3348 ParticleSysBone = Fire04 SmolderingFire 3349 ParticleSysBone = Fire05 SmolderingFire 3350 ParticleSysBone = Fire06 SmolderingFire 3351 ParticleSysBone = Fire07 SmolderingFire 3352 ParticleSysBone = Smoke01 SmolderingSmoke 3353 ParticleSysBone = Smoke02 SmolderingSmoke 3354 ParticleSysBone = Smoke03 SmolderingSmoke 3355 End 3356 3357 3358 ;NIGHT *********************************** 3359 ConditionState = NIGHT 3360 Model = NBConYard_N 3361 Animation = NBConYard_N.NBConYard_N 3362 AnimationMode = LOOP 3363 End 3364 ConditionState = DAMAGED NIGHT 3365 Model = NBConYard_DN 3366 Animation = NBConYard_DN.NBConYard_DN 3367 AnimationMode = LOOP 3368 ParticleSysBone = Fire01 SmolderingFire 3369 ParticleSysBone = Fire02 SmolderingFire 3370 ParticleSysBone = Fire03 SmolderingFire 3371 ParticleSysBone = Smoke01 SmolderingSmoke 3372 ParticleSysBone = Smoke02 SmolderingSmoke 3373 ParticleSysBone = Smoke03 SmolderingSmoke 3374 End 3375 ConditionState = REALLYDAMAGED RUBBLE NIGHT 3376 Model = NBConYard_EN 3377 Animation = NBConYard_EN.NBConYard_EN 3378 AnimationMode = LOOP 3379 ParticleSysBone = Fire01 SmolderingFire 3380 ParticleSysBone = Fire02 SmolderingFire 3381 ParticleSysBone = Fire03 SmolderingFire 3382 ParticleSysBone = Fire04 SmolderingFire 3383 ParticleSysBone = Fire05 SmolderingFire 3384 ParticleSysBone = Fire06 SmolderingFire 3385 ParticleSysBone = Fire07 SmolderingFire 3386 ParticleSysBone = Smoke01 SmolderingSmoke 3387 ParticleSysBone = Smoke02 SmolderingSmoke 3388 ParticleSysBone = Smoke03 SmolderingSmoke 3389 End 3390 3391 3392 ;SNOW ************************************* 3393 ConditionState = SNOW 3394 Model = NBConYard_S 3395 Animation = NBConYard_S.NBConYard_S 3396 AnimationMode = LOOP 3397 End 3398 ConditionState = DAMAGED SNOW 3399 Model = NBConYard_DS 3400 Animation = NBConYard_DS.NBConYard_DS 3401 AnimationMode = LOOP 3402 ParticleSysBone = Fire01 SmolderingFire 3403 ParticleSysBone = Fire02 SmolderingFire 3404 ParticleSysBone = Fire03 SmolderingFire 3405 ParticleSysBone = Smoke01 SmolderingSmoke 3406 ParticleSysBone = Smoke02 SmolderingSmoke 3407 ParticleSysBone = Smoke03 SmolderingSmoke 3408 End 3409 ConditionState = REALLYDAMAGED RUBBLE SNOW 3410 Model = NBConYard_ES 3411 Animation = NBConYard_ES.NBConYard_ES 3412 AnimationMode = LOOP 3413 ParticleSysBone = Fire01 SmolderingFire 3414 ParticleSysBone = Fire02 SmolderingFire 3415 ParticleSysBone = Fire03 SmolderingFire 3416 ParticleSysBone = Fire04 SmolderingFire 3417 ParticleSysBone = Fire05 SmolderingFire 3418 ParticleSysBone = Fire06 SmolderingFire 3419 ParticleSysBone = Fire07 SmolderingFire 3420 ParticleSysBone = Smoke01 SmolderingSmoke 3421 ParticleSysBone = Smoke02 SmolderingSmoke 3422 ParticleSysBone = Smoke03 SmolderingSmoke 3423 End 3424 3425 ;NIGHT SNOW ***************************** 3426 ConditionState = NIGHT SNOW 3427 Model = NBConYard_NS 3428 Animation = NBConYard_NS.NBConYard_NS 3429 AnimationMode = LOOP 3430 End 3431 ConditionState = DAMAGED NIGHT SNOW 3432 Model = NBConYard_DNS 3433 Animation = NBConYard_DNS.NBConYard_DNS 3434 AnimationMode = LOOP 3435 ParticleSysBone = Fire01 SmolderingFire 3436 ParticleSysBone = Fire02 SmolderingFire 3437 ParticleSysBone = Fire03 SmolderingFire 3438 ParticleSysBone = Smoke01 SmolderingSmoke 3439 ParticleSysBone = Smoke02 SmolderingSmoke 3440 ParticleSysBone = Smoke03 SmolderingSmoke 3441 End 3442 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 3443 Model = NBConYard_ENS 3444 Animation = NBConYard_ENS.NBConYard_ENS 3445 AnimationMode = LOOP 3446 ParticleSysBone = Fire01 SmolderingFire 3447 ParticleSysBone = Fire02 SmolderingFire 3448 ParticleSysBone = Fire03 SmolderingFire 3449 ParticleSysBone = Fire04 SmolderingFire 3450 ParticleSysBone = Fire05 SmolderingFire 3451 ParticleSysBone = Fire06 SmolderingFire 3452 ParticleSysBone = Fire07 SmolderingFire 3453 ParticleSysBone = Smoke01 SmolderingSmoke 3454 ParticleSysBone = Smoke02 SmolderingSmoke 3455 ParticleSysBone = Smoke03 SmolderingSmoke 3456 End 3457 3458 ;************************************************************************************************************************** 3459 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3460 ;for this draw module 3461 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3462 Model = NBConYard 3463 Animation = NBConYard.NBConYard 3464 AnimationMode = LOOP 3465 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3466 End 3467 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3468 Model = NBConYard_D 3469 Animation = NBConYard_D.NBConYard_D 3470 AnimationMode = LOOP 3471 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3472 End 3473 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3474 Model = NBConYard_E 3475 Animation = NBConYard_E.NBConYard_E 3476 AnimationMode = LOOP 3477 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3478 End 3479 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3480 Model = NBConYard_N 3481 Animation = NBConYard_N.NBConYard_N 3482 AnimationMode = LOOP 3483 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3484 End 3485 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 3486 Model = NBConYard_DN 3487 Animation = NBConYard_DN.NBConYard_DN 3488 AnimationMode = LOOP 3489 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3490 End 3491 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 3492 Model = NBConYard_EN 3493 Animation = NBConYard_EN.NBConYard_EN 3494 AnimationMode = LOOP 3495 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3496 End 3497 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3498 Model = NBConYard_S 3499 Animation = NBConYard_S.NBConYard_S 3500 AnimationMode = LOOP 3501 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3502 End 3503 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 3504 Model = NBConYard_DS 3505 Animation = NBConYard_DS.NBConYard_DS 3506 AnimationMode = LOOP 3507 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3508 End 3509 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 3510 Model = NBConYard_ES 3511 Animation = NBConYard_ES.NBConYard_ES 3512 AnimationMode = LOOP 3513 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3514 End 3515 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3516 Model = NBConYard_NS 3517 Animation = NBConYard_NS.NBConYard_NS 3518 AnimationMode = LOOP 3519 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3520 End 3521 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 3522 Model = NBConYard_DNS 3523 Animation = NBConYard_DNS.NBConYard_DNS 3524 AnimationMode = LOOP 3525 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3526 End 3527 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 3528 Model = NBConYard_ENS 3529 Animation = NBConYard_ENS.NBConYard_ENS 3530 AnimationMode = LOOP 3531 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3532 End 3533 3534 ConditionState = AWAITING_CONSTRUCTION 3535 Model = NONE 3536 End 3537 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3538 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3539 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3540 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3541 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3542 AliasConditionState = AWAITING_CONSTRUCTION SNOW 3543 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 3544 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 3545 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3546 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3547 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3548 AliasConditionState = SOLD 3549 AliasConditionState = SOLD DAMAGED 3550 AliasConditionState = SOLD REALLYDAMAGED 3551 AliasConditionState = SOLD NIGHT 3552 AliasConditionState = SOLD NIGHT DAMAGED 3553 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3554 AliasConditionState = SOLD SNOW 3555 AliasConditionState = SOLD SNOW DAMAGED 3556 AliasConditionState = SOLD SNOW REALLYDAMAGED 3557 AliasConditionState = SOLD NIGHT SNOW 3558 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3559 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3560 ;************************************************************************************************************************** 3561 End 3562 3563 ; ------------ Radar Extending ----------------- 3564 Draw = W3DModelDraw ModuleTag_02 3565 3566 DefaultConditionState 3567 Model = None 3568 End 3569 AliasConditionState = DAMAGED 3570 AliasConditionState = REALLYDAMAGED RUBBLE 3571 3572 ConditionState = RADAR_EXTENDING RADAR_UPGRADED 3573 Model = NBConYard_A2 3574 Animation = NBConYard_A2.NBConYard_A2 3575 AnimationMode = ONCE 3576 Flags = START_FRAME_FIRST 3577 End 3578 3579 ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 3580 Model = NBConYard_A2D 3581 Animation = NBConYard_A2D.NBConYard_A2D 3582 AnimationMode = ONCE 3583 Flags = START_FRAME_FIRST 3584 End 3585 3586 ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 3587 Model = NBConYard_A2E 3588 Animation = NBConYard_A2E.NBConYard_A2E 3589 AnimationMode = ONCE 3590 Flags = START_FRAME_FIRST 3591 End 3592 3593 ConditionState = RADAR_UPGRADED 3594 Model = NBConYard_A2 3595 Animation = NBConYard_A2.NBConYard_A2 3596 AnimationMode = MANUAL 3597 Flags = START_FRAME_LAST 3598 End 3599 3600 ConditionState = RADAR_UPGRADED DAMAGED 3601 Model = NBConYard_A2D 3602 Animation = NBConYard_A2D.NBConYard_A2D 3603 AnimationMode = MANUAL 3604 Flags = START_FRAME_LAST 3605 End 3606 3607 ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE 3608 Model = NBConYard_A2E 3609 Animation = NBConYard_A2E.NBConYard_A2E 3610 AnimationMode = MANUAL 3611 Flags = START_FRAME_LAST 3612 End 3613 3614 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3615 Model = NBConYard_A2 3616 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3617 End 3618 3619 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3620 Model = NBConYard_A2D 3621 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3622 End 3623 3624 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 3625 Model = NBConYard_A2E 3626 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3627 End 3628 3629 End 3630 PlacementViewAngle = -135 3631 3632 ; ------------ construction-zone fence ----------------- 3633 Draw = W3DModelDraw ModuleTag_03 3634 AnimationsRequirePower = No 3635 DefaultConditionState 3636 Model = None 3637 TransitionKey = DOWN_DEFAULT 3638 End 3639 ConditionState = NIGHT 3640 Model = None 3641 TransitionKey = DOWN_DEFAULT 3642 End 3643 ConditionState = SNOW 3644 Model = None 3645 TransitionKey = DOWN_DEFAULT 3646 End 3647 ConditionState = SNOW NIGHT 3648 Model = None 3649 TransitionKey = DOWN_DEFAULT 3650 End 3651 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3652 Model = NBConYard_A4 3653 Animation = NBConYard_A4.NBConYard_A4 3654 AnimationMode = MANUAL 3655 Flags = START_FRAME_LAST 3656 TransitionKey = UP_DAY 3657 ParticleSysBone = Pit SmolderingFire 3658 ParticleSysBone = Pit01 SmolderingFire 3659 ParticleSysBone = Pit SmolderingSmoke 3660 ParticleSysBone = Pit01 SmolderingSmoke 3661 End 3662 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3663 Model = NBConYard_A4N 3664 Animation = NBConYard_A4N.NBConYard_A4N 3665 AnimationMode = MANUAL 3666 Flags = START_FRAME_LAST 3667 TransitionKey = UP_NIGHT 3668 ParticleSysBone = Pit SmolderingFire 3669 ParticleSysBone = Pit01 SmolderingFire 3670 ParticleSysBone = Pit SmolderingSmoke 3671 ParticleSysBone = Pit01 SmolderingSmoke 3672 End 3673 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3674 Model = NBConYard_A4S 3675 Animation = NBConYard_A4S.NBConYard_A4S 3676 AnimationMode = MANUAL 3677 Flags = START_FRAME_LAST 3678 TransitionKey = UP_SNOW 3679 ParticleSysBone = Pit SmolderingFire 3680 ParticleSysBone = Pit01 SmolderingFire 3681 ParticleSysBone = Pit SmolderingSmoke 3682 ParticleSysBone = Pit01 SmolderingSmoke 3683 End 3684 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3685 Model = NBConYard_A4SN 3686 Animation = NBConYard_A4SN.NBConYard_A4SN 3687 AnimationMode = MANUAL 3688 Flags = START_FRAME_LAST 3689 TransitionKey = UP_SNOWNIGHT 3690 ParticleSysBone = Pit SmolderingFire 3691 ParticleSysBone = Pit01 SmolderingFire 3692 ParticleSysBone = Pit SmolderingSmoke 3693 ParticleSysBone = Pit01 SmolderingSmoke 3694 End 3695 TransitionState = DOWN_DEFAULT UP_DAY 3696 Model = NBConYard_A4 3697 Animation = NBConYard_A4.NBConYard_A4 3698 AnimationMode = ONCE 3699 AnimationSpeedFactorRange = 1.0 1.0 3700 Flags = START_FRAME_FIRST 3701 ParticleSysBone = Pit SmolderingFire 3702 ParticleSysBone = Pit01 SmolderingFire 3703 ParticleSysBone = Pit SmolderingSmoke 3704 ParticleSysBone = Pit01 SmolderingSmoke 3705 End 3706 TransitionState = DOWN_DEFAULT UP_NIGHT 3707 Model = NBConYard_A4N 3708 Animation = NBConYard_A4N.NBConYard_A4N 3709 AnimationMode = ONCE 3710 AnimationSpeedFactorRange = 1.0 1.0 3711 Flags = START_FRAME_FIRST 3712 ParticleSysBone = Pit SmolderingFire 3713 ParticleSysBone = Pit01 SmolderingFire 3714 ParticleSysBone = Pit SmolderingSmoke 3715 ParticleSysBone = Pit01 SmolderingSmoke 3716 End 3717 TransitionState = DOWN_DEFAULT UP_SNOW 3718 Model = NBConYard_A4S 3719 Animation = NBConYard_A4S.NBConYard_A4S 3720 AnimationMode = ONCE 3721 AnimationSpeedFactorRange = 1.0 1.0 3722 Flags = START_FRAME_FIRST 3723 ParticleSysBone = Pit SmolderingFire 3724 ParticleSysBone = Pit01 SmolderingFire 3725 ParticleSysBone = Pit SmolderingSmoke 3726 ParticleSysBone = Pit01 SmolderingSmoke 3727 End 3728 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3729 Model = NBConYard_A4SN 3730 Animation = NBConYard_A4SN.NBConYard_A4SN 3731 AnimationMode = ONCE 3732 AnimationSpeedFactorRange = 1.0 1.0 3733 Flags = START_FRAME_FIRST 3734 ParticleSysBone = Pit SmolderingFire 3735 ParticleSysBone = Pit01 SmolderingFire 3736 ParticleSysBone = Pit SmolderingSmoke 3737 ParticleSysBone = Pit01 SmolderingSmoke 3738 End 3739 TransitionState = UP_DAY DOWN_DEFAULT 3740 Model = NBConYard_A4 3741 Animation = NBConYard_A4.NBConYard_A4 3742 AnimationMode = ONCE_BACKWARDS 3743 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3744 Flags = START_FRAME_LAST 3745 ParticleSysBone = Pit SmolderingFire 3746 ParticleSysBone = Pit01 SmolderingFire 3747 ParticleSysBone = Pit SmolderingSmoke 3748 ParticleSysBone = Pit01 SmolderingSmoke 3749 End 3750 TransitionState = UP_NIGHT DOWN_DEFAULT 3751 Model = NBConYard_A4N 3752 Animation = NBConYard_A4N.NBConYard_A4N 3753 AnimationMode = ONCE_BACKWARDS 3754 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3755 Flags = START_FRAME_LAST 3756 ParticleSysBone = Pit SmolderingFire 3757 ParticleSysBone = Pit01 SmolderingFire 3758 ParticleSysBone = Pit SmolderingSmoke 3759 ParticleSysBone = Pit01 SmolderingSmoke 3760 End 3761 TransitionState = UP_SNOW DOWN_DEFAULT 3762 Model = NBConYard_A4S 3763 Animation = NBConYard_A4S.NBConYard_A4S 3764 AnimationMode = ONCE_BACKWARDS 3765 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3766 Flags = START_FRAME_LAST 3767 ParticleSysBone = Pit SmolderingFire 3768 ParticleSysBone = Pit01 SmolderingFire 3769 ParticleSysBone = Pit SmolderingSmoke 3770 ParticleSysBone = Pit01 SmolderingSmoke 3771 End 3772 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3773 Model = NBConYard_A4SN 3774 Animation = NBConYard_A4SN.NBConYard_A4SN 3775 AnimationMode = ONCE_BACKWARDS 3776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3777 Flags = START_FRAME_LAST 3778 ParticleSysBone = Pit SmolderingFire 3779 ParticleSysBone = Pit01 SmolderingFire 3780 ParticleSysBone = Pit SmolderingSmoke 3781 ParticleSysBone = Pit01 SmolderingSmoke 3782 End 3783 End 3784 3785 ; ------------ under-construction scaffolding ----------------- 3786 Draw = W3DModelDraw ModuleTag_04 3787 AnimationsRequirePower = No 3788 MinLODRequired = MEDIUM 3789 DefaultConditionState 3790 Model = None 3791 TransitionKey = DOWN_DEFAULT 3792 End 3793 ConditionState = NIGHT 3794 Model = None 3795 TransitionKey = DOWN_DEFAULT 3796 End 3797 ConditionState = SNOW 3798 Model = None 3799 TransitionKey = DOWN_DEFAULT 3800 End 3801 ConditionState = SNOW NIGHT 3802 Model = None 3803 TransitionKey = DOWN_DEFAULT 3804 End 3805 ConditionState = PARTIALLY_CONSTRUCTED 3806 Model = NBConYard_A6 3807 Animation = NBConYard_A6.NBConYard_A6 3808 AnimationMode = MANUAL 3809 Flags = START_FRAME_LAST 3810 TransitionKey = UP_DAY 3811 ParticleSysBone = Dust01 BuildingDustChina 3812 ParticleSysBone = SmokeM01 BuildUpSmokeChina 3813 ParticleSysBone = SmokeS02 BuildUpSmokeChina 3814 ParticleSysBone = SparksM01 BuildUpSmokeChina 3815 ParticleSysBone = SparksM02 BuildUpSmokeChina 3816 ParticleSysBone = SparksS01 BuildUpSmokeChina 3817 ParticleSysBone = SparksS02 BuildUpSmokeChina 3818 End 3819 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 3820 Model = NBConYard_A6N 3821 Animation = NBConYard_A6N.NBConYard_A6N 3822 AnimationMode = MANUAL 3823 Flags = START_FRAME_LAST 3824 TransitionKey = UP_NIGHT 3825 3826 ParticleSysBone = Dust01 BuildingDustChina 3827 ParticleSysBone = SmokeM01 BuildUpSmokeChina 3828 ParticleSysBone = SmokeS02 BuildUpSmokeChina 3829 ParticleSysBone = SparksM01 BuildUpSmokeChina 3830 ParticleSysBone = SparksM02 BuildUpSmokeChina 3831 ParticleSysBone = SparksS01 BuildUpSmokeChina 3832 ParticleSysBone = SparksS02 BuildUpSmokeChina 3833 End 3834 ConditionState = SNOW PARTIALLY_CONSTRUCTED 3835 Model = NBConYard_A6S 3836 Animation = NBConYard_A6S.NBConYard_A6S 3837 AnimationMode = MANUAL 3838 Flags = START_FRAME_LAST 3839 TransitionKey = UP_SNOW 3840 ParticleSysBone = Dust01 BuildingSnowDust 3841 ParticleSysBone = SmokeM01 BuildUpSnowSmoke 3842 ParticleSysBone = SmokeS02 BuildUpSnowSmoke 3843 ParticleSysBone = SparksM01 BuildUpSnowSmoke 3844 ParticleSysBone = SparksM02 BuildUpSnowSmoke 3845 ParticleSysBone = SparksS01 BuildUpSnowSmoke 3846 ParticleSysBone = SparksS02 BuildUpSnowSmoke 3847 End 3848 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 3849 Model = NBConYard_A6SN 3850 Animation = NBConYard_A6SN.NBConYard_A6SN 3851 AnimationMode = MANUAL 3852 Flags = START_FRAME_LAST 3853 TransitionKey = UP_SNOWNIGHT 3854 ParticleSysBone = Dust01 BuildingNightSnowDust 3855 ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke 3856 ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke 3857 ParticleSysBone = SparksM01 BuildUpNightSnowSmoke 3858 ParticleSysBone = SparksM02 BuildUpNightSnowSmoke 3859 ParticleSysBone = SparksS01 BuildUpNightSnowSmoke 3860 ParticleSysBone = SparksS02 BuildUpNightSnowSmoke 3861 End 3862 TransitionState = DOWN_DEFAULT UP_DAY 3863 Model = NBConYard_A6 3864 Animation = NBConYard_A6.NBConYard_A6 3865 AnimationMode = ONCE 3866 AnimationSpeedFactorRange = 1.0 1.0 3867 Flags = START_FRAME_FIRST 3868 End 3869 TransitionState = DOWN_DEFAULT UP_NIGHT 3870 Model = NBConYard_A6N 3871 Animation = NBConYard_A6N.NBConYard_A6N 3872 AnimationMode = ONCE 3873 AnimationSpeedFactorRange = 1.0 1.0 3874 Flags = START_FRAME_FIRST 3875 End 3876 TransitionState = DOWN_DEFAULT UP_SNOW 3877 Model = NBConYard_A6S 3878 Animation = NBConYard_A6S.NBConYard_A6S 3879 AnimationMode = ONCE 3880 AnimationSpeedFactorRange = 1.0 1.0 3881 Flags = START_FRAME_FIRST 3882 End 3883 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3884 Model = NBConYard_A6SN 3885 Animation = NBConYard_A6SN.NBConYard_A6SN 3886 AnimationMode = ONCE 3887 AnimationSpeedFactorRange = 1.0 1.0 3888 Flags = START_FRAME_FIRST 3889 End 3890 TransitionState = UP_DAY DOWN_DEFAULT 3891 Model = NBConYard_A6 3892 Animation = NBConYard_A6.NBConYard_A6 3893 AnimationMode = ONCE_BACKWARDS 3894 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3895 Flags = START_FRAME_LAST 3896 End 3897 TransitionState = UP_NIGHT DOWN_DEFAULT 3898 Model = NBConYard_A6N 3899 Animation = NBConYard_A6N.NBConYard_A6N 3900 AnimationMode = ONCE_BACKWARDS 3901 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3902 Flags = START_FRAME_LAST 3903 End 3904 TransitionState = UP_SNOW DOWN_DEFAULT 3905 Model = NBConYard_A6S 3906 Animation = NBConYard_A6S.NBConYard_A6S 3907 AnimationMode = ONCE_BACKWARDS 3908 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3909 Flags = START_FRAME_LAST 3910 End 3911 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3912 Model = NBConYard_A6SN 3913 Animation = NBConYard_A6SN.NBConYard_A6SN 3914 AnimationMode = ONCE_BACKWARDS 3915 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3916 Flags = START_FRAME_LAST 3917 End 3918 End 3919 3920 ; ------------ being-constructed crane ----------------- 3921 Draw = W3DModelDraw ModuleTag_05 3922 AnimationsRequirePower = No 3923 DefaultConditionState 3924 Model = None 3925 TransitionKey = DOWN_DEFAULT 3926 End 3927 ConditionState = NIGHT 3928 Model = None 3929 TransitionKey = DOWN_DEFAULT 3930 End 3931 ConditionState = SNOW 3932 Model = None 3933 TransitionKey = DOWN_DEFAULT 3934 End 3935 ConditionState = SNOW NIGHT 3936 Model = None 3937 TransitionKey = DOWN_DEFAULT 3938 End 3939 3940 ConditionState = ACTIVELY_BEING_CONSTRUCTED 3941 Model = NBConYard_A5 3942 Animation = NBConYard_A5.NBConYard_A5 3943 AnimationMode = LOOP 3944 TransitionKey = UP_DAY 3945 End 3946 3947 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 3948 Model = NBConYard_A5N 3949 Animation = NBConYard_A5N.NBConYard_A5N 3950 AnimationMode = LOOP 3951 TransitionKey = UP_NIGHT 3952 End 3953 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 3954 Model = NBConYard_A5S 3955 Animation = NBConYard_A5S.NBConYard_A5S 3956 AnimationMode = LOOP 3957 TransitionKey = UP_SNOW 3958 End 3959 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 3960 Model = NBConYard_A5SN 3961 Animation = NBConYard_A5SN.NBConYard_A5SN 3962 AnimationMode = LOOP 3963 TransitionKey = UP_SNOWNIGHT 3964 End 3965 TransitionState = DOWN_DEFAULT UP_DAY 3966 Model = NBConYard_AB 3967 Animation = NBConYard_AB.NBConYard_AB 3968 AnimationMode = ONCE 3969 AnimationSpeedFactorRange = 1.0 1.0 3970 Flags = START_FRAME_FIRST 3971 End 3972 3973 TransitionState = DOWN_DEFAULT UP_NIGHT 3974 Model = NBConYard_ABN 3975 Animation = NBConYard_ABN.NBConYard_ABN 3976 AnimationMode = ONCE 3977 AnimationSpeedFactorRange = 1.0 1.0 3978 Flags = START_FRAME_FIRST 3979 End 3980 TransitionState = DOWN_DEFAULT UP_SNOW 3981 Model = NBConYard_ABS 3982 Animation = NBConYard_ABS.NBConYard_ABS 3983 AnimationMode = ONCE 3984 AnimationSpeedFactorRange = 1.0 1.0 3985 Flags = START_FRAME_FIRST 3986 End 3987 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3988 Model = NBConYard_ABSN 3989 Animation = NBConYard_ABSN.NBConYard_ABSN 3990 AnimationMode = ONCE 3991 AnimationSpeedFactorRange = 1.0 1.0 3992 Flags = START_FRAME_FIRST 3993 End 3994 TransitionState = UP_DAY DOWN_DEFAULT 3995 Model = NBConYard_AB 3996 Animation = NBConYard_AB.NBConYard_AB 3997 AnimationMode = ONCE_BACKWARDS 3998 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3999 Flags = START_FRAME_LAST 4000 End 4001 TransitionState = UP_NIGHT DOWN_DEFAULT 4002 Model = NBConYard_ABN 4003 Animation = NBConYard_ABN.NBConYard_ABN 4004 AnimationMode = ONCE_BACKWARDS 4005 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4006 Flags = START_FRAME_LAST 4007 End 4008 TransitionState = UP_SNOW DOWN_DEFAULT 4009 Model = NBConYard_ABS 4010 Animation = NBConYard_ABS.NBConYard_ABS 4011 AnimationMode = ONCE_BACKWARDS 4012 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4013 Flags = START_FRAME_LAST 4014 End 4015 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4016 Model = NBConYard_ABSN 4017 Animation = NBConYard_ABSN.NBConYard_ABSN 4018 AnimationMode = ONCE_BACKWARDS 4019 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4020 Flags = START_FRAME_LAST 4021 End 4022 End 4023 4024 ; ----------------- the factory door ------------------- 4025 Draw = W3DModelDraw ModuleTag_06 4026 DefaultConditionState 4027 Model = NBConYard_A7 4028 Animation = NBConYard_A7.NBConYard_A7 4029 AnimationMode = MANUAL 4030 Flags = START_FRAME_FIRST 4031 End 4032 AliasConditionState = NIGHT 4033 AliasConditionState = SNOW 4034 AliasConditionState = NIGHT SNOW 4035 4036 ConditionState = DAMAGED 4037 Model = NBConYard_A7D 4038 Animation = NBConYard_A7D.NBConYard_A7D 4039 AnimationMode = MANUAL 4040 Flags = START_FRAME_FIRST 4041 End 4042 AliasConditionState = NIGHT DAMAGED 4043 AliasConditionState = SNOW DAMAGED 4044 AliasConditionState = NIGHT SNOW DAMAGED 4045 4046 ConditionState = REALLYDAMAGED RUBBLE 4047 Model = NBConYard_A7D 4048 Animation = NBConYard_A7D.NBConYard_A7D 4049 AnimationMode = MANUAL 4050 Flags = START_FRAME_FIRST 4051 End 4052 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4053 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4054 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 4055 4056 ConditionState = DOOR_1_OPENING 4057 Model = NBConYard_A7 4058 Animation = NBConYard_A7.NBConYard_A7 4059 AnimationMode = ONCE 4060 Flags = START_FRAME_FIRST 4061 End 4062 AliasConditionState = NIGHT DOOR_1_OPENING 4063 AliasConditionState = SNOW DOOR_1_OPENING 4064 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 4065 4066 ConditionState = DOOR_1_OPENING DAMAGED 4067 Model = NBConYard_A7D 4068 Animation = NBConYard_A7D.NBConYard_A7D 4069 AnimationMode = ONCE 4070 Flags = START_FRAME_FIRST 4071 End 4072 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 4073 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 4074 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 4075 4076 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 4077 Model = NBConYard_A7D 4078 Animation = NBConYard_A7D.NBConYard_A7D 4079 AnimationMode = ONCE 4080 Flags = START_FRAME_FIRST 4081 End 4082 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 4083 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 4084 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 4085 4086 ConditionState = DOOR_1_CLOSING 4087 Model = NBConYard_A7 4088 Animation = NBConYard_A7.NBConYard_A7 4089 AnimationMode = ONCE_BACKWARDS 4090 Flags = START_FRAME_LAST 4091 End 4092 AliasConditionState = NIGHT DOOR_1_CLOSING 4093 AliasConditionState = SNOW DOOR_1_CLOSING 4094 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 4095 4096 ConditionState = DOOR_1_CLOSING DAMAGED 4097 Model = NBConYard_A7D 4098 Animation = NBConYard_A7D.NBConYard_A7D 4099 AnimationMode = ONCE_BACKWARDS 4100 Flags = START_FRAME_LAST 4101 End 4102 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 4103 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 4104 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 4105 4106 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 4107 Model = NBConYard_A7D 4108 Animation = NBConYard_A7D.NBConYard_A7D 4109 AnimationMode = ONCE_BACKWARDS 4110 Flags = START_FRAME_LAST 4111 End 4112 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 4113 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 4114 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 4115 4116 ConditionState = DOOR_1_WAITING_OPEN 4117 Model = NBConYard_A7 4118 Animation = NBConYard_A7.NBConYard_A7 4119 AnimationMode = MANUAL 4120 Flags = START_FRAME_LAST 4121 End 4122 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 4123 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 4124 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 4125 4126 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 4127 Model = NBConYard_A7D 4128 Animation = NBConYard_A7D.NBConYard_A7D 4129 AnimationMode = MANUAL 4130 Flags = START_FRAME_LAST 4131 End 4132 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 4133 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 4134 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 4135 4136 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 4137 Model = NBConYard_A7D 4138 Animation = NBConYard_A7D.NBConYard_A7D 4139 AnimationMode = MANUAL 4140 Flags = START_FRAME_LAST 4141 End 4142 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 4143 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 4144 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 4145 4146 ;************************************************************************************************************************** 4147 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4148 ;for this draw module 4149 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4150 Model = NBConYard_A7 4151 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4152 End 4153 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4154 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4155 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4156 4157 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4158 Model = NBConYard_A7D 4159 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4160 End 4161 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4162 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4163 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4164 4165 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4166 Model = NBConYard_A7D 4167 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4168 End 4169 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4170 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4171 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4172 4173 ConditionState = AWAITING_CONSTRUCTION 4174 Model = NONE 4175 End 4176 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4177 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4178 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4179 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4180 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4181 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4182 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4183 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4184 AliasConditionState = SOLD DAMAGED 4185 AliasConditionState = SOLD REALLYDAMAGED 4186 AliasConditionState = SOLD NIGHT 4187 AliasConditionState = SOLD NIGHT DAMAGED 4188 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4189 AliasConditionState = SOLD NIGHT SNOW 4190 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4191 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4192 ;************************************************************************************************************************** 4193 4194 End 4195 4196 ; Officers club flag 4197 Draw = W3DModelDraw ModuleTag_OfficersClub 4198 OkToChangeModelColor = No 4199 4200 ConditionState = NONE 4201 Model = None 4202 End 4203 AliasConditionState = DAMAGED 4204 AliasConditionState = REALLYDAMAGED 4205 AliasConditionState = RUBBLE 4206 AliasConditionState = REALLYDAMAGED RUBBLE 4207 ConditionState = PREORDER 4208 Model = OCFlagCHA 4209 Animation = OCFlagCHA.OCFlagCHA 4210 AnimationMode = LOOP 4211 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4212 End 4213 ; ConditionState = PREORDER DAMAGED 4214 ; Model = OCFlagCHA_D 4215 ; Animation = OCFlagCHA_D.OCFlagCHA_D 4216 ; AnimationMode = LOOP 4217 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4218 ; End 4219 ; ConditionState = PREORDER REALLYDAMAGED 4220 ; Model = OCFlagCHA_E 4221 ; Animation = OCFlagCHA_E.OCFlagCHA_E 4222 ; AnimationMode = LOOP 4223 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4224 ; End 4225 End 4226 4227 PlacementViewAngle = -135 4228 4229 ; ***DESIGN parameters *** 4230 DisplayName = OBJECT:CommandCenter 4231 Side = China 4232 EditorSorting = STRUCTURE 4233 BuildCost = 2000 4234 BuildTime = 45.0 ; in seconds 4235 EnergyProduction = 0 ;Command center should be free 4236 CommandSet = ChinaCommandCenterCommandSet 4237 VisionRange = 300.0 ; Shroud clearing distance 4238 ShroudClearingRange = 300 4239 ArmorSet 4240 Conditions = None 4241 Armor = StructureArmorTough 4242 DamageFX = StructureDamageFXNoShake 4243 End 4244 ExperienceValue = 200 200 200 200 ; Experience point value at each level 4245 4246 ; *** AUDIO Parameters *** 4247 VoiceSelect = CommandCenterChinaSelect 4248 SoundDie = BuildingDie 4249 SoundOnDamaged = BuildingDamagedStateLight 4250 SoundOnReallyDamaged = BuildingDestroy 4251 4252 UnitSpecificSounds 4253 UnderConstruction = UnderConstructionLoop 4254 End 4255 4256 ; *** ENGINEERING Parameters *** 4257 RadarPriority = STRUCTURE 4258 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 4259 4260 Body = StructureBody ModuleTag_07 4261 MaxHealth = 5000.0 4262 InitialHealth = 5000.0 4263 End 4264 4265 Behavior = PreorderCreate ModuleTag_PreorderCreate 4266 End 4267 4268 Behavior = ProductionUpdate ModuleTag_08 4269 NumDoorAnimations = 1 4270 DoorOpeningTime = 3000 ;in mSeconds 4271 DoorWaitOpenTime = 3000 ;in mSeconds 4272 DoorCloseTime = 3000 ;in mSeconds 4273 ConstructionCompleteDuration = 1500 ;in mSeconds 4274 End 4275 Behavior = DefaultProductionExitUpdate ModuleTag_09 4276 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 4277 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 4278 End 4279 Behavior = RadarUpdate ModuleTag_10 4280 RadarExtendTime = 4000 ;in mSeconds 4281 End 4282 4283 Behavior = DestroyDie ModuleTag_11 4284 ;nothing 4285 End 4286 Behavior = CreateObjectDie ModuleTag_12 4287 CreationList = OCL_LargeStructureDebris 4288 End 4289 Behavior = FXListDie ModuleTag_13 4290 DeathFX = FX_StructureMediumDeath 4291 End 4292 4293 Behavior = RadarUpgrade ModuleTag_14 4294 TriggeredBy = Upgrade_ChinaRadar 4295 End 4296 4297 Behavior = GenerateMinefieldBehavior ModuleTag_15 4298 TriggeredBy = Upgrade_ChinaMines 4299 MineName = ChinaStandardMine 4300 SmartBorder = Yes 4301 AlwaysCircular = Yes 4302 End 4303 4304 Behavior = OCLSpecialPower ModuleTag_16 4305 SpecialPowerTemplate = SuperweaponNapalmStrike 4306 OCL = SUPERWEAPON_NapalmStrike 4307 End 4308 4309 Behavior = OCLSpecialPower ModuleTag_17 4310 SpecialPowerTemplate = SuperweaponArtilleryBarrage 4311 UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 4312 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 4313 OCL = SUPERWEAPON_ArtilleryBarrage1 4314 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 4315 End 4316 4317 Behavior = OCLSpecialPower ModuleTag_18 4318 SpecialPowerTemplate = SuperweaponClusterMines 4319 OCL = SUPERWEAPON_ClusterMines 4320 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4321 End 4322 4323 Behavior = OCLSpecialPower ModuleTag_19 4324 SpecialPowerTemplate = SuperweaponEMPPulse 4325 OCL = SUPERWEAPON_EMPPulse 4326 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4327 End 4328 Behavior = OCLSpecialPower ModuleTag_22 4329 SpecialPowerTemplate = SuperweaponReinforce 4330 OCL = SUPERWEAPON_Reinforce 4331 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4332 End 4333 Behavior = CashHackSpecialPower ModuleTag_20 4334 SpecialPowerTemplate = SuperweaponCashHack 4335 UpgradeMoneyAmount = SCIENCE_CashHack3 4000 4336 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 4337 MoneyAmount = 1000 ; amount of money to steal 4338 End 4339 Behavior = OCLSpecialPower ModuleTag_21 4340 SpecialPowerTemplate = SuperweaponEmergencyRepair 4341 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 4342 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 4343 OCL = SUPERWEAPON_RepairVehicles1 4344 CreateLocation = CREATE_AT_LOCATION 4345 End 4346 4347 Behavior = FlammableUpdate ModuleTag_23 4348 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4349 AflameDamageAmount = 5 ; taking this much damage... 4350 AflameDamageDelay = 500 ; this often. 4351 End 4352 4353 Behavior = TransitionDamageFX ModuleTag_24 4354 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 4355 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4356 ;--------------------------------------------------------------------------------------- 4357 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4358 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 4359 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 4360 End 4361 4362 Geometry = BOX 4363 FactoryExitWidth = 25 4364 GeometryMajorRadius = 60.0 4365 GeometryMinorRadius = 63.0 4366 GeometryHeight = 36.0 4367 GeometryIsSmall = No 4368 Shadow = SHADOW_VOLUME 4369 BuildCompletion = PLACED_BY_PLAYER 4370 4371 End 4372 4373 ;------------------------------------------------------------------------------ 4374 Object AmericaPowerPlant 4375 4376 ; *** ART Parameters *** 4377 SelectPortrait = SAPowerPlant_L 4378 ButtonImage = SAPowerPlant 4379 4380 ; ---- the building itself ------ 4381 Draw = W3DModelDraw ModuleTag_01 4382 OkToChangeModelColor = Yes 4383 4384 ; day ******************************************** 4385 ConditionState = NONE; 4386 Model = ABPWRPLANT 4387 Animation = ABPWRPLANT.ABPWRPLANT 4388 AnimationMode = LOOP 4389 ParticleSysBone = Smoke02 SteamVent 4390 End 4391 ConditionState = DAMAGED 4392 Model = ABPWRPLANT_D 4393 ParticleSysBone = Smoke01 SmolderingSmoke 4394 ParticleSysBone = Smoke02 SteamVent 4395 ParticleSysBone = Smoke03 SmolderingSmoke 4396 ParticleSysBone = Fire01 SmolderingFireLarge 4397 ParticleSysBone = Sparks01 LiveWireSparks 4398 ParticleSysBone = Sparks02 LiveWireSparks 4399 End 4400 ConditionState = REALLYDAMAGED RUBBLE 4401 Model = ABPWRPLANT_E 4402 ParticleSysBone = Smoke01 SmolderingSmoke 4403 ParticleSysBone = Smoke02 SteamVent 4404 ParticleSysBone = Smoke03 SmolderingSmoke 4405 ParticleSysBone = Smoke04 SmolderingSmoke 4406 ParticleSysBone = Smoke05 SmolderingSmoke 4407 ParticleSysBone = Smoke06 SmolderingSmoke 4408 ParticleSysBone = Fire01 SmolderingFireLarge 4409 ParticleSysBone = Fire02 SmolderingFireLarge 4410 ParticleSysBone = Fire03 SmolderingFireLarge 4411 ParticleSysBone = Spark01 LiveWireSparks 4412 End 4413 4414 ; day upgrade 4415 ConditionState = POWER_PLANT_UPGRADED ; 4416 Model = ABPWRPLANT 4417 Animation = ABPWRPLANT.ABPWRPLANT 4418 AnimationMode = LOOP 4419 ParticleSysBone = Smoke02 SteamVent 4420 ParticleSysBone = Spark01 LiveWireSparks 4421 ParticleSysBone = Spark02 LiveWireSparks02 4422 ParticleSysBone = Spark03 LiveWireSparks02 4423 ParticleSysBone = Spark04 LiveWireSparks 4424 ParticleSysBone = Spark05 LiveWireSparks02 4425 ParticleSysBone = Spark06 LiveWireSparks 4426 End 4427 ConditionState = DAMAGED POWER_PLANT_UPGRADED 4428 Model = ABPWRPLANT_D 4429 ParticleSysBone = Smoke01 SmolderingSmoke 4430 ParticleSysBone = Smoke02 SteamVent 4431 ParticleSysBone = Smoke03 SmolderingSmoke 4432 ParticleSysBone = Fire01 SmolderingFireLarge 4433 ParticleSysBone = Spark01 LiveWireSparks 4434 ParticleSysBone = Spark02 LiveWireSparks02 4435 ParticleSysBone = Spark03 LiveWireSparks02 4436 ParticleSysBone = Spark04 LiveWireSparks 4437 ParticleSysBone = Spark05 LiveWireSparks02 4438 ParticleSysBone = Spark06 LiveWireSparks 4439 End 4440 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 4441 Model = ABPWRPLANT_E 4442 ParticleSysBone = Smoke01 SmolderingSmoke 4443 ParticleSysBone = Smoke02 SteamVent 4444 ParticleSysBone = Smoke03 SmolderingSmoke 4445 ParticleSysBone = Smoke04 SmolderingSmoke 4446 ParticleSysBone = Smoke05 SmolderingSmoke 4447 ParticleSysBone = Smoke06 SmolderingSmoke 4448 ParticleSysBone = Fire01 SmolderingFireLarge 4449 ParticleSysBone = Fire02 SmolderingFireLarge 4450 ParticleSysBone = Fire03 SmolderingFireLarge 4451 ParticleSysBone = Spark01 LiveWireSparks 4452 ParticleSysBone = Spark02 LiveWireSparks02 4453 ParticleSysBone = Spark03 LiveWireSparks02 4454 ParticleSysBone = Spark04 LiveWireSparks 4455 ParticleSysBone = Spark05 LiveWireSparks02 4456 ParticleSysBone = Spark06 LiveWireSparks 4457 End 4458 4459 ; night 4460 ConditionState = NIGHT; 4461 Model = ABPWRPLANT_N 4462 Animation = ABPWRPLANT_N.ABPWRPLANT_N 4463 AnimationMode = LOOP 4464 ParticleSysBone = Smoke02 SteamVent 4465 End 4466 ConditionState = DAMAGED NIGHT 4467 Model = ABPWRPLANT_DN 4468 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 4469 AnimationMode = LOOP 4470 ParticleSysBone = Smoke01 SmolderingSmoke 4471 ParticleSysBone = Smoke02 SteamVent 4472 ParticleSysBone = Smoke03 SmolderingSmoke 4473 ParticleSysBone = Fire01 SmolderingFireLarge 4474 ParticleSysBone = Sparks01 LiveWireSparks 4475 ParticleSysBone = Sparks02 LiveWireSparks 4476 ParticleSysBone = Sparks03 LiveWireSparks02 4477 End 4478 ConditionState = REALLYDAMAGED RUBBLE NIGHT; 4479 Model = ABPWRPLANT_EN 4480 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 4481 AnimationMode = LOOP 4482 ParticleSysBone = Smoke01 SmolderingSmoke 4483 ParticleSysBone = Smoke02 SteamVent 4484 ParticleSysBone = Smoke03 SmolderingSmoke 4485 ParticleSysBone = Smoke04 SmolderingSmoke 4486 ParticleSysBone = Smoke05 SmolderingSmoke 4487 ParticleSysBone = Smoke06 SmolderingSmoke 4488 ParticleSysBone = Fire01 SmolderingFireLarge 4489 ParticleSysBone = Fire02 SmolderingFireLarge 4490 ParticleSysBone = Fire03 SmolderingFireLarge 4491 ParticleSysBone = Sparks01 LiveWireSparks 4492 ParticleSysBone = Sparks02 LiveWireSparks02 4493 ParticleSysBone = Sparks03 LiveWireSparks02 4494 ParticleSysBone = Sparks04 LiveWireSparks 4495 ParticleSysBone = Sparks05 LiveWireSparks02 4496 ParticleSysBone = Sparks07 LiveWireSparks 4497 End 4498 4499 ; night upgraded 4500 ConditionState = NIGHT POWER_PLANT_UPGRADED 4501 Model = ABPWRPLANT_N 4502 Animation = ABPWRPLANT_N.ABPWRPLANT_N 4503 AnimationMode = LOOP 4504 ParticleSysBone = Smoke02 SteamVent 4505 ParticleSysBone = Sparks02 LiveWireSparks02 4506 ParticleSysBone = Sparks03 LiveWireSparks02 4507 ParticleSysBone = Sparks04 LiveWireSparks 4508 ParticleSysBone = Sparks05 LiveWireSparks02 4509 ParticleSysBone = Sparks07 LiveWireSparks 4510 ParticleSysBone = Sparks08 LiveWireSparks02 4511 ParticleSysBone = Sparks09 LiveWireSparks 4512 ParticleSysBone = Sparks10 LiveWireSparks02 4513 ParticleSysBone = Sparks11 LiveWireSparks 4514 End 4515 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED 4516 Model = ABPWRPLANT_DN 4517 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 4518 AnimationMode = LOOP 4519 ParticleSysBone = Smoke01 SmolderingSmoke 4520 ParticleSysBone = Smoke02 SteamVent 4521 ParticleSysBone = Smoke03 SmolderingSmoke 4522 ParticleSysBone = Fire01 SmolderingFireLarge 4523 ParticleSysBone = Sparks02 LiveWireSparks02 4524 ParticleSysBone = Sparks03 LiveWireSparks02 4525 ParticleSysBone = Sparks04 LiveWireSparks 4526 ParticleSysBone = Sparks05 LiveWireSparks02 4527 ParticleSysBone = Sparks07 LiveWireSparks 4528 ParticleSysBone = Sparks08 LiveWireSparks02 4529 ParticleSysBone = Sparks09 LiveWireSparks 4530 ParticleSysBone = Sparks10 LiveWireSparks02 4531 ParticleSysBone = Sparks11 LiveWireSparks 4532 End 4533 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 4534 Model = ABPWRPLANT_EN 4535 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 4536 AnimationMode = LOOP 4537 ParticleSysBone = Smoke01 SmolderingSmoke 4538 ParticleSysBone = Smoke02 SteamVent 4539 ParticleSysBone = Smoke03 SmolderingSmoke 4540 ParticleSysBone = Smoke04 SmolderingSmoke 4541 ParticleSysBone = Smoke05 SmolderingSmoke 4542 ParticleSysBone = Smoke06 SmolderingSmoke 4543 ParticleSysBone = Fire01 SmolderingFireLarge 4544 ParticleSysBone = Fire02 SmolderingFireLarge 4545 ParticleSysBone = Fire03 SmolderingFireLarge 4546 ParticleSysBone = Sparks02 LiveWireSparks02 4547 ParticleSysBone = Sparks03 LiveWireSparks02 4548 ParticleSysBone = Sparks04 LiveWireSparks 4549 ParticleSysBone = Sparks05 LiveWireSparks02 4550 ParticleSysBone = Sparks07 LiveWireSparks 4551 ParticleSysBone = Sparks08 LiveWireSparks02 4552 ParticleSysBone = Sparks09 LiveWireSparks 4553 ParticleSysBone = Sparks10 LiveWireSparks02 4554 ParticleSysBone = Sparks11 LiveWireSparks 4555 End 4556 4557 4558 ; day ******************************************** 4559 ConditionState = SNOW 4560 Model = ABPWRPLANT_S 4561 Animation = ABPWRPLANT_S.ABPWRPLANT_S 4562 AnimationMode = LOOP 4563 ParticleSysBone = Smoke02 SteamVent 4564 End 4565 ConditionState = DAMAGED SNOW 4566 Model = ABPWRPLANT_DS 4567 ParticleSysBone = Smoke01 SmolderingSmoke 4568 ParticleSysBone = Smoke02 SteamVent 4569 ParticleSysBone = Smoke03 SmolderingSmoke 4570 ParticleSysBone = Fire01 SmolderingFireLarge 4571 ParticleSysBone = Sparks01 LiveWireSparks 4572 ParticleSysBone = Sparks02 LiveWireSparks 4573 End 4574 ConditionState = REALLYDAMAGED RUBBLE SNOW 4575 Model = ABPWRPLANT_ES 4576 ParticleSysBone = Smoke01 SmolderingSmoke 4577 ParticleSysBone = Smoke02 SteamVent 4578 ParticleSysBone = Smoke03 SmolderingSmoke 4579 ParticleSysBone = Smoke04 SmolderingSmoke 4580 ParticleSysBone = Smoke05 SmolderingSmoke 4581 ParticleSysBone = Smoke06 SmolderingSmoke 4582 ParticleSysBone = Fire01 SmolderingFireLarge 4583 ParticleSysBone = Fire02 SmolderingFireLarge 4584 ParticleSysBone = Fire03 SmolderingFireLarge 4585 ParticleSysBone = Spark01 LiveWireSparks 4586 End 4587 4588 4589 ; day upgrade 4590 ConditionState = POWER_PLANT_UPGRADED SNOW; 4591 Model = ABPWRPLANT_S 4592 Animation = ABPWRPLANT_S.ABPWRPLANT_S 4593 AnimationMode = LOOP 4594 ParticleSysBone = Smoke02 SteamVent 4595 ParticleSysBone = Spark01 LiveWireSparks 4596 ParticleSysBone = Spark02 LiveWireSparks02 4597 ParticleSysBone = Spark03 LiveWireSparks02 4598 ParticleSysBone = Spark04 LiveWireSparks 4599 ParticleSysBone = Spark05 LiveWireSparks02 4600 ParticleSysBone = Spark06 LiveWireSparks 4601 End 4602 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 4603 Model = ABPWRPLANT_DS 4604 ParticleSysBone = Smoke01 SmolderingSmoke 4605 ParticleSysBone = Smoke02 SteamVent 4606 ParticleSysBone = Smoke03 SmolderingSmoke 4607 ParticleSysBone = Fire01 SmolderingFireLarge 4608 ParticleSysBone = Spark01 LiveWireSparks 4609 ParticleSysBone = Spark02 LiveWireSparks02 4610 ParticleSysBone = Spark03 LiveWireSparks02 4611 ParticleSysBone = Spark04 LiveWireSparks 4612 ParticleSysBone = Spark05 LiveWireSparks02 4613 ParticleSysBone = Spark06 LiveWireSparks 4614 End 4615 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 4616 Model = ABPWRPLANT_ES 4617 ParticleSysBone = Smoke01 SmolderingSmoke 4618 ParticleSysBone = Smoke02 SteamVent 4619 ParticleSysBone = Smoke03 SmolderingSmoke 4620 ParticleSysBone = Smoke04 SmolderingSmoke 4621 ParticleSysBone = Smoke05 SmolderingSmoke 4622 ParticleSysBone = Smoke06 SmolderingSmoke 4623 ParticleSysBone = Fire01 SmolderingFireLarge 4624 ParticleSysBone = Fire02 SmolderingFireLarge 4625 ParticleSysBone = Fire03 SmolderingFireLarge 4626 ParticleSysBone = Spark01 LiveWireSparks 4627 ParticleSysBone = Spark02 LiveWireSparks02 4628 ParticleSysBone = Spark03 LiveWireSparks02 4629 ParticleSysBone = Spark04 LiveWireSparks 4630 ParticleSysBone = Spark05 LiveWireSparks02 4631 ParticleSysBone = Spark06 LiveWireSparks 4632 End 4633 4634 4635 ; night 4636 ConditionState = NIGHT SNOW; 4637 Model = ABPWRPLANT_NS 4638 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 4639 AnimationMode = LOOP 4640 ParticleSysBone = Smoke02 SteamVent 4641 End 4642 ConditionState = DAMAGED NIGHT SNOW 4643 Model = ABPWRPLANT_DNS 4644 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 4645 AnimationMode = LOOP 4646 ParticleSysBone = Smoke01 SmolderingSmoke 4647 ParticleSysBone = Smoke02 SteamVent 4648 ParticleSysBone = Smoke03 SmolderingSmoke 4649 ParticleSysBone = Fire01 SmolderingFireLarge 4650 ParticleSysBone = Sparks01 LiveWireSparks 4651 ParticleSysBone = Sparks02 LiveWireSparks 4652 ParticleSysBone = Sparks03 LiveWireSparks02 4653 End 4654 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; 4655 Model = ABPWRPLANT_ENS 4656 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 4657 AnimationMode = LOOP 4658 ParticleSysBone = Smoke01 SmolderingSmoke 4659 ParticleSysBone = Smoke02 SteamVent 4660 ParticleSysBone = Smoke03 SmolderingSmoke 4661 ParticleSysBone = Smoke04 SmolderingSmoke 4662 ParticleSysBone = Smoke05 SmolderingSmoke 4663 ParticleSysBone = Smoke06 SmolderingSmoke 4664 ParticleSysBone = Fire01 SmolderingFireLarge 4665 ParticleSysBone = Fire02 SmolderingFireLarge 4666 ParticleSysBone = Fire03 SmolderingFireLarge 4667 ParticleSysBone = Sparks01 LiveWireSparks 4668 ParticleSysBone = Sparks02 LiveWireSparks02 4669 ParticleSysBone = Sparks03 LiveWireSparks02 4670 ParticleSysBone = Sparks04 LiveWireSparks 4671 ParticleSysBone = Sparks05 LiveWireSparks02 4672 ParticleSysBone = Sparks07 LiveWireSparks 4673 End 4674 4675 ; night upgraded 4676 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 4677 Model = ABPWRPLANT_NS 4678 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 4679 AnimationMode = LOOP 4680 ParticleSysBone = Smoke02 SteamVent 4681 ParticleSysBone = Sparks02 LiveWireSparks02 4682 ParticleSysBone = Sparks03 LiveWireSparks02 4683 ParticleSysBone = Sparks04 LiveWireSparks 4684 ParticleSysBone = Sparks05 LiveWireSparks02 4685 ParticleSysBone = Sparks07 LiveWireSparks 4686 ParticleSysBone = Sparks08 LiveWireSparks02 4687 ParticleSysBone = Sparks09 LiveWireSparks 4688 ParticleSysBone = Sparks10 LiveWireSparks02 4689 ParticleSysBone = Sparks11 LiveWireSparks 4690 End 4691 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW 4692 Model = ABPWRPLANT_DNS 4693 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 4694 AnimationMode = LOOP 4695 ParticleSysBone = Smoke01 SmolderingSmoke 4696 ParticleSysBone = Smoke02 SteamVent 4697 ParticleSysBone = Smoke03 SmolderingSmoke 4698 ParticleSysBone = Fire01 SmolderingFireLarge 4699 ParticleSysBone = Sparks02 LiveWireSparks02 4700 ParticleSysBone = Sparks03 LiveWireSparks02 4701 ParticleSysBone = Sparks04 LiveWireSparks 4702 ParticleSysBone = Sparks05 LiveWireSparks02 4703 ParticleSysBone = Sparks07 LiveWireSparks 4704 ParticleSysBone = Sparks08 LiveWireSparks02 4705 ParticleSysBone = Sparks09 LiveWireSparks 4706 ParticleSysBone = Sparks10 LiveWireSparks02 4707 ParticleSysBone = Sparks11 LiveWireSparks 4708 End 4709 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 4710 Model = ABPWRPLANT_ENS 4711 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 4712 AnimationMode = LOOP 4713 ParticleSysBone = Smoke01 SmolderingSmoke 4714 ParticleSysBone = Smoke02 SteamVent 4715 ParticleSysBone = Smoke03 SmolderingSmoke 4716 ParticleSysBone = Smoke04 SmolderingSmoke 4717 ParticleSysBone = Smoke05 SmolderingSmoke 4718 ParticleSysBone = Smoke06 SmolderingSmoke 4719 ParticleSysBone = Fire01 SmolderingFireLarge 4720 ParticleSysBone = Fire02 SmolderingFireLarge 4721 ParticleSysBone = Fire03 SmolderingFireLarge 4722 ParticleSysBone = Sparks02 LiveWireSparks02 4723 ParticleSysBone = Sparks03 LiveWireSparks02 4724 ParticleSysBone = Sparks04 LiveWireSparks 4725 ParticleSysBone = Sparks05 LiveWireSparks02 4726 ParticleSysBone = Sparks07 LiveWireSparks 4727 ParticleSysBone = Sparks08 LiveWireSparks02 4728 ParticleSysBone = Sparks09 LiveWireSparks 4729 ParticleSysBone = Sparks10 LiveWireSparks02 4730 ParticleSysBone = Sparks11 LiveWireSparks 4731 End 4732 4733 ;************************************************************************************************************************** 4734 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4735 ;for this draw module 4736 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4737 Model = ABPWRPLANT 4738 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4739 End 4740 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4741 Model = ABPWRPLANT_D 4742 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4743 End 4744 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4745 Model = ABPWRPLANT_E 4746 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4747 End 4748 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4749 Model = ABPWRPLANT_N 4750 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4751 End 4752 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4753 Model = ABPWRPLANT_DN 4754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4755 End 4756 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4757 Model = ABPWRPLANT_EN 4758 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4759 End 4760 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4761 Model = ABPWRPLANT_S 4762 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4763 End 4764 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4765 Model = ABPWRPLANT_DS 4766 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4767 End 4768 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4769 Model = ABPWRPLANT_ES 4770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4771 End 4772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4773 Model = ABPWRPLANT_NS 4774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4775 End 4776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4777 Model = ABPWRPLANT_DNS 4778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4779 End 4780 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4781 Model = ABPWRPLANT_ENS 4782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4783 End 4784 4785 ConditionState = AWAITING_CONSTRUCTION 4786 Model = NONE 4787 End 4788 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4789 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4790 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4791 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4792 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4793 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4794 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4795 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4796 AliasConditionState = SOLD DAMAGED 4797 AliasConditionState = SOLD REALLYDAMAGED 4798 AliasConditionState = SOLD NIGHT 4799 AliasConditionState = SOLD NIGHT DAMAGED 4800 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4801 AliasConditionState = SOLD SNOW 4802 AliasConditionState = SOLD SNOW DAMAGED 4803 AliasConditionState = SOLD SNOW REALLYDAMAGED 4804 AliasConditionState = SOLD NIGHT SNOW 4805 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4806 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4807 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 4808 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 4809 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 4810 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 4811 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 4812 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 4813 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 4814 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 4815 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 4816 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 4817 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 4818 ;************************************************************************************************************************** 4819 4820 4821 4822 4823 4824 4825 End 4826 4827 ; ------------ construction-zone fence ----------------- 4828 4829 Draw = W3DModelDraw ModuleTag_02 4830 AnimationsRequirePower = No 4831 DefaultConditionState 4832 Model = None 4833 TransitionKey = DOWN_DEFAULT 4834 End 4835 ConditionState = NIGHT 4836 Model = None 4837 TransitionKey = DOWN_DEFAULT 4838 End 4839 ConditionState = SNOW 4840 Model = None 4841 TransitionKey = DOWN_DEFAULT 4842 End 4843 ConditionState = SNOW NIGHT 4844 Model = None 4845 TransitionKey = DOWN_DEFAULT 4846 End 4847 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4848 Model = ABPwrPlant_A4 4849 Animation = ABPwrPlant_A4.ABPwrPlant_A4 4850 AnimationMode = MANUAL 4851 Flags = START_FRAME_LAST 4852 TransitionKey = UP_DAY 4853 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4854 ParticleSysBone = SparksS01 LiveWireSparks02 4855 End 4856 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4857 Model = ABPwrPlant_A4N 4858 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 4859 AnimationMode = MANUAL 4860 Flags = START_FRAME_LAST 4861 TransitionKey = UP_NIGHT 4862 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4863 ParticleSysBone = SparksS01 LiveWireSparks02 4864 End 4865 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4866 Model = ABPwrPlant_A4S 4867 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4868 AnimationMode = MANUAL 4869 Flags = START_FRAME_LAST 4870 TransitionKey = UP_SNOW 4871 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4872 ParticleSysBone = SparksS01 LiveWireSparks02 4873 End 4874 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4875 Model = ABPwrPlant_A4S 4876 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4877 AnimationMode = MANUAL 4878 Flags = START_FRAME_LAST 4879 TransitionKey = UP_SNOWNIGHT 4880 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4881 ParticleSysBone = SparksS01 LiveWireSparks02 4882 End 4883 TransitionState = DOWN_DEFAULT UP_DAY 4884 Model = ABPwrPlant_A4 4885 Animation = ABPwrPlant_A4.ABPwrPlant_A4 4886 AnimationMode = ONCE 4887 AnimationSpeedFactorRange = 1.0 1.0 4888 Flags = START_FRAME_FIRST 4889 End 4890 TransitionState = DOWN_DEFAULT UP_NIGHT 4891 Model = ABPwrPlant_A4N 4892 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 4893 AnimationMode = ONCE 4894 AnimationSpeedFactorRange = 1.0 1.0 4895 Flags = START_FRAME_FIRST 4896 End 4897 TransitionState = DOWN_DEFAULT UP_SNOW 4898 Model = ABPwrPlant_A4S 4899 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4900 AnimationMode = ONCE 4901 AnimationSpeedFactorRange = 1.0 1.0 4902 Flags = START_FRAME_FIRST 4903 End 4904 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4905 Model = ABPwrPlant_A4SN 4906 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 4907 AnimationMode = ONCE 4908 AnimationSpeedFactorRange = 1.0 1.0 4909 Flags = START_FRAME_FIRST 4910 End 4911 TransitionState = UP_DAY DOWN_DEFAULT 4912 Model = ABPwrPlant_A4 4913 Animation = ABPwrPlant_A4.ABPwrPlant_A4 4914 AnimationMode = ONCE_BACKWARDS 4915 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4916 Flags = START_FRAME_LAST 4917 End 4918 TransitionState = UP_NIGHT DOWN_DEFAULT 4919 Model = ABPwrPlant_A4N 4920 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 4921 AnimationMode = ONCE_BACKWARDS 4922 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4923 Flags = START_FRAME_LAST 4924 End 4925 TransitionState = UP_SNOW DOWN_DEFAULT 4926 Model = ABPwrPlant_A4S 4927 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4928 AnimationMode = ONCE_BACKWARDS 4929 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4930 Flags = START_FRAME_LAST 4931 End 4932 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4933 Model = ABPwrPlant_A4SN 4934 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 4935 AnimationMode = ONCE_BACKWARDS 4936 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4937 Flags = START_FRAME_LAST 4938 End 4939 End 4940 4941 ; ------------ under-construction scaffolding ----------------- 4942 Draw = W3DModelDraw ModuleTag_03 4943 AnimationsRequirePower = No 4944 MinLODRequired = MEDIUM 4945 DefaultConditionState 4946 Model = None 4947 TransitionKey = DOWN_DEFAULT 4948 End 4949 ConditionState = NIGHT 4950 Model = None 4951 TransitionKey = DOWN_DEFAULT 4952 End 4953 ConditionState = SNOW 4954 Model = None 4955 TransitionKey = DOWN_DEFAULT 4956 End 4957 ConditionState = SNOW NIGHT 4958 Model = None 4959 TransitionKey = DOWN_DEFAULT 4960 End 4961 ConditionState = PARTIALLY_CONSTRUCTED 4962 Model = ABPwrPlant_A6 4963 Animation = ABPwrPlant_A6.ABPwrPlant_A6 4964 AnimationMode = MANUAL 4965 Flags = START_FRAME_LAST 4966 TransitionKey = UP_DAY 4967 ParticleSysBone = SparksS01 BuildUpBlueSpark 4968 ParticleSysBone = SparksS02 BuildUpBlueSpark 4969 ParticleSysBone = SparksS03 SparksSmall 4970 ParticleSysBone = SparksS06 BuildUpBlueSpark 4971 End 4972 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4973 Model = ABPwrPlant_A6N 4974 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 4975 AnimationMode = MANUAL 4976 Flags = START_FRAME_LAST 4977 TransitionKey = UP_NIGHT 4978 ParticleSysBone = SparksS01 BuildUpBlueSpark 4979 ParticleSysBone = SparksS02 BuildUpBlueSpark 4980 ParticleSysBone = SparksS03 SparksSmall 4981 ParticleSysBone = SparksS06 BuildUpBlueSpark 4982 End 4983 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4984 Model = ABPwrPlant_A6S 4985 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 4986 AnimationMode = MANUAL 4987 Flags = START_FRAME_LAST 4988 TransitionKey = UP_SNOW 4989 ParticleSysBone = SparksS01 BuildUpBlueSpark 4990 ParticleSysBone = SparksS02 BuildUpBlueSpark 4991 ParticleSysBone = SparksS03 SparksSmall 4992 ParticleSysBone = SparksS06 BuildUpBlueSpark 4993 End 4994 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4995 Model = ABPwrPlant_A6SN 4996 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 4997 AnimationMode = MANUAL 4998 Flags = START_FRAME_LAST 4999 TransitionKey = UP_SNOWNIGHT 5000 ParticleSysBone = SparksS01 BuildUpBlueSpark 5001 ParticleSysBone = SparksS02 BuildUpBlueSpark 5002 ParticleSysBone = SparksS03 SparksSmall 5003 ParticleSysBone = SparksS06 BuildUpBlueSpark 5004 End 5005 TransitionState = DOWN_DEFAULT UP_DAY 5006 Model = ABPwrPlant_A6 5007 Animation = ABPwrPlant_A6.ABPwrPlant_A6 5008 AnimationMode = ONCE 5009 AnimationSpeedFactorRange = 1.0 1.0 5010 Flags = START_FRAME_FIRST 5011 End 5012 TransitionState = DOWN_DEFAULT UP_NIGHT 5013 Model = ABPwrPlant_A6N 5014 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 5015 AnimationMode = ONCE 5016 AnimationSpeedFactorRange = 1.0 1.0 5017 Flags = START_FRAME_FIRST 5018 End 5019 TransitionState = DOWN_DEFAULT UP_SNOW 5020 Model = ABPwrPlant_A6S 5021 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 5022 AnimationMode = ONCE 5023 5024 AnimationSpeedFactorRange = 1.0 1.0 5025 Flags = START_FRAME_FIRST 5026 End 5027 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5028 Model = ABPwrPlant_A6SN 5029 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 5030 AnimationMode = ONCE 5031 AnimationSpeedFactorRange = 1.0 1.0 5032 Flags = START_FRAME_FIRST 5033 End 5034 TransitionState = UP_DAY DOWN_DEFAULT 5035 Model = ABPwrPlant_A6 5036 Animation = ABPwrPlant_A6.ABPwrPlant_A6 5037 AnimationMode = ONCE_BACKWARDS 5038 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5039 Flags = START_FRAME_LAST 5040 End 5041 TransitionState = UP_NIGHT DOWN_DEFAULT 5042 Model = ABPwrPlant_A6N 5043 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 5044 AnimationMode = ONCE_BACKWARDS 5045 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5046 Flags = START_FRAME_LAST 5047 End 5048 TransitionState = UP_SNOW DOWN_DEFAULT 5049 Model = ABPwrPlant_A6S 5050 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 5051 AnimationMode = ONCE_BACKWARDS 5052 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5053 Flags = START_FRAME_LAST 5054 End 5055 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5056 Model = ABPwrPlant_A6SN 5057 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 5058 AnimationMode = ONCE_BACKWARDS 5059 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5060 Flags = START_FRAME_LAST 5061 End 5062 End 5063 5064 ; ------------ being-constructed crane ----------------- 5065 Draw = W3DModelDraw ModuleTag_04 5066 AnimationsRequirePower = No 5067 DefaultConditionState 5068 Model = None 5069 TransitionKey = DOWN_DEFAULT 5070 End 5071 ConditionState = NIGHT 5072 Model = None 5073 TransitionKey = DOWN_DEFAULT 5074 End 5075 ConditionState = SNOW 5076 Model = None 5077 TransitionKey = DOWN_DEFAULT 5078 End 5079 ConditionState = SNOW NIGHT 5080 Model = None 5081 TransitionKey = DOWN_DEFAULT 5082 End 5083 ConditionState = SOLD 5084 Model = NONE 5085 End 5086 5087 ConditionState = ACTIVELY_BEING_CONSTRUCTED 5088 Model = ABPwrPlant_A5 5089 Animation = ABPwrPlant_A5.ABPwrPlant_A5 5090 AnimationMode = LOOP 5091 TransitionKey = UP_DAY 5092 End 5093 5094 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 5095 Model = ABPwrPlant_A5N 5096 Animation = ABPwrPlant_A5N.ABPwrPlant_A5N 5097 AnimationMode = LOOP 5098 TransitionKey = UP_NIGHT 5099 End 5100 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 5101 Model = ABPwrPlant_A5S 5102 Animation = ABPwrPlant_A5S.ABPwrPlant_A5S 5103 AnimationMode = LOOP 5104 TransitionKey = UP_SNOW 5105 End 5106 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 5107 Model = ABPwrPlant_A5SN 5108 Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN 5109 AnimationMode = LOOP 5110 TransitionKey = UP_SNOWNIGHT 5111 End 5112 TransitionState = DOWN_DEFAULT UP_DAY 5113 Model = ABPwrPlant_AB 5114 Animation = ABPwrPlant_AB.ABPwrPlant_AB 5115 AnimationMode = ONCE 5116 AnimationSpeedFactorRange = 1.0 1.0 5117 Flags = START_FRAME_FIRST 5118 End 5119 5120 TransitionState = DOWN_DEFAULT UP_NIGHT 5121 Model = ABPwrPlant_ABN 5122 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 5123 AnimationMode = ONCE 5124 AnimationSpeedFactorRange = 1.0 1.0 5125 Flags = START_FRAME_FIRST 5126 End 5127 5128 TransitionState = DOWN_DEFAULT UP_SNOW 5129 Model = ABPwrPlant_ABS 5130 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 5131 AnimationMode = ONCE 5132 AnimationSpeedFactorRange = 1.0 1.0 5133 Flags = START_FRAME_FIRST 5134 End 5135 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5136 Model = ABPwrPlant_ABSN 5137 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 5138 AnimationMode = ONCE 5139 AnimationSpeedFactorRange = 1.0 1.0 5140 Flags = START_FRAME_FIRST 5141 End 5142 TransitionState = UP_DAY DOWN_DEFAULT 5143 Model = ABPwrPlant_AB 5144 Animation = ABPwrPlant_AB.ABPwrPlant_AB 5145 AnimationMode = ONCE_BACKWARDS 5146 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5147 Flags = START_FRAME_LAST 5148 End 5149 TransitionState = UP_NIGHT DOWN_DEFAULT 5150 Model = ABPwrPlant_ABN 5151 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 5152 AnimationMode = ONCE_BACKWARDS 5153 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5154 Flags = START_FRAME_LAST 5155 End 5156 TransitionState = UP_SNOW DOWN_DEFAULT 5157 Model = ABPwrPlant_ABS 5158 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 5159 AnimationMode = ONCE_BACKWARDS 5160 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5161 Flags = START_FRAME_LAST 5162 End 5163 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5164 Model = ABPwrPlant_ABSN 5165 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 5166 AnimationMode = ONCE_BACKWARDS 5167 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5168 Flags = START_FRAME_LAST 5169 End 5170 End 5171 5172 ; ---- the control rods ----- 5173 Draw = W3DModelDraw ModuleTag_05 5174 OkToChangeModelColor = Yes 5175 5176 ; no upgrade 5177 ConditionState = NONE 5178 Model ABPWRPLANT_A1 5179 End 5180 AliasConditionState = SNOW 5181 AliasConditionState = NIGHT 5182 AliasConditionState = SNOW NIGHT 5183 5184 ConditionState = DAMAGED 5185 Model ABPWRPLANT_A1D 5186 End 5187 AliasConditionState = DAMAGED SNOW 5188 AliasConditionState = DAMAGED NIGHT 5189 AliasConditionState = DAMAGED SNOW NIGHT 5190 5191 ConditionState = REALLYDAMAGED RUBBLE 5192 Model ABPWRPLANT_A1E 5193 End 5194 AliasConditionState = REALLYDAMAGED RUBBLE SNOW 5195 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 5196 AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 5197 5198 5199 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5200 Model = ABPWRPLANT_A1 5201 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5202 End 5203 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5204 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5205 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 5206 5207 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5208 Model = ABPWRPLANT_A1D 5209 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5210 End 5211 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5212 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5213 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 5214 5215 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5216 Model = ABPWRPLANT_A1E 5217 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5218 End 5219 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5220 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5221 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 5222 5223 ; first to upgrade 5224 ConditionState = POWER_PLANT_UPGRADING 5225 Model ABPWRPLANT_A1 5226 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 5227 AnimationMode = ONCE 5228 Flags = START_FRAME_FIRST 5229 End 5230 AliasConditionState = POWER_PLANT_UPGRADING SNOW 5231 AliasConditionState = POWER_PLANT_UPGRADING NIGHT 5232 AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT 5233 5234 ConditionState = DAMAGED POWER_PLANT_UPGRADING 5235 Model ABPWRPLANT_A1D 5236 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 5237 AnimationMode = ONCE 5238 Flags = START_FRAME_FIRST 5239 End 5240 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW 5241 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT 5242 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT 5243 5244 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING 5245 Model ABPWRPLANT_A1E 5246 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 5247 AnimationMode = ONCE 5248 Flags = START_FRAME_FIRST 5249 End 5250 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW 5251 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT 5252 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT 5253 5254 ; already upgraded 5255 ConditionState = POWER_PLANT_UPGRADED 5256 Model ABPWRPLANT_A1 5257 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 5258 AnimationMode = MANUAL 5259 Flags = START_FRAME_LAST 5260 End 5261 AliasConditionState = POWER_PLANT_UPGRADED SNOW 5262 AliasConditionState = POWER_PLANT_UPGRADED NIGHT 5263 AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT 5264 5265 ConditionState = DAMAGED POWER_PLANT_UPGRADED 5266 Model ABPWRPLANT_A1D 5267 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 5268 AnimationMode = MANUAL 5269 Flags = START_FRAME_LAST 5270 End 5271 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 5272 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT 5273 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT 5274 5275 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 5276 Model ABPWRPLANT_A1E 5277 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 5278 AnimationMode = MANUAL 5279 Flags = START_FRAME_LAST 5280 End 5281 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 5282 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT 5283 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT 5284 5285 5286 ConditionState = AWAITING_CONSTRUCTION 5287 Model = NONE 5288 End 5289 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5290 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5291 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5292 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5293 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5294 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5295 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5296 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5297 AliasConditionState = AWAITING_CONSTRUCTION SNOW 5298 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 5299 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 5300 AliasConditionState = SOLD DAMAGED 5301 AliasConditionState = SOLD REALLYDAMAGED 5302 AliasConditionState = SOLD NIGHT 5303 AliasConditionState = SOLD NIGHT DAMAGED 5304 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5305 AliasConditionState = SOLD NIGHT SNOW 5306 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5307 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5308 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 5309 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 5310 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 5311 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 5312 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 5313 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 5314 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 5315 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 5316 ;************************************************************************************************************************** 5317 5318 End 5319 5320 5321 5322 PlacementViewAngle = -45 5323 5324 ; ***DESIGN parameters *** 5325 DisplayName = OBJECT:ColdFusionReactor 5326 Side = America 5327 EditorSorting = STRUCTURE 5328 Prerequisites 5329 ; Object = AmericaCommandCenter 5330 End 5331 BuildCost = 800 5332 BuildTime = 10.0 ; in seconds 5333 EnergyProduction = 5 5334 EnergyBonus = 5 5335 VisionRange = 200.0 ; Shroud clearing distance 5336 ShroudClearingRange = 200 5337 ArmorSet 5338 Conditions = None 5339 Armor = StructureArmor 5340 DamageFX = StructureDamageFXNoShake 5341 End 5342 CommandSet = AmericaPowerPlantCommandSet 5343 ExperienceValue = 100 100 100 100 ; Experience point value at each level 5344 5345 ; *** AUDIO Parameters *** 5346 VoiceSelect = ColdFusionReactorSelect 5347 SoundDie = BuildingDie 5348 SoundOnDamaged = BuildingDamagedStateLight 5349 SoundOnReallyDamaged = BuildingDestroy 5350 5351 UnitSpecificSounds 5352 UnderConstruction = UnderConstructionLoop 5353 End 5354 5355 ; *** ENGINEERING Parameters *** 5356 RadarPriority = STRUCTURE 5357 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 5358 Body = StructureBody ModuleTag_06 5359 MaxHealth = 800.0 5360 InitialHealth = 800.0 5361 End 5362 5363 Behavior = PowerPlantUpgrade ModuleTag_07 5364 TriggeredBy = Upgrade_AmericaAdvancedControlRods 5365 End 5366 5367 Behavior = BaseRegenerateUpdate ModuleTag_08 5368 ;No data 5369 End 5370 Behavior = PowerPlantUpdate ModuleTag_09 5371 RodsExtendTime = 600 5372 End 5373 5374 5375 Behavior = DestroyDie ModuleTag_10 5376 ;nothing 5377 End 5378 Behavior = CreateObjectDie ModuleTag_11 5379 CreationList = OCL_ABPowerPlantExplode 5380 End 5381 Behavior = CreateObjectDie ModuleTag_12 5382 CreationList = OCL_AmericanRangerDebris02 5383 ExemptStatus = UNDER_CONSTRUCTION 5384 End 5385 Behavior = FXListDie ModuleTag_13 5386 DeathFX = FX_StructureSmallDeath 5387 End 5388 5389 Behavior = ProductionUpdate ModuleTag_14 5390 ; nothing 5391 End 5392 5393 Behavior = FlammableUpdate ModuleTag_16 5394 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5395 AflameDamageAmount = 5 ; taking this much damage... 5396 AflameDamageDelay = 500 ; this often. 5397 End 5398 5399 Behavior = TransitionDamageFX ModuleTag_17 5400 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 5401 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5402 ;--------------------------------------------------------------------------------------- 5403 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5404 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 5405 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 5406 End 5407 5408 Geometry = BOX 5409 GeometryMajorRadius = 22.0 5410 GeometryMinorRadius = 30.0 5411 GeometryHeight = 46.0 5412 GeometryIsSmall = No 5413 Shadow = SHADOW_VOLUME 5414 BuildCompletion = PLACED_BY_PLAYER 5415 5416 End 5417 5418 ;------------------------------------------------------------------------------ 5419 Object AmericaParticleCannonUplink 5420 5421 ; *** ART Parameters *** 5422 SelectPortrait = SAUplink_L 5423 ButtonImage = SAUplink 5424 5425 Draw = W3DModelDraw ModuleTag_01 5426 ExtraPublicBone = FX01 5427 ExtraPublicBone = FX02 5428 ExtraPublicBone = FX03 5429 ExtraPublicBone = FX04 5430 ExtraPublicBone = FX05 5431 OkToChangeModelColor = Yes 5432 5433 5434 ; day ************************************** 5435 ConditionState = NONE 5436 Model = ABSDILink 5437 Animation = ABSDILink.ABSDILink 5438 AnimationMode = LOOP 5439 Flags = MAINTAIN_FRAME_ACROSS_STATES 5440 End 5441 ConditionState = DAMAGED 5442 Model = ABSDILink_D 5443 Animation = ABSDILink_D.ABSDILink_D 5444 AnimationMode = LOOP 5445 Flags = MAINTAIN_FRAME_ACROSS_STATES 5446 End 5447 ConditionState = REALLYDAMAGED RUBBLE 5448 Model = ABSDILink_E 5449 Animation = ABSDILink_E.ABSDILink_E 5450 AnimationMode = LOOP 5451 Flags = MAINTAIN_FRAME_ACROSS_STATES 5452 End 5453 5454 5455 ; night ************************************* 5456 ConditionState = NIGHT 5457 Model = ABSDILink_N 5458 Animation = ABSDILink_N.ABSDILink_N 5459 AnimationMode = LOOP 5460 Flags = MAINTAIN_FRAME_ACROSS_STATES 5461 End 5462 ConditionState = DAMAGED NIGHT 5463 Model = ABSDILink_DN 5464 Animation = ABSDILink_DN.ABSDILink_DN 5465 AnimationMode = LOOP 5466 Flags = MAINTAIN_FRAME_ACROSS_STATES 5467 End 5468 ConditionState = REALLYDAMAGED RUBBLE NIGHT 5469 Model = ABSDILink_EN 5470 Animation = ABSDILink_EN.ABSDILink_EN 5471 AnimationMode = LOOP 5472 Flags = MAINTAIN_FRAME_ACROSS_STATES 5473 End 5474 5475 ; day snow ************************************** 5476 ConditionState = SNOW 5477 Model = ABSDILink_S 5478 Animation = ABSDILink_S.ABSDILink_S 5479 AnimationMode = LOOP 5480 Flags = MAINTAIN_FRAME_ACROSS_STATES 5481 End 5482 ConditionState = DAMAGED SNOW 5483 Model = ABSDILink_DS 5484 Animation = ABSDILink_DS.ABSDILink_DS 5485 AnimationMode = LOOP 5486 Flags = MAINTAIN_FRAME_ACROSS_STATES 5487 End 5488 ConditionState = REALLYDAMAGED RUBBLE SNOW 5489 Model = ABSDILink_ES 5490 Animation = ABSDILink_ES.ABSDILink_ES 5491 AnimationMode = LOOP 5492 Flags = MAINTAIN_FRAME_ACROSS_STATES 5493 End 5494 5495 ; night snow ************************************* 5496 ConditionState = NIGHT SNOW 5497 Model = ABSDILink_NS 5498 Animation = ABSDILink_NS.ABSDILink_NS 5499 AnimationMode = LOOP 5500 Flags = MAINTAIN_FRAME_ACROSS_STATES 5501 End 5502 ConditionState = DAMAGED NIGHT SNOW 5503 Model = ABSDILink_DNS 5504 Animation = ABSDILink_DNS.ABSDILink_DNS 5505 AnimationMode = LOOP 5506 Flags = MAINTAIN_FRAME_ACROSS_STATES 5507 End 5508 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 5509 Model = ABSDILink_ENS 5510 Animation = ABSDILink_ENS.ABSDILink_ENS 5511 AnimationMode = LOOP 5512 Flags = MAINTAIN_FRAME_ACROSS_STATES 5513 End 5514 5515 ;************************************************************************************************************************** 5516 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5517 ;for this draw module 5518 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5519 Model = ABSDILink 5520 Animation = ABSDILink.ABSDILink 5521 AnimationMode = LOOP 5522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5523 End 5524 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5525 Model = ABSDILink_D 5526 Animation = ABSDILink_D.ABSDILink_D 5527 AnimationMode = LOOP 5528 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5529 End 5530 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5531 Model = ABSDILink_E 5532 Animation = ABSDILink_E.ABSDILink_E 5533 AnimationMode = LOOP 5534 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5535 End 5536 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5537 Model = ABSDILink_N 5538 Animation = ABSDILink_N.ABSDILink_N 5539 AnimationMode = LOOP 5540 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5541 End 5542 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5543 Model = ABSDILink_DN 5544 Animation = ABSDILink_DN.ABSDILink_DN 5545 AnimationMode = LOOP 5546 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5547 End 5548 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5549 Model = ABSDILink_EN 5550 Animation = ABSDILink_EN.ABSDILink_EN 5551 AnimationMode = LOOP 5552 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5553 End 5554 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5555 Model = ABSDILink_S 5556 Animation = ABSDILink_S.ABSDILink_S 5557 AnimationMode = LOOP 5558 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5559 End 5560 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5561 Model = ABSDILink_DS 5562 Animation = ABSDILink_DS.ABSDILink_DS 5563 AnimationMode = LOOP 5564 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5565 End 5566 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5567 Model = ABSDILink_ES 5568 Animation = ABSDILink_ES.ABSDILink_ES 5569 AnimationMode = LOOP 5570 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5571 End 5572 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5573 Model = ABSDILink_NS 5574 Animation = ABSDILink_NS.ABSDILink_NS 5575 AnimationMode = LOOP 5576 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5577 End 5578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5579 Model = ABSDILink_DNS 5580 Animation = ABSDILink_DNS.ABSDILink_DNS 5581 AnimationMode = LOOP 5582 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5583 End 5584 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5585 Model = ABSDILink_ENS 5586 Animation = ABSDILink_ENS.ABSDILink_ENS 5587 AnimationMode = LOOP 5588 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5589 End 5590 5591 ConditionState = AWAITING_CONSTRUCTION 5592 Model = NONE 5593 End 5594 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5595 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5596 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5597 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5598 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5599 AliasConditionState = AWAITING_CONSTRUCTION SNOW 5600 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 5601 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 5602 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5603 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5604 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5605 AliasConditionState = SOLD 5606 AliasConditionState = SOLD DAMAGED 5607 AliasConditionState = SOLD REALLYDAMAGED 5608 AliasConditionState = SOLD NIGHT 5609 AliasConditionState = SOLD NIGHT DAMAGED 5610 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5611 AliasConditionState = SOLD SNOW 5612 AliasConditionState = SOLD SNOW DAMAGED 5613 AliasConditionState = SOLD SNOW REALLYDAMAGED 5614 AliasConditionState = SOLD NIGHT SNOW 5615 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5616 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5617 ;************************************************************************************************************************** 5618 5619 5620 5621 End 5622 5623 ;------------ the cannon section (hatch, dish animations) ----------- 5624 Draw = W3DModelDraw ModuleTag_02 5625 ExtraPublicBone = FXConnector 5626 ExtraPublicBone = FXMain 5627 OkToChangeModelColor = Yes 5628 ; day ************************************** 5629 ConditionState = NONE 5630 Model = ABSDILink_A1 5631 Animation = ABSDILink_A1.ABSDILink_A1 5632 AnimationMode = MANUAL 5633 Flags = START_FRAME_FIRST 5634 End 5635 AliasConditionState = NIGHT 5636 AliasConditionState = NIGHT SNOW 5637 AliasConditionState = SNOW 5638 5639 ConditionState = DAMAGED 5640 Model = ABSDILink_A1D 5641 Animation = ABSDILink_A1D.ABSDILink_A1D 5642 AnimationMode = MANUAL 5643 Flags = START_FRAME_FIRST 5644 End 5645 AliasConditionState = NIGHT DAMAGED 5646 AliasConditionState = NIGHT SNOW DAMAGED 5647 AliasConditionState = SNOW DAMAGED 5648 5649 ConditionState = REALLYDAMAGED RUBBLE 5650 Model = ABSDILink_A1E 5651 Animation = ABSDILink_A1E.ABSDILink_A1E 5652 AnimationMode = MANUAL 5653 Flags = START_FRAME_FIRST 5654 End 5655 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 5656 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 5657 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 5658 5659 ConditionState = AWAITING_CONSTRUCTION 5660 Model = None 5661 End 5662 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 5663 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 5664 AliasConditionState = SNOW AWAITING_CONSTRUCTION 5665 5666 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5667 Model = ABSDILink_A1 5668 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5669 End 5670 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5671 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5672 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5673 5674 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5675 Model = ABSDILink_A1D 5676 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5677 End 5678 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5679 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5680 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5681 5682 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5683 Model = ABSDILink_A1E 5684 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5685 End 5686 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5687 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5688 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5689 5690 ;Preparing to fire! 5691 ConditionState = UNPACKING 5692 Model = ABSDILink_A1 5693 Animation = ABSDILink_A1.ABSDILink_A1 5694 AnimationMode = ONCE 5695 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5696 End 5697 AliasConditionState = NIGHT UNPACKING 5698 AliasConditionState = NIGHT SNOW UNPACKING 5699 AliasConditionState = SNOW UNPACKING 5700 5701 ConditionState = UNPACKING DAMAGED 5702 Model = ABSDILink_A1D 5703 Animation = ABSDILink_A1D.ABSDILink_A1D 5704 AnimationMode = ONCE 5705 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5706 End 5707 AliasConditionState = NIGHT UNPACKING DAMAGED 5708 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 5709 AliasConditionState = SNOW UNPACKING DAMAGED 5710 5711 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 5712 Model = ABSDILink_A1E 5713 Animation = ABSDILink_A1E.ABSDILink_A1E 5714 AnimationMode = ONCE 5715 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5716 End 5717 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 5718 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 5719 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 5720 5721 ;Ready to fire -- or firing! 5722 ConditionState = DEPLOYED 5723 Model = ABSDILink_A1 5724 Animation = ABSDILink_A1.ABSDILink_A1 5725 AnimationMode = MANUAL 5726 Flags = START_FRAME_LAST 5727 End 5728 AliasConditionState = NIGHT DEPLOYED 5729 AliasConditionState = NIGHT SNOW DEPLOYED 5730 AliasConditionState = SNOW DEPLOYED 5731 5732 ConditionState = DEPLOYED DAMAGED 5733 Model = ABSDILink_A1D 5734 Animation = ABSDILink_A1D.ABSDILink_A1D 5735 AnimationMode = MANUAL 5736 Flags = START_FRAME_LAST 5737 End 5738 AliasConditionState = NIGHT DEPLOYED DAMAGED 5739 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 5740 AliasConditionState = SNOW DEPLOYED DAMAGED 5741 5742 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 5743 Model = ABSDILink_A1E 5744 Animation = ABSDILink_A1E.ABSDILink_A1E 5745 AnimationMode = MANUAL 5746 Flags = START_FRAME_LAST 5747 End 5748 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 5749 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 5750 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 5751 5752 ;Packing up (recharging for new attack) 5753 ConditionState = PACKING 5754 Model = ABSDILink_A1 5755 Animation = ABSDILink_A1.ABSDILink_A1 5756 AnimationMode = ONCE_BACKWARDS 5757 Flags = MAINTAIN_FRAME_ACROSS_STATES3 5758 End 5759 AliasConditionState = NIGHT PACKING 5760 AliasConditionState = NIGHT SNOW PACKING 5761 AliasConditionState = SNOW PACKING 5762 5763 ConditionState = PACKING DAMAGED 5764 Model = ABSDILink_A1D 5765 Animation = ABSDILink_A1D.ABSDILink_A1D 5766 AnimationMode = ONCE_BACKWARDS 5767 Flags = MAINTAIN_FRAME_ACROSS_STATES3 5768 End 5769 AliasConditionState = NIGHT PACKING DAMAGED 5770 AliasConditionState = NIGHT SNOW PACKING DAMAGED 5771 AliasConditionState = SNOW PACKING DAMAGED 5772 5773 ConditionState = PACKING REALLYDAMAGED RUBBLE 5774 Model = ABSDILink_A1E 5775 Animation = ABSDILink_A1E.ABSDILink_A1E 5776 AnimationMode = ONCE_BACKWARDS 5777 Flags = MAINTAIN_FRAME_ACROSS_STATES3 5778 End 5779 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 5780 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 5781 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 5782 5783 5784 ConditionState = SOLD DEPLOYED 5785 Model = NONE 5786 End 5787 ConditionState = SOLD SNOW DEPLOYED 5788 Model = NONE 5789 End 5790 ConditionState = SOLD NIGHT DEPLOYED 5791 Model = NONE 5792 End 5793 ConditionState = SOLD NIGHT SNOW DEPLOYED 5794 Model = NONE 5795 End 5796 End 5797 5798 5799 ; ------------ construction-zone fence ----------------- 5800 Draw = W3DModelDraw ModuleTag_03 5801 AnimationsRequirePower = No 5802 DefaultConditionState 5803 Model = None 5804 TransitionKey = DOWN_DEFAULT 5805 End 5806 ConditionState = NIGHT 5807 Model = None 5808 TransitionKey = DOWN_DEFAULT 5809 End 5810 ConditionState = SNOW 5811 Model = None 5812 TransitionKey = DOWN_DEFAULT 5813 End 5814 ConditionState = SNOW NIGHT 5815 Model = None 5816 TransitionKey = DOWN_DEFAULT 5817 End 5818 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5819 Model = ABSDILink_A4 5820 Animation = ABSDILink_A4.ABSDILink_A4 5821 AnimationMode = MANUAL 5822 Flags = START_FRAME_LAST 5823 TransitionKey = UP_DAY 5824 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5825 ParticleSysBone = SparksS01 LiveWireSparks02 5826 End 5827 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5828 Model = ABSDILink_A4N 5829 Animation = ABSDILink_A4N.ABSDILink_A4N 5830 AnimationMode = MANUAL 5831 Flags = START_FRAME_LAST 5832 TransitionKey = UP_NIGHT 5833 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5834 ParticleSysBone = SparksS01 LiveWireSparks02 5835 End 5836 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5837 Model = ABSDILink_A4S 5838 Animation = ABSDILink_A4S.ABSDILink_A4S 5839 AnimationMode = MANUAL 5840 Flags = START_FRAME_LAST 5841 TransitionKey = UP_SNOW 5842 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5843 ParticleSysBone = SparksS01 LiveWireSparks02 5844 End 5845 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5846 Model = ABSDILink_A4SN 5847 Animation = ABSDILink_A4SN.ABSDILink_A4SN 5848 AnimationMode = MANUAL 5849 Flags = START_FRAME_LAST 5850 TransitionKey = UP_SNOWNIGHT 5851 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5852 ParticleSysBone = SparksS01 LiveWireSparks02 5853 End 5854 TransitionState = DOWN_DEFAULT UP_DAY 5855 Model = ABSDILink_A4 5856 Animation = ABSDILink_A4.ABSDILink_A4 5857 AnimationMode = ONCE 5858 AnimationSpeedFactorRange = 1.0 1.0 5859 Flags = START_FRAME_FIRST 5860 End 5861 TransitionState = DOWN_DEFAULT UP_NIGHT 5862 Model = ABSDILink_A4N 5863 Animation = ABSDILink_A4N.ABSDILink_A4N 5864 AnimationMode = ONCE 5865 AnimationSpeedFactorRange = 1.0 1.0 5866 Flags = START_FRAME_FIRST 5867 End 5868 TransitionState = DOWN_DEFAULT UP_SNOW 5869 Model = ABSDILink_A4S 5870 Animation = ABSDILink_A4S.ABSDILink_A4S 5871 AnimationMode = ONCE 5872 AnimationSpeedFactorRange = 1.0 1.0 5873 Flags = START_FRAME_FIRST 5874 End 5875 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5876 Model = ABSDILink_A4SN 5877 Animation = ABSDILink_A4SN.ABSDILink_A4SN 5878 AnimationMode = ONCE 5879 AnimationSpeedFactorRange = 1.0 1.0 5880 Flags = START_FRAME_FIRST 5881 End 5882 TransitionState = UP_DAY DOWN_DEFAULT 5883 Model = ABSDILink_A4 5884 Animation = ABSDILink_A4.ABSDILink_A4 5885 AnimationMode = ONCE_BACKWARDS 5886 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5887 Flags = START_FRAME_LAST 5888 End 5889 TransitionState = UP_NIGHT DOWN_DEFAULT 5890 Model = ABSDILink_A4N 5891 Animation = ABSDILink_A4N.ABSDILink_A4N 5892 AnimationMode = ONCE_BACKWARDS 5893 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5894 Flags = START_FRAME_LAST 5895 End 5896 TransitionState = UP_SNOW DOWN_DEFAULT 5897 Model = ABSDILink_A4S 5898 Animation = ABSDILink_A4S.ABSDILink_A4S 5899 AnimationMode = ONCE_BACKWARDS 5900 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5901 Flags = START_FRAME_LAST 5902 End 5903 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5904 Model = ABSDILink_A4SN 5905 Animation = ABSDILink_A4SN.ABSDILink_A4SN 5906 AnimationMode = ONCE_BACKWARDS 5907 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5908 Flags = START_FRAME_LAST 5909 End 5910 End 5911 5912 ; ------------ under-construction scaffolding ----------------- 5913 Draw = W3DModelDraw ModuleTag_04 5914 AnimationsRequirePower = No 5915 MinLODRequired = MEDIUM 5916 DefaultConditionState 5917 Model = None 5918 TransitionKey = DOWN_DEFAULT 5919 End 5920 ConditionState = NIGHT 5921 Model = None 5922 TransitionKey = DOWN_DEFAULT 5923 End 5924 ConditionState = SNOW 5925 Model = None 5926 TransitionKey = DOWN_DEFAULT 5927 End 5928 ConditionState = SNOW NIGHT 5929 Model = None 5930 TransitionKey = DOWN_DEFAULT 5931 End 5932 ConditionState = PARTIALLY_CONSTRUCTED 5933 Model = ABSDILink_A6 5934 Animation = ABSDILink_A6.ABSDILink_A6 5935 AnimationMode = MANUAL 5936 Flags = START_FRAME_LAST 5937 TransitionKey = UP_DAY 5938 ParticleSysBone = Sparks01 BuildUpBlueSpark 5939 ParticleSysBone = Sparks02 BuildUpBlueSpark 5940 ParticleSysBone = Sparks03 BuildUpBlueSpark 5941 ParticleSysBone = Sparks04 BuildUpBlueSpark 5942 ParticleSysBone = Sparks05 BuildUpBlueSpark 5943 End 5944 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5945 Model = ABSDILink_A6N 5946 Animation = ABSDILink_A6N.ABSDILink_A6N 5947 AnimationMode = MANUAL 5948 Flags = START_FRAME_LAST 5949 TransitionKey = UP_NIGHT 5950 ParticleSysBone = Sparks01 BuildUpBlueSpark 5951 ParticleSysBone = Sparks02 BuildUpBlueSpark 5952 ParticleSysBone = Sparks03 BuildUpBlueSpark 5953 ParticleSysBone = Sparks04 BuildUpBlueSpark 5954 ParticleSysBone = Sparks05 BuildUpBlueSpark 5955 End 5956 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5957 Model = ABSDILink_A6S 5958 Animation = ABSDILink_A6S.ABSDILink_A6S 5959 AnimationMode = MANUAL 5960 Flags = START_FRAME_LAST 5961 TransitionKey = UP_SNOW 5962 ParticleSysBone = Sparks01 BuildUpBlueSpark 5963 ParticleSysBone = Sparks02 BuildUpBlueSpark 5964 ParticleSysBone = Sparks03 BuildUpBlueSpark 5965 ParticleSysBone = Sparks04 BuildUpBlueSpark 5966 ParticleSysBone = Sparks05 BuildUpBlueSpark 5967 End 5968 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5969 Model = ABSDILink_A6SN 5970 Animation = ABSDILink_A6SN.ABSDILink_A6SN 5971 AnimationMode = MANUAL 5972 Flags = START_FRAME_LAST 5973 TransitionKey = UP_SNOWNIGHT 5974 ParticleSysBone = Sparks01 BuildUpBlueSpark 5975 ParticleSysBone = Sparks02 BuildUpBlueSpark 5976 ParticleSysBone = Sparks03 BuildUpBlueSpark 5977 ParticleSysBone = Sparks04 BuildUpBlueSpark 5978 ParticleSysBone = Sparks05 BuildUpBlueSpark 5979 End 5980 TransitionState = DOWN_DEFAULT UP_DAY 5981 Model = ABSDILink_A6 5982 Animation = ABSDILink_A6.ABSDILink_A6 5983 AnimationMode = ONCE 5984 AnimationSpeedFactorRange = 1.0 1.0 5985 Flags = START_FRAME_FIRST 5986 End 5987 TransitionState = DOWN_DEFAULT UP_NIGHT 5988 Model = ABSDILink_A6N 5989 Animation = ABSDILink_A6N.ABSDILink_A6N 5990 AnimationMode = ONCE 5991 AnimationSpeedFactorRange = 1.0 1.0 5992 Flags = START_FRAME_FIRST 5993 End 5994 TransitionState = DOWN_DEFAULT UP_SNOW 5995 Model = ABSDILink_A6S 5996 Animation = ABSDILink_A6S.ABSDILink_A6S 5997 AnimationMode = ONCE 5998 AnimationSpeedFactorRange = 1.0 1.0 5999 Flags = START_FRAME_FIRST 6000 End 6001 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6002 Model = ABSDILink_A6SN 6003 Animation = ABSDILink_A6SN.ABSDILink_A6SN 6004 AnimationMode = ONCE 6005 AnimationSpeedFactorRange = 1.0 1.0 6006 Flags = START_FRAME_FIRST 6007 End 6008 TransitionState = UP_DAY DOWN_DEFAULT 6009 Model = ABSDILink_A6 6010 Animation = ABSDILink_A6.ABSDILink_A6 6011 AnimationMode = ONCE_BACKWARDS 6012 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6013 Flags = START_FRAME_LAST 6014 End 6015 TransitionState = UP_NIGHT DOWN_DEFAULT 6016 Model = ABSDILink_A6N 6017 Animation = ABSDILink_A6N.ABSDILink_A6N 6018 AnimationMode = ONCE_BACKWARDS 6019 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6020 Flags = START_FRAME_LAST 6021 End 6022 TransitionState = UP_SNOW DOWN_DEFAULT 6023 Model = ABSDILink_A6S 6024 Animation = ABSDILink_A6S.ABSDILink_A6S 6025 AnimationMode = ONCE_BACKWARDS 6026 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6027 Flags = START_FRAME_LAST 6028 End 6029 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6030 Model = ABSDILink_A6SN 6031 Animation = ABSDILink_A6SN.ABSDILink_A6SN 6032 AnimationMode = ONCE_BACKWARDS 6033 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6034 Flags = START_FRAME_LAST 6035 End 6036 End 6037 6038 ; ------------ being-constructed crane ----------------- 6039 Draw = W3DModelDraw ModuleTag_05 6040 AnimationsRequirePower = No 6041 DefaultConditionState 6042 Model = None 6043 TransitionKey = DOWN_DEFAULT 6044 End 6045 ConditionState = NIGHT 6046 Model = None 6047 TransitionKey = DOWN_DEFAULT 6048 End 6049 ConditionState = SNOW 6050 Model = None 6051 TransitionKey = DOWN_DEFAULT 6052 End 6053 ConditionState = SNOW NIGHT 6054 Model = None 6055 TransitionKey = DOWN_DEFAULT 6056 End 6057 ConditionState = SOLD 6058 Model = NONE 6059 End 6060 6061 ConditionState = ACTIVELY_BEING_CONSTRUCTED 6062 Model = ABSDILink_A5 6063 Animation = ABSDILink_A5.ABSDILink_A5 6064 AnimationMode = LOOP 6065 TransitionKey = UP_DAY 6066 End 6067 6068 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 6069 Model = ABSDILink_A5N 6070 Animation = ABSDILink_A5N.ABSDILink_A5N 6071 AnimationMode = LOOP 6072 TransitionKey = UP_NIGHT 6073 End 6074 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 6075 Model = ABSDILink_A5S 6076 Animation = ABSDILink_A5S.ABSDILink_A5S 6077 AnimationMode = LOOP 6078 TransitionKey = UP_SNOW 6079 End 6080 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 6081 Model = ABSDILink_A5SN 6082 Animation = ABSDILink_A5SN.ABSDILink_A5SN 6083 AnimationMode = LOOP 6084 TransitionKey = UP_SNOWNIGHT 6085 End 6086 TransitionState = DOWN_DEFAULT UP_DAY 6087 Model = ABSDILink_AB 6088 Animation = ABSDILink_AB.ABSDILink_AB 6089 AnimationMode = ONCE 6090 AnimationSpeedFactorRange = 1.0 1.0 6091 Flags = START_FRAME_FIRST 6092 End 6093 6094 TransitionState = DOWN_DEFAULT UP_NIGHT 6095 Model = ABSDILink_ABN 6096 Animation = ABSDILink_ABN.ABSDILink_ABN 6097 AnimationMode = ONCE 6098 AnimationSpeedFactorRange = 1.0 1.0 6099 Flags = START_FRAME_FIRST 6100 End 6101 TransitionState = DOWN_DEFAULT UP_SNOW 6102 Model = ABSDILink_ABS 6103 Animation = ABSDILink_ABS.ABSDILink_ABS 6104 AnimationMode = ONCE 6105 AnimationSpeedFactorRange = 1.0 1.0 6106 Flags = START_FRAME_FIRST 6107 End 6108 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6109 Model = ABSDILink_ABSN 6110 Animation = ABSDILink_ABSN.ABSDILink_ABSN 6111 AnimationMode = ONCE 6112 AnimationSpeedFactorRange = 1.0 1.0 6113 Flags = START_FRAME_FIRST 6114 End 6115 TransitionState = UP_DAY DOWN_DEFAULT 6116 Model = ABSDILink_AB 6117 Animation = ABSDILink_AB.ABSDILink_AB 6118 AnimationMode = ONCE_BACKWARDS 6119 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6120 Flags = START_FRAME_LAST 6121 End 6122 TransitionState = UP_NIGHT DOWN_DEFAULT 6123 Model = ABSDILink_ABN 6124 Animation = ABSDILink_ABN.ABSDILink_ABN 6125 AnimationMode = ONCE_BACKWARDS 6126 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6127 Flags = START_FRAME_LAST 6128 End 6129 TransitionState = UP_SNOW DOWN_DEFAULT 6130 Model = ABSDILink_ABS 6131 Animation = ABSDILink_ABS.ABSDILink_ABS 6132 AnimationMode = ONCE_BACKWARDS 6133 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6134 Flags = START_FRAME_LAST 6135 End 6136 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6137 Model = ABSDILink_ABSN 6138 Animation = ABSDILink_ABSN.ABSDILink_ABSN 6139 AnimationMode = ONCE_BACKWARDS 6140 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6141 Flags = START_FRAME_LAST 6142 End 6143 End 6144 6145 PlacementViewAngle = -45 6146 6147 ; ***DESIGN parameters *** 6148 DisplayName = OBJECT:ParticleCannon 6149 Side = America 6150 EditorSorting = STRUCTURE 6151 Prerequisites 6152 Object = AmericaStrategyCenter 6153 End 6154 BuildCost = 5000 6155 BuildTime = 60.0 ; in seconds 6156 EnergyProduction = -10 6157 VisionRange = 200.0 ; Shroud clearing distance 6158 ShroudClearingRange = 200 6159 ArmorSet 6160 Conditions = None 6161 Armor = StructureArmorTough 6162 DamageFX = StructureDamageFXNoShake 6163 End 6164 CommandSet = AmericaParticleUplinkCannonCommandSet 6165 ExperienceValue = 400 400 400 400 ; Experience point value at each level 6166 6167 ; *** AUDIO Parameters *** 6168 VoiceSelect = ParticleCannonSelect 6169 SoundDie = BuildingDie 6170 SoundOnDamaged = BuildingDamagedStateLight 6171 SoundOnReallyDamaged = BuildingDestroy 6172 6173 UnitSpecificSounds 6174 UnderConstruction = UnderConstructionLoop 6175 End 6176 6177 ; *** ENGINEERING Parameters *** 6178 RadarPriority = STRUCTURE 6179 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY 6180 Body = StructureBody ModuleTag_06 6181 MaxHealth = 4000.0 6182 InitialHealth = 4000.0 6183 End 6184 Behavior = BaseRegenerateUpdate ModuleTag_07 6185 ;No data 6186 End 6187 6188 Behavior = SpecialPowerCreate ModuleTag_16 6189 ;nothing 6190 End 6191 Behavior = SpecialAbility ModuleTag_11 6192 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 6193 UpdateModuleStartsAttack = Yes 6194 End 6195 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 6196 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 6197 6198 ;The values trigger the various pre-stages before being ready to actually fire. 6199 ;The total combined value of these determines the first sign of activity in the 6200 ;cannon. 6201 BeginChargeTime = 5000 ;The outer nodes begin to charge. 6202 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 6203 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 6204 6205 ;***NOTE -- these values effect gameplay***** 6206 TotalFiringTime = 10000 ;The total ground contact time of the beam 6207 6208 DamagePerSecond = 400 ;Amount of damage inflicted per second 6209 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 6210 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 6211 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 6212 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 6213 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 6214 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 6215 ;******************************************** 6216 6217 ;Bone names for required elements 6218 OuterEffectBoneName = FX ;The base name for the outer node bones. 6219 OuterEffectNumBones = 5 ;The number of outer nodes. 6220 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 6221 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 6222 6223 ;These are particle systems tied to the outer nodes in varying intensities. 6224 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 6225 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 6226 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 6227 6228 ;The connectors system connects each of the outer nodes to the central node that receives 6229 ;the lasers from outside. 6230 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 6231 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 6232 6233 ;Currently commented out -- These 6234 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 6235 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 6236 6237 ;This is the name of the bone on the building where the beam is fired from 6238 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 6239 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 6240 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 6241 6242 ;The flare fxlist that is played over and over during the beam firing process. Be 6243 ;mindful of the delay because that effects both art and sound. 6244 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 6245 DelayBetweenLaunchFX = 1000 6246 6247 ;Each scorch mark creates an object in the world, so while making more looks better 6248 ;it becomes a performance issue. The scalar will calculate the size of the scorch 6249 ;mark to make based on the current size of the beam (which changes dynamically). The 6250 ;number also matches the number of times the "GroundHitFX" is called. 6251 TotalScorchMarks = 20 6252 ScorchMarkScalar = 2.4 6253 6254 ;***NOTE -- these values effect gameplay*** 6255 ;The swath of death is the path the laser tracers centered on the targeted position. 6256 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 6257 ;a sine wave iteration, but always goes through the target point. 6258 SwathOfDeathDistance = 200.0 6259 SwathOfDeathAmplitude = 50.0 6260 6261 6262 ManualDrivingSpeed = 20 6263 ManualFastDrivingSpeed = 40 6264 DoubleClickToFastDriveDelay = 500 6265 6266 ;***SOUNDS!**** 6267 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 6268 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 6269 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 6270 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 6271 6272 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 6273 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 6274 End 6275 6276 Behavior = FlammableUpdate ModuleTag_14 6277 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6278 AflameDamageAmount = 5 ; taking this much damage... 6279 AflameDamageDelay = 500 ; this often. 6280 End 6281 6282 Behavior = ProductionUpdate ModuleTag_15 6283 ; LAME! -- this is needed in order to get a public timer to work! 6284 End 6285 6286 Behavior = TransitionDamageFX ModuleTag_17 6287 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 6288 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6289 ;--------------------------------------------------------------------------------------- 6290 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6291 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 6292 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 6293 End 6294 6295 Behavior = SlowDeathBehavior ModuleTag_18 6296 ; don't run this death if we are under construction... 6297 ExemptStatus = UNDER_CONSTRUCTION 6298 DestructionDelay = 2000 6299 FX = INITIAL FX_ParticleUplinkDeathInitial 6300 OCL = INITIAL OCL_SDILinkLasers 6301 FX = FINAL FX_StructureMediumDeath 6302 OCL = FINAL OCL_ParticleUplinkDeathFinal 6303 End 6304 6305 Behavior = InstantDeathBehavior ModuleTag_19 6306 ; if we are under construction, use this death instead 6307 RequiredStatus = UNDER_CONSTRUCTION 6308 OCL = OCL_ABPowerPlantExplode 6309 FX = FX_StructureMediumDeath 6310 End 6311 6312 Geometry = BOX 6313 GeometryMajorRadius = 64.0 6314 GeometryMinorRadius = 38.0 6315 GeometryHeight = 38.0 6316 GeometryIsSmall = No 6317 Shadow = SHADOW_VOLUME 6318 BuildCompletion = PLACED_BY_PLAYER 6319 6320 End 6321 6322 ;------------------------------------------------------------------------------ 6323 Object SDILasers 6324 Draw = W3DModelDraw ModuleTag_01 6325 OkToChangeModelColor = Yes 6326 ConditionState = NONE 6327 Model = ABSDILink_L 6328 Animation = ABSDILink_L.ABSDILink_L 6329 AnimationMode = ONCE 6330 End 6331 End 6332 Behavior = LifetimeUpdate ModuleTag_02 6333 MinLifetime = 3000 ; min lifetime in msec 6334 MaxLifetime = 3000 ; max lifetime in msec 6335 End 6336 Body = HighlanderBody ModuleTag_03 6337 MaxHealth = 1.0 6338 InitialHealth = 1.0 6339 End 6340 Behavior = DestroyDie ModuleTag_04 6341 ;<NO DATA> 6342 End 6343 End 6344 6345 ;------------------------------------------------------------------------------ 6346 Object AmericaDetentionCamp 6347 6348 ; *** ART Parameters *** 6349 SelectPortrait = SAPrison_L 6350 ButtonImage = SAPrison 6351 6352 Draw = W3DModelDraw ModuleTag_01 6353 6354 ExtraPublicBone = PRISONYARD 6355 OkToChangeModelColor = Yes 6356 6357 ; day **************************************** 6358 ConditionState = NONE 6359 Model = ABPrison 6360 Animation = ABPrison.ABPrison 6361 AnimationMode = LOOP 6362 End 6363 ConditionState = DAMAGED 6364 Model = ABPrison_D 6365 Animation = ABPrison_D.ABPrison_D 6366 AnimationMode = LOOP 6367 ParticleSysBone = Smoke01 SmolderingSmoke 6368 ParticleSysBone = Smoke02 SmolderingSmoke 6369 ParticleSysBone = Smoke03 SmolderingSmoke 6370 ParticleSysBone = Smoke04 SmolderingSmoke 6371 ParticleSysBone = Smoke05 SmolderingSmoke 6372 ParticleSysBone = Smoke06 SmolderingSmoke 6373 ParticleSysBone = Smoke01 SmolderingFire 6374 ParticleSysBone = Smoke02 SmolderingFire 6375 ParticleSysBone = Smoke03 SmolderingFire 6376 ParticleSysBone = Smoke04 SmolderingFire 6377 ParticleSysBone = Smoke05 SmolderingFire 6378 ParticleSysBone = Smoke06 SmolderingFire 6379 End 6380 ConditionState = REALLYDAMAGED RUBBLE 6381 Model = ABPrison_E 6382 Animation = ABPrison_E.ABPrison_E 6383 AnimationMode = LOOP 6384 ParticleSysBone = Smoke01 SmolderingSmoke 6385 ParticleSysBone = Smoke02 SmolderingSmoke 6386 ParticleSysBone = Smoke03 SmolderingSmoke 6387 ParticleSysBone = Smoke04 SmolderingSmoke 6388 ParticleSysBone = Smoke05 SmolderingSmoke 6389 ParticleSysBone = Smoke06 SmolderingSmoke 6390 ParticleSysBone = Smoke07 SmolderingSmoke 6391 ParticleSysBone = Smoke08 SmolderingSmoke 6392 ParticleSysBone = Smoke01 SmolderingFire 6393 ParticleSysBone = Smoke02 SmolderingFire 6394 ParticleSysBone = Smoke03 SmolderingFire 6395 ParticleSysBone = Smoke04 SmolderingFire 6396 ParticleSysBone = Smoke05 SmolderingFire 6397 ParticleSysBone = Smoke06 SmolderingFire 6398 ParticleSysBone = Smoke07 SmolderingFire 6399 ParticleSysBone = Smoke08 SmolderingFire 6400 End 6401 6402 ; night *************************************** 6403 ConditionState = NIGHT 6404 Model = ABPrison_N 6405 Animation = ABPrison_N.ABPrison_N 6406 AnimationMode = LOOP 6407 End 6408 ConditionState = DAMAGED NIGHT 6409 Model = ABPrison_DN 6410 Animation = ABPrison_DN.ABPrison_DN 6411 AnimationMode = LOOP 6412 ParticleSysBone = Smoke01 SmolderingSmoke 6413 ParticleSysBone = Smoke02 SmolderingSmoke 6414 ParticleSysBone = Smoke03 SmolderingSmoke 6415 ParticleSysBone = Smoke04 SmolderingSmoke 6416 ParticleSysBone = Smoke05 SmolderingSmoke 6417 ParticleSysBone = Smoke06 SmolderingSmoke 6418 ParticleSysBone = Smoke01 SmolderingFire 6419 ParticleSysBone = Smoke02 SmolderingFire 6420 ParticleSysBone = Smoke03 SmolderingFire 6421 ParticleSysBone = Smoke04 SmolderingFire 6422 ParticleSysBone = Smoke05 SmolderingFire 6423 ParticleSysBone = Smoke06 SmolderingFire 6424 End 6425 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6426 Model = ABPrison_EN 6427 Animation = ABPrison_EN.ABPrison_EN 6428 AnimationMode = LOOP 6429 ParticleSysBone = Smoke01 SmolderingSmoke 6430 ParticleSysBone = Smoke02 SmolderingSmoke 6431 ParticleSysBone = Smoke03 SmolderingSmoke 6432 ParticleSysBone = Smoke04 SmolderingSmoke 6433 ParticleSysBone = Smoke05 SmolderingSmoke 6434 ParticleSysBone = Smoke06 SmolderingSmoke 6435 ParticleSysBone = Smoke07 SmolderingSmoke 6436 ParticleSysBone = Smoke08 SmolderingSmoke 6437 ParticleSysBone = Smoke01 SmolderingFire 6438 ParticleSysBone = Smoke02 SmolderingFire 6439 ParticleSysBone = Smoke03 SmolderingFire 6440 ParticleSysBone = Smoke04 SmolderingFire 6441 ParticleSysBone = Smoke05 SmolderingFire 6442 ParticleSysBone = Smoke06 SmolderingFire 6443 ParticleSysBone = Smoke07 SmolderingFire 6444 ParticleSysBone = Smoke08 SmolderingFire 6445 End 6446 6447 6448 ; day snow **************************************** 6449 ConditionState = SNOW 6450 Model = ABPrison_S 6451 Animation = ABPrison_S.ABPrison_S 6452 AnimationMode = LOOP 6453 End 6454 ConditionState = DAMAGED SNOW 6455 Model = ABPrison_DS 6456 Animation = ABPrison_DS.ABPrison_DS 6457 AnimationMode = LOOP 6458 ParticleSysBone = Smoke01 SmolderingSmoke 6459 ParticleSysBone = Smoke02 SmolderingSmoke 6460 ParticleSysBone = Smoke03 SmolderingSmoke 6461 ParticleSysBone = Smoke04 SmolderingSmoke 6462 ParticleSysBone = Smoke05 SmolderingSmoke 6463 ParticleSysBone = Smoke06 SmolderingSmoke 6464 ParticleSysBone = Smoke01 SmolderingFire 6465 ParticleSysBone = Smoke02 SmolderingFire 6466 ParticleSysBone = Smoke03 SmolderingFire 6467 ParticleSysBone = Smoke04 SmolderingFire 6468 ParticleSysBone = Smoke05 SmolderingFire 6469 ParticleSysBone = Smoke06 SmolderingFire 6470 End 6471 ConditionState = REALLYDAMAGED RUBBLE SNOW 6472 Model = ABPrison_ES 6473 Animation = ABPrison_ES.ABPrison_ES 6474 AnimationMode = LOOP 6475 ParticleSysBone = Smoke01 SmolderingSmoke 6476 ParticleSysBone = Smoke02 SmolderingSmoke 6477 ParticleSysBone = Smoke03 SmolderingSmoke 6478 ParticleSysBone = Smoke04 SmolderingSmoke 6479 ParticleSysBone = Smoke05 SmolderingSmoke 6480 ParticleSysBone = Smoke06 SmolderingSmoke 6481 ParticleSysBone = Smoke07 SmolderingSmoke 6482 ParticleSysBone = Smoke08 SmolderingSmoke 6483 ParticleSysBone = Smoke01 SmolderingFire 6484 ParticleSysBone = Smoke02 SmolderingFire 6485 ParticleSysBone = Smoke03 SmolderingFire 6486 ParticleSysBone = Smoke04 SmolderingFire 6487 ParticleSysBone = Smoke05 SmolderingFire 6488 ParticleSysBone = Smoke06 SmolderingFire 6489 ParticleSysBone = Smoke07 SmolderingFire 6490 ParticleSysBone = Smoke08 SmolderingFire 6491 End 6492 6493 ; night snow *************************************** 6494 ConditionState = NIGHT SNOW 6495 Model = ABPrison_NS 6496 Animation = ABPrison_NS.ABPrison_NS 6497 AnimationMode = LOOP 6498 End 6499 ConditionState = DAMAGED NIGHT SNOW 6500 Model = ABPrison_DNS 6501 Animation = ABPrison_DNS.ABPrison_DNS 6502 AnimationMode = LOOP 6503 ParticleSysBone = Smoke01 SmolderingSmoke 6504 ParticleSysBone = Smoke02 SmolderingSmoke 6505 ParticleSysBone = Smoke03 SmolderingSmoke 6506 ParticleSysBone = Smoke04 SmolderingSmoke 6507 ParticleSysBone = Smoke05 SmolderingSmoke 6508 ParticleSysBone = Smoke06 SmolderingSmoke 6509 ParticleSysBone = Smoke01 SmolderingFire 6510 ParticleSysBone = Smoke02 SmolderingFire 6511 ParticleSysBone = Smoke03 SmolderingFire 6512 ParticleSysBone = Smoke04 SmolderingFire 6513 ParticleSysBone = Smoke05 SmolderingFire 6514 ParticleSysBone = Smoke06 SmolderingFire 6515 End 6516 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 6517 Model = ABPrison_ENS 6518 Animation = ABPrison_ENS.ABPrison_ENS 6519 AnimationMode = LOOP 6520 ParticleSysBone = Smoke01 SmolderingSmoke 6521 ParticleSysBone = Smoke02 SmolderingSmoke 6522 ParticleSysBone = Smoke03 SmolderingSmoke 6523 ParticleSysBone = Smoke04 SmolderingSmoke 6524 ParticleSysBone = Smoke05 SmolderingSmoke 6525 ParticleSysBone = Smoke06 SmolderingSmoke 6526 ParticleSysBone = Smoke07 SmolderingSmoke 6527 ParticleSysBone = Smoke08 SmolderingSmoke 6528 ParticleSysBone = Smoke01 SmolderingFire 6529 ParticleSysBone = Smoke02 SmolderingFire 6530 ParticleSysBone = Smoke03 SmolderingFire 6531 ParticleSysBone = Smoke04 SmolderingFire 6532 ParticleSysBone = Smoke05 SmolderingFire 6533 ParticleSysBone = Smoke06 SmolderingFire 6534 ParticleSysBone = Smoke07 SmolderingFire 6535 ParticleSysBone = Smoke08 SmolderingFire 6536 End 6537 6538 ;************************************************************************************************************************** 6539 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6540 ;for this draw module 6541 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6542 Model = ABPrison 6543 Animation = ABPrison.ABPrison 6544 AnimationMode = LOOP 6545 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6546 End 6547 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6548 Model = ABPrison_D 6549 Animation = ABPrison_D.ABPrison_D 6550 AnimationMode = LOOP 6551 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6552 End 6553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6554 Model = ABPrison_E 6555 Animation = ABPrison_E.ABPrison_E 6556 AnimationMode = LOOP 6557 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6558 End 6559 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6560 Model = ABPrison_N 6561 Animation = ABPrison_N.ABPrison_N 6562 AnimationMode = LOOP 6563 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6564 End 6565 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6566 Model = ABPrison_DN 6567 Animation = ABPrison_DN.ABPrison_DN 6568 AnimationMode = LOOP 6569 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6570 End 6571 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6572 Model = ABPrison_EN 6573 Animation = ABPrison_EN.ABPrison_EN 6574 AnimationMode = LOOP 6575 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6576 End 6577 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6578 Model = ABPrison_S 6579 Animation = ABPrison_S.ABPrison_S 6580 AnimationMode = LOOP 6581 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6582 End 6583 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6584 Model = ABPrison_DS 6585 Animation = ABPrison_DS.ABPrison_DS 6586 AnimationMode = LOOP 6587 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6588 End 6589 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6590 Model = ABPrison_ES 6591 Animation = ABPrison_ES.ABPrison_ES 6592 AnimationMode = LOOP 6593 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6594 End 6595 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6596 Model = ABPrison_NS 6597 Animation = ABPrison_NS.ABPrison_NS 6598 AnimationMode = LOOP 6599 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6600 End 6601 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6602 Model = ABPrison_DNS 6603 Animation = ABPrison_DNS.ABPrison_DNS 6604 AnimationMode = LOOP 6605 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6606 End 6607 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6608 Model = ABPrison_ENS 6609 Animation = ABPrison_ENS.ABPrison_ENS 6610 AnimationMode = LOOP 6611 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6612 End 6613 6614 ConditionState = AWAITING_CONSTRUCTION 6615 Model = NONE 6616 End 6617 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6618 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6619 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6620 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6621 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6622 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6623 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6624 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6625 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6626 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6627 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6628 AliasConditionState = SOLD 6629 AliasConditionState = SOLD DAMAGED 6630 AliasConditionState = SOLD REALLYDAMAGED 6631 AliasConditionState = SOLD NIGHT 6632 AliasConditionState = SOLD NIGHT DAMAGED 6633 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6634 AliasConditionState = SOLD SNOW 6635 AliasConditionState = SOLD SNOW DAMAGED 6636 AliasConditionState = SOLD SNOW REALLYDAMAGED 6637 AliasConditionState = SOLD NIGHT SNOW 6638 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6639 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6640 ;************************************************************************************************************************** 6641 6642 6643 End 6644 6645 ; ------------ construction-zone fence ----------------- 6646 Draw = W3DModelDraw ModuleTag_02 6647 AnimationsRequirePower = No 6648 DefaultConditionState 6649 Model = None 6650 TransitionKey = DOWN_DEFAULT 6651 End 6652 ConditionState = NIGHT 6653 Model = None 6654 TransitionKey = DOWN_DEFAULT 6655 End 6656 ConditionState = SNOW 6657 Model = None 6658 TransitionKey = DOWN_DEFAULT 6659 End 6660 ConditionState = SNOW NIGHT 6661 Model = None 6662 TransitionKey = DOWN_DEFAULT 6663 End 6664 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6665 Model = ABPrison_A4 6666 Animation = ABPrison_A4.ABPrison_A4 6667 AnimationMode = MANUAL 6668 Flags = START_FRAME_LAST 6669 TransitionKey = UP_DAY 6670 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6671 ParticleSysBone = SparksS01 LiveWireSparks02 6672 End 6673 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6674 Model = ABPrison_A4N 6675 Animation = ABPrison_A4N.ABPrison_A4N 6676 AnimationMode = MANUAL 6677 Flags = START_FRAME_LAST 6678 TransitionKey = UP_NIGHT 6679 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6680 ParticleSysBone = SparksS01 LiveWireSparks02 6681 End 6682 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6683 Model = ABPrison_A4S 6684 Animation = ABPrison_A4S.ABPrison_A4S 6685 AnimationMode = MANUAL 6686 Flags = START_FRAME_LAST 6687 TransitionKey = UP_SNOW 6688 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6689 ParticleSysBone = SparksS01 LiveWireSparks02 6690 End 6691 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6692 Model = ABPrison_A4SN 6693 Animation = ABPrison_A4SN.ABPrison_A4SN 6694 AnimationMode = MANUAL 6695 Flags = START_FRAME_LAST 6696 TransitionKey = UP_SNOWNIGHT 6697 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6698 ParticleSysBone = SparksS01 LiveWireSparks02 6699 End 6700 TransitionState = DOWN_DEFAULT UP_DAY 6701 Model = ABPrison_A4 6702 Animation = ABPrison_A4.ABPrison_A4 6703 AnimationMode = ONCE 6704 AnimationSpeedFactorRange = 1.0 1.0 6705 Flags = START_FRAME_FIRST 6706 End 6707 TransitionState = DOWN_DEFAULT UP_NIGHT 6708 Model = ABPrison_A4N 6709 Animation = ABPrison_A4N.ABPrison_A4N 6710 AnimationMode = ONCE 6711 AnimationSpeedFactorRange = 1.0 1.0 6712 Flags = START_FRAME_FIRST 6713 End 6714 TransitionState = DOWN_DEFAULT UP_SNOW 6715 Model = ABPrison_A4S 6716 Animation = ABPrison_A4S.ABPrison_A4S 6717 AnimationMode = ONCE 6718 AnimationSpeedFactorRange = 1.0 1.0 6719 Flags = START_FRAME_FIRST 6720 End 6721 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6722 Model = ABPrison_A4SN 6723 Animation = ABPrison_A4SN.ABPrison_A4SN 6724 AnimationMode = ONCE 6725 AnimationSpeedFactorRange = 1.0 1.0 6726 Flags = START_FRAME_FIRST 6727 End 6728 TransitionState = UP_DAY DOWN_DEFAULT 6729 Model = ABPrison_A4 6730 Animation = ABPrison_A4.ABPrison_A4 6731 AnimationMode = ONCE_BACKWARDS 6732 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6733 Flags = START_FRAME_LAST 6734 End 6735 TransitionState = UP_NIGHT DOWN_DEFAULT 6736 Model = ABPrison_A4N 6737 Animation = ABPrison_A4N.ABPrison_A4N 6738 AnimationMode = ONCE_BACKWARDS 6739 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6740 Flags = START_FRAME_LAST 6741 End 6742 TransitionState = UP_SNOW DOWN_DEFAULT 6743 Model = ABPrison_A4S 6744 Animation = ABPrison_A4S.ABPrison_A4S 6745 AnimationMode = ONCE_BACKWARDS 6746 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6747 Flags = START_FRAME_LAST 6748 End 6749 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6750 Model = ABPrison_A4SN 6751 Animation = ABPrison_A4SN.ABPrison_A4SN 6752 AnimationMode = ONCE_BACKWARDS 6753 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6754 Flags = START_FRAME_LAST 6755 End 6756 End 6757 6758 ; ------------ under-construction scaffolding ----------------- 6759 Draw = W3DModelDraw ModuleTag_03 6760 AnimationsRequirePower = No 6761 MinLODRequired = MEDIUM 6762 DefaultConditionState 6763 Model = None 6764 TransitionKey = DOWN_DEFAULT 6765 End 6766 ConditionState = NIGHT 6767 Model = None 6768 TransitionKey = DOWN_DEFAULT 6769 End 6770 ConditionState = SNOW 6771 Model = None 6772 TransitionKey = DOWN_DEFAULT 6773 End 6774 ConditionState = SNOW NIGHT 6775 Model = None 6776 TransitionKey = DOWN_DEFAULT 6777 End 6778 ConditionState = PARTIALLY_CONSTRUCTED 6779 Model = ABPrison_A6 6780 Animation = ABPrison_A6.ABPrison_A6 6781 AnimationMode = MANUAL 6782 Flags = START_FRAME_LAST 6783 TransitionKey = UP_DAY 6784 ParticleSysBone = Sparks01 BuildUpBlueSpark 6785 ParticleSysBone = Sparks02 BuildUpBlueSpark 6786 ParticleSysBone = Sparks03 BuildUpBlueSpark 6787 ParticleSysBone = Sparks04 BuildUpBlueSpark 6788 ParticleSysBone = Sparks05 BuildUpBlueSpark 6789 ParticleSysBone = Sparks06 BuildUpBlueSpark 6790 End 6791 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6792 Model = ABPrison_A6N 6793 Animation = ABPrison_A6N.ABPrison_A6N 6794 AnimationMode = MANUAL 6795 Flags = START_FRAME_LAST 6796 TransitionKey = UP_NIGHT 6797 ParticleSysBone = Sparks01 BuildUpBlueSpark 6798 ParticleSysBone = Sparks02 BuildUpBlueSpark 6799 ParticleSysBone = Sparks03 BuildUpBlueSpark 6800 ParticleSysBone = Sparks04 BuildUpBlueSpark 6801 ParticleSysBone = Sparks05 BuildUpBlueSpark 6802 ParticleSysBone = Sparks06 BuildUpBlueSpark 6803 End 6804 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6805 Model = ABPrison_A6S 6806 Animation = ABPrison_A6S.ABPrison_A6S 6807 AnimationMode = MANUAL 6808 Flags = START_FRAME_LAST 6809 TransitionKey = UP_SNOW 6810 ParticleSysBone = Sparks01 BuildUpBlueSpark 6811 ParticleSysBone = Sparks02 BuildUpBlueSpark 6812 ParticleSysBone = Sparks03 BuildUpBlueSpark 6813 ParticleSysBone = Sparks04 BuildUpBlueSpark 6814 ParticleSysBone = Sparks05 BuildUpBlueSpark 6815 ParticleSysBone = Sparks06 BuildUpBlueSpark 6816 End 6817 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6818 Model = ABPrison_A6SN 6819 Animation = ABPrison_A6SN.ABPrison_A6SN 6820 AnimationMode = MANUAL 6821 Flags = START_FRAME_LAST 6822 TransitionKey = UP_SNOWNIGHT 6823 ParticleSysBone = Sparks01 BuildUpBlueSpark 6824 ParticleSysBone = Sparks02 BuildUpBlueSpark 6825 ParticleSysBone = Sparks03 BuildUpBlueSpark 6826 ParticleSysBone = Sparks04 BuildUpBlueSpark 6827 ParticleSysBone = Sparks05 BuildUpBlueSpark 6828 ParticleSysBone = Sparks06 BuildUpBlueSpark 6829 End 6830 TransitionState = DOWN_DEFAULT UP_DAY 6831 Model = ABPrison_A6 6832 Animation = ABPrison_A6.ABPrison_A6 6833 AnimationMode = ONCE 6834 AnimationSpeedFactorRange = 1.0 1.0 6835 Flags = START_FRAME_FIRST 6836 End 6837 TransitionState = DOWN_DEFAULT UP_NIGHT 6838 Model = ABPrison_A6N 6839 Animation = ABPrison_A6N.ABPrison_A6N 6840 AnimationMode = ONCE 6841 AnimationSpeedFactorRange = 1.0 1.0 6842 Flags = START_FRAME_FIRST 6843 End 6844 TransitionState = DOWN_DEFAULT UP_SNOW 6845 Model = ABPrison_A6S 6846 Animation = ABPrison_A6S.ABPrison_A6S 6847 AnimationMode = ONCE 6848 AnimationSpeedFactorRange = 1.0 1.0 6849 Flags = START_FRAME_FIRST 6850 End 6851 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6852 Model = ABPrison_A6SN 6853 Animation = ABPrison_A6SN.ABPrison_A6SN 6854 AnimationMode = ONCE 6855 AnimationSpeedFactorRange = 1.0 1.0 6856 Flags = START_FRAME_FIRST 6857 End 6858 TransitionState = UP_DAY DOWN_DEFAULT 6859 Model = ABPrison_A6 6860 Animation = ABPrison_A6.ABPrison_A6 6861 AnimationMode = ONCE_BACKWARDS 6862 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6863 Flags = START_FRAME_LAST 6864 End 6865 TransitionState = UP_NIGHT DOWN_DEFAULT 6866 Model = ABPrison_A6N 6867 Animation = ABPrison_A6N.ABPrison_A6N 6868 AnimationMode = ONCE_BACKWARDS 6869 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6870 Flags = START_FRAME_LAST 6871 End 6872 TransitionState = UP_SNOW DOWN_DEFAULT 6873 Model = ABPrison_A6S 6874 Animation = ABPrison_A6S.ABPrison_A6S 6875 AnimationMode = ONCE_BACKWARDS 6876 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6877 Flags = START_FRAME_LAST 6878 End 6879 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6880 Model = ABPrison_A6SN 6881 Animation = ABPrison_A6SN.ABPrison_A6SN 6882 AnimationMode = ONCE_BACKWARDS 6883 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6884 Flags = START_FRAME_LAST 6885 End 6886 End 6887 6888 ; ------------ being-constructed crane ----------------- 6889 Draw = W3DModelDraw ModuleTag_04 6890 AnimationsRequirePower = No 6891 DefaultConditionState 6892 Model = None 6893 TransitionKey = DOWN_DEFAULT 6894 End 6895 ConditionState = NIGHT 6896 Model = None 6897 TransitionKey = DOWN_DEFAULT 6898 End 6899 ConditionState = SNOW 6900 Model = None 6901 TransitionKey = DOWN_DEFAULT 6902 End 6903 ConditionState = SNOW NIGHT 6904 Model = None 6905 TransitionKey = DOWN_DEFAULT 6906 End 6907 ConditionState = SOLD 6908 Model = NONE 6909 End 6910 6911 ConditionState = ACTIVELY_BEING_CONSTRUCTED 6912 Model = ABPrison_A5 6913 Animation = ABPrison_A5.ABPrison_A5 6914 AnimationMode = LOOP 6915 TransitionKey = UP_DAY 6916 End 6917 6918 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 6919 Model = ABPrison_A5N 6920 Animation = ABPrison_A5N.ABPrison_A5N 6921 AnimationMode = LOOP 6922 TransitionKey = UP_NIGHT 6923 End 6924 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 6925 Model = ABPrison_A5S 6926 Animation = ABPrison_A5S.ABPrison_A5S 6927 AnimationMode = LOOP 6928 TransitionKey = UP_SNOW 6929 End 6930 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 6931 Model = ABPrison_A5SN 6932 Animation = ABPrison_A5SN.ABPrison_A5SN 6933 AnimationMode = LOOP 6934 TransitionKey = UP_SNOWNIGHT 6935 End 6936 TransitionState = DOWN_DEFAULT UP_DAY 6937 Model = ABPrison_AB 6938 Animation = ABPrison_AB.ABPrison_AB 6939 AnimationMode = ONCE 6940 AnimationSpeedFactorRange = 1.0 1.0 6941 Flags = START_FRAME_FIRST 6942 End 6943 6944 TransitionState = DOWN_DEFAULT UP_NIGHT 6945 Model = ABPrison_ABN 6946 Animation = ABPrison_ABN.ABPrison_ABN 6947 AnimationMode = ONCE 6948 AnimationSpeedFactorRange = 1.0 1.0 6949 Flags = START_FRAME_FIRST 6950 End 6951 TransitionState = DOWN_DEFAULT UP_SNOW 6952 Model = ABPrison_ABS 6953 Animation = ABPrison_ABS.ABPrison_ABS 6954 AnimationMode = ONCE 6955 AnimationSpeedFactorRange = 1.0 1.0 6956 Flags = START_FRAME_FIRST 6957 End 6958 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6959 Model = ABPrison_ABSN 6960 Animation = ABPrison_ABSN.ABPrison_ABSN 6961 AnimationMode = ONCE 6962 AnimationSpeedFactorRange = 1.0 1.0 6963 Flags = START_FRAME_FIRST 6964 End 6965 TransitionState = UP_DAY DOWN_DEFAULT 6966 Model = ABPrison_AB 6967 Animation = ABPrison_AB.ABPrison_AB 6968 AnimationMode = ONCE_BACKWARDS 6969 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6970 Flags = START_FRAME_LAST 6971 End 6972 TransitionState = UP_NIGHT DOWN_DEFAULT 6973 Model = ABPrison_ABN 6974 Animation = ABPrison_ABN.ABPrison_ABN 6975 AnimationMode = ONCE_BACKWARDS 6976 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6977 Flags = START_FRAME_LAST 6978 End 6979 TransitionState = UP_SNOW DOWN_DEFAULT 6980 Model = ABPrison_ABS 6981 Animation = ABPrison_ABS.ABPrison_ABS 6982 AnimationMode = ONCE_BACKWARDS 6983 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6984 Flags = START_FRAME_LAST 6985 End 6986 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6987 Model = ABPrison_ABSN 6988 Animation = ABPrison_ABSN.ABPrison_ABSN 6989 AnimationMode = ONCE_BACKWARDS 6990 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6991 Flags = START_FRAME_LAST 6992 End 6993 End 6994 6995 PlacementViewAngle = -45 6996 6997 ; ***DESIGN parameters *** 6998 DisplayName = OBJECT:DetentionCamp 6999 Side = America 7000 EditorSorting = STRUCTURE 7001 Prerequisites 7002 Object = AmericaStrategyCenter 7003 End 7004 BuildCost = 1000 7005 BuildTime = 30.0 ; in seconds 7006 EnergyProduction = 0 7007 VisionRange = 200.0 ; Shroud clearing distance 7008 ShroudClearingRange = 200 7009 ArmorSet 7010 Conditions = None 7011 Armor = StructureArmor 7012 DamageFX = StructureDamageFXNoShake 7013 End 7014 CommandSet = AmericaDetentionCampCommandSet 7015 ExperienceValue = 100 100 100 100 ; Experience point value at each level 7016 7017 ; *** AUDIO Parameters *** 7018 VoiceSelect = DetentionCampSelect 7019 SoundDie = BuildingDie 7020 SoundOnDamaged = BuildingDamagedStateLight 7021 SoundOnReallyDamaged = BuildingDestroy 7022 7023 UnitSpecificSounds 7024 UnderConstruction = UnderConstructionLoop 7025 End 7026 7027 ; *** ENGINEERING Parameters *** 7028 RadarPriority = STRUCTURE 7029 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY 7030 Body = StructureBody ModuleTag_05 7031 MaxHealth = 2000.0 7032 InitialHealth = 2000.0 7033 End 7034 7035 Behavior = BaseRegenerateUpdate ModuleTag_08 7036 ;<NO DATA> 7037 End 7038 Behavior = DestroyDie ModuleTag_10 7039 ;<NO DATA> 7040 End 7041 Behavior = CreateObjectDie ModuleTag_12 7042 CreationList = OCL_ABPowerPlantExplode 7043 End 7044 7045 Behavior = CreateObjectDie ModuleTag_13 7046 CreationList = OCL_AmericanRangerDebris08 7047 ExemptStatus = UNDER_CONSTRUCTION 7048 End 7049 Behavior = FXListDie ModuleTag_14 7050 DeathFX = FX_StructureMediumDeath 7051 End 7052 7053 Behavior = SpyVisionSpecialPower ModuleTag_15 7054 SpecialPowerTemplate = SuperweaponCIAIntelligence 7055 BaseDuration = 30000 ;in milliseconds 7056 BonusDurationPerCaptured = 10000 ;in milliseconds 7057 MaxDuration = 240000 ;in milliseconds 7058 End 7059 Behavior = SpyVisionUpdate ModuleTag_16 7060 ;<NO DATA> 7061 End 7062 7063 Behavior = FlammableUpdate ModuleTag_18 7064 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7065 AflameDamageAmount = 5 ; taking this much damage... 7066 AflameDamageDelay = 500 ; this often. 7067 End 7068 7069 Behavior = TransitionDamageFX ModuleTag_19 7070 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 7071 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7072 ;--------------------------------------------------------------------------------------- 7073 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7074 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 7075 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 7076 End 7077 7078 Geometry = BOX 7079 GeometryMajorRadius = 49.0 7080 GeometryMinorRadius = 63.0 7081 GeometryHeight = 35.0 7082 GeometryIsSmall = No 7083 Shadow = SHADOW_VOLUME 7084 BuildCompletion = PLACED_BY_PLAYER 7085 7086 End 7087 7088 ;------------------------------------------------------------------------------ 7089 7090 Object AmericaStrategyCenter 7091 7092 ; *** ART Parameters *** 7093 SelectPortrait = SAStrategyCenter_L 7094 ButtonImage = SAStrategyCenter 7095 Draw = W3DModelDraw ModuleTag_01 7096 OkToChangeModelColor = Yes 7097 7098 ; day *************************************************** 7099 ConditionState = NONE 7100 Model = ABStrategy 7101 Animation = ABStrategy.ABStrategy 7102 AnimationMode = LOOP 7103 End 7104 ConditionState = DAMAGED 7105 Model = ABStrategy_D 7106 Animation = ABStrategy_D.ABStrategy_D 7107 AnimationMode = LOOP 7108 End 7109 ConditionState = REALLYDAMAGED RUBBLE 7110 Model = ABStrategy_E 7111 Animation = ABStrategy_E.ABStrategy_E 7112 AnimationMode = LOOP 7113 End 7114 7115 ; SNOW *************************************************** 7116 ConditionState = SNOW 7117 Model = ABStrategy_S 7118 Animation = ABStrategy_S.ABStrategy_S 7119 AnimationMode = LOOP 7120 End 7121 ConditionState = DAMAGED SNOW 7122 Model = ABStrategy_DS 7123 Animation = ABStrategy_DS.ABStrategy_DS 7124 AnimationMode = LOOP 7125 End 7126 ConditionState = REALLYDAMAGED RUBBLE SNOW 7127 Model = ABStrategy_ES 7128 Animation = ABStrategy_ES.ABStrategy_ES 7129 AnimationMode = LOOP 7130 End 7131 7132 ; night ************************************************** 7133 ConditionState = NIGHT 7134 Model = ABStrategy_N 7135 Animation = ABStrategy_N.ABStrategy_N 7136 AnimationMode = ONCE_BACKWARDS 7137 Flags = START_FRAME_FIRST 7138 End 7139 ConditionState = NIGHT DAMAGED 7140 Model = ABStrategy_DN 7141 Animation = ABStrategy_DN.ABStrategy_DN 7142 AnimationMode = LOOP 7143 End 7144 ConditionState = NIGHT REALLYDAMAGED RUBBLE 7145 Model = ABStrategy_EN 7146 Animation = ABStrategy_EN.ABStrategy_EN 7147 AnimationMode = LOOP 7148 End 7149 7150 ; night Snow************************************************** 7151 ConditionState = NIGHT SNOW 7152 Model = ABStrategy_NS 7153 Animation = ABStrategy_NS.ABStrategy_NS 7154 AnimationMode = ONCE_BACKWARDS 7155 Flags = START_FRAME_FIRST 7156 End 7157 ConditionState = NIGHT DAMAGED SNOW 7158 Model = ABStrategy_DNS 7159 Animation = ABStrategy_DNS.ABStrategy_DNS 7160 AnimationMode = LOOP 7161 End 7162 ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW 7163 Model = ABStrategy_ENS 7164 Animation = ABStrategy_ENS.ABStrategy_ENS 7165 AnimationMode = LOOP 7166 End 7167 7168 ;************************************************************************************************************************** 7169 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7170 ;for this draw module 7171 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7172 Model = ABStrategy 7173 Animation = ABStrategy.ABStrategy 7174 AnimationMode = LOOP 7175 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7176 End 7177 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7178 Model = ABStrategy_D 7179 Animation = ABStrategy_D.ABStrategy_D 7180 AnimationMode = LOOP 7181 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7182 End 7183 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7184 Model = ABStrategy_E 7185 Animation = ABStrategy_E.ABStrategy_E 7186 AnimationMode = LOOP 7187 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7188 End 7189 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7190 Model = ABStrategy_N 7191 Animation = ABStrategy_N.ABStrategy_N 7192 AnimationMode = LOOP 7193 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7194 End 7195 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7196 Model = ABStrategy_DN 7197 Animation = ABStrategy_DN.ABStrategy_DN 7198 AnimationMode = LOOP 7199 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7200 End 7201 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7202 Model = ABStrategy_EN 7203 Animation = ABStrategy_EN.ABStrategy_EN 7204 AnimationMode = LOOP 7205 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7206 End 7207 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7208 Model = ABStrategy_S 7209 Animation = ABStrategy_S.ABStrategy_S 7210 AnimationMode = LOOP 7211 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7212 End 7213 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7214 Model = ABStrategy_DS 7215 Animation = ABStrategy_DS.ABStrategy_DS 7216 AnimationMode = LOOP 7217 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7218 End 7219 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7220 Model = ABStrategy_ES 7221 Animation = ABStrategy_ES.ABStrategy_ES 7222 AnimationMode = LOOP 7223 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7224 End 7225 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7226 Model = ABStrategy_NS 7227 Animation = ABStrategy_NS.ABStrategy_NS 7228 AnimationMode = LOOP 7229 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7230 End 7231 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7232 Model = ABStrategy_DNS 7233 Animation = ABStrategy_DNS.ABStrategy_DNS 7234 AnimationMode = LOOP 7235 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7236 End 7237 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7238 Model = ABStrategy_ENS 7239 Animation = ABStrategy_ENS.ABStrategy_ENS 7240 AnimationMode = LOOP 7241 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7242 End 7243 7244 ConditionState = AWAITING_CONSTRUCTION 7245 Model = NONE 7246 End 7247 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7248 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7249 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7250 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7251 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7252 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7253 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7254 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7255 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7256 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7257 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7258 AliasConditionState = SOLD 7259 AliasConditionState = SOLD DAMAGED 7260 AliasConditionState = SOLD REALLYDAMAGED 7261 AliasConditionState = SOLD NIGHT 7262 AliasConditionState = SOLD NIGHT DAMAGED 7263 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7264 AliasConditionState = SOLD SNOW 7265 AliasConditionState = SOLD SNOW DAMAGED 7266 AliasConditionState = SOLD SNOW REALLYDAMAGED 7267 AliasConditionState = SOLD NIGHT SNOW 7268 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7269 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7270 ;************************************************************************************************************************** 7271 7272 7273 End 7274 7275 ; ------------ construction-zone fence ----------------- 7276 Draw = W3DModelDraw ModuleTag_02 7277 AnimationsRequirePower = No 7278 OkToChangeModelColor = Yes 7279 DefaultConditionState 7280 Model = None 7281 TransitionKey = DOWN_DEFAULT 7282 End 7283 ConditionState = NIGHT 7284 Model = None 7285 TransitionKey = DOWN_DEFAULT 7286 End 7287 ConditionState = SNOW 7288 Model = None 7289 TransitionKey = DOWN_DEFAULT 7290 End 7291 ConditionState = SNOW NIGHT 7292 Model = None 7293 TransitionKey = DOWN_DEFAULT 7294 End 7295 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7296 Model = ABStrategy_A4 7297 Animation = ABStrategy_A4.ABStrategy_A4 7298 AnimationMode = MANUAL 7299 Flags = START_FRAME_LAST 7300 TransitionKey = UP_DAY 7301 ParticleSysBone = SparksS01 LiveWireSparks02 7302 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7303 End 7304 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7305 Model = ABStrategy_A4N 7306 Animation = ABStrategy_A4N.ABStrategy_A4N 7307 AnimationMode = MANUAL 7308 Flags = START_FRAME_LAST 7309 TransitionKey = UP_NIGHT 7310 ParticleSysBone = SparksS01 LiveWireSparks02 7311 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7312 End 7313 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7314 Model = ABStrategy_A4S 7315 Animation = ABStrategy_A4S.ABStrategy_A4S 7316 AnimationMode = MANUAL 7317 Flags = START_FRAME_LAST 7318 TransitionKey = UP_SNOW 7319 ParticleSysBone = SparksS01 LiveWireSparks02 7320 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7321 End 7322 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7323 Model = ABStrategy_A4SN 7324 Animation = ABStrategy_A4SN.ABStrategy_A4SN 7325 AnimationMode = MANUAL 7326 Flags = START_FRAME_LAST 7327 TransitionKey = UP_SNOWNIGHT 7328 ParticleSysBone = SparksS01 LiveWireSparks02 7329 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7330 End 7331 TransitionState = DOWN_DEFAULT UP_DAY 7332 Model = ABStrategy_A4 7333 Animation = ABStrategy_A4.ABStrategy_A4 7334 AnimationMode = ONCE 7335 AnimationSpeedFactorRange = 1.0 1.0 7336 Flags = START_FRAME_FIRST 7337 End 7338 TransitionState = DOWN_DEFAULT UP_NIGHT 7339 Model = ABStrategy_A4N 7340 Animation = ABStrategy_A4N.ABStrategy_A4N 7341 AnimationMode = ONCE 7342 AnimationSpeedFactorRange = 1.0 1.0 7343 Flags = START_FRAME_FIRST 7344 End 7345 TransitionState = DOWN_DEFAULT UP_SNOW 7346 Model = ABStrategy_A4S 7347 Animation = ABStrategy_A4S.ABStrategy_A4S 7348 AnimationMode = ONCE 7349 AnimationSpeedFactorRange = 1.0 1.0 7350 Flags = START_FRAME_FIRST 7351 End 7352 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7353 Model = ABStrategy_A4SN 7354 Animation = ABStrategy_A4SN.ABStrategy_A4SN 7355 AnimationMode = ONCE 7356 AnimationSpeedFactorRange = 1.0 1.0 7357 Flags = START_FRAME_FIRST 7358 End 7359 TransitionState = UP_DAY DOWN_DEFAULT 7360 Model = ABStrategy_A4 7361 Animation = ABStrategy_A4.ABStrategy_A4 7362 AnimationMode = ONCE_BACKWARDS 7363 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7364 Flags = START_FRAME_LAST 7365 End 7366 TransitionState = UP_NIGHT DOWN_DEFAULT 7367 Model = ABStrategy_A4N 7368 Animation = ABStrategy_A4N.ABStrategy_A4N 7369 AnimationMode = ONCE_BACKWARDS 7370 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7371 Flags = START_FRAME_LAST 7372 End 7373 TransitionState = UP_SNOW DOWN_DEFAULT 7374 Model = ABStrategy_A4S 7375 Animation = ABStrategy_A4S.ABStrategy_A4S 7376 AnimationMode = ONCE_BACKWARDS 7377 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7378 Flags = START_FRAME_LAST 7379 End 7380 7381 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7382 Model = ABStrategy_A4SN 7383 Animation = ABStrategy_A4SN.ABStrategy_A4SN 7384 AnimationMode = ONCE_BACKWARDS 7385 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7386 Flags = START_FRAME_LAST 7387 End 7388 End 7389 7390 ; ------------ under-construction scaffolding ----------------- 7391 Draw = W3DModelDraw ModuleTag_03 7392 AnimationsRequirePower = No 7393 MinLODRequired = MEDIUM 7394 OkToChangeModelColor = Yes 7395 7396 DefaultConditionState 7397 Model = None 7398 TransitionKey = DOWN_DEFAULT 7399 End 7400 ConditionState = NIGHT 7401 Model = None 7402 TransitionKey = DOWN_DEFAULT 7403 End 7404 ConditionState = SNOW 7405 Model = None 7406 TransitionKey = DOWN_DEFAULT 7407 End 7408 ConditionState = SNOW NIGHT 7409 Model = None 7410 TransitionKey = DOWN_DEFAULT 7411 End 7412 ConditionState = PARTIALLY_CONSTRUCTED 7413 Model = ABStrategy_A6 7414 Animation = ABStrategy_A6.ABStrategy_A6 7415 AnimationMode = MANUAL 7416 Flags = START_FRAME_LAST 7417 TransitionKey = UP_DAY 7418 ParticleSysBone = Sparks01 BuildUpBlueSpark 7419 ParticleSysBone = Sparks02 BuildUpBlueSpark 7420 ParticleSysBone = Sparks03 BuildUpBlueSpark 7421 ParticleSysBone = Sparks04 BuildUpBlueSpark 7422 ParticleSysBone = Sparks05 BuildUpBlueSpark 7423 ParticleSysBone = Sparks06 BuildUpBlueSpark 7424 End 7425 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7426 Model = ABStrategy_A6N 7427 Animation = ABStrategy_A6N.ABStrategy_A6N 7428 AnimationMode = MANUAL 7429 Flags = START_FRAME_LAST 7430 TransitionKey = UP_NIGHT 7431 ParticleSysBone = Sparks01 BuildUpBlueSpark 7432 ParticleSysBone = Sparks02 BuildUpBlueSpark 7433 ParticleSysBone = Sparks03 BuildUpBlueSpark 7434 ParticleSysBone = Sparks04 BuildUpBlueSpark 7435 ParticleSysBone = Sparks05 BuildUpBlueSpark 7436 ParticleSysBone = Sparks06 BuildUpBlueSpark 7437 End 7438 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7439 Model = ABStrategy_A6S 7440 Animation = ABStrategy_A6S.ABStrategy_A6S 7441 AnimationMode = MANUAL 7442 Flags = START_FRAME_LAST 7443 TransitionKey = UP_SNOW 7444 ParticleSysBone = Sparks01 BuildUpBlueSpark 7445 ParticleSysBone = Sparks02 BuildUpBlueSpark 7446 ParticleSysBone = Sparks03 BuildUpBlueSpark 7447 ParticleSysBone = Sparks04 BuildUpBlueSpark 7448 ParticleSysBone = Sparks05 BuildUpBlueSpark 7449 ParticleSysBone = Sparks06 BuildUpBlueSpark 7450 End 7451 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7452 Model = ABStrategy_A6SN 7453 Animation = ABStrategy_A6SN.ABStrategy_A6SN 7454 AnimationMode = MANUAL 7455 Flags = START_FRAME_LAST 7456 TransitionKey = UP_SNOWNIGHT 7457 ParticleSysBone = Sparks01 BuildUpBlueSpark 7458 ParticleSysBone = Sparks02 BuildUpBlueSpark 7459 ParticleSysBone = Sparks03 BuildUpBlueSpark 7460 ParticleSysBone = Sparks04 BuildUpBlueSpark 7461 ParticleSysBone = Sparks05 BuildUpBlueSpark 7462 ParticleSysBone = Sparks06 BuildUpBlueSpark 7463 End 7464 TransitionState = DOWN_DEFAULT UP_DAY 7465 Model = ABStrategy_A6 7466 Animation = ABStrategy_A6.ABStrategy_A6 7467 AnimationMode = ONCE 7468 AnimationSpeedFactorRange = 1.0 1.0 7469 Flags = START_FRAME_FIRST 7470 End 7471 TransitionState = DOWN_DEFAULT UP_NIGHT 7472 Model = ABStrategy_A6N 7473 Animation = ABStrategy_A6N.ABStrategy_A6N 7474 AnimationMode = ONCE 7475 AnimationSpeedFactorRange = 1.0 1.0 7476 Flags = START_FRAME_FIRST 7477 End 7478 TransitionState = DOWN_DEFAULT UP_SNOW 7479 Model = ABStrategy_A6S 7480 Animation = ABStrategy_A6S.ABStrategy_A6S 7481 AnimationMode = ONCE 7482 AnimationSpeedFactorRange = 1.0 1.0 7483 Flags = START_FRAME_FIRST 7484 End 7485 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7486 Model = ABStrategy_A6SN 7487 Animation = ABStrategy_A6SN.ABStrategy_A6SN 7488 AnimationMode = ONCE 7489 AnimationSpeedFactorRange = 1.0 1.0 7490 Flags = START_FRAME_FIRST 7491 End 7492 TransitionState = UP_DAY DOWN_DEFAULT 7493 Model = ABStrategy_A6 7494 Animation = ABStrategy_A6.ABStrategy_A6 7495 AnimationMode = ONCE_BACKWARDS 7496 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7497 Flags = START_FRAME_LAST 7498 End 7499 TransitionState = UP_NIGHT DOWN_DEFAULT 7500 Model = ABStrategy_A6N 7501 Animation = ABStrategy_A6N.ABStrategy_A6N 7502 AnimationMode = ONCE_BACKWARDS 7503 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7504 Flags = START_FRAME_LAST 7505 End 7506 TransitionState = UP_SNOW DOWN_DEFAULT 7507 Model = ABStrategy_A6S 7508 Animation = ABStrategy_A6S.ABStrategy_A6S 7509 AnimationMode = ONCE_BACKWARDS 7510 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7511 Flags = START_FRAME_LAST 7512 End 7513 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7514 Model = ABStrategy_A6SN 7515 Animation = ABStrategy_A6SN.ABStrategy_A6SN 7516 AnimationMode = ONCE_BACKWARDS 7517 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7518 Flags = START_FRAME_LAST 7519 End 7520 End 7521 7522 ; ------------ being-constructed crane ----------------- 7523 Draw = W3DModelDraw ModuleTag_04 7524 AnimationsRequirePower = No 7525 DefaultConditionState 7526 Model = None 7527 TransitionKey = DOWN_DEFAULT 7528 End 7529 ConditionState = NIGHT 7530 Model = None 7531 TransitionKey = DOWN_DEFAULT 7532 End 7533 ConditionState = SNOW 7534 Model = None 7535 TransitionKey = DOWN_DEFAULT 7536 End 7537 ConditionState = SNOW NIGHT 7538 7539 Model = None 7540 TransitionKey = DOWN_DEFAULT 7541 End 7542 ConditionState = SOLD 7543 Model = NONE 7544 End 7545 7546 ConditionState = ACTIVELY_BEING_CONSTRUCTED 7547 Model = ABStrategy_A5 7548 Animation = ABStrategy_A5.ABStrategy_A5 7549 AnimationMode = LOOP 7550 TransitionKey = UP_DAY 7551 End 7552 7553 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 7554 Model = ABStrategy_A5N 7555 Animation = ABStrategy_A5N.ABStrategy_A5N 7556 AnimationMode = LOOP 7557 TransitionKey = UP_NIGHT 7558 End 7559 7560 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 7561 Model = ABStrategy_A5S 7562 Animation = ABStrategy_A5S.ABStrategy_A5S 7563 AnimationMode = LOOP 7564 TransitionKey = UP_SNOW 7565 End 7566 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 7567 Model = ABStrategy_A5SN 7568 Animation = ABStrategy_A5SN.ABStrategy_A5SN 7569 AnimationMode = LOOP 7570 TransitionKey = UP_SNOWNIGHT 7571 End 7572 TransitionState = DOWN_DEFAULT UP_DAY 7573 Model = ABStrategy_AB 7574 Animation = ABStrategy_AB.ABStrategy_AB 7575 AnimationMode = ONCE 7576 AnimationSpeedFactorRange = 1.0 1.0 7577 Flags = START_FRAME_FIRST 7578 End 7579 7580 TransitionState = DOWN_DEFAULT UP_NIGHT 7581 Model = ABStrategy_ABN 7582 Animation = ABStrategy_ABN.ABStrategy_ABN 7583 AnimationMode = ONCE 7584 AnimationSpeedFactorRange = 1.0 1.0 7585 Flags = START_FRAME_FIRST 7586 End 7587 TransitionState = DOWN_DEFAULT UP_SNOW 7588 Model = ABStrategy_ABS 7589 Animation = ABStrategy_ABS.ABStrategy_ABS 7590 AnimationMode = ONCE 7591 AnimationSpeedFactorRange = 1.0 1.0 7592 Flags = START_FRAME_FIRST 7593 End 7594 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7595 Model = ABStrategy_ABSN 7596 Animation = ABStrategy_ABSN.ABStrategy_ABSN 7597 AnimationMode = ONCE 7598 AnimationSpeedFactorRange = 1.0 1.0 7599 Flags = START_FRAME_FIRST 7600 End 7601 TransitionState = UP_DAY DOWN_DEFAULT 7602 Model = ABStrategy_AB 7603 Animation = ABStrategy_AB.ABStrategy_AB 7604 AnimationMode = ONCE_BACKWARDS 7605 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7606 Flags = START_FRAME_LAST 7607 End 7608 TransitionState = UP_NIGHT DOWN_DEFAULT 7609 Model = ABStrategy_ABN 7610 Animation = ABStrategy_ABN.ABStrategy_ABN 7611 AnimationMode = ONCE_BACKWARDS 7612 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7613 Flags = START_FRAME_LAST 7614 End 7615 TransitionState = UP_SNOW DOWN_DEFAULT 7616 Model = ABStrategy_ABS 7617 Animation = ABStrategy_ABS.ABStrategy_ABS 7618 AnimationMode = ONCE_BACKWARDS 7619 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7620 Flags = START_FRAME_LAST 7621 End 7622 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7623 Model = ABStrategy_ABSN 7624 Animation = ABStrategy_ABSN.ABStrategy_ABSN 7625 AnimationMode = ONCE_BACKWARDS 7626 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7627 Flags = START_FRAME_LAST 7628 End 7629 End 7630 7631 ; ------------ BOMBARDMENT BATTLE PLAN ----------------- 7632 Draw = W3DModelDraw ModuleTag_05 7633 OkToChangeModelColor = Yes 7634 DefaultConditionState 7635 Model = ABStrategy_A1 7636 Animation = ABStrategy_A1.ABStrategy_A1 7637 AnimationMode = ONCE_BACKWARDS 7638 Flags = START_FRAME_FIRST 7639 End 7640 AliasConditionState = DAMAGED 7641 AliasConditionState = REALLYDAMAGED 7642 AliasConditionState = NIGHT 7643 AliasConditionState = NIGHT SNOW 7644 AliasConditionState = SNOW 7645 AliasConditionState = NIGHT DAMAGED 7646 AliasConditionState = NIGHT SNOW DAMAGED 7647 AliasConditionState = SNOW DAMAGED 7648 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7649 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7650 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7651 7652 ConditionState = DOOR_1_OPENING 7653 Model = ABStrategy_A1 7654 Animation = ABStrategy_A1.ABStrategy_A1 7655 AnimationMode = ONCE 7656 End 7657 AliasConditionState = DAMAGED DOOR_1_OPENING 7658 AliasConditionState = REALLYDAMAGED DOOR_1_OPENING 7659 AliasConditionState = NIGHT DOOR_1_OPENING 7660 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 7661 AliasConditionState = SNOW DOOR_1_OPENING 7662 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 7663 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 7664 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 7665 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 7666 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 7667 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 7668 7669 ConditionState = DOOR_1_CLOSING 7670 Model = ABStrategy_A1 7671 Animation = ABStrategy_A1.ABStrategy_A1 7672 AnimationMode = ONCE_BACKWARDS 7673 Flags = START_FRAME_LAST 7674 End 7675 AliasConditionState = DAMAGED DOOR_1_CLOSING 7676 AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING 7677 AliasConditionState = NIGHT DOOR_1_CLOSING 7678 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 7679 AliasConditionState = SNOW DOOR_1_CLOSING 7680 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 7681 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 7682 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 7683 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 7684 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 7685 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 7686 7687 ConditionState = DOOR_1_WAITING_TO_CLOSE 7688 Model = NONE 7689 End 7690 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 7691 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7692 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 7693 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 7694 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 7695 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 7696 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7697 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7698 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 7699 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 7700 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 7701 7702 7703 ;************************************************************************************************************************** 7704 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7705 ;for this draw module 7706 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7707 Model = ABStrategy_A1 7708 Animation = ABStrategy_A1.ABStrategy_A1 7709 AnimationMode = MANUAL 7710 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7711 End 7712 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7713 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7714 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7715 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7716 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7717 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7718 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7719 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7720 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7721 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7722 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7723 7724 ConditionState = AWAITING_CONSTRUCTION 7725 Model = NONE 7726 End 7727 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7728 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7729 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7730 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7731 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7732 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7733 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7734 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7735 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7736 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7737 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7738 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 7739 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 7740 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7741 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 7742 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 7743 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7744 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 7745 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7746 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7747 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 7748 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7749 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7750 ;************************************************************************************************************************** 7751 7752 7753 End 7754 7755 Draw = W3DModelDraw ModuleTag_06 7756 ;***This is the bombardment cannon object that only shows up when ready to fire*** 7757 OkToChangeModelColor = Yes 7758 DefaultConditionState 7759 Model = ABStrategy_A8 7760 WeaponLaunchBone = PRIMARY Muzzle 7761 WeaponMuzzleFlash = PRIMARY MuzzleFX 7762 WeaponRecoilBone = PRIMARY Barrel 7763 Turret = Turret01 7764 TurretPitch = TurretEL 7765 HideSubObject = Chassis 7766 End 7767 AliasConditionState = DAMAGED 7768 AliasConditionState = REALLYDAMAGED 7769 AliasConditionState = NIGHT 7770 AliasConditionState = NIGHT SNOW 7771 AliasConditionState = SNOW 7772 AliasConditionState = NIGHT DAMAGED 7773 AliasConditionState = NIGHT SNOW DAMAGED 7774 AliasConditionState = SNOW DAMAGED 7775 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7776 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7777 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7778 7779 ConditionState = DOOR_1_WAITING_TO_CLOSE 7780 Model = ABStrategy_A8 7781 ShowSubObject = Chassis 7782 End 7783 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 7784 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7785 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 7786 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 7787 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 7788 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 7789 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7790 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7791 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 7792 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 7793 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 7794 7795 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7796 Model = ABStrategy_A8 7797 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7798 End 7799 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7800 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7801 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7802 7803 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7804 Model = ABStrategy_A8 7805 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7806 End 7807 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7808 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7809 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7810 7811 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 7812 Model = ABStrategy_A8 7813 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7814 End 7815 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT 7816 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW 7817 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW 7818 7819 7820 7821 7822 ConditionState = AWAITING_CONSTRUCTION 7823 Model = NONE 7824 End 7825 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7826 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7827 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7828 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7829 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7830 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7831 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7832 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7833 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7834 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7835 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7836 AliasConditionState = SOLD 7837 AliasConditionState = SOLD DAMAGED 7838 AliasConditionState = SOLD REALLYDAMAGED 7839 AliasConditionState = SOLD NIGHT 7840 AliasConditionState = SOLD NIGHT DAMAGED 7841 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7842 AliasConditionState = SOLD SNOW 7843 AliasConditionState = SOLD SNOW DAMAGED 7844 AliasConditionState = SOLD SNOW REALLYDAMAGED 7845 AliasConditionState = SOLD NIGHT SNOW 7846 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7847 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7848 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 7849 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 7850 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7851 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 7852 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 7853 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7854 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 7855 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7856 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7857 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 7858 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 7859 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 7860 7861 7862 End 7863 7864 ; ------------ HOLD THE LINE BATTLE PLAN ----------------- 7865 Draw = W3DModelDraw ModuleTag_07 7866 OkToChangeModelColor = Yes 7867 DefaultConditionState 7868 Model = ABStrategy_A7 7869 Animation = ABStrategy_A7.ABStrategy_A7 7870 AnimationMode = ONCE_BACKWARDS 7871 Flags = START_FRAME_FIRST 7872 End 7873 AliasConditionState = DAMAGED 7874 AliasConditionState = REALLYDAMAGED 7875 AliasConditionState = NIGHT 7876 AliasConditionState = NIGHT SNOW 7877 AliasConditionState = SNOW 7878 AliasConditionState = NIGHT DAMAGED 7879 AliasConditionState = NIGHT SNOW DAMAGED 7880 AliasConditionState = SNOW DAMAGED 7881 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7882 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7883 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7884 7885 ConditionState = DOOR_2_OPENING 7886 Model = ABStrategy_A7 7887 Animation = ABStrategy_A7.ABStrategy_A7 7888 AnimationMode = ONCE 7889 End 7890 AliasConditionState = DAMAGED DOOR_2_OPENING 7891 AliasConditionState = REALLYDAMAGED DOOR_2_OPENING 7892 AliasConditionState = NIGHT DOOR_2_OPENING 7893 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 7894 AliasConditionState = SNOW DOOR_2_OPENING 7895 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 7896 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 7897 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 7898 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 7899 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 7900 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 7901 7902 ConditionState = DOOR_2_CLOSING 7903 Model = ABStrategy_A7 7904 Animation = ABStrategy_A7.ABStrategy_A7 7905 AnimationMode = ONCE_BACKWARDS 7906 Flags = START_FRAME_LAST 7907 End 7908 AliasConditionState = DAMAGED DOOR_2_CLOSING 7909 AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING 7910 AliasConditionState = NIGHT DOOR_2_CLOSING 7911 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 7912 AliasConditionState = SNOW DOOR_2_CLOSING 7913 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 7914 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 7915 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 7916 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 7917 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 7918 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 7919 7920 ConditionState = DOOR_2_WAITING_TO_CLOSE 7921 Model = ABStrategy_A7 7922 Animation = ABStrategy_A7.ABStrategy_A7 7923 AnimationMode = ONCE 7924 Flags = START_FRAME_LAST 7925 End 7926 AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE 7927 AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 7928 AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE 7929 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 7930 AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE 7931 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 7932 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 7933 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 7934 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 7935 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 7936 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 7937 7938 ;************************************************************************************************************************** 7939 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7940 ;for this draw module 7941 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7942 Model = ABStrategy_A7 7943 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7944 End 7945 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7946 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7947 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7948 7949 ConditionState = AWAITING_CONSTRUCTION 7950 Model = NONE 7951 End 7952 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7953 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7954 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7955 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7956 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7957 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7958 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7959 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7960 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7961 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7962 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7963 AliasConditionState = SOLD 7964 AliasConditionState = SOLD DAMAGED 7965 AliasConditionState = SOLD REALLYDAMAGED 7966 AliasConditionState = SOLD NIGHT 7967 AliasConditionState = SOLD NIGHT DAMAGED 7968 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7969 AliasConditionState = SOLD SNOW 7970 AliasConditionState = SOLD SNOW DAMAGED 7971 AliasConditionState = SOLD SNOW REALLYDAMAGED 7972 AliasConditionState = SOLD NIGHT SNOW 7973 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7974 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7975 AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE 7976 AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE 7977 AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 7978 AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE 7979 AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 7980 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 7981 AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE 7982 AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 7983 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 7984 AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 7985 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 7986 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 7987 ;************************************************************************************************************************** 7988 End 7989 7990 ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- 7991 Draw = W3DModelDraw ModuleTag_08 7992 OkToChangeModelColor = Yes 7993 DefaultConditionState 7994 Model = ABStrategy_A2 7995 Animation = ABStrategy_A2.ABStrategy_A2 7996 AnimationMode = ONCE_BACKWARDS 7997 Flags = START_FRAME_FIRST 7998 End 7999 AliasConditionState = DAMAGED 8000 AliasConditionState = REALLYDAMAGED 8001 AliasConditionState = NIGHT 8002 AliasConditionState = NIGHT SNOW 8003 AliasConditionState = SNOW 8004 AliasConditionState = NIGHT DAMAGED 8005 AliasConditionState = NIGHT SNOW DAMAGED 8006 AliasConditionState = SNOW DAMAGED 8007 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8008 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8009 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8010 8011 ConditionState = DOOR_3_OPENING 8012 Model = ABStrategy_A2 8013 Animation = ABStrategy_A2.ABStrategy_A2 8014 AnimationMode = ONCE 8015 End 8016 AliasConditionState = DAMAGED DOOR_3_OPENING 8017 AliasConditionState = REALLYDAMAGED DOOR_3_OPENING 8018 AliasConditionState = NIGHT DOOR_3_OPENING 8019 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 8020 AliasConditionState = SNOW DOOR_3_OPENING 8021 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 8022 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 8023 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 8024 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 8025 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 8026 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 8027 8028 ConditionState = DOOR_3_CLOSING 8029 Model = ABStrategy_A2 8030 Animation = ABStrategy_A2.ABStrategy_A2 8031 AnimationMode = ONCE_BACKWARDS 8032 Flags = START_FRAME_LAST 8033 End 8034 AliasConditionState = DAMAGED DOOR_3_CLOSING 8035 AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING 8036 AliasConditionState = NIGHT DOOR_3_CLOSING 8037 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 8038 AliasConditionState = SNOW DOOR_3_CLOSING 8039 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 8040 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 8041 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 8042 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8043 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8044 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8045 8046 ConditionState = DOOR_3_WAITING_TO_CLOSE 8047 Model = NONE 8048 End 8049 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 8050 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8051 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 8052 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 8053 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 8054 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 8055 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8056 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8057 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 8058 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 8059 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 8060 8061 8062 ;************************************************************************************************************************** 8063 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8064 ;for this draw module 8065 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8066 Model = ABStrategy_A2 8067 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8068 End 8069 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8070 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8071 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8072 8073 ConditionState = AWAITING_CONSTRUCTION 8074 Model = NONE 8075 End 8076 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8077 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8078 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8079 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8080 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8081 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8082 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8083 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8084 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8085 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8086 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8087 AliasConditionState = SOLD 8088 AliasConditionState = SOLD DAMAGED 8089 AliasConditionState = SOLD REALLYDAMAGED 8090 AliasConditionState = SOLD NIGHT 8091 AliasConditionState = SOLD NIGHT DAMAGED 8092 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8093 AliasConditionState = SOLD SNOW 8094 AliasConditionState = SOLD SNOW DAMAGED 8095 AliasConditionState = SOLD SNOW REALLYDAMAGED 8096 AliasConditionState = SOLD NIGHT SNOW 8097 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8098 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8099 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 8100 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 8101 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8102 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 8103 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 8104 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8105 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 8106 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8107 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8108 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 8109 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8110 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8111 ;************************************************************************************************************************** 8112 8113 8114 End 8115 Draw = W3DModelDraw ModuleTag_09 8116 ;***This is the radar array that only shows up when plan is active*** 8117 OkToChangeModelColor = Yes 8118 DefaultConditionState 8119 Model = NONE 8120 End 8121 AliasConditionState = DAMAGED 8122 AliasConditionState = REALLYDAMAGED 8123 AliasConditionState = NIGHT 8124 AliasConditionState = NIGHT SNOW 8125 AliasConditionState = SNOW 8126 AliasConditionState = NIGHT DAMAGED 8127 AliasConditionState = NIGHT SNOW DAMAGED 8128 AliasConditionState = SNOW DAMAGED 8129 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8130 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8131 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8132 8133 ConditionState = DOOR_3_WAITING_TO_CLOSE 8134 Model = ABStrategy_A3 8135 Animation = ABStrategy_A3.ABStrategy_A3 8136 AnimationMode = LOOP 8137 End 8138 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 8139 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8140 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 8141 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 8142 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 8143 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 8144 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8145 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8146 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 8147 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 8148 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 8149 8150 ConditionState = AWAITING_CONSTRUCTION 8151 Model = NONE 8152 End 8153 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8154 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8155 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8156 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8157 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8158 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8159 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8160 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8161 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8162 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8163 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8164 AliasConditionState = SOLD 8165 AliasConditionState = SOLD DAMAGED 8166 AliasConditionState = SOLD REALLYDAMAGED 8167 AliasConditionState = SOLD NIGHT 8168 AliasConditionState = SOLD NIGHT DAMAGED 8169 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8170 AliasConditionState = SOLD SNOW 8171 AliasConditionState = SOLD SNOW DAMAGED 8172 AliasConditionState = SOLD SNOW REALLYDAMAGED 8173 AliasConditionState = SOLD NIGHT SNOW 8174 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8175 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8176 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 8177 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 8178 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8179 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 8180 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 8181 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8182 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 8183 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8184 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8185 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 8186 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 8187 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 8188 8189 End 8190 8191 PlacementViewAngle = -45 8192 8193 ; ***DESIGN parameters *** 8194 DisplayName = OBJECT:StrategyCenter 8195 Side = America 8196 EditorSorting = STRUCTURE 8197 Prerequisites 8198 Object = AmericaWarFactory AmericaAirfield 8199 End 8200 CommandSet = AmericaStrategyCenterCommandSet 8201 BuildCost = 2500 8202 BuildTime = 60.0 ; in seconds 8203 EnergyProduction = -2 8204 VisionRange = 400.0 ; Shroud clearing distance 8205 8206 MaxSimultaneousOfType = 1 8207 8208 ShroudClearingRange = 400 8209 WeaponSet 8210 Conditions = None 8211 Weapon = PRIMARY StrategyCenterGun 8212 AutoChooseSources = PRIMARY NONE 8213 End 8214 ArmorSet 8215 Conditions = None 8216 Armor = StructureArmor 8217 DamageFX = StructureDamageFXNoShake 8218 End 8219 ExperienceValue = 250 250 250 250 ; Experience point value at each level 8220 8221 ; *** AUDIO Parameters *** 8222 VoiceSelect = StrategyCenterSelect 8223 SoundDie = BuildingDie 8224 SoundOnDamaged = BuildingDamagedStateLight 8225 SoundOnReallyDamaged = BuildingDestroy 8226 8227 UnitSpecificSounds 8228 UnderConstruction = UnderConstructionLoop 8229 End 8230 8231 UnitSpecificSounds 8232 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 8233 TurretMoveStart = NoSound 8234 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop 8235 End 8236 8237 ; *** ENGINEERING Parameters *** 8238 RadarPriority = STRUCTURE 8239 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY 8240 Body = StructureBody ModuleTag_10 8241 MaxHealth = 1500.0 8242 InitialHealth = 1500.0 8243 End 8244 Behavior = ProductionUpdate ModuleTag_11 8245 ; nothing 8246 End 8247 Behavior = BaseRegenerateUpdate ModuleTag_12 8248 ;No data 8249 End 8250 8251 Behavior = SpecialAbility ModuleTag_13 8252 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 8253 UpdateModuleStartsAttack = Yes 8254 End 8255 Behavior = BattlePlanUpdate ModuleTag_14 8256 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 8257 8258 ;Transition Timings 8259 BombardmentPlanAnimationTime = 7000 8260 HoldTheLinePlanAnimationTime = 7000 8261 SearchAndDestroyPlanAnimationTime = 7000 8262 TransitionIdleTime = 0 8263 8264 ;Messages 8265 BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated 8266 HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated 8267 SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated 8268 8269 ;Audio hooks 8270 BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound 8271 BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound 8272 BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement 8273 SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack 8274 SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop 8275 SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack 8276 SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement 8277 HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack 8278 HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack 8279 HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement 8280 8281 ;Army bonuses granted by different battle plans 8282 ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... 8283 ; POW Trucks are cut. sorry. (srj) 8284 ; InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT POW_TRUCK DRONE ;...but make sure they don't have any of these 8285 InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these 8286 BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. 8287 HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! 8288 SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! 8289 ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! 8290 8291 ;Building bonuses granted based on battle plan mode. 8292 StrategyCenterSearchAndDestroySightRangeScalar = 2.0 8293 StrategyCenterSearchAndDestroyDetectsStealth = Yes 8294 StrategyCenterHoldTheLineMaxHealthScalar = 2.0 8295 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO 8296 8297 ;Revealing info 8298 VisionObjectName = VisionObject 8299 8300 End 8301 8302 Behavior = AIUpdateInterface ModuleTag_15 8303 Turret 8304 ControlledWeaponSlots = PRIMARY 8305 TurretTurnRate = 60 // turn rate, in degrees per sec 8306 TurretPitchRate = 60 8307 AllowsPitch = Yes 8308 FiresWhileTurning = Yes 8309 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 8310 ; since you never know from whence cometh danger 8311 NaturalTurretAngle = -90 ; this turret points backwards normally 8312 8313 FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here 8314 MinIdleScanInterval = 500 ; in milliseconds 8315 MaxIdleScanInterval = 1000 ; in milliseconds 8316 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 8317 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 8318 End 8319 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 8320 End 8321 8322 Behavior = StealthDetectorUpdate ModuleTag_16 8323 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 8324 InitiallyDisabled = Yes ; only will be active when search & destroy plan active. 8325 DetectionRange = 500 ;Dustin, enable this for independant balancing! 8326 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 8327 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 8328 End 8329 8330 Behavior = DestroyDie ModuleTag_17 8331 ;nothing 8332 End 8333 Behavior = CreateObjectDie ModuleTag_18 8334 CreationList = OCL_ABPowerPlantExplode 8335 End 8336 Behavior = CreateObjectDie ModuleTag_19 8337 CreationList = OCL_AmericanRangerDebris04 8338 ExemptStatus = UNDER_CONSTRUCTION 8339 End 8340 Behavior = FXListDie ModuleTag_20 8341 DeathFX = FX_StructureMediumDeath 8342 End 8343 8344 Behavior = FlammableUpdate ModuleTag_22 8345 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8346 AflameDamageAmount = 5 ; taking this much damage... 8347 AflameDamageDelay = 500 ; this often. 8348 End 8349 8350 Behavior = TransitionDamageFX ModuleTag_23 8351 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 8352 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8353 ;--------------------------------------------------------------------------------------- 8354 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8355 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8356 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8357 End 8358 8359 8360 Geometry = BOX 8361 GeometryMajorRadius = 62.0 8362 GeometryMinorRadius = 44.0 8363 GeometryHeight = 24.0 8364 GeometryIsSmall = No 8365 Shadow = SHADOW_VOLUME 8366 BuildCompletion = PLACED_BY_PLAYER 8367 8368 End 8369 8370 ;------------------------------------------------------------------------------ 8371 8372 Object AmericaAirfield 8373 8374 ; *** ART Parameters *** 8375 SelectPortrait = SAACommand_L 8376 ButtonImage = SAACommand 8377 Draw = W3DModelDraw ModuleTag_01 8378 8379 ExtraPublicBone = Runway1Parking1 8380 ExtraPublicBone = Runway1Parking2 8381 ExtraPublicBone = Runway2Parking1 8382 ExtraPublicBone = Runway2Parking2 8383 ExtraPublicBone = Runway1Park1Han 8384 ExtraPublicBone = Runway1Park2Han 8385 ExtraPublicBone = Runway2Park1Han 8386 ExtraPublicBone = Runway2Park2Han 8387 ExtraPublicBone = Runway1Prep1 8388 ExtraPublicBone = Runway1Prep2 8389 ExtraPublicBone = Runway2Prep1 8390 ExtraPublicBone = Runway2Prep2 8391 ExtraPublicBone = RunwayStart1 8392 ExtraPublicBone = RunwayStart2 8393 ExtraPublicBone = RunwayEnd1 8394 ExtraPublicBone = RunwayEnd2 8395 ExtraPublicBone = HeliPark01 8396 8397 OkToChangeModelColor = Yes 8398 8399 ; day ******************************************** 8400 DefaultConditionState 8401 Model = ABArFrcCmd 8402 Animation = ABArFrcCmd.ABArFrcCmd 8403 AnimationMode = LOOP 8404 End 8405 ConditionState = DAMAGED 8406 Model = ABArFrcCmd_D 8407 Animation = ABArFrcCmd_D.ABArFrcCmd_D 8408 AnimationMode = LOOP 8409 ParticleSysBone = Smoke01 SmolderingSmoke 8410 ParticleSysBone = Smoke02 SmolderingSmoke 8411 ParticleSysBone = Smoke03 SmolderingSmoke 8412 ParticleSysBone = Fire01 SmolderingFire 8413 End 8414 ConditionState = REALLYDAMAGED RUBBLE 8415 Model = ABArFrcCmd_E 8416 Animation = ABArFrcCmd_E.ABArFrcCmd_E 8417 AnimationMode = LOOP 8418 ParticleSysBone = Smoke01 SmolderingSmoke 8419 ParticleSysBone = Smoke02 SmolderingSmoke 8420 ParticleSysBone = Smoke03 SmolderingSmoke 8421 ParticleSysBone = Smoke04 SmolderingSmoke 8422 ParticleSysBone = Smoke05 SmokeFactionLarge 8423 ParticleSysBone = Smoke06 SmokeFactionLarge 8424 ParticleSysBone = Fire01 SmolderingFire 8425 ParticleSysBone = Fire02 SmolderingFire 8426 ParticleSysBone = Fire03 FireFactionLarge 8427 ParticleSysBone = Spark01 SparksLarge 8428 End 8429 8430 ConditionState = SNOW 8431 Model = ABArFrcCmd_S 8432 Animation = ABArFrcCmd_S.ABArFrcCmd_S 8433 AnimationMode = LOOP 8434 End 8435 ConditionState = DAMAGED SNOW 8436 Model = ABArFrcCmd_DS 8437 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 8438 AnimationMode = LOOP 8439 ParticleSysBone = Smoke01 SmolderingSmoke 8440 ParticleSysBone = Smoke02 SmolderingSmoke 8441 ParticleSysBone = Smoke03 SmolderingSmoke 8442 ParticleSysBone = Fire01 SmolderingFire 8443 End 8444 ConditionState = REALLYDAMAGED RUBBLE SNOW 8445 Model = ABArFrcCmd_ES 8446 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 8447 AnimationMode = LOOP 8448 ParticleSysBone = Smoke01 SmolderingSmoke 8449 ParticleSysBone = Smoke02 SmolderingSmoke 8450 ParticleSysBone = Smoke03 SmolderingSmoke 8451 ParticleSysBone = Smoke04 SmolderingSmoke 8452 ParticleSysBone = Smoke05 SmokeFactionLarge 8453 ParticleSysBone = Smoke06 SmokeFactionLarge 8454 ParticleSysBone = Fire01 SmolderingFire 8455 ParticleSysBone = Fire02 SmolderingFire 8456 ParticleSysBone = Fire03 FireFactionLarge 8457 ParticleSysBone = Spark01 SparksLarge 8458 End 8459 8460 ; night ****************************************** 8461 ConditionState = NIGHT 8462 Model = ABArFrcCmd_N 8463 Animation = ABArFrcCmd_N.ABArFrcCmd_N 8464 AnimationMode = LOOP 8465 End 8466 ConditionState = DAMAGED NIGHT 8467 Model = ABArFrcCmd_ND 8468 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 8469 AnimationMode = LOOP 8470 End 8471 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8472 Model = ABArFrcCmd_NE 8473 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 8474 AnimationMode = LOOP 8475 End 8476 8477 ConditionState = NIGHT SNOW 8478 Model = ABArFrcCmd_NS 8479 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 8480 AnimationMode = LOOP 8481 End 8482 ConditionState = DAMAGED NIGHT SNOW 8483 Model = ABArFrcCmd_NDS 8484 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 8485 AnimationMode = LOOP 8486 End 8487 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8488 Model = ABArFrcCmd_NES 8489 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 8490 AnimationMode = LOOP 8491 End 8492 8493 ;************************************************************************************************************************** 8494 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8495 ;for this draw module 8496 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8497 Model = ABArFrcCmd 8498 Animation = ABArFrcCmd.ABArFrcCmd 8499 AnimationMode = LOOP 8500 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8501 End 8502 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8503 Model = ABArFrcCmd_D 8504 Animation = ABArFrcCmd_D.ABArFrcCmd_D 8505 AnimationMode = LOOP 8506 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8507 End 8508 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8509 Model = ABArFrcCmd_E 8510 Animation = ABArFrcCmd_E.ABArFrcCmd_E 8511 AnimationMode = LOOP 8512 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8513 End 8514 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8515 Model = ABArFrcCmd_N 8516 Animation = ABArFrcCmd_N.ABArFrcCmd_N 8517 AnimationMode = LOOP 8518 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8519 End 8520 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8521 Model = ABArFrcCmd_ND 8522 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 8523 AnimationMode = LOOP 8524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8525 End 8526 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8527 Model = ABArFrcCmd_NE 8528 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 8529 AnimationMode = LOOP 8530 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8531 End 8532 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8533 Model = ABArFrcCmd_S 8534 Animation = ABArFrcCmd_S.ABArFrcCmd_S 8535 AnimationMode = LOOP 8536 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8537 End 8538 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8539 Model = ABArFrcCmd_DS 8540 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 8541 AnimationMode = LOOP 8542 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8543 End 8544 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8545 Model = ABArFrcCmd_ES 8546 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 8547 AnimationMode = LOOP 8548 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8549 End 8550 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8551 Model = ABArFrcCmd_NS 8552 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 8553 AnimationMode = LOOP 8554 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8555 End 8556 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8557 Model = ABArFrcCmd_NDS 8558 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 8559 AnimationMode = LOOP 8560 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8561 End 8562 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8563 Model = ABArFrcCmd_NES 8564 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 8565 AnimationMode = LOOP 8566 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8567 End 8568 8569 ConditionState = AWAITING_CONSTRUCTION 8570 Model = NONE 8571 End 8572 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8573 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8574 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8575 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8576 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8577 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8578 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8579 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8580 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8581 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8582 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8583 AliasConditionState = SOLD 8584 AliasConditionState = SOLD DAMAGED 8585 AliasConditionState = SOLD REALLYDAMAGED 8586 AliasConditionState = SOLD NIGHT 8587 AliasConditionState = SOLD NIGHT DAMAGED 8588 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8589 AliasConditionState = SOLD SNOW 8590 AliasConditionState = SOLD SNOW DAMAGED 8591 AliasConditionState = SOLD SNOW REALLYDAMAGED 8592 AliasConditionState = SOLD NIGHT SNOW 8593 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8594 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8595 ;************************************************************************************************************************** 8596 8597 End 8598 8599 ; ------------ blinky production lights ----------------- 8600 Draw = W3DModelDraw ModuleTag_02 8601 DefaultConditionState 8602 Model = None 8603 End 8604 ConditionState = ACTIVELY_CONSTRUCTING 8605 Model = ABArFrcCmd_A9 8606 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 8607 AnimationMode = LOOP 8608 End 8609 End 8610 8611 ; ----------------- door #1 ------------------- 8612 Draw = W3DModelDraw ModuleTag_03 8613 ConditionState = NONE 8614 Model = ABArFrcCmd_A7 8615 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 8616 AnimationMode = MANUAL 8617 Flags = START_FRAME_FIRST 8618 End 8619 AliasConditionState = NIGHT 8620 AliasConditionState = SNOW 8621 AliasConditionState = NIGHT SNOW 8622 AliasConditionState = NIGHT DAMAGED 8623 AliasConditionState = SNOW DAMAGED 8624 AliasConditionState = NIGHT SNOW DAMAGED 8625 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8626 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8627 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8628 8629 ConditionState = DOOR_1_OPENING 8630 Model = ABArFrcCmd_A7 8631 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 8632 AnimationMode = ONCE 8633 Flags = START_FRAME_FIRST 8634 End 8635 AliasConditionState = NIGHT DOOR_1_OPENING 8636 AliasConditionState = SNOW DOOR_1_OPENING 8637 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 8638 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 8639 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 8640 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 8641 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 8642 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 8643 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 8644 8645 ConditionState = DOOR_1_CLOSING 8646 Model = ABArFrcCmd_A7 8647 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 8648 AnimationMode = ONCE_BACKWARDS 8649 Flags = START_FRAME_LAST 8650 End 8651 AliasConditionState = NIGHT DOOR_1_CLOSING 8652 AliasConditionState = SNOW DOOR_1_CLOSING 8653 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 8654 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 8655 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 8656 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 8657 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 8658 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 8659 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 8660 8661 ConditionState = DOOR_1_WAITING_OPEN 8662 Model = ABArFrcCmd_A7 8663 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 8664 AnimationMode = MANUAL 8665 Flags = START_FRAME_LAST 8666 End 8667 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 8668 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 8669 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 8670 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 8671 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 8672 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 8673 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 8674 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 8675 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 8676 8677 8678 ;************************************************************************************************************************** 8679 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8680 ;for this draw module 8681 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8682 Model = ABArFrcCmd_A7 8683 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8684 End 8685 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8686 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8687 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8688 8689 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8690 Model = ABArFrcCmd_A7 8691 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8692 End 8693 8694 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8695 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8696 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8697 8698 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8699 Model = ABArFrcCmd_A7 8700 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8701 End 8702 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8703 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8704 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8705 8706 ConditionState = AWAITING_CONSTRUCTION 8707 Model = NONE 8708 End 8709 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8710 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8711 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8712 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8713 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8714 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8715 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8716 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8717 AliasConditionState = SOLD 8718 AliasConditionState = SOLD DAMAGED 8719 AliasConditionState = SOLD REALLYDAMAGED 8720 AliasConditionState = SOLD NIGHT 8721 AliasConditionState = SOLD NIGHT DAMAGED 8722 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8723 AliasConditionState = SOLD SNOW 8724 AliasConditionState = SOLD SNOW DAMAGED 8725 AliasConditionState = SOLD SNOW REALLYDAMAGED 8726 AliasConditionState = SOLD NIGHT SNOW 8727 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8728 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8729 ;************************************************************************************************************************** 8730 8731 End 8732 8733 ; ----------------- door #2 ------------------- 8734 Draw = W3DModelDraw ModuleTag_04 8735 DefaultConditionState 8736 Model = ABArFrcCmd_A8 8737 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 8738 AnimationMode = MANUAL 8739 Flags = START_FRAME_FIRST 8740 End 8741 AliasConditionState = NIGHT 8742 AliasConditionState = SNOW 8743 AliasConditionState = NIGHT SNOW 8744 AliasConditionState = NIGHT DAMAGED 8745 AliasConditionState = SNOW DAMAGED 8746 AliasConditionState = NIGHT SNOW DAMAGED 8747 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8748 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8749 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8750 8751 8752 ConditionState = DOOR_2_OPENING 8753 Model = ABArFrcCmd_A8 8754 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 8755 AnimationMode = ONCE 8756 Flags = START_FRAME_FIRST 8757 End 8758 AliasConditionState = NIGHT DOOR_2_OPENING 8759 AliasConditionState = SNOW DOOR_2_OPENING 8760 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 8761 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 8762 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 8763 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 8764 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 8765 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 8766 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 8767 8768 8769 ConditionState = DOOR_2_CLOSING 8770 Model = ABArFrcCmd_A8 8771 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 8772 AnimationMode = ONCE_BACKWARDS 8773 Flags = START_FRAME_LAST 8774 End 8775 AliasConditionState = NIGHT DOOR_2_CLOSING 8776 AliasConditionState = SNOW DOOR_2_CLOSING 8777 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 8778 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 8779 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 8780 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 8781 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 8782 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 8783 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 8784 8785 ConditionState = DOOR_2_WAITING_OPEN 8786 Model = ABArFrcCmd_A8 8787 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 8788 AnimationMode = MANUAL 8789 Flags = START_FRAME_LAST 8790 End 8791 AliasConditionState = NIGHT DOOR_2_WAITING_OPEN 8792 AliasConditionState = SNOW DOOR_2_WAITING_OPEN 8793 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN 8794 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN 8795 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN 8796 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN 8797 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 8798 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 8799 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 8800 8801 ;************************************************************************************************************************** 8802 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8803 ;for this draw module 8804 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8805 Model = ABArFrcCmd_A8 8806 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8807 End 8808 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8809 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8810 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8811 8812 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8813 Model = ABArFrcCmd_A8 8814 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8815 End 8816 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8817 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8818 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8819 8820 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8821 Model = ABArFrcCmd_A8 8822 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8823 End 8824 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8825 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8826 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8827 8828 ConditionState = AWAITING_CONSTRUCTION 8829 Model = NONE 8830 End 8831 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8832 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8833 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8834 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8835 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8836 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8837 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8838 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8839 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8840 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8841 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8842 AliasConditionState = SOLD 8843 AliasConditionState = SOLD DAMAGED 8844 AliasConditionState = SOLD REALLYDAMAGED 8845 AliasConditionState = SOLD NIGHT 8846 AliasConditionState = SOLD NIGHT DAMAGED 8847 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8848 AliasConditionState = SOLD SNOW 8849 AliasConditionState = SOLD SNOW DAMAGED 8850 AliasConditionState = SOLD SNOW REALLYDAMAGED 8851 AliasConditionState = SOLD NIGHT SNOW 8852 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8853 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8854 ;************************************************************************************************************************** 8855 8856 End 8857 8858 ; ----------------- door #3 ------------------- 8859 Draw = W3DModelDraw ModuleTag_05 8860 DefaultConditionState 8861 Model = ABArFrcCmd_A2 8862 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 8863 AnimationMode = MANUAL 8864 Flags = START_FRAME_FIRST 8865 End 8866 AliasConditionState = NIGHT 8867 AliasConditionState = SNOW 8868 AliasConditionState = NIGHT SNOW 8869 AliasConditionState = NIGHT DAMAGED 8870 AliasConditionState = SNOW DAMAGED 8871 AliasConditionState = NIGHT SNOW DAMAGED 8872 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8873 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8874 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8875 8876 8877 ConditionState = DOOR_3_OPENING 8878 Model = ABArFrcCmd_A2 8879 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 8880 AnimationMode = ONCE 8881 Flags = START_FRAME_FIRST 8882 End 8883 AliasConditionState = NIGHT DOOR_3_OPENING 8884 AliasConditionState = SNOW DOOR_3_OPENING 8885 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 8886 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 8887 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 8888 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 8889 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 8890 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 8891 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 8892 8893 ConditionState = DOOR_3_CLOSING 8894 Model = ABArFrcCmd_A2 8895 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 8896 AnimationMode = ONCE_BACKWARDS 8897 Flags = START_FRAME_LAST 8898 End 8899 AliasConditionState = NIGHT DOOR_3_CLOSING 8900 AliasConditionState = SNOW DOOR_3_CLOSING 8901 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 8902 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 8903 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 8904 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 8905 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8906 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8907 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8908 8909 ConditionState = DOOR_3_WAITING_OPEN 8910 Model = ABArFrcCmd_A2 8911 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 8912 AnimationMode = MANUAL 8913 Flags = START_FRAME_LAST 8914 End 8915 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 8916 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 8917 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN 8918 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 8919 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 8920 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN 8921 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 8922 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 8923 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 8924 8925 8926 ;************************************************************************************************************************** 8927 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8928 ;for this draw module 8929 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8930 Model = ABArFrcCmd_A2 8931 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8932 End 8933 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8934 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8935 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8936 8937 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8938 Model = ABArFrcCmd_A2 8939 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8940 End 8941 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8942 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8943 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8944 8945 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8946 Model = ABArFrcCmd_A2 8947 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8948 End 8949 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8950 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8951 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8952 8953 ConditionState = AWAITING_CONSTRUCTION 8954 Model = NONE 8955 End 8956 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8957 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8958 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8959 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8960 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8961 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8962 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8963 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8964 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8965 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8966 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8967 AliasConditionState = SOLD 8968 AliasConditionState = SOLD DAMAGED 8969 AliasConditionState = SOLD REALLYDAMAGED 8970 AliasConditionState = SOLD NIGHT 8971 AliasConditionState = SOLD NIGHT DAMAGED 8972 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8973 AliasConditionState = SOLD SNOW 8974 AliasConditionState = SOLD SNOW DAMAGED 8975 AliasConditionState = SOLD SNOW REALLYDAMAGED 8976 AliasConditionState = SOLD NIGHT SNOW 8977 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8978 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8979 ;************************************************************************************************************************** 8980 8981 End 8982 8983 ; ----------------- door #4 ------------------- 8984 Draw = W3DModelDraw ModuleTag_06 8985 DefaultConditionState 8986 Model = ABArFrcCmd_A3 8987 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 8988 AnimationMode = MANUAL 8989 Flags = START_FRAME_FIRST 8990 End 8991 AliasConditionState = NIGHT 8992 AliasConditionState = SNOW 8993 AliasConditionState = NIGHT SNOW 8994 AliasConditionState = NIGHT DAMAGED 8995 AliasConditionState = SNOW DAMAGED 8996 AliasConditionState = NIGHT SNOW DAMAGED 8997 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8998 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8999 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 9000 9001 ConditionState = DOOR_4_OPENING 9002 Model = ABArFrcCmd_A3 9003 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 9004 AnimationMode = ONCE 9005 Flags = START_FRAME_FIRST 9006 End 9007 AliasConditionState = NIGHT DOOR_4_OPENING 9008 AliasConditionState = SNOW DOOR_4_OPENING 9009 AliasConditionState = NIGHT SNOW DOOR_4_OPENING 9010 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 9011 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 9012 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING 9013 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 9014 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 9015 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 9016 9017 ConditionState = DOOR_4_CLOSING 9018 Model = ABArFrcCmd_A3 9019 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 9020 AnimationMode = ONCE_BACKWARDS 9021 Flags = START_FRAME_LAST 9022 End 9023 AliasConditionState = NIGHT DOOR_4_CLOSING 9024 AliasConditionState = SNOW DOOR_4_CLOSING 9025 AliasConditionState = NIGHT SNOW DOOR_4_CLOSING 9026 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 9027 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 9028 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING 9029 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 9030 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 9031 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 9032 9033 ConditionState = DOOR_4_WAITING_OPEN 9034 Model = ABArFrcCmd_A3 9035 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 9036 AnimationMode = MANUAL 9037 Flags = START_FRAME_LAST 9038 End 9039 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 9040 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 9041 AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN 9042 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 9043 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 9044 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN 9045 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 9046 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 9047 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 9048 9049 ;************************************************************************************************************************** 9050 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9051 ;for this draw module 9052 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9053 Model = ABArFrcCmd_A3 9054 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9055 End 9056 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9057 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9058 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9059 9060 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9061 Model = ABArFrcCmd_A3 9062 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9063 End 9064 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 9065 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 9066 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 9067 9068 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9069 Model = ABArFrcCmd_A3 9070 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9071 End 9072 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 9073 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 9074 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 9075 9076 ConditionState = AWAITING_CONSTRUCTION 9077 Model = NONE 9078 End 9079 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9080 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9081 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9082 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9083 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9084 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9085 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9086 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9087 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9088 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9089 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9090 AliasConditionState = SOLD 9091 AliasConditionState = SOLD DAMAGED 9092 AliasConditionState = SOLD REALLYDAMAGED 9093 AliasConditionState = SOLD NIGHT 9094 AliasConditionState = SOLD NIGHT DAMAGED 9095 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9096 AliasConditionState = SOLD SNOW 9097 AliasConditionState = SOLD SNOW DAMAGED 9098 AliasConditionState = SOLD SNOW REALLYDAMAGED 9099 AliasConditionState = SOLD NIGHT SNOW 9100 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9101 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9102 ;************************************************************************************************************************** 9103 End 9104 9105 ; ------------ construction-zone fence ----------------- 9106 Draw = W3DModelDraw ModuleTag_07 9107 AnimationsRequirePower = No 9108 DefaultConditionState 9109 Model = None 9110 TransitionKey = DOWN_DEFAULT 9111 End 9112 ConditionState = NIGHT 9113 Model = None 9114 TransitionKey = DOWN_DEFAULT 9115 End 9116 ConditionState = SNOW 9117 Model = None 9118 TransitionKey = DOWN_DEFAULT 9119 End 9120 ConditionState = SNOW NIGHT 9121 Model = None 9122 TransitionKey = DOWN_DEFAULT 9123 End 9124 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9125 Model = ABArFrcCmd_A4 9126 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 9127 AnimationMode = MANUAL 9128 Flags = START_FRAME_LAST 9129 TransitionKey = UP_DAY 9130 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9131 ParticleSysBone = SparksS01 LiveWireSparks02 9132 End 9133 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9134 Model = ABArFrcCmd_A4N 9135 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 9136 AnimationMode = MANUAL 9137 Flags = START_FRAME_LAST 9138 TransitionKey = UP_NIGHT 9139 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9140 ParticleSysBone = SparksS01 LiveWireSparks02 9141 End 9142 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9143 Model = ABArFrcCmd_A4S 9144 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 9145 AnimationMode = MANUAL 9146 Flags = START_FRAME_LAST 9147 TransitionKey = UP_SNOW 9148 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9149 ParticleSysBone = SparksS01 LiveWireSparks02 9150 End 9151 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9152 Model = ABArFrcCmd_A4SN 9153 ; @todo srj -- missing 9154 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 9155 AnimationMode = MANUAL 9156 Flags = START_FRAME_LAST 9157 TransitionKey = UP_SNOWNIGHT 9158 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9159 ParticleSysBone = SparksS01 LiveWireSparks02 9160 End 9161 TransitionState = DOWN_DEFAULT UP_DAY 9162 Model = ABArFrcCmd_A4 9163 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 9164 AnimationMode = ONCE 9165 AnimationSpeedFactorRange = 1.0 1.0 9166 Flags = START_FRAME_FIRST 9167 End 9168 TransitionState = DOWN_DEFAULT UP_NIGHT 9169 Model = ABArFrcCmd_A4N 9170 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 9171 AnimationMode = ONCE 9172 AnimationSpeedFactorRange = 1.0 1.0 9173 Flags = START_FRAME_FIRST 9174 End 9175 TransitionState = DOWN_DEFAULT UP_SNOW 9176 Model = ABArFrcCmd_A4S 9177 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 9178 AnimationMode = ONCE 9179 AnimationSpeedFactorRange = 1.0 1.0 9180 Flags = START_FRAME_FIRST 9181 End 9182 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9183 Model = ABArFrcCmd_A4SN 9184 ; @todo srj -- missing 9185 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 9186 AnimationMode = ONCE 9187 AnimationSpeedFactorRange = 1.0 1.0 9188 Flags = START_FRAME_FIRST 9189 End 9190 TransitionState = UP_DAY DOWN_DEFAULT 9191 Model = ABArFrcCmd_A4 9192 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 9193 AnimationMode = ONCE_BACKWARDS 9194 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9195 Flags = START_FRAME_LAST 9196 End 9197 TransitionState = UP_NIGHT DOWN_DEFAULT 9198 Model = ABArFrcCmd_A4N 9199 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 9200 AnimationMode = ONCE_BACKWARDS 9201 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9202 Flags = START_FRAME_LAST 9203 End 9204 TransitionState = UP_SNOW DOWN_DEFAULT 9205 Model = ABArFrcCmd_A4S 9206 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 9207 AnimationMode = ONCE_BACKWARDS 9208 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9209 Flags = START_FRAME_LAST 9210 End 9211 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9212 Model = ABArFrcCmd_A4SN 9213 ; @todo srj -- missing 9214 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 9215 AnimationMode = ONCE_BACKWARDS 9216 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9217 Flags = START_FRAME_LAST 9218 End 9219 End 9220 9221 ; ------------ under-construction scaffolding ----------------- 9222 Draw = W3DModelDraw ModuleTag_08 9223 AnimationsRequirePower = No 9224 MinLODRequired = MEDIUM 9225 DefaultConditionState 9226 Model = None 9227 TransitionKey = DOWN_DEFAULT 9228 End 9229 ConditionState = NIGHT 9230 Model = None 9231 TransitionKey = DOWN_DEFAULT 9232 End 9233 ConditionState = SNOW 9234 Model = None 9235 TransitionKey = DOWN_DEFAULT 9236 End 9237 ConditionState = SNOW NIGHT 9238 Model = None 9239 TransitionKey = DOWN_DEFAULT 9240 End 9241 ConditionState = PARTIALLY_CONSTRUCTED 9242 Model = ABArFrcCmd_A6 9243 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 9244 AnimationMode = MANUAL 9245 Flags = START_FRAME_LAST 9246 TransitionKey = UP_DAY 9247 ParticleSysBone = Sparks01 BuildUpBlueSpark 9248 ParticleSysBone = Sparks02 BuildUpBlueSpark 9249 ParticleSysBone = Sparks03 BuildUpBlueSpark 9250 ParticleSysBone = Sparks04 BuildUpBlueSpark 9251 ParticleSysBone = Sparks05 BuildUpBlueSpark 9252 ParticleSysBone = Sparks06 BuildUpBlueSpark 9253 End 9254 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9255 Model = ABArFrcCmd_A6N 9256 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 9257 AnimationMode = MANUAL 9258 Flags = START_FRAME_LAST 9259 TransitionKey = UP_NIGHT 9260 ParticleSysBone = Sparks01 BuildUpBlueSpark 9261 ParticleSysBone = Sparks02 BuildUpBlueSpark 9262 ParticleSysBone = Sparks03 BuildUpBlueSpark 9263 ParticleSysBone = Sparks04 BuildUpBlueSpark 9264 ParticleSysBone = Sparks05 BuildUpBlueSpark 9265 ParticleSysBone = Sparks06 BuildUpBlueSpark 9266 End 9267 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9268 Model = ABArFrcCmd_A6S 9269 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 9270 AnimationMode = MANUAL 9271 Flags = START_FRAME_LAST 9272 TransitionKey = UP_SNOW 9273 ParticleSysBone = Sparks01 BuildUpBlueSpark 9274 ParticleSysBone = Sparks02 BuildUpBlueSpark 9275 ParticleSysBone = Sparks03 BuildUpBlueSpark 9276 ParticleSysBone = Sparks04 BuildUpBlueSpark 9277 ParticleSysBone = Sparks05 BuildUpBlueSpark 9278 ParticleSysBone = Sparks06 BuildUpBlueSpark 9279 End 9280 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9281 Model = ABArFrcCmd_A6SN 9282 ; @todo srj -- missing 9283 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 9284 AnimationMode = MANUAL 9285 Flags = START_FRAME_LAST 9286 TransitionKey = UP_SNOWNIGHT 9287 ParticleSysBone = Sparks01 BuildUpBlueSpark 9288 ParticleSysBone = Sparks02 BuildUpBlueSpark 9289 ParticleSysBone = Sparks03 BuildUpBlueSpark 9290 ParticleSysBone = Sparks04 BuildUpBlueSpark 9291 ParticleSysBone = Sparks05 BuildUpBlueSpark 9292 ParticleSysBone = Sparks06 BuildUpBlueSpark 9293 End 9294 TransitionState = DOWN_DEFAULT UP_DAY 9295 Model = ABArFrcCmd_A6 9296 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 9297 AnimationMode = ONCE 9298 AnimationSpeedFactorRange = 1.0 1.0 9299 Flags = START_FRAME_FIRST 9300 End 9301 TransitionState = DOWN_DEFAULT UP_NIGHT 9302 Model = ABArFrcCmd_A6N 9303 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 9304 AnimationMode = ONCE 9305 AnimationSpeedFactorRange = 1.0 1.0 9306 Flags = START_FRAME_FIRST 9307 End 9308 9309 TransitionState = DOWN_DEFAULT UP_SNOW 9310 Model = ABArFrcCmd_A6S 9311 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 9312 AnimationMode = ONCE 9313 AnimationSpeedFactorRange = 1.0 1.0 9314 Flags = START_FRAME_FIRST 9315 End 9316 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9317 Model = ABArFrcCmd_A6SN 9318 ; @todo srj -- missing 9319 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 9320 AnimationMode = ONCE 9321 AnimationSpeedFactorRange = 1.0 1.0 9322 Flags = START_FRAME_FIRST 9323 End 9324 TransitionState = UP_DAY DOWN_DEFAULT 9325 Model = ABArFrcCmd_A6 9326 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 9327 AnimationMode = ONCE_BACKWARDS 9328 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9329 Flags = START_FRAME_LAST 9330 End 9331 TransitionState = UP_NIGHT DOWN_DEFAULT 9332 Model = ABArFrcCmd_A6N 9333 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 9334 AnimationMode = ONCE_BACKWARDS 9335 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9336 Flags = START_FRAME_LAST 9337 End 9338 TransitionState = UP_SNOW DOWN_DEFAULT 9339 Model = ABArFrcCmd_A6S 9340 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 9341 AnimationMode = ONCE_BACKWARDS 9342 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9343 Flags = START_FRAME_LAST 9344 End 9345 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9346 Model = ABArFrcCmd_A6SN 9347 ; @todo srj -- missing 9348 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 9349 AnimationMode = ONCE_BACKWARDS 9350 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9351 Flags = START_FRAME_LAST 9352 End 9353 End 9354 9355 ; ------------ being-constructed crane ----------------- 9356 Draw = W3DModelDraw ModuleTag_09 9357 AnimationsRequirePower = No 9358 DefaultConditionState 9359 Model = None 9360 TransitionKey = DOWN_DEFAULT 9361 End 9362 ConditionState = NIGHT 9363 Model = None 9364 TransitionKey = DOWN_DEFAULT 9365 End 9366 ConditionState = SNOW 9367 Model = None 9368 TransitionKey = DOWN_DEFAULT 9369 End 9370 ConditionState = SNOW NIGHT 9371 Model = None 9372 TransitionKey = DOWN_DEFAULT 9373 End 9374 ConditionState = SOLD 9375 Model = NONE 9376 End 9377 9378 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9379 Model = ABArFrcCmd_A5 9380 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 9381 AnimationMode = LOOP 9382 TransitionKey = UP_DAY 9383 End 9384 9385 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9386 Model = ABArFrcCmd_A5N 9387 Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N 9388 AnimationMode = LOOP 9389 TransitionKey = UP_NIGHT 9390 End 9391 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9392 Model = ABArFrcCmd_A5S 9393 Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S 9394 AnimationMode = LOOP 9395 TransitionKey = UP_SNOW 9396 End 9397 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9398 Model = ABArFrcCmd_A5SN 9399 Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN 9400 AnimationMode = LOOP 9401 TransitionKey = UP_SNOWNIGHT 9402 End 9403 TransitionState = DOWN_DEFAULT UP_DAY 9404 Model = ABArFrcCmd_AB 9405 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 9406 AnimationMode = ONCE 9407 AnimationSpeedFactorRange = 1.0 1.0 9408 Flags = START_FRAME_FIRST 9409 End 9410 9411 TransitionState = DOWN_DEFAULT UP_NIGHT 9412 Model = ABArFrcCmd_ABN 9413 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 9414 AnimationMode = ONCE 9415 AnimationSpeedFactorRange = 1.0 1.0 9416 Flags = START_FRAME_FIRST 9417 End 9418 TransitionState = DOWN_DEFAULT UP_SNOW 9419 Model = ABArFrcCmd_ABS 9420 ; @todo srj -- not found 9421 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 9422 AnimationMode = ONCE 9423 AnimationSpeedFactorRange = 1.0 1.0 9424 Flags = START_FRAME_FIRST 9425 End 9426 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9427 Model = ABArFrcCmd_ABSN 9428 Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN 9429 AnimationMode = ONCE 9430 AnimationSpeedFactorRange = 1.0 1.0 9431 Flags = START_FRAME_FIRST 9432 End 9433 TransitionState = UP_DAY DOWN_DEFAULT 9434 Model = ABArFrcCmd_AB 9435 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 9436 AnimationMode = ONCE_BACKWARDS 9437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9438 Flags = START_FRAME_LAST 9439 End 9440 TransitionState = UP_NIGHT DOWN_DEFAULT 9441 Model = ABArFrcCmd_ABN 9442 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 9443 AnimationMode = ONCE_BACKWARDS 9444 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9445 Flags = START_FRAME_LAST 9446 End 9447 TransitionState = UP_SNOW DOWN_DEFAULT 9448 Model = ABArFrcCmd_ABS 9449 ; @todo srj -- not found 9450 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 9451 AnimationMode = ONCE_BACKWARDS 9452 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9453 Flags = START_FRAME_LAST 9454 End 9455 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9456 Model = ABArFrcCmd_ABS 9457 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 9458 AnimationMode = ONCE_BACKWARDS 9459 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9460 Flags = START_FRAME_LAST 9461 End 9462 End 9463 9464 PlacementViewAngle = -45 9465 9466 ; ***DESIGN parameters *** 9467 DisplayName = OBJECT:Airfield 9468 Side = America 9469 EditorSorting = STRUCTURE 9470 Prerequisites 9471 Object = AmericaSupplyCenter 9472 End 9473 BuildCost = 1000 9474 BuildTime = 30.0 ; in seconds 9475 EnergyProduction = -1 9476 CommandSet = AmericaAirfieldCommandSet 9477 VisionRange = 200.0 ; Shroud clearing distance 9478 ShroudClearingRange = 200 9479 ArmorSet 9480 Conditions = None 9481 Armor = StructureArmor 9482 DamageFX = StructureDamageFXNoShake 9483 End 9484 ExperienceValue = 150 150 150 150 ; Experience point value at each level 9485 9486 ; *** AUDIO Parameters *** 9487 VoiceSelect = AirfieldUSASelect 9488 SoundDie = BuildingDie 9489 SoundOnDamaged = BuildingDamagedStateLight 9490 SoundOnReallyDamaged = BuildingDestroy 9491 9492 UnitSpecificSounds 9493 UnderConstruction = UnderConstructionLoop 9494 End 9495 9496 ; *** ENGINEERING Parameters *** 9497 RadarPriority = STRUCTURE 9498 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 9499 Body = StructureBody ModuleTag_10 9500 MaxHealth = 1500.0 9501 InitialHealth = 1500.0 9502 End 9503 9504 Behavior = ParkingPlaceBehavior ModuleTag_11 9505 HealAmountPerSecond = 10 9506 NumRows = 2 9507 9508 NumCols = 2 9509 HasRunways = Yes 9510 ApproachHeight = 50 9511 End 9512 9513 Behavior = ProductionUpdate ModuleTag_12 9514 NumDoorAnimations = 4 9515 DoorOpeningTime = 2000 ;in mSeconds 9516 DoorWaitOpenTime = 3000 ;in mSeconds 9517 DoorCloseTime = 2000 ;in mSeconds 9518 ConstructionCompleteDuration = 1000 ;in mSeconds 9519 End 9520 Behavior = BaseRegenerateUpdate ModuleTag_13 9521 ;No data 9522 End 9523 9524 Behavior = DestroyDie ModuleTag_14 9525 ;nothing 9526 End 9527 Behavior = CreateObjectDie ModuleTag_15 9528 CreationList = OCL_ABPowerPlantExplode 9529 End 9530 Behavior = CreateObjectDie ModuleTag_16 9531 CreationList = OCL_AmericanRangerDebris02 9532 ExemptStatus = UNDER_CONSTRUCTION 9533 End 9534 Behavior = FXListDie ModuleTag_17 9535 DeathFX = FX_StructureMediumDeath 9536 End 9537 9538 Behavior = FlammableUpdate ModuleTag_19 9539 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9540 AflameDamageAmount = 5 ; taking this much damage... 9541 AflameDamageDelay = 500 ; this often. 9542 End 9543 9544 Behavior = TransitionDamageFX ModuleTag_31 9545 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 9546 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9547 ;--------------------------------------------------------------------------------------- 9548 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9549 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 9550 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 9551 End 9552 9553 Geometry = BOX 9554 GeometryMajorRadius = 112.0 9555 GeometryMinorRadius = 74.0 9556 GeometryHeight = 25.0 9557 GeometryIsSmall = No 9558 FactoryExitWidth = 25 9559 Shadow = SHADOW_VOLUME 9560 BuildCompletion = PLACED_BY_PLAYER 9561 9562 End 9563 9564 ;------------------------------------------------------------------------------ 9565 9566 Object ChinaAirfield 9567 9568 ; *** ART Parameters *** 9569 SelectPortrait = SNAirfield_L 9570 ButtonImage = SNAirfield 9571 Draw = W3DModelDraw ModuleTag_01 9572 9573 OkToChangeModelColor = Yes 9574 9575 ExtraPublicBone = Runway1Parking1 9576 ExtraPublicBone = Runway1Parking2 9577 ExtraPublicBone = Runway2Parking1 9578 ExtraPublicBone = Runway2Parking2 9579 ExtraPublicBone = Runway1Park1Han 9580 ExtraPublicBone = Runway1Park2Han 9581 ExtraPublicBone = Runway2Park1Han 9582 ExtraPublicBone = Runway2Park2Han 9583 ExtraPublicBone = Runway1Prep1 9584 ExtraPublicBone = Runway1Prep2 9585 ExtraPublicBone = Runway2Prep1 9586 ExtraPublicBone = Runway2Prep2 9587 ExtraPublicBone = RunwayStart1 9588 ExtraPublicBone = RunwayStart2 9589 ExtraPublicBone = RunwayEnd1 9590 ExtraPublicBone = RunwayEnd2 9591 9592 ; ------------- DAY ------------------ 9593 9594 DefaultConditionState 9595 Model = NBAirfield 9596 Animation = NBAirfield.NBAirfield 9597 AnimationMode = LOOP 9598 End 9599 ConditionState = DAMAGED 9600 Model = NBAirfield_D 9601 Animation = NBAirfield_D.NBAirfield_D 9602 AnimationMode = LOOP 9603 End 9604 ConditionState = REALLYDAMAGED RUBBLE 9605 Model = NBAirfield_E 9606 Animation = NBAirfield_E.NBAirfield_E 9607 AnimationMode = LOOP 9608 End 9609 9610 ; ------------- SNOW ------------------ 9611 ConditionState = SNOW 9612 Model = NBAirfield_S 9613 Animation = NBAirfield_S.NBAirfield_S 9614 AnimationMode = LOOP 9615 End 9616 ConditionState = DAMAGED SNOW 9617 Model = NBAirfield_DS 9618 Animation = NBAirfield_DS.NBAirfield_DS 9619 AnimationMode = LOOP 9620 End 9621 ConditionState = REALLYDAMAGED RUBBLE SNOW 9622 Model = NBAirfield_ES 9623 Animation = NBAirfield_ES.NBAirfield_ES 9624 AnimationMode = LOOP 9625 End 9626 9627 ; ------------- NIGHT ------------------ 9628 9629 ConditionState = NIGHT 9630 Model = NBAirfield_N 9631 Animation = NBAirfield_N.NBAirfield_N 9632 AnimationMode = LOOP 9633 End 9634 ConditionState = DAMAGED NIGHT 9635 Model = NBAirfield_DN 9636 Animation = NBAirfield_DN.NBAirfield_DN 9637 AnimationMode = LOOP 9638 End 9639 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9640 Model = NBAirfield_EN 9641 Animation = NBAirfield_EN.NBAirfield_EN 9642 AnimationMode = LOOP 9643 End 9644 9645 ; ------------- NIGHT SNOW------------------ 9646 9647 ConditionState = NIGHT SNOW 9648 Model = NBAirfield_NS 9649 Animation = NBAirfield_NS.NBAirfield_NS 9650 AnimationMode = LOOP 9651 End 9652 ConditionState = DAMAGED NIGHT SNOW 9653 Model = NBAirfield_DNS 9654 Animation = NBAirfield_DNS.NBAirfield_DNS 9655 AnimationMode = LOOP 9656 End 9657 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9658 Model = NBAirfield_ENS 9659 Animation = NBAirfield_ENS.NBAirfield_ENS 9660 AnimationMode = LOOP 9661 End 9662 9663 ;************************************************************************************************************************** 9664 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9665 ;for this draw module 9666 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9667 Model = NBAirfield 9668 Animation = NBAirfield.NBAirfield 9669 AnimationMode = LOOP 9670 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9671 End 9672 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9673 Model = NBAirfield_D 9674 Animation = NBAirfield_D.NBAirfield_D 9675 AnimationMode = LOOP 9676 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9677 End 9678 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9679 Model = NBAirfield_E 9680 Animation = NBAirfield_E.NBAirfield_E 9681 AnimationMode = LOOP 9682 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9683 End 9684 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9685 Model = NBAirfield_N 9686 Animation = NBAirfield_N.NBAirfield_N 9687 AnimationMode = LOOP 9688 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9689 End 9690 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9691 Model = NBAirfield_DN 9692 Animation = NBAirfield_DN.NBAirfield_DN 9693 AnimationMode = LOOP 9694 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9695 End 9696 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9697 Model = NBAirfield_EN 9698 Animation = NBAirfield_EN.NBAirfield_EN 9699 AnimationMode = LOOP 9700 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9701 End 9702 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9703 Model = NBAirfield_S 9704 Animation = NBAirfield_S.NBAirfield_S 9705 AnimationMode = LOOP 9706 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9707 End 9708 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9709 Model = NBAirfield_DS 9710 Animation = NBAirfield_DS.NBAirfield_DS 9711 AnimationMode = LOOP 9712 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9713 End 9714 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9715 Model = NBAirfield_ES 9716 Animation = NBAirfield_ES.NBAirfield_ES 9717 AnimationMode = LOOP 9718 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9719 End 9720 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9721 Model = NBAirfield_NS 9722 Animation = NBAirfield_NS.NBAirfield_NS 9723 AnimationMode = LOOP 9724 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9725 End 9726 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9727 Model = NBAirfield_DNS 9728 Animation = NBAirfield_DNS.NBAirfield_DNS 9729 AnimationMode = LOOP 9730 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9731 End 9732 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9733 Model = NBAirfield_ENS 9734 Animation = NBAirfield_ENS.NBAirfield_ENS 9735 AnimationMode = LOOP 9736 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9737 End 9738 9739 ConditionState = AWAITING_CONSTRUCTION 9740 Model = NONE 9741 End 9742 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9743 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9744 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9745 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9746 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9747 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9748 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9749 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9750 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9751 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9752 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9753 AliasConditionState = SOLD 9754 AliasConditionState = SOLD DAMAGED 9755 AliasConditionState = SOLD REALLYDAMAGED 9756 AliasConditionState = SOLD NIGHT 9757 AliasConditionState = SOLD NIGHT DAMAGED 9758 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9759 AliasConditionState = SOLD SNOW 9760 AliasConditionState = SOLD SNOW DAMAGED 9761 AliasConditionState = SOLD SNOW REALLYDAMAGED 9762 AliasConditionState = SOLD NIGHT SNOW 9763 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9764 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9765 ;************************************************************************************************************************** 9766 9767 9768 End 9769 9770 9771 Draw = W3DModelDraw ModuleTag_02 9772 DefaultConditionState 9773 Model = None 9774 End 9775 End 9776 9777 ; ----------------- door #1 ------------------- 9778 Draw = W3DModelDraw ModuleTag_03 9779 DefaultConditionState 9780 Model = NBAirfield_A9 9781 Animation = NBAirfield_A9.NBAirfield_A9 9782 AnimationMode = MANUAL 9783 Flags = START_FRAME_FIRST 9784 End 9785 AliasConditionState = NIGHT 9786 AliasConditionState = SNOW 9787 AliasConditionState = SNOW NIGHT 9788 AliasConditionState = NIGHT DAMAGED 9789 AliasConditionState = SNOW DAMAGED 9790 AliasConditionState = SNOW NIGHT DAMAGED 9791 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 9792 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 9793 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 9794 9795 ConditionState = DOOR_1_OPENING 9796 Model = NBAirfield_A9 9797 Animation = NBAirfield_A9.NBAirfield_A9 9798 AnimationMode = ONCE 9799 Flags = START_FRAME_FIRST 9800 End 9801 AliasConditionState = NIGHT DOOR_1_OPENING 9802 AliasConditionState = SNOW DOOR_1_OPENING 9803 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 9804 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 9805 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 9806 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING 9807 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 9808 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 9809 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 9810 9811 ConditionState = DOOR_1_CLOSING 9812 Model = NBAirfield_A9 9813 Animation = NBAirfield_A9.NBAirfield_A9 9814 AnimationMode = ONCE_BACKWARDS 9815 Flags = START_FRAME_LAST 9816 End 9817 AliasConditionState = NIGHT DOOR_1_CLOSING 9818 AliasConditionState = SNOW DOOR_1_CLOSING 9819 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 9820 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 9821 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 9822 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING 9823 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 9824 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 9825 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 9826 9827 ConditionState = DOOR_1_WAITING_OPEN 9828 Model = NBAirfield_A9 9829 Animation = NBAirfield_A9.NBAirfield_A9 9830 AnimationMode = MANUAL 9831 Flags = START_FRAME_LAST 9832 End 9833 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 9834 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 9835 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 9836 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 9837 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 9838 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN 9839 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 9840 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 9841 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 9842 9843 ;************************************************************************************************************************** 9844 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9845 ;for this draw module 9846 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9847 Model = NBAirfield_A9 9848 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9849 End 9850 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9851 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9852 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9853 9854 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9855 Model = NBAirfield_A9 9856 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9857 End 9858 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 9859 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 9860 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 9861 9862 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9863 Model = NBAirfield_A9 9864 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9865 End 9866 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 9867 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 9868 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 9869 9870 ConditionState = AWAITING_CONSTRUCTION 9871 Model = NONE 9872 End 9873 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9874 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9875 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9876 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9877 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9878 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9879 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9880 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9881 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9882 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9883 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9884 AliasConditionState = SOLD 9885 AliasConditionState = SOLD DAMAGED 9886 AliasConditionState = SOLD REALLYDAMAGED 9887 AliasConditionState = SOLD NIGHT 9888 AliasConditionState = SOLD NIGHT DAMAGED 9889 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9890 AliasConditionState = SOLD SNOW 9891 AliasConditionState = SOLD SNOW DAMAGED 9892 AliasConditionState = SOLD SNOW REALLYDAMAGED 9893 AliasConditionState = SOLD NIGHT SNOW 9894 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9895 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9896 ;************************************************************************************************************************** 9897 9898 9899 End 9900 9901 ; ----------------- door #2 ------------------- 9902 ; this one has no door #2... (srj) 9903 ; Draw = W3DModelDraw 9904 ; DefaultConditionState 9905 ; Model = NBAirfield_A10 9906 ; Animation = NBAirfield_A10.NBAirfield_A10 9907 ; AnimationMode = MANUAL 9908 ; Flags = START_FRAME_FIRST 9909 ; End 9910 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9911 ; Model = NBAirfield_A10 9912 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9913 ; End 9914 ; ConditionState = DOOR_2_OPENING 9915 ; Model = NBAirfield_A10 9916 ; Animation = NBAirfield_A10.NBAirfield_A10 9917 ; AnimationMode = ONCE 9918 ; Flags = START_FRAME_FIRST 9919 ; End 9920 ; ConditionState = DOOR_2_CLOSING 9921 ; Model = NBAirfield_A10 9922 ; Animation = NBAirfield_A10.NBAirfield_A10 9923 ; AnimationMode = ONCE_BACKWARDS 9924 ; Flags = START_FRAME_LAST 9925 ; End 9926 ; ConditionState = DOOR_2_WAITING_OPEN 9927 ; Model = NBAirfield_A10 9928 ; Animation = NBAirfield_A10.NBAirfield_A10 9929 ; AnimationMode = MANUAL 9930 ; Flags = START_FRAME_LAST 9931 ; End 9932 ; End 9933 9934 ; ----------------- door #3 ------------------- 9935 Draw = W3DModelDraw ModuleTag_04 9936 DefaultConditionState 9937 Model = NBAirfield_A10 9938 Animation = NBAirfield_A10.NBAirfield_A10 9939 AnimationMode = MANUAL 9940 Flags = START_FRAME_FIRST 9941 End 9942 AliasConditionState = NIGHT 9943 AliasConditionState = SNOW 9944 AliasConditionState = SNOW NIGHT 9945 AliasConditionState = NIGHT DAMAGED 9946 AliasConditionState = SNOW DAMAGED 9947 AliasConditionState = SNOW NIGHT DAMAGED 9948 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 9949 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 9950 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 9951 9952 9953 9954 ConditionState = DOOR_3_OPENING 9955 Model = NBAirfield_A10 9956 Animation = NBAirfield_A10.NBAirfield_A10 9957 AnimationMode = ONCE 9958 Flags = START_FRAME_FIRST 9959 End 9960 AliasConditionState = NIGHT DOOR_3_OPENING 9961 AliasConditionState = SNOW DOOR_3_OPENING 9962 AliasConditionState = SNOW NIGHT DOOR_3_OPENING 9963 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 9964 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 9965 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING 9966 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 9967 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 9968 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 9969 9970 ConditionState = DOOR_3_CLOSING 9971 Model = NBAirfield_A10 9972 Animation = NBAirfield_A10.NBAirfield_A10 9973 AnimationMode = ONCE_BACKWARDS 9974 Flags = START_FRAME_LAST 9975 End 9976 AliasConditionState = NIGHT DOOR_3_CLOSING 9977 AliasConditionState = SNOW DOOR_3_CLOSING 9978 AliasConditionState = SNOW NIGHT DOOR_3_CLOSING 9979 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 9980 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 9981 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING 9982 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 9983 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 9984 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 9985 9986 ConditionState = DOOR_3_WAITING_OPEN 9987 Model = NBAirfield_A10 9988 Animation = NBAirfield_A10.NBAirfield_A10 9989 AnimationMode = MANUAL 9990 Flags = START_FRAME_LAST 9991 End 9992 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 9993 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 9994 AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN 9995 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 9996 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 9997 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN 9998 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 9999 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 10000 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 10001 10002 ;************************************************************************************************************************** 10003 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10004 ;for this draw module 10005 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10006 Model = NBAirfield_A10 10007 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10008 End 10009 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10010 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10011 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10012 10013 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10014 Model = NBAirfield_A10 10015 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10016 End 10017 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10018 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10019 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10020 10021 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10022 Model = NBAirfield_A10 10023 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10024 End 10025 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10026 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10027 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10028 10029 ConditionState = AWAITING_CONSTRUCTION 10030 Model = NONE 10031 End 10032 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10033 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10034 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10035 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10036 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10037 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10038 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10039 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10040 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10041 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10042 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10043 AliasConditionState = SOLD 10044 AliasConditionState = SOLD DAMAGED 10045 AliasConditionState = SOLD REALLYDAMAGED 10046 AliasConditionState = SOLD NIGHT 10047 AliasConditionState = SOLD NIGHT DAMAGED 10048 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10049 AliasConditionState = SOLD SNOW 10050 AliasConditionState = SOLD SNOW DAMAGED 10051 AliasConditionState = SOLD SNOW REALLYDAMAGED 10052 AliasConditionState = SOLD NIGHT SNOW 10053 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10054 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10055 ;************************************************************************************************************************** 10056 10057 10058 End 10059 10060 ; ----------------- door #4 ------------------- 10061 Draw = W3DModelDraw ModuleTag_05 10062 DefaultConditionState 10063 Model = NBAirfield_A8 10064 Animation = NBAirfield_A8.NBAirfield_A8 10065 AnimationMode = MANUAL 10066 Flags = START_FRAME_FIRST 10067 End 10068 AliasConditionState = NIGHT 10069 AliasConditionState = SNOW 10070 AliasConditionState = SNOW NIGHT 10071 AliasConditionState = NIGHT DAMAGED 10072 AliasConditionState = SNOW DAMAGED 10073 AliasConditionState = SNOW NIGHT DAMAGED 10074 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10075 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10076 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 10077 10078 ConditionState = DOOR_4_OPENING 10079 Model = NBAirfield_A8 10080 Animation = NBAirfield_A8.NBAirfield_A8 10081 AnimationMode = ONCE 10082 Flags = START_FRAME_FIRST 10083 End 10084 AliasConditionState = NIGHT DOOR_4_OPENING 10085 AliasConditionState = SNOW DOOR_4_OPENING 10086 AliasConditionState = SNOW NIGHT DOOR_4_OPENING 10087 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 10088 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 10089 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING 10090 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 10091 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 10092 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 10093 10094 ConditionState = DOOR_4_CLOSING 10095 Model = NBAirfield_A8 10096 Animation = NBAirfield_A8.NBAirfield_A8 10097 AnimationMode = ONCE_BACKWARDS 10098 Flags = START_FRAME_LAST 10099 End 10100 AliasConditionState = NIGHT DOOR_4_CLOSING 10101 AliasConditionState = SNOW DOOR_4_CLOSING 10102 AliasConditionState = SNOW NIGHT DOOR_4_CLOSING 10103 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 10104 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 10105 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING 10106 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 10107 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 10108 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 10109 10110 ConditionState = DOOR_4_WAITING_OPEN 10111 Model = NBAirfield_A8 10112 Animation = NBAirfield_A8.NBAirfield_A8 10113 AnimationMode = MANUAL 10114 Flags = START_FRAME_LAST 10115 End 10116 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 10117 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 10118 AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN 10119 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 10120 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 10121 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN 10122 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 10123 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 10124 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 10125 10126 10127 ;************************************************************************************************************************** 10128 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10129 ;for this draw module 10130 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10131 Model = NBAirfield_A8 10132 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10133 End 10134 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10135 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10136 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10137 10138 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10139 Model = NBAirfield_A8 10140 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10141 End 10142 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10143 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10144 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10145 10146 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10147 Model = NBAirfield_A8 10148 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10149 End 10150 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10151 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10152 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10153 10154 ConditionState = AWAITING_CONSTRUCTION 10155 Model = NONE 10156 End 10157 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10158 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10159 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10160 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10161 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10162 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10163 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10164 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10165 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10166 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10167 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10168 AliasConditionState = SOLD 10169 AliasConditionState = SOLD DAMAGED 10170 AliasConditionState = SOLD REALLYDAMAGED 10171 AliasConditionState = SOLD NIGHT 10172 AliasConditionState = SOLD NIGHT DAMAGED 10173 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10174 AliasConditionState = SOLD SNOW 10175 AliasConditionState = SOLD SNOW DAMAGED 10176 AliasConditionState = SOLD SNOW REALLYDAMAGED 10177 AliasConditionState = SOLD NIGHT SNOW 10178 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10179 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10180 ;************************************************************************************************************************** 10181 End 10182 10183 ; ------------ construction-zone fence ----------------- 10184 Draw = W3DModelDraw ModuleTag_06 10185 AnimationsRequirePower = No 10186 DefaultConditionState 10187 Model = None 10188 TransitionKey = DOWN_DEFAULT 10189 End 10190 ConditionState = NIGHT 10191 Model = None 10192 TransitionKey = DOWN_DEFAULT 10193 End 10194 ConditionState = SNOW 10195 Model = None 10196 TransitionKey = DOWN_DEFAULT 10197 End 10198 ConditionState = SNOW NIGHT 10199 Model = None 10200 TransitionKey = DOWN_DEFAULT 10201 End 10202 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10203 Model = NBAirfield_A4 10204 Animation = NBAirfield_A4.NBAirfield_A4 10205 AnimationMode = MANUAL 10206 Flags = START_FRAME_LAST 10207 TransitionKey = UP_DAY 10208 End 10209 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10210 Model = NBAirfield_A4N 10211 Animation = NBAirfield_A4N.NBAirfield_A4N 10212 AnimationMode = MANUAL 10213 Flags = START_FRAME_LAST 10214 TransitionKey = UP_NIGHT 10215 End 10216 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10217 Model = NBAirfield_A4S 10218 Animation = NBAirfield_A4S.NBAirfield_A4S 10219 AnimationMode = MANUAL 10220 Flags = START_FRAME_LAST 10221 TransitionKey = UP_SNOW 10222 End 10223 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10224 Model = NBAirfield_A4SN 10225 Animation = NBAirfield_A4SN.NBAirfield_A4SN 10226 AnimationMode = MANUAL 10227 Flags = START_FRAME_LAST 10228 TransitionKey = UP_SNOWNIGHT 10229 End 10230 TransitionState = DOWN_DEFAULT UP_DAY 10231 Model = NBAirfield_A4 10232 Animation = NBAirfield_A4.NBAirfield_A4 10233 AnimationMode = ONCE 10234 AnimationSpeedFactorRange = 1.0 1.0 10235 Flags = START_FRAME_FIRST 10236 End 10237 TransitionState = DOWN_DEFAULT UP_NIGHT 10238 Model = NBAirfield_A4N 10239 Animation = NBAirfield_A4N.NBAirfield_A4N 10240 AnimationMode = ONCE 10241 AnimationSpeedFactorRange = 1.0 1.0 10242 Flags = START_FRAME_FIRST 10243 End 10244 TransitionState = DOWN_DEFAULT UP_SNOW 10245 Model = NBAirfield_A4S 10246 Animation = NBAirfield_A4S.NBAirfield_A4S 10247 AnimationMode = ONCE 10248 AnimationSpeedFactorRange = 1.0 1.0 10249 Flags = START_FRAME_FIRST 10250 End 10251 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10252 Model = NBAirfield_A4SN 10253 Animation = NBAirfield_A4SN.NBAirfield_A4SN 10254 AnimationMode = ONCE 10255 AnimationSpeedFactorRange = 1.0 1.0 10256 Flags = START_FRAME_FIRST 10257 End 10258 TransitionState = UP_DAY DOWN_DEFAULT 10259 Model = NBAirfield_A4 10260 Animation = NBAirfield_A4.NBAirfield_A4 10261 AnimationMode = ONCE_BACKWARDS 10262 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10263 Flags = START_FRAME_LAST 10264 End 10265 TransitionState = UP_NIGHT DOWN_DEFAULT 10266 Model = NBAirfield_A4N 10267 Animation = NBAirfield_A4N.NBAirfield_A4N 10268 AnimationMode = ONCE_BACKWARDS 10269 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10270 Flags = START_FRAME_LAST 10271 End 10272 TransitionState = UP_SNOW DOWN_DEFAULT 10273 Model = NBAirfield_A4S 10274 Animation = NBAirfield_A4S.NBAirfield_A4S 10275 AnimationMode = ONCE_BACKWARDS 10276 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10277 Flags = START_FRAME_LAST 10278 End 10279 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10280 Model = NBAirfield_A4SN 10281 Animation = NBAirfield_A4SN.NBAirfield_A4SN 10282 AnimationMode = ONCE_BACKWARDS 10283 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10284 Flags = START_FRAME_LAST 10285 End 10286 End 10287 10288 ; ------------ under-construction scaffolding ----------------- 10289 Draw = W3DModelDraw ModuleTag_07 10290 AnimationsRequirePower = No 10291 MinLODRequired = MEDIUM 10292 DefaultConditionState 10293 Model = None 10294 TransitionKey = DOWN_DEFAULT 10295 End 10296 ConditionState = NIGHT 10297 Model = None 10298 TransitionKey = DOWN_DEFAULT 10299 End 10300 ConditionState = SNOW 10301 Model = None 10302 TransitionKey = DOWN_DEFAULT 10303 End 10304 ConditionState = SNOW NIGHT 10305 Model = None 10306 TransitionKey = DOWN_DEFAULT 10307 End 10308 ConditionState = PARTIALLY_CONSTRUCTED 10309 Model = NBAirfield_A6 10310 Animation = NBAirfield_A6.NBAirfield_A6 10311 AnimationMode = MANUAL 10312 Flags = START_FRAME_LAST 10313 TransitionKey = UP_DAY 10314 ParticleSysBone = Dust01 BuildingDustChina 10315 ParticleSysBone = Smoke01 BuildUpSmokeChina 10316 ParticleSysBone = Smoke02 BuildUpSmokeChina 10317 ParticleSysBone = Smoke03 BuildUpSmokeChina 10318 ParticleSysBone = Smoke04 BuildUpSmokeChina 10319 ParticleSysBone = Smoke05 BuildUpSmokeChina 10320 End 10321 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10322 Model = NBAirfield_A6N 10323 Animation = NBAirfield_A6N.NBAirfield_A6N 10324 AnimationMode = MANUAL 10325 Flags = START_FRAME_LAST 10326 TransitionKey = UP_NIGHT 10327 ParticleSysBone = Dust01 BuildingDustChina 10328 ParticleSysBone = Smoke01 BuildUpSmokeChina 10329 ParticleSysBone = Smoke02 BuildUpSmokeChina 10330 ParticleSysBone = Smoke03 BuildUpSmokeChina 10331 ParticleSysBone = Smoke04 BuildUpSmokeChina 10332 ParticleSysBone = Smoke05 BuildUpSmokeChina 10333 End 10334 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10335 Model = NBAirfield_A6S 10336 Animation = NBAirfield_A6S.NBAirfield_A6S 10337 AnimationMode = MANUAL 10338 Flags = START_FRAME_LAST 10339 TransitionKey = UP_SNOW 10340 ParticleSysBone = Dust01 BuildingSnowDust 10341 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10342 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10343 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10344 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10345 ParticleSysBone = Smoke05 BuildUpSnowSmoke 10346 End 10347 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10348 Model = NBAirfield_A6SN 10349 Animation = NBAirfield_A6SN.NBAirfield_A6SN 10350 AnimationMode = MANUAL 10351 Flags = START_FRAME_LAST 10352 TransitionKey = UP_SNOWNIGHT 10353 ParticleSysBone = Dust01 BuildingNightSnowDust 10354 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10355 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10356 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10357 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10358 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 10359 End 10360 TransitionState = DOWN_DEFAULT UP_DAY 10361 Model = NBAirfield_A6 10362 Animation = NBAirfield_A6.NBAirfield_A6 10363 10364 AnimationMode = ONCE 10365 AnimationSpeedFactorRange = 1.0 1.0 10366 Flags = START_FRAME_FIRST 10367 End 10368 TransitionState = DOWN_DEFAULT UP_NIGHT 10369 Model = NBAirfield_A6N 10370 Animation = NBAirfield_A6N.NBAirfield_A6N 10371 AnimationMode = ONCE 10372 AnimationSpeedFactorRange = 1.0 1.0 10373 Flags = START_FRAME_FIRST 10374 End 10375 TransitionState = DOWN_DEFAULT UP_SNOW 10376 Model = NBAirfield_A6S 10377 Animation = NBAirfield_A6S.NBAirfield_A6S 10378 AnimationMode = ONCE 10379 AnimationSpeedFactorRange = 1.0 1.0 10380 Flags = START_FRAME_FIRST 10381 End 10382 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10383 Model = NBAirfield_A6SN 10384 Animation = NBAirfield_A6SN.NBAirfield_A6SN 10385 AnimationMode = ONCE 10386 AnimationSpeedFactorRange = 1.0 1.0 10387 Flags = START_FRAME_FIRST 10388 End 10389 TransitionState = UP_DAY DOWN_DEFAULT 10390 Model = NBAirfield_A6 10391 Animation = NBAirfield_A6.NBAirfield_A6 10392 AnimationMode = ONCE_BACKWARDS 10393 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10394 Flags = START_FRAME_LAST 10395 End 10396 TransitionState = UP_NIGHT DOWN_DEFAULT 10397 Model = NBAirfield_A6N 10398 Animation = NBAirfield_A6N.NBAirfield_A6N 10399 AnimationMode = ONCE_BACKWARDS 10400 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10401 Flags = START_FRAME_LAST 10402 End 10403 TransitionState = UP_SNOW DOWN_DEFAULT 10404 Model = NBAirfield_A6S 10405 Animation = NBAirfield_A6S.NBAirfield_A6S 10406 AnimationMode = ONCE_BACKWARDS 10407 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10408 Flags = START_FRAME_LAST 10409 End 10410 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10411 Model = NBAirfield_A6SN 10412 Animation = NBAirfield_A6SN.NBAirfield_A6SN 10413 AnimationMode = ONCE_BACKWARDS 10414 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10415 Flags = START_FRAME_LAST 10416 End 10417 End 10418 10419 10420 ; ------------ being-constructed crane ----------------- 10421 Draw = W3DModelDraw ModuleTag_08 10422 AnimationsRequirePower = No 10423 DefaultConditionState 10424 Model = None 10425 TransitionKey = DOWN_DEFAULT 10426 End 10427 ConditionState = NIGHT 10428 Model = None 10429 TransitionKey = DOWN_DEFAULT 10430 End 10431 ConditionState = SNOW 10432 Model = None 10433 TransitionKey = DOWN_DEFAULT 10434 End 10435 ConditionState = SNOW NIGHT 10436 Model = None 10437 TransitionKey = DOWN_DEFAULT 10438 End 10439 ConditionState = SOLD 10440 Model = NONE 10441 End 10442 10443 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10444 Model = NBAirfield_A5 10445 Animation = NBAirfield_A5.NBAirfield_A5 10446 AnimationMode = LOOP 10447 TransitionKey = UP_DAY 10448 End 10449 10450 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10451 Model = NBAirfield_A5N 10452 Animation = NBAirfield_A5N.NBAirfield_A5N 10453 AnimationMode = LOOP 10454 TransitionKey = UP_NIGHT 10455 End 10456 10457 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10458 Model = NBAirfield_A5S 10459 Animation = NBAirfield_A5S.NBAirfield_A5S 10460 AnimationMode = LOOP 10461 TransitionKey = UP_SNOW 10462 End 10463 10464 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10465 Model = NBAirfield_A5SN 10466 Animation = NBAirfield_A5SN.NBAirfield_A5SN 10467 AnimationMode = LOOP 10468 TransitionKey = UP_SNOWNIGHT 10469 End 10470 TransitionState = DOWN_DEFAULT UP_DAY 10471 Model = NBAirfield_AB 10472 Animation = NBAirfield_AB.NBAirfield_AB 10473 AnimationMode = ONCE 10474 AnimationSpeedFactorRange = 1.0 1.0 10475 Flags = START_FRAME_FIRST 10476 End 10477 10478 TransitionState = DOWN_DEFAULT UP_NIGHT 10479 Model = NBAirfield_ABN 10480 Animation = NBAirfield_ABN.NBAirfield_ABN 10481 AnimationMode = ONCE 10482 AnimationSpeedFactorRange = 1.0 1.0 10483 Flags = START_FRAME_FIRST 10484 End 10485 TransitionState = DOWN_DEFAULT UP_SNOW 10486 Model = NBAirfield_ABS 10487 Animation = NBAirfield_ABS.NBAirfield_ABS 10488 AnimationMode = ONCE 10489 AnimationSpeedFactorRange = 1.0 1.0 10490 Flags = START_FRAME_FIRST 10491 End 10492 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10493 Model = NBAirfield_ABSN 10494 Animation = NBAirfield_ABSN.NBAirfield_ABSN 10495 AnimationMode = ONCE 10496 AnimationSpeedFactorRange = 1.0 1.0 10497 Flags = START_FRAME_FIRST 10498 End 10499 TransitionState = UP_DAY DOWN_DEFAULT 10500 Model = NBAirfield_AB 10501 Animation = NBAirfield_AB.NBAirfield_AB 10502 AnimationMode = ONCE_BACKWARDS 10503 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10504 Flags = START_FRAME_LAST 10505 End 10506 10507 TransitionState = UP_NIGHT DOWN_DEFAULT 10508 Model = NBAirfield_ABN 10509 Animation = NBAirfield_ABN.NBAirfield_ABN 10510 AnimationMode = ONCE_BACKWARDS 10511 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10512 Flags = START_FRAME_LAST 10513 End 10514 TransitionState = UP_SNOW DOWN_DEFAULT 10515 Model = NBAirfield_ABS 10516 Animation = NBAirfield_ABS.NBAirfield_ABS 10517 AnimationMode = ONCE_BACKWARDS 10518 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10519 Flags = START_FRAME_LAST 10520 End 10521 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10522 Model = NBAirfield_ABSN 10523 Animation = NBAirfield_ABSN.NBAirfield_ABSN 10524 AnimationMode = ONCE_BACKWARDS 10525 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10526 Flags = START_FRAME_LAST 10527 End 10528 End 10529 10530 PlacementViewAngle = -45 10531 10532 ; ***DESIGN parameters *** 10533 DisplayName = OBJECT:Airfield 10534 Side = China 10535 EditorSorting = STRUCTURE 10536 Prerequisites 10537 Object = ChinaSupplyCenter 10538 End 10539 BuildCost = 1000 10540 BuildTime = 30.0 ; in seconds 10541 EnergyProduction = -1 10542 CommandSet = ChinaAirfieldCommandSet 10543 VisionRange = 200.0 ; Shroud clearing distance 10544 ShroudClearingRange = 200 10545 ArmorSet 10546 Conditions = None 10547 Armor = StructureArmor 10548 DamageFX = StructureDamageFXNoShake 10549 End 10550 ExperienceValue = 150 150 150 150 ; Experience point value at each level 10551 10552 ; *** AUDIO Parameters *** 10553 VoiceSelect = AirfieldChinaSelect 10554 SoundDie = BuildingDie 10555 SoundOnDamaged = BuildingDamagedStateLight 10556 SoundOnReallyDamaged = BuildingDestroy 10557 10558 UnitSpecificSounds 10559 UnderConstruction = UnderConstructionLoop 10560 End 10561 10562 ; *** ENGINEERING Parameters *** 10563 RadarPriority = STRUCTURE 10564 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY 10565 Body = StructureBody ModuleTag_09 10566 MaxHealth = 1500.0 10567 InitialHealth = 1500.0 10568 End 10569 10570 Behavior = ParkingPlaceBehavior ModuleTag_10 10571 HealAmountPerSecond = 10 10572 NumRows = 2 10573 NumCols = 2 10574 HasRunways = Yes 10575 ApproachHeight = 50 10576 ParkInHangars = Yes 10577 End 10578 10579 Behavior = ProductionUpdate ModuleTag_11 10580 NumDoorAnimations = 4 10581 DoorOpeningTime = 2000 ;in mSeconds 10582 DoorWaitOpenTime = 3000 ;in mSeconds 10583 DoorCloseTime = 2000 ;in mSeconds 10584 ConstructionCompleteDuration = 1000 ;in mSeconds 10585 End 10586 10587 Behavior = DestroyDie ModuleTag_12 10588 ;nothing 10589 End 10590 Behavior = CreateObjectDie ModuleTag_13 10591 CreationList = OCL_ABPowerPlantExplode 10592 End 10593 Behavior = FXListDie ModuleTag_14 10594 DeathFX = FX_StructureMediumDeath 10595 End 10596 10597 Behavior = GenerateMinefieldBehavior ModuleTag_15 10598 TriggeredBy = Upgrade_ChinaMines 10599 MineName = ChinaStandardMine 10600 SmartBorder = Yes 10601 AlwaysCircular = Yes 10602 End 10603 10604 Behavior = FlammableUpdate ModuleTag_17 10605 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10606 AflameDamageAmount = 5 ; taking this much damage... 10607 AflameDamageDelay = 500 ; this often. 10608 End 10609 10610 Behavior = TransitionDamageFX ModuleTag_18 10611 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10612 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10613 ;--------------------------------------------------------------------------------------- 10614 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10615 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10616 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10617 End 10618 10619 Geometry = BOX 10620 GeometryMajorRadius = 83.0 10621 GeometryMinorRadius = 76.0 10622 GeometryHeight = 25.0 10623 GeometryIsSmall = No 10624 Shadow = SHADOW_VOLUME 10625 BuildCompletion = PLACED_BY_PLAYER 10626 10627 End 10628 10629 10630 ;------------------------------------------------------------------------------ 10631 ;---------------------Eddited by [wog]colonel(01/01/05)----------------------- 10632 ;------------------------------------------------------------------------------ 10633 10634 10635 ;------------------------------------------------------------------------------ 10636 Object GLABlackMarket 10637 10638 ; *** ART Parameters *** 10639 SelectPortrait = SUBlackMarket_L 10640 ButtonImage = SUBlackMarket 10641 Draw = W3DModelDraw ModuleTag_01 10642 OkToChangeModelColor = Yes 10643 10644 ; day 10645 ConditionState = NONE 10646 Model = UBBlackMkt 10647 Animation = UBBlackMkt.UBBlackMkt 10648 AnimationMode = LOOP 10649 ParticleSysBone = Smoke01 SmolderingSmoke 10650 End 10651 ConditionState = DAMAGED 10652 Model = UBBlackMkt_D 10653 Animation = UBBlackMkt_D.UBBlackMkt_D 10654 AnimationMode = LOOP 10655 ParticleSysBone = Smoke01 SmolderingSmoke 10656 ParticleSysBone = Smoke02 SmolderingSmoke 10657 ParticleSysBone = Smoke03 SmolderingSmoke 10658 ParticleSysBone = Smoke04 SmolderingSmoke 10659 ParticleSysBone = Smoke05 SmolderingSmoke 10660 ParticleSysBone = Smoke06 SmolderingSmoke 10661 ParticleSysBone = Fire02 SmolderingFire 10662 ParticleSysBone = Fire03 SmolderingFire 10663 ParticleSysBone = Fire04 SmolderingFire 10664 ParticleSysBone = Fire05 SmolderingFire 10665 ParticleSysBone = Fire06 SmolderingFire 10666 End 10667 ConditionState = REALLYDAMAGED RUBBLE 10668 Model = UBBlackMkt_E 10669 Animation = UBBlackMkt_E.UBBlackMkt_E 10670 AnimationMode = LOOP 10671 ParticleSysBone = Smoke01 SmolderingSmoke 10672 ParticleSysBone = Smoke02 SmolderingSmoke 10673 ParticleSysBone = Smoke03 SmolderingSmoke 10674 ParticleSysBone = Smoke04 SmolderingSmoke 10675 ParticleSysBone = Smoke05 SmolderingSmoke 10676 ParticleSysBone = Smoke06 SmolderingSmoke 10677 ParticleSysBone = Smoke07 SmolderingSmoke 10678 ParticleSysBone = Fire02 SmolderingFire 10679 ParticleSysBone = Fire03 SmolderingFire 10680 ParticleSysBone = Fire04 SmolderingFire 10681 ParticleSysBone = Fire05 SmolderingFire 10682 ParticleSysBone = Fire06 SmolderingFire 10683 ParticleSysBone = Fire07 SmolderingFire 10684 End 10685 10686 ; day snow 10687 ConditionState = SNOW 10688 Model = UBBlackMkt_S 10689 Animation = UBBlackMkt_S.UBBlackMkt_S 10690 AnimationMode = LOOP 10691 ParticleSysBone = Smoke01 SmolderingSmoke 10692 End 10693 ConditionState = DAMAGED SNOW 10694 Model = UBBlackMkt_DS 10695 Animation = UBBlackMkt_DS.UBBlackMkt_DS 10696 AnimationMode = LOOP 10697 ParticleSysBone = Smoke01 SmolderingSmoke 10698 ParticleSysBone = Smoke02 SmolderingSmoke 10699 ParticleSysBone = Smoke03 SmolderingSmoke 10700 ParticleSysBone = Smoke04 SmolderingSmoke 10701 ParticleSysBone = Smoke05 SmolderingSmoke 10702 ParticleSysBone = Smoke06 SmolderingSmoke 10703 ParticleSysBone = Fire02 SmolderingFire 10704 ParticleSysBone = Fire03 SmolderingFire 10705 ParticleSysBone = Fire04 SmolderingFire 10706 ParticleSysBone = Fire05 SmolderingFire 10707 ParticleSysBone = Fire06 SmolderingFire 10708 End 10709 ConditionState = REALLYDAMAGED RUBBLE SNOW 10710 Model = UBBlackMkt_ES 10711 Animation = UBBlackMkt_ES.UBBlackMkt_ES 10712 AnimationMode = LOOP 10713 ParticleSysBone = Smoke01 SmolderingSmoke 10714 ParticleSysBone = Smoke02 SmolderingSmoke 10715 ParticleSysBone = Smoke03 SmolderingSmoke 10716 ParticleSysBone = Smoke04 SmolderingSmoke 10717 ParticleSysBone = Smoke05 SmolderingSmoke 10718 ParticleSysBone = Smoke06 SmolderingSmoke 10719 ParticleSysBone = Smoke07 SmolderingSmoke 10720 ParticleSysBone = Fire02 SmolderingFire 10721 ParticleSysBone = Fire03 SmolderingFire 10722 ParticleSysBone = Fire04 SmolderingFire 10723 ParticleSysBone = Fire05 SmolderingFire 10724 ParticleSysBone = Fire06 SmolderingFire 10725 ParticleSysBone = Fire07 SmolderingFire 10726 End 10727 10728 ; night 10729 ConditionState = NIGHT 10730 Model = UBBlackMkt_N 10731 Animation = UBBlackMkt_N.UBBlackMkt_N 10732 AnimationMode = LOOP 10733 ParticleSysBone = Smoke01 SmolderingSmoke 10734 End 10735 ConditionState = DAMAGED NIGHT 10736 Model = UBBlackMkt_DN 10737 Animation = UBBlackMkt_DN.UBBlackMkt_DN 10738 AnimationMode = LOOP 10739 ParticleSysBone = Smoke01 SmolderingSmoke 10740 ParticleSysBone = Smoke02 SmolderingSmoke 10741 ParticleSysBone = Smoke03 SmolderingSmoke 10742 ParticleSysBone = Smoke04 SmolderingSmoke 10743 ParticleSysBone = Smoke05 SmolderingSmoke 10744 ParticleSysBone = Smoke06 SmolderingSmoke 10745 ParticleSysBone = Fire02 SmolderingFire 10746 ParticleSysBone = Fire03 SmolderingFire 10747 ParticleSysBone = Fire04 SmolderingFire 10748 ParticleSysBone = Fire05 SmolderingFire 10749 ParticleSysBone = Fire06 SmolderingFire 10750 End 10751 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10752 Model = UBBlackMkt_EN 10753 Animation = UBBlackMkt_EN.UBBlackMkt_EN 10754 AnimationMode = LOOP 10755 ParticleSysBone = Smoke01 SmolderingSmoke 10756 ParticleSysBone = Smoke02 SmolderingSmoke 10757 ParticleSysBone = Smoke03 SmolderingSmoke 10758 ParticleSysBone = Smoke04 SmolderingSmoke 10759 ParticleSysBone = Smoke05 SmolderingSmoke 10760 ParticleSysBone = Smoke06 SmolderingSmoke 10761 ParticleSysBone = Smoke07 SmolderingSmoke 10762 ParticleSysBone = Fire02 SmolderingFire 10763 ParticleSysBone = Fire03 SmolderingFire 10764 ParticleSysBone = Fire04 SmolderingFire 10765 ParticleSysBone = Fire05 SmolderingFire 10766 ParticleSysBone = Fire06 SmolderingFire 10767 ParticleSysBone = Fire07 SmolderingFire 10768 End 10769 10770 ; night snow 10771 ConditionState = NIGHT SNOW 10772 Model = UBBlackMkt_NS 10773 Animation = UBBlackMkt_NS.UBBlackMkt_NS 10774 AnimationMode = LOOP 10775 ParticleSysBone = Smoke01 SmolderingSmoke 10776 End 10777 ConditionState = DAMAGED NIGHT SNOW 10778 Model = UBBlackMkt_DNS 10779 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 10780 AnimationMode = LOOP 10781 ParticleSysBone = Smoke01 SmolderingSmoke 10782 ParticleSysBone = Smoke02 SmolderingSmoke 10783 ParticleSysBone = Smoke03 SmolderingSmoke 10784 ParticleSysBone = Smoke04 SmolderingSmoke 10785 ParticleSysBone = Smoke05 SmolderingSmoke 10786 ParticleSysBone = Smoke06 SmolderingSmoke 10787 ParticleSysBone = Fire02 SmolderingFire 10788 ParticleSysBone = Fire03 SmolderingFire 10789 ParticleSysBone = Fire04 SmolderingFire 10790 ParticleSysBone = Fire05 SmolderingFire 10791 ParticleSysBone = Fire06 SmolderingFire 10792 End 10793 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10794 Model = UBBlackMkt_ENS 10795 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 10796 AnimationMode = LOOP 10797 ParticleSysBone = Smoke01 SmolderingSmoke 10798 ParticleSysBone = Smoke02 SmolderingSmoke 10799 ParticleSysBone = Smoke03 SmolderingSmoke 10800 ParticleSysBone = Smoke04 SmolderingSmoke 10801 ParticleSysBone = Smoke05 SmolderingSmoke 10802 ParticleSysBone = Smoke06 SmolderingSmoke 10803 ParticleSysBone = Smoke07 SmolderingSmoke 10804 ParticleSysBone = Fire02 SmolderingFire 10805 ParticleSysBone = Fire03 SmolderingFire 10806 ParticleSysBone = Fire04 SmolderingFire 10807 ParticleSysBone = Fire05 SmolderingFire 10808 ParticleSysBone = Fire06 SmolderingFire 10809 ParticleSysBone = Fire07 SmolderingFire 10810 End 10811 10812 ;************************************************************************************************************************** 10813 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10814 ;for this draw module 10815 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10816 Model = UBBlackMkt 10817 Animation = UBBlackMkt.UBBlackMkt 10818 AnimationMode = LOOP 10819 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10820 End 10821 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10822 Model = UBBlackMkt_D 10823 Animation = UBBlackMkt_D.UBBlackMkt_D 10824 AnimationMode = LOOP 10825 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10826 End 10827 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10828 Model = UBBlackMkt_E 10829 Animation = UBBlackMkt_E.UBBlackMkt_E 10830 AnimationMode = LOOP 10831 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10832 End 10833 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10834 Model = UBBlackMkt_N 10835 Animation = UBBlackMkt_N.UBBlackMkt_N 10836 AnimationMode = LOOP 10837 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10838 End 10839 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10840 Model = UBBlackMkt_DN 10841 Animation = UBBlackMkt_DN.UBBlackMkt_DN 10842 AnimationMode = LOOP 10843 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10844 End 10845 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10846 Model = UBBlackMkt_EN 10847 Animation = UBBlackMkt_EN.UBBlackMkt_EN 10848 AnimationMode = LOOP 10849 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10850 End 10851 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10852 Model = UBBlackMkt_S 10853 Animation = UBBlackMkt_S.UBBlackMkt_S 10854 AnimationMode = LOOP 10855 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10856 End 10857 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10858 Model = UBBlackMkt_DS 10859 Animation = UBBlackMkt_DS.UBBlackMkt_DS 10860 AnimationMode = LOOP 10861 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10862 End 10863 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10864 Model = UBBlackMkt_ES 10865 Animation = UBBlackMkt_ES.UBBlackMkt_ES 10866 AnimationMode = LOOP 10867 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10868 End 10869 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10870 Model = UBBlackMkt_NS 10871 Animation = UBBlackMkt_NS.UBBlackMkt_NS 10872 AnimationMode = LOOP 10873 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10874 End 10875 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10876 Model = UBBlackMkt_DNS 10877 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 10878 AnimationMode = LOOP 10879 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10880 End 10881 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10882 Model = UBBlackMkt_ENS 10883 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 10884 AnimationMode = LOOP 10885 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10886 End 10887 10888 ConditionState = AWAITING_CONSTRUCTION 10889 Model = NONE 10890 End 10891 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10892 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10893 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10894 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10895 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10896 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10897 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10898 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10899 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10900 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10901 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10902 AliasConditionState = SOLD 10903 AliasConditionState = SOLD DAMAGED 10904 AliasConditionState = SOLD REALLYDAMAGED 10905 AliasConditionState = SOLD NIGHT 10906 AliasConditionState = SOLD NIGHT DAMAGED 10907 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10908 AliasConditionState = SOLD SNOW 10909 AliasConditionState = SOLD SNOW DAMAGED 10910 AliasConditionState = SOLD SNOW REALLYDAMAGED 10911 AliasConditionState = SOLD NIGHT SNOW 10912 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10913 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10914 ;************************************************************************************************************************** 10915 10916 End 10917 10918 ; ------------ construction-zone fence ----------------- 10919 Draw = W3DModelDraw ModuleTag_02 10920 AnimationsRequirePower = No 10921 DefaultConditionState 10922 Model = None 10923 TransitionKey = DOWN_DEFAULT 10924 10925 End 10926 ConditionState = NIGHT 10927 Model = None 10928 TransitionKey = DOWN_DEFAULT 10929 End 10930 ConditionState = SNOW 10931 Model = None 10932 TransitionKey = DOWN_DEFAULT 10933 End 10934 ConditionState = SNOW NIGHT 10935 Model = None 10936 TransitionKey = DOWN_DEFAULT 10937 End 10938 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10939 Model = UBBlackMkt_A4 10940 Animation = UBBlackMkt_A4.UBBlackMkt_A4 10941 AnimationMode = MANUAL 10942 Flags = START_FRAME_LAST 10943 TransitionKey = UP_DAY 10944 End 10945 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10946 Model = UBBlackMkt_A4N 10947 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 10948 AnimationMode = MANUAL 10949 Flags = START_FRAME_LAST 10950 TransitionKey = UP_NIGHT 10951 End 10952 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10953 Model = UBBlackMkt_A4S 10954 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 10955 AnimationMode = MANUAL 10956 Flags = START_FRAME_LAST 10957 TransitionKey = UP_SNOW 10958 End 10959 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10960 Model = UBBlackMkt_A4SN 10961 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 10962 AnimationMode = MANUAL 10963 Flags = START_FRAME_LAST 10964 TransitionKey = UP_SNOWNIGHT 10965 End 10966 TransitionState = DOWN_DEFAULT UP_DAY 10967 Model = UBBlackMkt_A4 10968 Animation = UBBlackMkt_A4.UBBlackMkt_A4 10969 AnimationMode = ONCE 10970 AnimationSpeedFactorRange = 1.0 1.0 10971 Flags = START_FRAME_FIRST 10972 End 10973 TransitionState = DOWN_DEFAULT UP_NIGHT 10974 Model = UBBlackMkt_A4N 10975 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 10976 AnimationMode = ONCE 10977 AnimationSpeedFactorRange = 1.0 1.0 10978 Flags = START_FRAME_FIRST 10979 End 10980 TransitionState = DOWN_DEFAULT UP_SNOW 10981 Model = UBBlackMkt_A4S 10982 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 10983 AnimationMode = ONCE 10984 AnimationSpeedFactorRange = 1.0 1.0 10985 Flags = START_FRAME_FIRST 10986 End 10987 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10988 Model = UBBlackMkt_A4SN 10989 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 10990 AnimationMode = ONCE 10991 AnimationSpeedFactorRange = 1.0 1.0 10992 Flags = START_FRAME_FIRST 10993 End 10994 TransitionState = UP_DAY DOWN_DEFAULT 10995 Model = UBBlackMkt_A4 10996 Animation = UBBlackMkt_A4.UBBlackMkt_A4 10997 AnimationMode = ONCE_BACKWARDS 10998 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10999 Flags = START_FRAME_LAST 11000 End 11001 TransitionState = UP_NIGHT DOWN_DEFAULT 11002 Model = UBBlackMkt_A4N 11003 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 11004 AnimationMode = ONCE_BACKWARDS 11005 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11006 Flags = START_FRAME_LAST 11007 End 11008 TransitionState = UP_SNOW DOWN_DEFAULT 11009 Model = UBBlackMkt_A4S 11010 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 11011 AnimationMode = ONCE_BACKWARDS 11012 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11013 Flags = START_FRAME_LAST 11014 End 11015 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11016 Model = UBBlackMkt_A4SN 11017 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 11018 AnimationMode = ONCE_BACKWARDS 11019 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11020 Flags = START_FRAME_LAST 11021 End 11022 End 11023 11024 ; ------------ under-construction scaffolding ----------------- 11025 Draw = W3DModelDraw ModuleTag_03 11026 AnimationsRequirePower = No 11027 MinLODRequired = MEDIUM 11028 DefaultConditionState 11029 Model = None 11030 TransitionKey = DOWN_DEFAULT 11031 End 11032 ConditionState = NIGHT 11033 Model = None 11034 TransitionKey = DOWN_DEFAULT 11035 End 11036 ConditionState = SNOW 11037 Model = None 11038 TransitionKey = DOWN_DEFAULT 11039 End 11040 ConditionState = SNOW NIGHT 11041 Model = None 11042 TransitionKey = DOWN_DEFAULT 11043 End 11044 ConditionState = PARTIALLY_CONSTRUCTED 11045 Model = UBBlackMkt_A6 11046 Animation = UBBlackMkt_A6.UBBlackMkt_A6 11047 AnimationMode = MANUAL 11048 Flags = START_FRAME_LAST 11049 TransitionKey = UP_DAY 11050 ParticleSysBone = Dust01 BuildingDust 11051 ParticleSysBone = Smoke01 BuildUpSmoke 11052 ParticleSysBone = Smoke02 BuildUpSmoke 11053 ParticleSysBone = Smoke03 BuildUpSmoke 11054 ParticleSysBone = Smoke04 BuildUpSmoke 11055 End 11056 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 11057 Model = UBBlackMkt_A6N 11058 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 11059 AnimationMode = MANUAL 11060 Flags = START_FRAME_LAST 11061 TransitionKey = UP_NIGHT 11062 ParticleSysBone = Dust01 BuildingDust 11063 ParticleSysBone = Smoke01 BuildUpSmoke 11064 ParticleSysBone = Smoke02 BuildUpSmoke 11065 ParticleSysBone = Smoke03 BuildUpSmoke 11066 ParticleSysBone = Smoke04 BuildUpSmoke 11067 End 11068 ConditionState = SNOW PARTIALLY_CONSTRUCTED 11069 Model = UBBlackMkt_A6S 11070 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 11071 AnimationMode = MANUAL 11072 Flags = START_FRAME_LAST 11073 TransitionKey = UP_SNOW 11074 ParticleSysBone = Dust01 BuildingSnowDust 11075 ParticleSysBone = Smoke01 BuildUpSnowSmoke 11076 ParticleSysBone = Smoke02 BuildUpSnowSmoke 11077 ParticleSysBone = Smoke03 BuildUpSnowSmoke 11078 ParticleSysBone = Smoke04 BuildUpSnowSmoke 11079 End 11080 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 11081 Model = UBBlackMkt_A6SN 11082 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 11083 AnimationMode = MANUAL 11084 Flags = START_FRAME_LAST 11085 TransitionKey = UP_SNOWNIGHT 11086 ParticleSysBone = Dust01 BuildingNightSnowDust 11087 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 11088 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 11089 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 11090 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 11091 End 11092 TransitionState = DOWN_DEFAULT UP_DAY 11093 Model = UBBlackMkt_A6 11094 Animation = UBBlackMkt_A6.UBBlackMkt_A6 11095 AnimationMode = ONCE 11096 AnimationSpeedFactorRange = 1.0 1.0 11097 Flags = START_FRAME_FIRST 11098 End 11099 TransitionState = DOWN_DEFAULT UP_NIGHT 11100 Model = UBBlackMkt_A6N 11101 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 11102 AnimationMode = ONCE 11103 AnimationSpeedFactorRange = 1.0 1.0 11104 Flags = START_FRAME_FIRST 11105 End 11106 TransitionState = DOWN_DEFAULT UP_SNOW 11107 Model = UBBlackMkt_A6S 11108 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 11109 AnimationMode = ONCE 11110 AnimationSpeedFactorRange = 1.0 1.0 11111 Flags = START_FRAME_FIRST 11112 End 11113 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11114 Model = UBBlackMkt_A6SN 11115 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 11116 AnimationMode = ONCE 11117 AnimationSpeedFactorRange = 1.0 1.0 11118 Flags = START_FRAME_FIRST 11119 End 11120 TransitionState = UP_DAY DOWN_DEFAULT 11121 Model = UBBlackMkt_A6 11122 Animation = UBBlackMkt_A6.UBBlackMkt_A6 11123 AnimationMode = ONCE_BACKWARDS 11124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11125 Flags = START_FRAME_LAST 11126 End 11127 TransitionState = UP_NIGHT DOWN_DEFAULT 11128 Model = UBBlackMkt_A6N 11129 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 11130 AnimationMode = ONCE_BACKWARDS 11131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11132 Flags = START_FRAME_LAST 11133 End 11134 TransitionState = UP_SNOW DOWN_DEFAULT 11135 Model = UBBlackMkt_A6S 11136 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 11137 AnimationMode = ONCE_BACKWARDS 11138 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11139 Flags = START_FRAME_LAST 11140 End 11141 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11142 Model = UBBlackMkt_A6SN 11143 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 11144 AnimationMode = ONCE_BACKWARDS 11145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11146 Flags = START_FRAME_LAST 11147 End 11148 End 11149 PlacementViewAngle = -45 11150 11151 ; ***DESIGN parameters *** 11152 DisplayName = OBJECT:BlackMarket 11153 Side = GLA 11154 EditorSorting = STRUCTURE 11155 Prerequisites 11156 Object = GLAPalace 11157 End 11158 BuildCost = 2500 11159 BuildTime = 45.0 ; in seconds 11160 EnergyProduction = 0 11161 CommandSet = GLABlackMarketCommandSet 11162 VisionRange = 200.0 ; Shroud clearing distance 11163 ShroudClearingRange = 200 11164 ArmorSet 11165 Conditions = None 11166 Armor = StructureArmor 11167 DamageFX = StructureDamageFXNoShake 11168 End 11169 ExperienceValue = 200 200 200 200 ; Experience point value at each level 11170 11171 ; *** AUDIO Parameters *** 11172 VoiceSelect = BlackMarketSelect 11173 SoundDie = BuildingDie 11174 SoundOnDamaged = BuildingDamagedStateLight 11175 SoundOnReallyDamaged = BuildingDestroy 11176 11177 UnitSpecificSounds 11178 UnderConstruction = UnderConstructionLoop 11179 End 11180 11181 ; *** ENGINEERING Parameters *** 11182 RadarPriority = STRUCTURE 11183 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY 11184 Body = StructureBody ModuleTag_04 11185 MaxHealth = 500.0 11186 InitialHealth = 500.0 11187 End 11188 11189 Behavior = AutoDepositUpdate ModuleTag_05 11190 DepositTiming = 2000 ; in milliseconds 11191 DepositAmount = 20 ; cash amount to deposit every DepositTiming 11192 InitialCaptureBonus = 0 ; no initial bonus 11193 End 11194 11195 Behavior = ProductionUpdate ModuleTag_06 11196 ; nothing 11197 End 11198 11199 Behavior = DestroyDie ModuleTag_07 11200 ;nothing 11201 End 11202 Behavior = RebuildHoleExposeDie ModuleTag_08 11203 HoleName = GLAHoleBlackMarket 11204 HoleMaxHealth = 500.0 11205 End 11206 Behavior = CreateObjectDie ModuleTag_09 11207 CreationList = OCL_ABPowerPlantExplode 11208 End 11209 Behavior = FXListDie ModuleTag_10 11210 DeathFX = FX_StructureSmallDeath 11211 End 11212 11213 Behavior = FlammableUpdate ModuleTag_12 11214 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11215 AflameDamageAmount = 5 ; taking this much damage... 11216 AflameDamageDelay = 500 ; this often. 11217 End 11218 11219 Behavior = TransitionDamageFX ModuleTag_13 11220 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 11221 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11222 ;--------------------------------------------------------------------------------------- 11223 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11224 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11225 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11226 End 11227 11228 Geometry = BOX 11229 GeometryMajorRadius = 35.0 11230 GeometryMinorRadius = 35.0 11231 GeometryHeight = 35.0 11232 GeometryIsSmall = No 11233 Shadow = SHADOW_VOLUME 11234 BuildCompletion = PLACED_BY_PLAYER 11235 11236 End 11237 11238 ;------------------------------------------------------------------------------ 11239 ObjectReskin GLAHoleBlackMarket GLAHole 11240 Draw = W3DModelDraw ModuleTag_01 11241 OkToChangeModelColor = Yes 11242 ConditionState = NONE 11243 Model = UBHole 11244 End 11245 ConditionState = DAMAGED 11246 Model = UBHole_D 11247 ParticleSysBone = Smoke01 SteamVent 11248 End 11249 ConditionState = REALLYDAMAGED RUBBLE 11250 Model = UBHole_E 11251 ParticleSysBone = Smoke01 SteamVent 11252 ParticleSysBone = Smoke02 SteamVent 11253 ParticleSysBone = Fire01 GLAPowerPlantFlame 11254 ParticleSysBone = Fire02 GLAPowerPlantFlame 11255 ParticleSysBone = Fire03 GLAPowerPlantFlame 11256 End 11257 End 11258 Draw = W3DModelDraw ModuleTag_02 11259 OkToChangeModelColor = Yes 11260 ConditionState = NONE 11261 Model = UBBlackMkt_R 11262 ParticleSysBone = Smoke01 SmolderingSmoke 11263 ParticleSysBone = Smoke03 SmolderingSmoke 11264 ParticleSysBone = Smoke04 SmolderingSmoke 11265 End 11266 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 11267 Model = UBBlackMkt_R 11268 ParticleSysBone = Smoke01 SmolderingSmoke 11269 ParticleSysBone = Smoke03 SmolderingSmoke 11270 ParticleSysBone = Smoke04 SmolderingSmoke 11271 End 11272 End 11273 End 11274 11275 ;------------------------------------------------------------------------------ 11276 Object GLAScudStorm 11277 11278 ; *** ART Parameters *** 11279 SelectPortrait = SUScudStorm_L 11280 ButtonImage = SUScudStorm 11281 Draw = W3DModelDraw ModuleTag_01 11282 OkToChangeModelColor = Yes 11283 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 11284 11285 ; day 11286 ConditionState = NONE ; lying around 11287 Model = UBScudStrm_A1 11288 Animation = UBScudStrm_A1.UBScudStrm_A1 11289 AnimationMode = MANUAL 11290 Flags = START_FRAME_FIRST 11291 WeaponLaunchBone = PRIMARY WeaponA 11292 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11293 TransitionKey = Trans_READY 11294 11295 ParticleSysBone = SteamM01 SteamLarge 11296 ParticleSysBone = SteamS01 SteamMedium 11297 End 11298 11299 TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up 11300 Model = UBScudStrm_A1 11301 Animation = UBScudStrm_A1.UBScudStrm_A1 11302 AnimationMode = ONCE 11303 Flags = MAINTAIN_FRAME_ACROSS_STATES 11304 WeaponLaunchBone = PRIMARY WeaponA 11305 11306 ParticleSysBone = SteamM01 SteamLarge 11307 ParticleSysBone = SteamS01 SteamMedium 11308 11309 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11310 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11311 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11312 End 11313 11314 ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot 11315 Model = UBScudStrm_A2 11316 Animation = UBScudStrm_A2.UBScudStrm_A2 11317 AnimationMode = MANUAL 11318 Flags = START_FRAME_FIRST 11319 WeaponLaunchBone = PRIMARY WeaponA 11320 TransitionKey = Trans_ATTACKING 11321 11322 ParticleSysBone = SteamM01 SteamLarge 11323 ParticleSysBone = SteamS01 SteamMedium 11324 11325 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11326 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11327 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11328 End 11329 AliasConditionState = ATTACKING FIRING_A 11330 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A 11331 11332 TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people 11333 Model = UBScudStrm_A3 11334 Animation = UBScudStrm_A3.UBScudStrm_A3 11335 AnimationMode = ONCE 11336 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11337 11338 ParticleSysBone = SteamM01 SteamVent 11339 ParticleSysBone = SteamS01 SteamVent 11340 End 11341 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11342 Model = UBScudStrm 11343 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11344 End 11345 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11346 Model = UBScudStrm_D 11347 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11348 End 11349 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11350 Model = UBScudStrm_E 11351 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11352 End 11353 11354 ;------------------------------------------------------------------------------------------------------------------------- 11355 ; day 11356 ConditionState = DAMAGED 11357 Model = UBScudStrm_DA1 11358 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11359 AnimationMode = MANUAL 11360 Flags = START_FRAME_FIRST 11361 WeaponLaunchBone = PRIMARY WeaponA 11362 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11363 TransitionKey = Trans_READY_DAMAGED 11364 11365 ParticleSysBone = SteamM01 SteamLarge 11366 ParticleSysBone = SteamS01 SteamMedium 11367 End 11368 11369 TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED 11370 Model = UBScudStrm_DA1 11371 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11372 AnimationMode = ONCE 11373 Flags = MAINTAIN_FRAME_ACROSS_STATES 11374 WeaponLaunchBone = PRIMARY WeaponA 11375 11376 ParticleSysBone = SteamM01 SteamLarge 11377 ParticleSysBone = SteamS01 SteamMedium 11378 11379 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11380 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11381 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11382 End 11383 11384 ConditionState = ATTACKING DAMAGED 11385 Model = UBScudStrm_DA2 11386 Animation = UBScudStrm_DA2.UBScudStrm_DA2 11387 AnimationMode = MANUAL 11388 Flags = START_FRAME_FIRST 11389 WeaponLaunchBone = PRIMARY WeaponA 11390 TransitionKey = Trans_ATTACKING_DAMAGED 11391 11392 ParticleSysBone = SteamM01 SteamLarge 11393 ParticleSysBone = SteamS01 SteamMedium 11394 11395 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11396 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11397 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11398 End 11399 AliasConditionState = ATTACKING FIRING_A DAMAGED 11400 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED 11401 11402 TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED 11403 Model = UBScudStrm_DA3 11404 Animation = UBScudStrm_DA3.UBScudStrm_DA3 11405 AnimationMode = ONCE 11406 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11407 11408 ParticleSysBone = SteamM01 SteamVent 11409 ParticleSysBone = SteamS01 SteamVent 11410 End 11411 11412 ;------------------------------------------------------------------------------------------------------------------------- 11413 ConditionState = REALLYDAMAGED RUBBLE 11414 Model = UBScudStrm_EA1 11415 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11416 AnimationMode = MANUAL 11417 Flags = START_FRAME_FIRST 11418 WeaponLaunchBone = PRIMARY WeaponA 11419 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11420 TransitionKey = Trans_READY_REALLYDAMAGED 11421 11422 ParticleSysBone = SteamM01 SteamLarge 11423 ParticleSysBone = SteamS01 SteamMedium 11424 End 11425 11426 TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED 11427 Model = UBScudStrm_EA1 11428 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11429 AnimationMode = ONCE 11430 Flags = MAINTAIN_FRAME_ACROSS_STATES 11431 WeaponLaunchBone = PRIMARY WeaponA 11432 11433 ParticleSysBone = SteamM01 SteamLarge 11434 ParticleSysBone = SteamS01 SteamMedium 11435 11436 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11437 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11438 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11439 End 11440 11441 ConditionState = ATTACKING REALLYDAMAGED RUBBLE 11442 Model = UBScudStrm_EA2 11443 Animation = UBScudStrm_EA2.UBScudStrm_EA2 11444 AnimationMode = MANUAL 11445 Flags = START_FRAME_FIRST 11446 WeaponLaunchBone = PRIMARY WeaponA 11447 TransitionKey = Trans_ATTACKING_REALLYDAMAGED 11448 11449 ParticleSysBone = SteamM01 SteamLarge 11450 ParticleSysBone = SteamS01 SteamMedium 11451 11452 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11453 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11454 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11455 End 11456 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE 11457 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE 11458 11459 TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED 11460 Model = UBScudStrm_EA3 11461 Animation = UBScudStrm_EA3.UBScudStrm_EA3 11462 AnimationMode = ONCE 11463 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11464 11465 ParticleSysBone = SteamM01 SteamVent 11466 ParticleSysBone = SteamS01 SteamVent 11467 End 11468 11469 ;------------------------------------------------------------------------------------------------------------------------- 11470 ; SNOW 11471 ConditionState = SNOW ; from underground to lying around 11472 Model = UBScudStrm_A1S 11473 Animation = UBScudStrm_A1S.UBScudStrm_A1S 11474 AnimationMode = MANUAL 11475 Flags = START_FRAME_FIRST 11476 WeaponLaunchBone = PRIMARY WeaponA 11477 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11478 TransitionKey = Trans_READY_SNOW 11479 11480 ParticleSysBone = SteamM01 SteamLarge 11481 ParticleSysBone = SteamS01 SteamMedium 11482 End 11483 11484 TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW 11485 Model = UBScudStrm_A1S 11486 Animation = UBScudStrm_A1S.UBScudStrm_A1S 11487 AnimationMode = ONCE 11488 Flags = MAINTAIN_FRAME_ACROSS_STATES 11489 WeaponLaunchBone = PRIMARY WeaponA 11490 11491 ParticleSysBone = SteamM01 SteamLarge 11492 ParticleSysBone = SteamS01 SteamMedium 11493 11494 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11495 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11496 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11497 End 11498 11499 ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot 11500 Model = UBScudStrm_A2S 11501 Animation = UBScudStrm_A2S.UBScudStrm_A2S 11502 AnimationMode = MANUAL 11503 Flags = START_FRAME_FIRST 11504 WeaponLaunchBone = PRIMARY WeaponA 11505 TransitionKey = Trans_ATTACKING_SNOW 11506 11507 ParticleSysBone = SteamM01 SteamLarge 11508 ParticleSysBone = SteamS01 SteamMedium 11509 11510 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11511 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11512 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11513 End 11514 AliasConditionState = ATTACKING FIRING_A SNOW 11515 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW 11516 11517 TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground 11518 Model = UBScudStrm_A3S 11519 Animation = UBScudStrm_A3S.UBScudStrm_A3S 11520 AnimationMode = ONCE 11521 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11522 11523 ParticleSysBone = SteamM01 SteamVent 11524 ParticleSysBone = SteamS01 SteamVent 11525 End 11526 11527 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11528 Model = UBScudStrm 11529 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11530 End 11531 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11532 Model = UBScudStrm_D 11533 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11534 End 11535 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11536 Model = UBScudStrm_E 11537 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11538 End 11539 11540 ;------------------------------------------------------------------------------------------------------------------------- 11541 ConditionState = DAMAGED SNOW 11542 Model = UBScudStrm_DA1 11543 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11544 AnimationMode = MANUAL 11545 Flags = START_FRAME_FIRST 11546 WeaponLaunchBone = PRIMARY WeaponA 11547 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11548 TransitionKey = Trans_READY_DAMAGED_SNOW 11549 11550 ParticleSysBone = SteamM01 SteamLarge 11551 ParticleSysBone = SteamS01 SteamMedium 11552 End 11553 11554 TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW 11555 Model = UBScudStrm_DA1 11556 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11557 AnimationMode = ONCE 11558 Flags = MAINTAIN_FRAME_ACROSS_STATES 11559 WeaponLaunchBone = PRIMARY WeaponA 11560 11561 ParticleSysBone = SteamM01 SteamLarge 11562 ParticleSysBone = SteamS01 SteamMedium 11563 11564 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11565 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11566 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11567 End 11568 11569 ConditionState = ATTACKING DAMAGED SNOW 11570 Model = UBScudStrm_DA2 11571 Animation = UBScudStrm_DA2.UBScudStrm_DA2 11572 AnimationMode = MANUAL 11573 Flags = START_FRAME_FIRST 11574 WeaponLaunchBone = PRIMARY WeaponA 11575 TransitionKey = Trans_ATTACKING_DAMAGED_SNOW 11576 11577 ParticleSysBone = SteamM01 SteamLarge 11578 ParticleSysBone = SteamS01 SteamMedium 11579 11580 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11581 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11582 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11583 End 11584 AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW 11585 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW 11586 11587 TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW 11588 Model = UBScudStrm_DA3 11589 Animation = UBScudStrm_DA3.UBScudStrm_DA3 11590 AnimationMode = ONCE 11591 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11592 11593 ParticleSysBone = SteamM01 SteamVent 11594 ParticleSysBone = SteamS01 SteamVent 11595 End 11596 11597 ;------------------------------------------------------------------------------------------------------------------------- 11598 11599 ConditionState = REALLYDAMAGED RUBBLE SNOW 11600 Model = UBScudStrm_EA1 11601 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11602 AnimationMode = MANUAL 11603 Flags = START_FRAME_FIRST 11604 WeaponLaunchBone = PRIMARY WeaponA 11605 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11606 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW 11607 11608 ParticleSysBone = SteamM01 SteamLarge 11609 ParticleSysBone = SteamS01 SteamMedium 11610 End 11611 11612 TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW 11613 Model = UBScudStrm_EA1 11614 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11615 AnimationMode = ONCE 11616 Flags = MAINTAIN_FRAME_ACROSS_STATES 11617 WeaponLaunchBone = PRIMARY WeaponA 11618 11619 ParticleSysBone = SteamM01 SteamLarge 11620 ParticleSysBone = SteamS01 SteamMedium 11621 11622 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11623 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11624 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11625 End 11626 11627 11628 ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW 11629 Model = UBScudStrm_EA2 11630 Animation = UBScudStrm_EA2.UBScudStrm_EA2 11631 AnimationMode = MANUAL 11632 Flags = START_FRAME_FIRST 11633 WeaponLaunchBone = PRIMARY WeaponA 11634 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW 11635 11636 ParticleSysBone = SteamM01 SteamLarge 11637 ParticleSysBone = SteamS01 SteamMedium 11638 11639 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11640 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11641 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11642 End 11643 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW 11644 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW 11645 11646 TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW 11647 Model = UBScudStrm_EA3 11648 Animation = UBScudStrm_EA3.UBScudStrm_EA3 11649 AnimationMode = ONCE 11650 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11651 11652 ParticleSysBone = SteamM01 SteamVent 11653 ParticleSysBone = SteamS01 SteamVent 11654 End 11655 11656 ;------------------------------------------------------------------------------------------------------------------------- 11657 ; NIGHT 11658 ConditionState = NIGHT ; from underground to lying around 11659 Model = UBScudStrm_A1 11660 Animation = UBScudStrm_A1.UBScudStrm_A1 11661 AnimationMode = MANUAL 11662 Flags = START_FRAME_FIRST 11663 WeaponLaunchBone = PRIMARY WeaponA 11664 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11665 TransitionKey = Trans_READY_NIGHT 11666 11667 ParticleSysBone = SteamM01 SteamLarge 11668 ParticleSysBone = SteamS01 SteamMedium 11669 End 11670 11671 TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT 11672 Model = UBScudStrm_A1 11673 Animation = UBScudStrm_A1.UBScudStrm_A1 11674 AnimationMode = ONCE 11675 Flags = MAINTAIN_FRAME_ACROSS_STATES 11676 WeaponLaunchBone = PRIMARY WeaponA 11677 11678 ParticleSysBone = SteamM01 SteamLarge 11679 ParticleSysBone = SteamS01 SteamMedium 11680 11681 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11682 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11683 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11684 End 11685 11686 ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot 11687 Model = UBScudStrm_A2 11688 Animation = UBScudStrm_A2.UBScudStrm_A2 11689 AnimationMode = MANUAL 11690 Flags = START_FRAME_FIRST 11691 WeaponLaunchBone = PRIMARY WeaponA 11692 TransitionKey = Trans_ATTACKING_NIGHT 11693 11694 ParticleSysBone = SteamM01 SteamLarge 11695 ParticleSysBone = SteamS01 SteamMedium 11696 11697 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11698 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11699 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11700 End 11701 AliasConditionState = ATTACKING FIRING_A NIGHT 11702 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT 11703 11704 TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground 11705 Model = UBScudStrm_A3 11706 Animation = UBScudStrm_A3.UBScudStrm_A3 11707 AnimationMode = ONCE 11708 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11709 11710 ParticleSysBone = SteamM01 SteamVent 11711 ParticleSysBone = SteamS01 SteamVent 11712 End 11713 11714 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11715 Model = UBScudStrm 11716 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11717 End 11718 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11719 Model = UBScudStrm_D 11720 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11721 End 11722 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11723 Model = UBScudStrm_E 11724 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11725 End 11726 11727 ;------------------------------------------------------------------------------------------------------------------------- 11728 ConditionState = DAMAGED NIGHT 11729 Model = UBScudStrm_DA1N 11730 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11731 AnimationMode = MANUAL 11732 Flags = START_FRAME_FIRST 11733 WeaponLaunchBone = PRIMARY WeaponA 11734 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11735 TransitionKey = Trans_READY_DAMAGED_NIGHT 11736 11737 ParticleSysBone = SteamM01 SteamLarge 11738 ParticleSysBone = SteamS01 SteamMedium 11739 End 11740 11741 TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT 11742 Model = UBScudStrm_DA1N 11743 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11744 AnimationMode = ONCE 11745 Flags = MAINTAIN_FRAME_ACROSS_STATES 11746 WeaponLaunchBone = PRIMARY WeaponA 11747 11748 ParticleSysBone = SteamM01 SteamLarge 11749 ParticleSysBone = SteamS01 SteamMedium 11750 11751 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11752 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11753 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11754 End 11755 11756 ConditionState = ATTACKING DAMAGED NIGHT 11757 Model = UBScudStrm_DA2N 11758 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 11759 AnimationMode = MANUAL 11760 Flags = START_FRAME_FIRST 11761 WeaponLaunchBone = PRIMARY WeaponA 11762 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT 11763 11764 ParticleSysBone = SteamM01 SteamLarge 11765 ParticleSysBone = SteamS01 SteamMedium 11766 11767 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11768 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11769 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11770 End 11771 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED 11772 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED 11773 11774 TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT 11775 Model = UBScudStrm_DA3N 11776 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 11777 AnimationMode = ONCE 11778 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11779 11780 ParticleSysBone = SteamM01 SteamVent 11781 ParticleSysBone = SteamS01 SteamVent 11782 End 11783 11784 ;------------------------------------------------------------------------------------------------------------------------- 11785 11786 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11787 Model = UBScudStrm_EA1N 11788 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11789 AnimationMode = MANUAL 11790 Flags = START_FRAME_FIRST 11791 WeaponLaunchBone = PRIMARY WeaponA 11792 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11793 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT 11794 11795 ParticleSysBone = SteamM01 SteamLarge 11796 ParticleSysBone = SteamS01 SteamMedium 11797 End 11798 11799 TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT 11800 Model = UBScudStrm_EA1N 11801 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11802 AnimationMode = ONCE 11803 Flags = MAINTAIN_FRAME_ACROSS_STATES 11804 WeaponLaunchBone = PRIMARY WeaponA 11805 11806 ParticleSysBone = SteamM01 SteamLarge 11807 ParticleSysBone = SteamS01 SteamMedium 11808 11809 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11810 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11811 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11812 End 11813 11814 11815 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT 11816 Model = UBScudStrm_EA2N 11817 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 11818 AnimationMode = MANUAL 11819 Flags = START_FRAME_FIRST 11820 WeaponLaunchBone = PRIMARY WeaponA 11821 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT 11822 11823 ParticleSysBone = SteamM01 SteamLarge 11824 ParticleSysBone = SteamS01 SteamMedium 11825 11826 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11827 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11828 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11829 End 11830 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE 11831 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE 11832 11833 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT 11834 Model = UBScudStrm_EA3N 11835 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 11836 AnimationMode = ONCE 11837 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11838 11839 ParticleSysBone = SteamM01 SteamVent 11840 ParticleSysBone = SteamS01 SteamVent 11841 End 11842 11843 ;------------------------------------------------------------------------------------------------------------------------- 11844 ; NIGHT SNOW 11845 ConditionState = NIGHT SNOW ; from underground to lying around 11846 Model = UBScudStrm_A1NS 11847 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 11848 AnimationMode = MANUAL 11849 Flags = START_FRAME_FIRST 11850 WeaponLaunchBone = PRIMARY WeaponA 11851 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11852 TransitionKey = Trans_READY_NIGHTSNOW 11853 11854 ParticleSysBone = SteamM01 SteamLarge 11855 ParticleSysBone = SteamS01 SteamMedium 11856 End 11857 11858 TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW 11859 Model = UBScudStrm_A1NS 11860 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 11861 AnimationMode = ONCE 11862 Flags = MAINTAIN_FRAME_ACROSS_STATES 11863 WeaponLaunchBone = PRIMARY WeaponA 11864 11865 ParticleSysBone = SteamM01 SteamLarge 11866 ParticleSysBone = SteamS01 SteamMedium 11867 11868 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11869 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11870 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11871 End 11872 11873 ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot 11874 Model = UBScudStrm_A2NS 11875 Animation = UBScudStrm_A2NS.UBScudStrm_A2NS 11876 AnimationMode = MANUAL 11877 Flags = START_FRAME_FIRST 11878 WeaponLaunchBone = PRIMARY WeaponA 11879 TransitionKey = Trans_ATTACKING_NIGHTSNOW 11880 11881 ParticleSysBone = SteamM01 SteamLarge 11882 ParticleSysBone = SteamS01 SteamMedium 11883 11884 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11885 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11886 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11887 End 11888 AliasConditionState = ATTACKING FIRING_A NIGHT SNOW 11889 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW 11890 11891 TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground 11892 Model = UBScudStrm_A3NS 11893 Animation = UBScudStrm_A3NS.UBScudStrm_A3NS 11894 AnimationMode = ONCE 11895 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11896 11897 ParticleSysBone = SteamM01 SteamVent 11898 ParticleSysBone = SteamS01 SteamVent 11899 End 11900 11901 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11902 Model = UBScudStrm 11903 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11904 End 11905 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11906 Model = UBScudStrm_D 11907 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11908 End 11909 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11910 Model = UBScudStrm_E 11911 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11912 End 11913 11914 ;------------------------------------------------------------------------------------------------------------------------- 11915 ConditionState = DAMAGED NIGHT SNOW 11916 Model = UBScudStrm_DA1N 11917 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11918 AnimationMode = MANUAL 11919 Flags = START_FRAME_FIRST 11920 WeaponLaunchBone = PRIMARY WeaponA 11921 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11922 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW 11923 11924 ParticleSysBone = SteamM01 SteamLarge 11925 ParticleSysBone = SteamS01 SteamMedium 11926 End 11927 11928 TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW 11929 Model = UBScudStrm_DA1N 11930 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11931 AnimationMode = ONCE 11932 Flags = MAINTAIN_FRAME_ACROSS_STATES 11933 WeaponLaunchBone = PRIMARY WeaponA 11934 11935 ParticleSysBone = SteamM01 SteamLarge 11936 ParticleSysBone = SteamS01 SteamMedium 11937 11938 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11939 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11940 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11941 End 11942 11943 ConditionState = ATTACKING DAMAGED NIGHT SNOW 11944 Model = UBScudStrm_DA2N 11945 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 11946 AnimationMode = MANUAL 11947 Flags = START_FRAME_FIRST 11948 WeaponLaunchBone = PRIMARY WeaponA 11949 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW 11950 11951 ParticleSysBone = SteamM01 SteamLarge 11952 ParticleSysBone = SteamS01 SteamMedium 11953 11954 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11955 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11956 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11957 End 11958 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW 11959 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW 11960 11961 TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW 11962 Model = UBScudStrm_DA3N 11963 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 11964 AnimationMode = ONCE 11965 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11966 11967 ParticleSysBone = SteamM01 SteamVent 11968 ParticleSysBone = SteamS01 SteamVent 11969 End 11970 11971 ;------------------------------------------------------------------------------------------------------------------------- 11972 11973 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11974 Model = UBScudStrm_EA1N 11975 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11976 AnimationMode = MANUAL 11977 Flags = START_FRAME_FIRST 11978 WeaponLaunchBone = PRIMARY WeaponA 11979 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11980 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW 11981 11982 ParticleSysBone = SteamM01 SteamLarge 11983 ParticleSysBone = SteamS01 SteamMedium 11984 End 11985 11986 TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 11987 Model = UBScudStrm_EA1N 11988 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11989 AnimationMode = ONCE 11990 Flags = MAINTAIN_FRAME_ACROSS_STATES 11991 WeaponLaunchBone = PRIMARY WeaponA 11992 11993 ParticleSysBone = SteamM01 SteamLarge 11994 ParticleSysBone = SteamS01 SteamMedium 11995 11996 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11997 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11998 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11999 End 12000 12001 12002 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW 12003 Model = UBScudStrm_EA2N 12004 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 12005 AnimationMode = MANUAL 12006 Flags = START_FRAME_FIRST 12007 WeaponLaunchBone = PRIMARY WeaponA 12008 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 12009 12010 ParticleSysBone = SteamM01 SteamLarge 12011 ParticleSysBone = SteamS01 SteamMedium 12012 12013 ParticleSysBone = FXBone01 ScudStormBuildingGoo 12014 ParticleSysBone = FXBone02 ScudStormBuildingGoo 12015 ParticleSysBone = FXBone03 ScudStormBuildingGoo 12016 End 12017 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW 12018 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW 12019 12020 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW 12021 Model = UBScudStrm_EA3N 12022 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 12023 AnimationMode = ONCE 12024 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12025 12026 ParticleSysBone = SteamM01 SteamVent 12027 ParticleSysBone = SteamS01 SteamVent 12028 End 12029 12030 12031 ConditionState = SOLD 12032 Model = NONE 12033 End 12034 AliasConditionState = SOLD DAMAGED 12035 AliasConditionState = SOLD REALLYDAMAGED 12036 AliasConditionState = SOLD SNOW 12037 AliasConditionState = SOLD DAMAGED SNOW 12038 AliasConditionState = SOLD REALLYDAMAGED SNOW 12039 AliasConditionState = SOLD NIGHT 12040 AliasConditionState = SOLD DAMAGED NIGHT 12041 AliasConditionState = SOLD REALLYDAMAGED NIGHT 12042 AliasConditionState = SOLD NIGHT SNOW 12043 AliasConditionState = SOLD DAMAGED NIGHT SNOW 12044 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 12045 End 12046 12047 ;------------------------------------------------------------------------------------------------------------------------- 12048 ;------------------------------------------------------------------------------------------------------------------------- 12049 ;------------------------------------------------------------------------------------------------------------------------- 12050 Draw = W3DModelDraw ModuleTag_02 12051 OkToChangeModelColor = Yes 12052 12053 ConditionState = None 12054 Model = UBScudStrm_A5 12055 Animation = UBScudStrm_A5.UBScudStrm_A5 12056 AnimationMode = MANUAL 12057 Flags = START_FRAME_FIRST 12058 End 12059 12060 ConditionState = SOLD 12061 Model = NONE 12062 End 12063 ConditionState = SOLD SNOW 12064 Model = NONE 12065 End 12066 ConditionState = SOLD NIGHT 12067 Model = NONE 12068 End 12069 ConditionState = SOLD NIGHT SNOW 12070 Model = NONE 12071 End 12072 12073 ConditionState = PREATTACK_A ATTACKING 12074 Model = UBScudStrm_A5 12075 Animation = UBScudStrm_A5.UBScudStrm_A5 12076 AnimationMode = LOOP 12077 Flags = START_FRAME_FIRST 12078 End 12079 12080 ConditionState = ATTACKING 12081 Model = UBScudStrm_A5 12082 Animation = UBScudStrm_A5.UBScudStrm_A5 12083 AnimationMode = LOOP 12084 Flags = START_FRAME_FIRST 12085 End 12086 12087 ;These assets are missing (KM: removed to get rid of assert) 12088 ;ConditionState = DAMAGED 12089 ; Model = UBScudStrm_DA5 12090 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 12091 ; AnimationMode = MANUAL 12092 ; Flags = START_FRAME_FIRST 12093 ;End 12094 12095 ;These assets are missing (KM: removed to get rid of assert) 12096 ;ConditionState = PREATTACK_A ATTACKING DAMAGED 12097 ; Model = UBScudStrm_DA5 12098 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 12099 ; AnimationMode = LOOP 12100 ; Flags = START_FRAME_FIRST 12101 ;End 12102 12103 ;These assets are missing (KM: removed to get rid of assert) 12104 ;ConditionState = ATTACKING DAMAGED 12105 ; Model = UBScudStrm_DA5 12106 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 12107 ; AnimationMode = LOOP 12108 ; Flags = START_FRAME_FIRST 12109 ;End 12110 12111 ;These assets are missing (KM: removed to get rid of assert) 12112 ;ConditionState = REALLYDAMAGED 12113 ; Model = UBScudStrm_EA5 12114 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 12115 ; AnimationMode = MANUAL 12116 ; Flags = START_FRAME_FIRST 12117 ;End 12118 12119 ;These assets are missing (KM: removed to get rid of assert) 12120 ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED 12121 ; Model = UBScudStrm_EA5 12122 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 12123 ; AnimationMode = LOOP 12124 ; Flags = START_FRAME_FIRST 12125 ;End 12126 12127 ;These assets are missing (KM: removed to get rid of assert) 12128 ;ConditionState = ATTACKING REALLYDAMAGED 12129 ; Model = UBScudStrm_EA5 12130 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 12131 ; AnimationMode = LOOP 12132 ; Flags = START_FRAME_FIRST 12133 ;End 12134 12135 End 12136 12137 Draw = W3DModelDraw ModuleTag_03 12138 OkToChangeModelColor = Yes 12139 12140 ConditionState = None 12141 Model = UBScudStrm_A6 12142 Animation = UBScudStrm_A6.UBScudStrm_A6 12143 AnimationMode = LOOP 12144 Flags = MAINTAIN_FRAME_ACROSS_STATES 12145 End 12146 12147 ConditionState = DAMAGED 12148 Model = UBScudStrm_DA6 12149 Animation = UBScudStrm_DA6.UBScudStrm_DA6 12150 AnimationMode = LOOP 12151 Flags = MAINTAIN_FRAME_ACROSS_STATES 12152 End 12153 12154 ConditionState = REALLYDAMAGED RUBBLE 12155 Model = UBScudStrm_EA6 12156 Animation = UBScudStrm_EA6.UBScudStrm_EA6 12157 AnimationMode = LOOP 12158 Flags = MAINTAIN_FRAME_ACROSS_STATES 12159 End 12160 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12161 Model = UBScudStrm_A6 12162 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12163 End 12164 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12165 12166 Model = UBScudStrm_DA6 12167 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12168 End 12169 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 12170 Model = UBScudStrm_EA6 12171 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12172 End 12173 12174 ConditionState = SOLD 12175 Model = NONE 12176 End 12177 ConditionState = SOLD SNOW 12178 Model = NONE 12179 End 12180 ConditionState = SOLD NIGHT 12181 Model = NONE 12182 End 12183 ConditionState = SOLD NIGHT SNOW 12184 Model = NONE 12185 End 12186 12187 End 12188 12189 Draw = W3DModelDraw ModuleTag_04 12190 OkToChangeModelColor = Yes 12191 12192 ConditionState = None 12193 Model = UBScudStrm_F 12194 Animation = UBScudStrm_F.UBScudStrm_F 12195 AnimationMode = LOOP 12196 Flags = MAINTAIN_FRAME_ACROSS_STATES 12197 End 12198 12199 ConditionState = DAMAGED 12200 Model = UBScudStrm_DF 12201 Animation = UBScudStrm_DF.UBScudStrm_DF 12202 AnimationMode = LOOP 12203 Flags = MAINTAIN_FRAME_ACROSS_STATES 12204 End 12205 12206 ConditionState = REALLYDAMAGED RUBBLE 12207 Model = UBScudStrm_EF 12208 Animation = UBScudStrm_EF.UBScudStrm_EF 12209 AnimationMode = LOOP 12210 Flags = MAINTAIN_FRAME_ACROSS_STATES 12211 End 12212 12213 ConditionState = SOLD 12214 Model = NONE 12215 End 12216 AliasConditionState = SOLD DAMAGED 12217 AliasConditionState = SOLD REALLYDAMAGED 12218 AliasConditionState = SOLD SNOW 12219 AliasConditionState = SOLD DAMAGED SNOW 12220 AliasConditionState = SOLD REALLYDAMAGED SNOW 12221 AliasConditionState = SOLD NIGHT 12222 AliasConditionState = SOLD DAMAGED NIGHT 12223 AliasConditionState = SOLD REALLYDAMAGED NIGHT 12224 AliasConditionState = SOLD NIGHT SNOW 12225 AliasConditionState = SOLD DAMAGED NIGHT SNOW 12226 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 12227 End 12228 12229 ; ------------ construction-zone fence ----------------- 12230 Draw = W3DModelDraw ModuleTag_05 12231 AnimationsRequirePower = No 12232 DefaultConditionState 12233 Model = None 12234 TransitionKey = DOWN_DEFAULT 12235 End 12236 ConditionState = NIGHT 12237 Model = None 12238 TransitionKey = DOWN_DEFAULT 12239 End 12240 ConditionState = SNOW 12241 Model = None 12242 TransitionKey = DOWN_DEFAULT 12243 End 12244 ConditionState = SNOW NIGHT 12245 Model = None 12246 TransitionKey = DOWN_DEFAULT 12247 End 12248 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12249 Model = UBScudStrm_AB 12250 Animation = UBScudStrm_AB.UBScudStrm_AB 12251 AnimationMode = MANUAL 12252 Flags = START_FRAME_LAST 12253 TransitionKey = UP_DAY 12254 End 12255 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12256 Model = UBScudStrm_ABN 12257 Animation = UBScudStrm_ABN.UBScudStrm_ABN 12258 AnimationMode = MANUAL 12259 Flags = START_FRAME_LAST 12260 TransitionKey = UP_NIGHT 12261 End 12262 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12263 Model = UBScudStrm_ABS 12264 Animation = UBScudStrm_ABS.UBScudStrm_ABS 12265 AnimationMode = MANUAL 12266 Flags = START_FRAME_LAST 12267 TransitionKey = UP_SNOW 12268 End 12269 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12270 Model = UBScudStrm_ABSN 12271 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 12272 AnimationMode = MANUAL 12273 Flags = START_FRAME_LAST 12274 TransitionKey = UP_SNOWNIGHT 12275 End 12276 TransitionState = DOWN_DEFAULT UP_DAY 12277 Model = UBScudStrm_AB 12278 Animation = UBScudStrm_AB.UBScudStrm_AB 12279 AnimationMode = ONCE 12280 AnimationSpeedFactorRange = 1.0 1.0 12281 Flags = START_FRAME_FIRST 12282 End 12283 TransitionState = DOWN_DEFAULT UP_NIGHT 12284 Model = UBScudStrm_ABN 12285 Animation = UBScudStrm_ABN.UBScudStrm_ABN 12286 AnimationMode = ONCE 12287 AnimationSpeedFactorRange = 1.0 1.0 12288 Flags = START_FRAME_FIRST 12289 End 12290 TransitionState = DOWN_DEFAULT UP_SNOW 12291 Model = UBScudStrm_ABS 12292 Animation = UBScudStrm_ABS.UBScudStrm_ABS 12293 AnimationMode = ONCE 12294 AnimationSpeedFactorRange = 1.0 1.0 12295 Flags = START_FRAME_FIRST 12296 End 12297 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12298 Model = UBScudStrm_ABSN 12299 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 12300 AnimationMode = ONCE 12301 AnimationSpeedFactorRange = 1.0 1.0 12302 Flags = START_FRAME_FIRST 12303 End 12304 TransitionState = UP_DAY DOWN_DEFAULT 12305 Model = UBScudStrm_AB 12306 Animation = UBScudStrm_AB.UBScudStrm_AB 12307 AnimationMode = ONCE_BACKWARDS 12308 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12309 Flags = START_FRAME_LAST 12310 End 12311 TransitionState = UP_NIGHT DOWN_DEFAULT 12312 Model = UBScudStrm_ABN 12313 Animation = UBScudStrm_ABN.UBScudStrm_ABN 12314 AnimationMode = ONCE_BACKWARDS 12315 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12316 Flags = START_FRAME_LAST 12317 End 12318 TransitionState = UP_SNOW DOWN_DEFAULT 12319 Model = UBScudStrm_ABS 12320 Animation = UBScudStrm_ABS.UBScudStrm_ABS 12321 AnimationMode = ONCE_BACKWARDS 12322 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12323 Flags = START_FRAME_LAST 12324 End 12325 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12326 Model = UBScudStrm_ABSN 12327 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 12328 AnimationMode = ONCE_BACKWARDS 12329 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12330 Flags = START_FRAME_LAST 12331 End 12332 End 12333 12334 ; ------------ under-construction scaffolding ----------------- 12335 Draw = W3DModelDraw ModuleTag_06 12336 AnimationsRequirePower = No 12337 MinLODRequired = MEDIUM 12338 DefaultConditionState 12339 Model = None 12340 TransitionKey = DOWN_DEFAULT 12341 End 12342 ConditionState = NIGHT 12343 Model = None 12344 TransitionKey = DOWN_DEFAULT 12345 End 12346 ConditionState = SNOW 12347 Model = None 12348 TransitionKey = DOWN_DEFAULT 12349 End 12350 ConditionState = SNOW NIGHT 12351 Model = None 12352 TransitionKey = DOWN_DEFAULT 12353 End 12354 ConditionState = PARTIALLY_CONSTRUCTED 12355 Model = UBScudStrm_AC 12356 Animation = UBScudStrm_AC.UBScudStrm_AC 12357 AnimationMode = MANUAL 12358 Flags = START_FRAME_LAST 12359 TransitionKey = UP_DAY 12360 ParticleSysBone = Dust01 BuildingDust 12361 ParticleSysBone = Smoke01 BuildUpSmoke 12362 ParticleSysBone = Smoke02 BuildUpSmoke 12363 ParticleSysBone = Smoke03 BuildUpSmoke 12364 ParticleSysBone = Smoke04 BuildUpSmoke 12365 End 12366 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12367 Model = UBScudStrm_ACN 12368 Animation = UBScudStrm_ACN.UBScudStrm_ACN 12369 AnimationMode = MANUAL 12370 Flags = START_FRAME_LAST 12371 TransitionKey = UP_NIGHT 12372 ParticleSysBone = Dust01 BuildingDust 12373 ParticleSysBone = Smoke01 BuildUpSmoke 12374 ParticleSysBone = Smoke02 BuildUpSmoke 12375 ParticleSysBone = Smoke03 BuildUpSmoke 12376 ParticleSysBone = Smoke04 BuildUpSmoke 12377 End 12378 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12379 Model = UBScudStrm_ACS 12380 Animation = UBScudStrm_ACS.UBScudStrm_ACS 12381 AnimationMode = MANUAL 12382 Flags = START_FRAME_LAST 12383 TransitionKey = UP_SNOW 12384 ParticleSysBone = Dust01 BuildingSnowDust 12385 ParticleSysBone = Smoke01 BuildUpSnowSmoke 12386 ParticleSysBone = Smoke02 BuildUpSnowSmoke 12387 ParticleSysBone = Smoke03 BuildUpSnowSmoke 12388 ParticleSysBone = Smoke04 BuildUpSnowSmoke 12389 End 12390 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12391 Model = UBScudStrm_ACSN 12392 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 12393 AnimationMode = MANUAL 12394 Flags = START_FRAME_LAST 12395 TransitionKey = UP_SNOWNIGHT 12396 ParticleSysBone = Dust01 BuildingNightSnowDust 12397 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 12398 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 12399 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 12400 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 12401 End 12402 TransitionState = DOWN_DEFAULT UP_DAY 12403 Model = UBScudStrm_AC 12404 Animation = UBScudStrm_AC.UBScudStrm_AC 12405 AnimationMode = ONCE 12406 AnimationSpeedFactorRange = 1.0 1.0 12407 Flags = START_FRAME_FIRST 12408 End 12409 TransitionState = DOWN_DEFAULT UP_NIGHT 12410 Model = UBScudStrm_ACN 12411 Animation = UBScudStrm_ACN.UBScudStrm_ACN 12412 AnimationMode = ONCE 12413 AnimationSpeedFactorRange = 1.0 1.0 12414 Flags = START_FRAME_FIRST 12415 End 12416 TransitionState = DOWN_DEFAULT UP_SNOW 12417 Model = UBScudStrm_ACS 12418 Animation = UBScudStrm_ACS.UBScudStrm_ACS 12419 AnimationMode = ONCE 12420 AnimationSpeedFactorRange = 1.0 1.0 12421 Flags = START_FRAME_FIRST 12422 End 12423 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12424 Model = UBScudStrm_ACSN 12425 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 12426 AnimationMode = ONCE 12427 AnimationSpeedFactorRange = 1.0 1.0 12428 Flags = START_FRAME_FIRST 12429 End 12430 TransitionState = UP_DAY DOWN_DEFAULT 12431 Model = UBScudStrm_AC 12432 Animation = UBScudStrm_AC.UBScudStrm_AC 12433 AnimationMode = ONCE_BACKWARDS 12434 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12435 Flags = START_FRAME_LAST 12436 End 12437 TransitionState = UP_NIGHT DOWN_DEFAULT 12438 Model = UBScudStrm_ACN 12439 Animation = UBScudStrm_ACN.UBScudStrm_ACN 12440 AnimationMode = ONCE_BACKWARDS 12441 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12442 Flags = START_FRAME_LAST 12443 End 12444 TransitionState = UP_SNOW DOWN_DEFAULT 12445 Model = UBScudStrm_ACS 12446 Animation = UBScudStrm_ACS.UBScudStrm_ACS 12447 AnimationMode = ONCE_BACKWARDS 12448 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12449 Flags = START_FRAME_LAST 12450 End 12451 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12452 Model = UBScudStrm_ACSN 12453 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 12454 AnimationMode = ONCE_BACKWARDS 12455 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12456 Flags = START_FRAME_LAST 12457 End 12458 End 12459 12460 PlacementViewAngle = -45 12461 12462 ; ***DESIGN parameters *** 12463 DisplayName = OBJECT:ScudStorm 12464 Side = GLA 12465 EditorSorting = STRUCTURE 12466 Prerequisites 12467 Object = GLAPalace 12468 End 12469 BuildCost = 5000 12470 BuildTime = 60.0 ; in seconds 12471 EnergyProduction = 0 12472 CommandSet = GLAScudStormCommandSet 12473 VisionRange = 200.0 ; Shroud clearing distance 12474 ShroudClearingRange = 200 12475 WeaponSet 12476 Conditions = None 12477 Weapon = PRIMARY ScudStormWeapon 12478 AutoChooseSources = PRIMARY NONE 12479 End 12480 ArmorSet 12481 Conditions = None 12482 Armor = StructureArmorTough 12483 DamageFX = StructureDamageFXNoShake 12484 End 12485 ExperienceValue = 400 400 400 400 ; Experience point value at each level 12486 12487 ; *** AUDIO Parameters *** 12488 VoiceSelect = ScudStormSelect 12489 SoundDie = BuildingDie 12490 SoundOnDamaged = BuildingDamagedStateLight 12491 SoundOnReallyDamaged = BuildingDestroy 12492 12493 UnitSpecificSounds 12494 UnderConstruction = UnderConstructionLoop 12495 End 12496 12497 UnitSpecificSounds 12498 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 12499 TurretMoveStart = NoSound 12500 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 12501 End 12502 12503 ; *** ENGINEERING Parameters *** 12504 RadarPriority = STRUCTURE 12505 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE 12506 Body = StructureBody ModuleTag_07 12507 MaxHealth = 4000.0 12508 InitialHealth = 4000.0 12509 End 12510 Behavior = RebuildHoleExposeDie ModuleTag_08 12511 HoleName = GLAHoleScudStorm 12512 HoleMaxHealth = 500.0 12513 End 12514 12515 Behavior = AIUpdateInterface ModuleTag_09 12516 End 12517 12518 Behavior = OCLSpecialPower ModuleTag_10 12519 SpecialPowerTemplate = SuperweaponScudStorm 12520 OCL = SUPERWEAPON_ScudStorm 12521 End 12522 Behavior = SpecialPowerCreate ModuleTag_11 12523 ;nothing 12524 End 12525 12526 Behavior = DestroyDie ModuleTag_12 12527 ;nothing 12528 End 12529 Behavior = CreateObjectDie ModuleTag_13 12530 CreationList = OCL_PoisonFieldMedium 12531 ExemptStatus = UNDER_CONSTRUCTION 12532 End 12533 Behavior = FXListDie ModuleTag_14 12534 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 12535 ExemptStatus = UNDER_CONSTRUCTION 12536 End 12537 12538 Behavior = FlammableUpdate ModuleTag_16 12539 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12540 AflameDamageAmount = 5 ; taking this much damage... 12541 AflameDamageDelay = 500 ; this often. 12542 End 12543 12544 Behavior = RadiusDecalUpdate ModuleTag_17 12545 ; nothing 12546 End 12547 12548 Behavior = TransitionDamageFX ModuleTag_18 12549 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 12550 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12551 ;--------------------------------------------------------------------------------------- 12552 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12553 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12554 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12555 End 12556 12557 12558 Geometry = BOX 12559 GeometryMajorRadius = 71.0 12560 GeometryMinorRadius = 67.0 12561 GeometryHeight = 25.0 12562 GeometryIsSmall = No 12563 Shadow = SHADOW_VOLUME 12564 BuildCompletion = PLACED_BY_PLAYER 12565 12566 End 12567 12568 ;------------------------------------------------------------------------------ 12569 ObjectReskin GLAHoleScudStorm GLAHole 12570 Draw = W3DModelDraw ModuleTag_01 12571 OkToChangeModelColor = Yes 12572 ConditionState = NONE 12573 Model = UBHole 12574 End 12575 ConditionState = DAMAGED 12576 Model = UBHole_D 12577 ParticleSysBone = Smoke01 SteamVent 12578 End 12579 ConditionState = REALLYDAMAGED RUBBLE 12580 Model = UBHole_E 12581 ParticleSysBone = Smoke01 SteamVent 12582 ParticleSysBone = Smoke02 SteamVent 12583 ParticleSysBone = Fire01 GLAPowerPlantFlame 12584 ParticleSysBone = Fire02 GLAPowerPlantFlame 12585 ParticleSysBone = Fire03 GLAPowerPlantFlame 12586 End 12587 End 12588 ;Remove comments for this section and replace the model entries for the 12589 ;pristine, and damage/reallydamaged rubble around the GLA hole below 12590 12591 Draw = W3DModelDraw ModuleTag_02 12592 OkToChangeModelColor = Yes 12593 ConditionState = NONE 12594 Model = UBScudStrm_R 12595 End 12596 End 12597 ; ConditionState = DAMAGED REALLYDAMAGED 12598 ; Model = UBScudStrm_R 12599 ; End 12600 ; End 12601 End 12602 12603 ;------------------------------------------------------------------------------ 12604 ;China Neutron Missile, NukeSilo, Nuke Silo 12605 Object ChinaNuclearMissileLauncher 12606 12607 ; *** ART Parameters *** 12608 SelectPortrait = SNNukeMisl_L 12609 ButtonImage = SNNukeMisl 12610 SelectPortrait = SNNukeMisl_L 12611 ButtonImage = SNNukeMisl 12612 Draw = W3DModelDraw ModuleTag_01 12613 OkToChangeModelColor = Yes 12614 ; day 12615 ConditionState = NONE 12616 Model = NBNMissle 12617 End 12618 ConditionState = SOLD 12619 Model = NONE 12620 End 12621 ConditionState = SOLD SNOW 12622 Model = NONE 12623 12624 End 12625 ConditionState = SOLD NIGHT 12626 Model = NONE 12627 End 12628 ConditionState = SOLD NIGHT SNOW 12629 Model = NONE 12630 End 12631 12632 12633 ConditionState = DAMAGED 12634 Model = NBNMissle_D 12635 ParticleSysBone = Smoke01 SmolderingSmoke 12636 ParticleSysBone = Smoke02 SmolderingSmoke 12637 ParticleSysBone = Smoke03 SmolderingSmoke 12638 ParticleSysBone = Smoke04 SmolderingSmoke 12639 ParticleSysBone = Smoke01 SmolderingFire 12640 ParticleSysBone = Smoke02 SmolderingFire 12641 ParticleSysBone = Smoke03 SmolderingFire 12642 ParticleSysBone = Smoke04 SmolderingFire 12643 End 12644 ConditionState = REALLYDAMAGED RUBBLE 12645 Model = NBNMissle_E 12646 ParticleSysBone = Smoke01 SmolderingSmoke 12647 ParticleSysBone = Smoke02 SmolderingSmoke 12648 ParticleSysBone = Smoke03 SmolderingSmoke 12649 ParticleSysBone = Smoke04 SmolderingSmoke 12650 ParticleSysBone = Smoke05 SmolderingSmoke 12651 ParticleSysBone = Smoke06 SmolderingSmoke 12652 ParticleSysBone = Smoke01 SmolderingFire 12653 ParticleSysBone = Smoke02 SmolderingFire 12654 ParticleSysBone = Smoke03 SmolderingFire 12655 ParticleSysBone = Smoke04 SmolderingFire 12656 ParticleSysBone = Smoke05 SmolderingFire 12657 ParticleSysBone = Smoke06 SmolderingFire 12658 End 12659 ConditionState = AWAITING_CONSTRUCTION 12660 Model = None 12661 End 12662 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12663 Model = NBNMissle 12664 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12665 END 12666 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12667 Model = NBNMissle_D 12668 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12669 END 12670 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 12671 Model = NBNMissle_E 12672 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12673 END 12674 ConditionState = DOOR_1_OPENING 12675 Model = NBNMissle_A2 12676 Animation = NBNMissle_A2.NBNMissle_A2 12677 AnimationMode = ONCE 12678 Flags = MAINTAIN_FRAME_ACROSS_STATES 12679 End 12680 ConditionState = DOOR_1_WAITING_OPEN 12681 Model = NBNMissle_A2 12682 Animation = NBNMissle_A2.NBNMissle_A2 12683 AnimationMode = MANUAL 12684 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12685 WeaponLaunchBone = PRIMARY RockPos 12686 ParticleSysBone = Steam01 BigMissileSteam 12687 ParticleSysBone = Steam02 BigMissileSteam 12688 End 12689 ConditionState = DOOR_1_WAITING_TO_CLOSE 12690 Model = NBNMissle_A3 12691 Animation = NBNMissle_A3.NBNMissle_A3 12692 AnimationMode = MANUAL 12693 Flags = START_FRAME_FIRST 12694 WeaponLaunchBone = PRIMARY RockPos 12695 End 12696 ConditionState = DOOR_1_CLOSING 12697 Model = NBNMissle_A3 12698 Animation = NBNMissle_A3.NBNMissle_A3 12699 AnimationMode = ONCE 12700 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12701 End 12702 ConditionState = DOOR_1_OPENING DAMAGED 12703 Model = NBNMissle_A2D 12704 Animation = NBNMissle_A2D.NBNMissle_A2D 12705 AnimationMode = ONCE 12706 Flags = MAINTAIN_FRAME_ACROSS_STATES 12707 ParticleSysBone = Smoke01 SmolderingSmoke 12708 ParticleSysBone = Smoke02 SmolderingSmoke 12709 ParticleSysBone = Smoke03 SmolderingSmoke 12710 ParticleSysBone = Smoke04 SmolderingSmoke 12711 ParticleSysBone = Smoke05 SmolderingSmoke 12712 ParticleSysBone = Smoke06 SmolderingSmoke 12713 ParticleSysBone = Smoke01 SmolderingFire 12714 ParticleSysBone = Smoke02 SmolderingFire 12715 ParticleSysBone = Smoke03 SmolderingFire 12716 ParticleSysBone = Smoke04 SmolderingFire 12717 ParticleSysBone = Smoke05 SmolderingFire 12718 ParticleSysBone = Smoke06 SmolderingFire 12719 12720 ParticleSysBone = Steam01 BigMissileSteam 12721 ParticleSysBone = Steam02 BigMissileSteam 12722 End 12723 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 12724 Model = NBNMissle_A2D 12725 Animation = NBNMissle_A2D.NBNMissle_A2D 12726 AnimationMode = MANUAL 12727 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12728 WeaponLaunchBone = PRIMARY RockPos 12729 ParticleSysBone = Smoke01 SmolderingSmoke 12730 ParticleSysBone = Smoke02 SmolderingSmoke 12731 ParticleSysBone = Smoke03 SmolderingSmoke 12732 ParticleSysBone = Smoke04 SmolderingSmoke 12733 ParticleSysBone = Smoke05 SmolderingSmoke 12734 ParticleSysBone = Smoke06 SmolderingSmoke 12735 ParticleSysBone = Smoke01 SmolderingFire 12736 ParticleSysBone = Smoke02 SmolderingFire 12737 ParticleSysBone = Smoke03 SmolderingFire 12738 ParticleSysBone = Smoke04 SmolderingFire 12739 ParticleSysBone = Smoke05 SmolderingFire 12740 ParticleSysBone = Smoke06 SmolderingFire 12741 ParticleSysBone = Steam01 BigMissileSteam 12742 ParticleSysBone = Steam02 BigMissileSteam 12743 End 12744 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 12745 Model = NBNMissle_A3D 12746 Animation = NBNMissle_A3D.NBNMissle_A3D 12747 AnimationMode = MANUAL 12748 Flags = START_FRAME_FIRST 12749 WeaponLaunchBone = PRIMARY RockPos 12750 ParticleSysBone = Smoke01 SmolderingSmoke 12751 ParticleSysBone = Smoke02 SmolderingSmoke 12752 ParticleSysBone = Smoke03 SmolderingSmoke 12753 ParticleSysBone = Smoke04 SmolderingSmoke 12754 ParticleSysBone = Smoke05 SmolderingSmoke 12755 ParticleSysBone = Smoke06 SmolderingSmoke 12756 ParticleSysBone = Smoke01 SmolderingFire 12757 ParticleSysBone = Smoke02 SmolderingFire 12758 ParticleSysBone = Smoke03 SmolderingFire 12759 ParticleSysBone = Smoke04 SmolderingFire 12760 ParticleSysBone = Smoke05 SmolderingFire 12761 ParticleSysBone = Smoke06 SmolderingFire 12762 End 12763 ConditionState = DOOR_1_CLOSING DAMAGED 12764 Model = NBNMissle_A3D 12765 Animation = NBNMissle_A3D.NBNMissle_A3D 12766 AnimationMode = ONCE 12767 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12768 ParticleSysBone = Smoke01 SmolderingSmoke 12769 ParticleSysBone = Smoke02 SmolderingSmoke 12770 ParticleSysBone = Smoke03 SmolderingSmoke 12771 ParticleSysBone = Smoke04 SmolderingSmoke 12772 ParticleSysBone = Smoke05 SmolderingSmoke 12773 ParticleSysBone = Smoke06 SmolderingSmoke 12774 ParticleSysBone = Smoke01 SmolderingFire 12775 ParticleSysBone = Smoke02 SmolderingFire 12776 ParticleSysBone = Smoke03 SmolderingFire 12777 ParticleSysBone = Smoke04 SmolderingFire 12778 ParticleSysBone = Smoke05 SmolderingFire 12779 ParticleSysBone = Smoke06 SmolderingFire 12780 End 12781 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 12782 Model = NBNMissle_A2E 12783 Animation = NBNMissle_A2E.NBNMissle_A2E 12784 AnimationMode = ONCE 12785 Flags = MAINTAIN_FRAME_ACROSS_STATES 12786 ParticleSysBone = Smoke01 SmolderingSmoke 12787 ParticleSysBone = Smoke02 SmolderingSmoke 12788 ParticleSysBone = Smoke03 SmolderingSmoke 12789 ParticleSysBone = Smoke04 SmolderingSmoke 12790 ParticleSysBone = Smoke05 SmolderingSmoke 12791 ParticleSysBone = Smoke06 SmolderingSmoke 12792 ParticleSysBone = Smoke01 SmolderingFire 12793 ParticleSysBone = Smoke02 SmolderingFire 12794 ParticleSysBone = Smoke03 SmolderingFire 12795 ParticleSysBone = Smoke04 SmolderingFire 12796 ParticleSysBone = Smoke05 SmolderingFire 12797 ParticleSysBone = Smoke06 SmolderingFire 12798 ParticleSysBone = Steam01 BigMissileSteam 12799 ParticleSysBone = Steam02 BigMissileSteam 12800 End 12801 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 12802 Model = NBNMissle_A2E 12803 Animation = NBNMissle_A2E.NBNMissle_A2E 12804 AnimationMode = MANUAL 12805 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12806 WeaponLaunchBone = PRIMARY RockPos 12807 ParticleSysBone = Smoke01 SmolderingSmoke 12808 ParticleSysBone = Smoke02 SmolderingSmoke 12809 ParticleSysBone = Smoke03 SmolderingSmoke 12810 ParticleSysBone = Smoke04 SmolderingSmoke 12811 ParticleSysBone = Smoke05 SmolderingSmoke 12812 ParticleSysBone = Smoke06 SmolderingSmoke 12813 ParticleSysBone = Smoke01 SmolderingFire 12814 ParticleSysBone = Smoke02 SmolderingFire 12815 ParticleSysBone = Smoke03 SmolderingFire 12816 ParticleSysBone = Smoke04 SmolderingFire 12817 ParticleSysBone = Smoke05 SmolderingFire 12818 ParticleSysBone = Smoke06 SmolderingFire 12819 ParticleSysBone = Steam01 BigMissileSteam 12820 ParticleSysBone = Steam02 BigMissileSteam 12821 End 12822 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 12823 Model = NBNMissle_A3E 12824 Animation = NBNMissle_A3E.NBNMissle_A3E 12825 AnimationMode = MANUAL 12826 Flags = START_FRAME_FIRST 12827 WeaponLaunchBone = PRIMARY RockPos 12828 ParticleSysBone = Smoke01 SmolderingSmoke 12829 ParticleSysBone = Smoke02 SmolderingSmoke 12830 ParticleSysBone = Smoke03 SmolderingSmoke 12831 ParticleSysBone = Smoke04 SmolderingSmoke 12832 ParticleSysBone = Smoke05 SmolderingSmoke 12833 ParticleSysBone = Smoke06 SmolderingSmoke 12834 ParticleSysBone = Smoke01 SmolderingFire 12835 ParticleSysBone = Smoke02 SmolderingFire 12836 ParticleSysBone = Smoke03 SmolderingFire 12837 ParticleSysBone = Smoke04 SmolderingFire 12838 ParticleSysBone = Smoke05 SmolderingFire 12839 ParticleSysBone = Smoke06 SmolderingFire 12840 End 12841 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 12842 Model = NBNMissle_A3E 12843 Animation = NBNMissle_A3E.NBNMissle_A3E 12844 AnimationMode = ONCE 12845 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12846 ParticleSysBone = Smoke01 SmolderingSmoke 12847 ParticleSysBone = Smoke02 SmolderingSmoke 12848 ParticleSysBone = Smoke03 SmolderingSmoke 12849 ParticleSysBone = Smoke04 SmolderingSmoke 12850 ParticleSysBone = Smoke05 SmolderingSmoke 12851 ParticleSysBone = Smoke06 SmolderingSmoke 12852 ParticleSysBone = Smoke01 SmolderingFire 12853 ParticleSysBone = Smoke02 SmolderingFire 12854 ParticleSysBone = Smoke03 SmolderingFire 12855 ParticleSysBone = Smoke04 SmolderingFire 12856 ParticleSysBone = Smoke05 SmolderingFire 12857 ParticleSysBone = Smoke06 SmolderingFire 12858 End 12859 12860 ; night 12861 ConditionState = NIGHT 12862 Model = NBNMissle_N 12863 End 12864 ConditionState = DAMAGED NIGHT 12865 Model = NBNMissle_DN 12866 ParticleSysBone = Smoke01 SmolderingSmoke 12867 ParticleSysBone = Smoke02 SmolderingSmoke 12868 ParticleSysBone = Smoke03 SmolderingSmoke 12869 ParticleSysBone = Smoke04 SmolderingSmoke 12870 ParticleSysBone = Smoke01 SmolderingFire 12871 ParticleSysBone = Smoke02 SmolderingFire 12872 ParticleSysBone = Smoke03 SmolderingFire 12873 ParticleSysBone = Smoke04 SmolderingFire 12874 End 12875 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12876 Model = NBNMissle_EN 12877 ParticleSysBone = Smoke01 SmolderingSmoke 12878 ParticleSysBone = Smoke02 SmolderingSmoke 12879 ParticleSysBone = Smoke03 SmolderingSmoke 12880 ParticleSysBone = Smoke04 SmolderingSmoke 12881 ParticleSysBone = Smoke05 SmolderingSmoke 12882 ParticleSysBone = Smoke06 SmolderingSmoke 12883 ParticleSysBone = Smoke01 SmolderingFire 12884 ParticleSysBone = Smoke02 SmolderingFire 12885 ParticleSysBone = Smoke03 SmolderingFire 12886 ParticleSysBone = Smoke04 SmolderingFire 12887 ParticleSysBone = Smoke05 SmolderingFire 12888 ParticleSysBone = Smoke06 SmolderingFire 12889 End 12890 ConditionState = AWAITING_CONSTRUCTION NIGHT 12891 Model = None 12892 End 12893 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12894 Model = NBNMissle_N 12895 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12896 END 12897 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12898 Model = NBNMissle_DN 12899 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12900 END 12901 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12902 Model = NBNMissle_EN 12903 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12904 END 12905 ConditionState = DOOR_1_OPENING NIGHT 12906 Model = NBNMissle_A2N 12907 Animation = NBNMissle_A2N.NBNMissle_A2N 12908 AnimationMode = ONCE 12909 Flags = MAINTAIN_FRAME_ACROSS_STATES 12910 End 12911 ConditionState = DOOR_1_WAITING_OPEN NIGHT 12912 Model = NBNMissle_A2N 12913 Animation = NBNMissle_A2N.NBNMissle_A2N 12914 AnimationMode = MANUAL 12915 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12916 WeaponLaunchBone = PRIMARY RockPos 12917 ParticleSysBone = Steam01 BigMissileSteam 12918 ParticleSysBone = Steam02 BigMissileSteam 12919 End 12920 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 12921 Model = NBNMissle_A3N 12922 Animation = NBNMissle_A3N.NBNMissle_A3N 12923 AnimationMode = MANUAL 12924 Flags = START_FRAME_FIRST 12925 WeaponLaunchBone = PRIMARY RockPos 12926 End 12927 ConditionState = DOOR_1_CLOSING NIGHT 12928 Model = NBNMissle_A3N 12929 Animation = NBNMissle_A3N.NBNMissle_A3N 12930 AnimationMode = ONCE 12931 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12932 End 12933 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 12934 Model = NBNMissle_A2DN 12935 Animation = NBNMissle_A2DN.NBNMissle_A2DN 12936 AnimationMode = ONCE 12937 Flags = MAINTAIN_FRAME_ACROSS_STATES 12938 ParticleSysBone = Smoke01 SmolderingSmoke 12939 ParticleSysBone = Smoke02 SmolderingSmoke 12940 ParticleSysBone = Smoke03 SmolderingSmoke 12941 ParticleSysBone = Smoke04 SmolderingSmoke 12942 ParticleSysBone = Smoke05 SmolderingSmoke 12943 ParticleSysBone = Smoke06 SmolderingSmoke 12944 ParticleSysBone = Smoke01 SmolderingFire 12945 ParticleSysBone = Smoke02 SmolderingFire 12946 ParticleSysBone = Smoke03 SmolderingFire 12947 ParticleSysBone = Smoke04 SmolderingFire 12948 ParticleSysBone = Smoke05 SmolderingFire 12949 ParticleSysBone = Smoke06 SmolderingFire 12950 ParticleSysBone = Steam01 BigMissileSteam 12951 ParticleSysBone = Steam02 BigMissileSteam 12952 End 12953 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 12954 Model = NBNMissle_A2DN 12955 Animation = NBNMissle_A2DN.NBNMissle_A2DN 12956 AnimationMode = MANUAL 12957 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12958 WeaponLaunchBone = PRIMARY RockPos 12959 ParticleSysBone = Smoke01 SmolderingSmoke 12960 ParticleSysBone = Smoke02 SmolderingSmoke 12961 ParticleSysBone = Smoke03 SmolderingSmoke 12962 ParticleSysBone = Smoke04 SmolderingSmoke 12963 ParticleSysBone = Smoke05 SmolderingSmoke 12964 ParticleSysBone = Smoke06 SmolderingSmoke 12965 ParticleSysBone = Smoke01 SmolderingFire 12966 ParticleSysBone = Smoke02 SmolderingFire 12967 ParticleSysBone = Smoke03 SmolderingFire 12968 ParticleSysBone = Smoke04 SmolderingFire 12969 ParticleSysBone = Smoke05 SmolderingFire 12970 ParticleSysBone = Smoke06 SmolderingFire 12971 ParticleSysBone = Steam01 BigMissileSteam 12972 ParticleSysBone = Steam02 BigMissileSteam 12973 End 12974 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 12975 Model = NBNMissle_A3DN 12976 Animation = NBNMissle_A3DN.NBNMissle_A3DN 12977 AnimationMode = MANUAL 12978 Flags = START_FRAME_FIRST 12979 WeaponLaunchBone = PRIMARY RockPos 12980 ParticleSysBone = Smoke01 SmolderingSmoke 12981 ParticleSysBone = Smoke02 SmolderingSmoke 12982 ParticleSysBone = Smoke03 SmolderingSmoke 12983 ParticleSysBone = Smoke04 SmolderingSmoke 12984 ParticleSysBone = Smoke05 SmolderingSmoke 12985 ParticleSysBone = Smoke06 SmolderingSmoke 12986 ParticleSysBone = Smoke01 SmolderingFire 12987 ParticleSysBone = Smoke02 SmolderingFire 12988 ParticleSysBone = Smoke03 SmolderingFire 12989 ParticleSysBone = Smoke04 SmolderingFire 12990 ParticleSysBone = Smoke05 SmolderingFire 12991 ParticleSysBone = Smoke06 SmolderingFire 12992 End 12993 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 12994 Model = NBNMissle_A3DN 12995 Animation = NBNMissle_A3DN.NBNMissle_A3DN 12996 AnimationMode = ONCE 12997 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12998 ParticleSysBone = Smoke01 SmolderingSmoke 12999 ParticleSysBone = Smoke02 SmolderingSmoke 13000 ParticleSysBone = Smoke03 SmolderingSmoke 13001 ParticleSysBone = Smoke04 SmolderingSmoke 13002 ParticleSysBone = Smoke05 SmolderingSmoke 13003 ParticleSysBone = Smoke06 SmolderingSmoke 13004 ParticleSysBone = Smoke01 SmolderingFire 13005 ParticleSysBone = Smoke02 SmolderingFire 13006 ParticleSysBone = Smoke03 SmolderingFire 13007 ParticleSysBone = Smoke04 SmolderingFire 13008 ParticleSysBone = Smoke05 SmolderingFire 13009 ParticleSysBone = Smoke06 SmolderingFire 13010 End 13011 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 13012 Model = NBNMissle_A2EN 13013 Animation = NBNMissle_A2EN.NBNMissle_A2EN 13014 AnimationMode = ONCE 13015 Flags = MAINTAIN_FRAME_ACROSS_STATES 13016 ParticleSysBone = Smoke01 SmolderingSmoke 13017 ParticleSysBone = Smoke02 SmolderingSmoke 13018 ParticleSysBone = Smoke03 SmolderingSmoke 13019 ParticleSysBone = Smoke04 SmolderingSmoke 13020 ParticleSysBone = Smoke05 SmolderingSmoke 13021 ParticleSysBone = Smoke06 SmolderingSmoke 13022 ParticleSysBone = Smoke01 SmolderingFire 13023 ParticleSysBone = Smoke02 SmolderingFire 13024 ParticleSysBone = Smoke03 SmolderingFire 13025 ParticleSysBone = Smoke04 SmolderingFire 13026 ParticleSysBone = Smoke05 SmolderingFire 13027 ParticleSysBone = Smoke06 SmolderingFire 13028 ParticleSysBone = Steam01 BigMissileSteam 13029 ParticleSysBone = Steam02 BigMissileSteam 13030 End 13031 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 13032 Model = NBNMissle_A2EN 13033 Animation = NBNMissle_A2EN.NBNMissle_A2EN 13034 AnimationMode = MANUAL 13035 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13036 WeaponLaunchBone = PRIMARY RockPos 13037 ParticleSysBone = Smoke01 SmolderingSmoke 13038 ParticleSysBone = Smoke02 SmolderingSmoke 13039 ParticleSysBone = Smoke03 SmolderingSmoke 13040 ParticleSysBone = Smoke04 SmolderingSmoke 13041 ParticleSysBone = Smoke05 SmolderingSmoke 13042 ParticleSysBone = Smoke06 SmolderingSmoke 13043 ParticleSysBone = Smoke01 SmolderingFire 13044 ParticleSysBone = Smoke02 SmolderingFire 13045 ParticleSysBone = Smoke03 SmolderingFire 13046 ParticleSysBone = Smoke04 SmolderingFire 13047 ParticleSysBone = Smoke05 SmolderingFire 13048 ParticleSysBone = Smoke06 SmolderingFire 13049 ParticleSysBone = Steam01 BigMissileSteam 13050 ParticleSysBone = Steam02 BigMissileSteam 13051 End 13052 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 13053 Model = NBNMissle_A3EN 13054 Animation = NBNMissle_A3EN.NBNMissle_A3EN 13055 AnimationMode = MANUAL 13056 Flags = START_FRAME_FIRST 13057 WeaponLaunchBone = PRIMARY RockPos 13058 ParticleSysBone = Smoke01 SmolderingSmoke 13059 ParticleSysBone = Smoke02 SmolderingSmoke 13060 ParticleSysBone = Smoke03 SmolderingSmoke 13061 ParticleSysBone = Smoke04 SmolderingSmoke 13062 ParticleSysBone = Smoke05 SmolderingSmoke 13063 ParticleSysBone = Smoke06 SmolderingSmoke 13064 ParticleSysBone = Smoke01 SmolderingFire 13065 ParticleSysBone = Smoke02 SmolderingFire 13066 ParticleSysBone = Smoke03 SmolderingFire 13067 ParticleSysBone = Smoke04 SmolderingFire 13068 ParticleSysBone = Smoke05 SmolderingFire 13069 ParticleSysBone = Smoke06 SmolderingFire 13070 End 13071 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 13072 Model = NBNMissle_A3EN 13073 Animation = NBNMissle_A3EN.NBNMissle_A3EN 13074 AnimationMode = ONCE 13075 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13076 ParticleSysBone = Smoke01 SmolderingSmoke 13077 ParticleSysBone = Smoke02 SmolderingSmoke 13078 ParticleSysBone = Smoke03 SmolderingSmoke 13079 ParticleSysBone = Smoke04 SmolderingSmoke 13080 ParticleSysBone = Smoke05 SmolderingSmoke 13081 ParticleSysBone = Smoke06 SmolderingSmoke 13082 ParticleSysBone = Smoke01 SmolderingFire 13083 ParticleSysBone = Smoke02 SmolderingFire 13084 ParticleSysBone = Smoke03 SmolderingFire 13085 ParticleSysBone = Smoke04 SmolderingFire 13086 ParticleSysBone = Smoke05 SmolderingFire 13087 ParticleSysBone = Smoke06 SmolderingFire 13088 End 13089 13090 ;-------------- SNOW! -------------------- 13091 13092 ConditionState = SNOW 13093 Model = NBNMissle_S 13094 End 13095 13096 ConditionState = DAMAGED SNOW 13097 Model = NBNMissle_DS 13098 ParticleSysBone = Smoke01 SmolderingSmoke 13099 ParticleSysBone = Smoke02 SmolderingSmoke 13100 ParticleSysBone = Smoke03 SmolderingSmoke 13101 ParticleSysBone = Smoke04 SmolderingSmoke 13102 ParticleSysBone = Smoke01 SmolderingFire 13103 ParticleSysBone = Smoke02 SmolderingFire 13104 ParticleSysBone = Smoke03 SmolderingFire 13105 ParticleSysBone = Smoke04 SmolderingFire 13106 End 13107 ConditionState = REALLYDAMAGED RUBBLE SNOW 13108 Model = NBNMissle_ES 13109 ParticleSysBone = Smoke01 SmolderingSmoke 13110 ParticleSysBone = Smoke02 SmolderingSmoke 13111 ParticleSysBone = Smoke03 SmolderingSmoke 13112 ParticleSysBone = Smoke04 SmolderingSmoke 13113 ParticleSysBone = Smoke05 SmolderingSmoke 13114 ParticleSysBone = Smoke06 SmolderingSmoke 13115 ParticleSysBone = Smoke01 SmolderingFire 13116 ParticleSysBone = Smoke02 SmolderingFire 13117 ParticleSysBone = Smoke03 SmolderingFire 13118 ParticleSysBone = Smoke04 SmolderingFire 13119 ParticleSysBone = Smoke05 SmolderingFire 13120 ParticleSysBone = Smoke06 SmolderingFire 13121 End 13122 ConditionState = AWAITING_CONSTRUCTION SNOW 13123 Model = None 13124 End 13125 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13126 Model = NBNMissle_S 13127 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13128 END 13129 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13130 Model = NBNMissle_DS 13131 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13132 END 13133 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13134 Model = NBNMissle_ES 13135 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13136 END 13137 ConditionState = DOOR_1_OPENING SNOW 13138 Model = NBNMissle_A2S 13139 Animation = NBNMissle_A2S.NBNMissle_A2S 13140 AnimationMode = ONCE 13141 Flags = MAINTAIN_FRAME_ACROSS_STATES 13142 End 13143 ConditionState = DOOR_1_WAITING_OPEN SNOW 13144 Model = NBNMissle_A2S 13145 Animation = NBNMissle_A2S.NBNMissle_A2S 13146 AnimationMode = MANUAL 13147 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13148 WeaponLaunchBone = PRIMARY RockPos 13149 ParticleSysBone = Steam01 BigMissileSteam 13150 ParticleSysBone = Steam02 BigMissileSteam 13151 End 13152 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 13153 Model = NBNMissle_A3S 13154 Animation = NBNMissle_A3S.NBNMissle_A3S 13155 AnimationMode = MANUAL 13156 Flags = START_FRAME_FIRST 13157 WeaponLaunchBone = PRIMARY RockPos 13158 End 13159 ConditionState = DOOR_1_CLOSING SNOW 13160 Model = NBNMissle_A3S 13161 Animation = NBNMissle_A3S.NBNMissle_A3S 13162 AnimationMode = ONCE 13163 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13164 End 13165 ConditionState = DOOR_1_OPENING DAMAGED SNOW 13166 Model = NBNMissle_A2DS 13167 Animation = NBNMissle_A2DS.NBNMissle_A2DS 13168 AnimationMode = ONCE 13169 Flags = MAINTAIN_FRAME_ACROSS_STATES 13170 ParticleSysBone = Smoke01 SmolderingSmoke 13171 ParticleSysBone = Smoke02 SmolderingSmoke 13172 ParticleSysBone = Smoke03 SmolderingSmoke 13173 ParticleSysBone = Smoke04 SmolderingSmoke 13174 ParticleSysBone = Smoke05 SmolderingSmoke 13175 ParticleSysBone = Smoke06 SmolderingSmoke 13176 ParticleSysBone = Smoke01 SmolderingFire 13177 ParticleSysBone = Smoke02 SmolderingFire 13178 ParticleSysBone = Smoke03 SmolderingFire 13179 ParticleSysBone = Smoke04 SmolderingFire 13180 ParticleSysBone = Smoke05 SmolderingFire 13181 ParticleSysBone = Smoke06 SmolderingFire 13182 ParticleSysBone = Steam01 BigMissileSteam 13183 ParticleSysBone = Steam02 BigMissileSteam 13184 End 13185 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 13186 Model = NBNMissle_A2DS 13187 Animation = NBNMissle_A2DS.NBNMissle_A2DS 13188 AnimationMode = MANUAL 13189 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 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 ParticleSysBone = Steam01 BigMissileSteam 13204 ParticleSysBone = Steam02 BigMissileSteam 13205 End 13206 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 13207 Model = NBNMissle_A3DS 13208 Animation = NBNMissle_A3DS.NBNMissle_A3DS 13209 AnimationMode = MANUAL 13210 Flags = START_FRAME_FIRST 13211 WeaponLaunchBone = PRIMARY RockPos 13212 ParticleSysBone = Smoke01 SmolderingSmoke 13213 ParticleSysBone = Smoke02 SmolderingSmoke 13214 ParticleSysBone = Smoke03 SmolderingSmoke 13215 ParticleSysBone = Smoke04 SmolderingSmoke 13216 ParticleSysBone = Smoke05 SmolderingSmoke 13217 ParticleSysBone = Smoke06 SmolderingSmoke 13218 ParticleSysBone = Smoke01 SmolderingFire 13219 ParticleSysBone = Smoke02 SmolderingFire 13220 ParticleSysBone = Smoke03 SmolderingFire 13221 ParticleSysBone = Smoke04 SmolderingFire 13222 ParticleSysBone = Smoke05 SmolderingFire 13223 ParticleSysBone = Smoke06 SmolderingFire 13224 End 13225 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 13226 Model = NBNMissle_A3DS 13227 Animation = NBNMissle_A3DS.NBNMissle_A3DS 13228 AnimationMode = ONCE 13229 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13230 ParticleSysBone = Smoke01 SmolderingSmoke 13231 ParticleSysBone = Smoke02 SmolderingSmoke 13232 ParticleSysBone = Smoke03 SmolderingSmoke 13233 ParticleSysBone = Smoke04 SmolderingSmoke 13234 ParticleSysBone = Smoke05 SmolderingSmoke 13235 ParticleSysBone = Smoke06 SmolderingSmoke 13236 ParticleSysBone = Smoke01 SmolderingFire 13237 ParticleSysBone = Smoke02 SmolderingFire 13238 ParticleSysBone = Smoke03 SmolderingFire 13239 ParticleSysBone = Smoke04 SmolderingFire 13240 ParticleSysBone = Smoke05 SmolderingFire 13241 ParticleSysBone = Smoke06 SmolderingFire 13242 End 13243 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 13244 Model = NBNMissle_A2ES 13245 Animation = NBNMissle_A2ES.NBNMissle_A2ES 13246 AnimationMode = ONCE 13247 Flags = MAINTAIN_FRAME_ACROSS_STATES 13248 ParticleSysBone = Smoke01 SmolderingSmoke 13249 ParticleSysBone = Smoke02 SmolderingSmoke 13250 ParticleSysBone = Smoke03 SmolderingSmoke 13251 ParticleSysBone = Smoke04 SmolderingSmoke 13252 ParticleSysBone = Smoke05 SmolderingSmoke 13253 ParticleSysBone = Smoke06 SmolderingSmoke 13254 ParticleSysBone = Smoke01 SmolderingFire 13255 ParticleSysBone = Smoke02 SmolderingFire 13256 ParticleSysBone = Smoke03 SmolderingFire 13257 ParticleSysBone = Smoke04 SmolderingFire 13258 ParticleSysBone = Smoke05 SmolderingFire 13259 ParticleSysBone = Smoke06 SmolderingFire 13260 ParticleSysBone = Steam01 BigMissileSteam 13261 ParticleSysBone = Steam02 BigMissileSteam 13262 End 13263 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 13264 Model = NBNMissle_A2ES 13265 Animation = NBNMissle_A2ES.NBNMissle_A2ES 13266 AnimationMode = MANUAL 13267 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13268 WeaponLaunchBone = PRIMARY RockPos 13269 ParticleSysBone = Smoke01 SmolderingSmoke 13270 ParticleSysBone = Smoke02 SmolderingSmoke 13271 ParticleSysBone = Smoke03 SmolderingSmoke 13272 ParticleSysBone = Smoke04 SmolderingSmoke 13273 ParticleSysBone = Smoke05 SmolderingSmoke 13274 ParticleSysBone = Smoke06 SmolderingSmoke 13275 ParticleSysBone = Smoke01 SmolderingFire 13276 ParticleSysBone = Smoke02 SmolderingFire 13277 ParticleSysBone = Smoke03 SmolderingFire 13278 ParticleSysBone = Smoke04 SmolderingFire 13279 ParticleSysBone = Smoke05 SmolderingFire 13280 ParticleSysBone = Smoke06 SmolderingFire 13281 ParticleSysBone = Steam01 BigMissileSteam 13282 ParticleSysBone = Steam02 BigMissileSteam 13283 End 13284 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 13285 Model = NBNMissle_A3ES 13286 Animation = NBNMissle_A3ES.NBNMissle_A3ES 13287 AnimationMode = MANUAL 13288 Flags = START_FRAME_FIRST 13289 WeaponLaunchBone = PRIMARY RockPos 13290 ParticleSysBone = Smoke01 SmolderingSmoke 13291 ParticleSysBone = Smoke02 SmolderingSmoke 13292 ParticleSysBone = Smoke03 SmolderingSmoke 13293 ParticleSysBone = Smoke04 SmolderingSmoke 13294 ParticleSysBone = Smoke05 SmolderingSmoke 13295 ParticleSysBone = Smoke06 SmolderingSmoke 13296 ParticleSysBone = Smoke01 SmolderingFire 13297 ParticleSysBone = Smoke02 SmolderingFire 13298 ParticleSysBone = Smoke03 SmolderingFire 13299 ParticleSysBone = Smoke04 SmolderingFire 13300 ParticleSysBone = Smoke05 SmolderingFire 13301 ParticleSysBone = Smoke06 SmolderingFire 13302 End 13303 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 13304 Model = NBNMissle_A3ES 13305 Animation = NBNMissle_A3ES.NBNMissle_A3ES 13306 AnimationMode = ONCE 13307 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13308 ParticleSysBone = Smoke01 SmolderingSmoke 13309 ParticleSysBone = Smoke02 SmolderingSmoke 13310 ParticleSysBone = Smoke03 SmolderingSmoke 13311 ParticleSysBone = Smoke04 SmolderingSmoke 13312 ParticleSysBone = Smoke05 SmolderingSmoke 13313 ParticleSysBone = Smoke06 SmolderingSmoke 13314 ParticleSysBone = Smoke01 SmolderingFire 13315 ParticleSysBone = Smoke02 SmolderingFire 13316 ParticleSysBone = Smoke03 SmolderingFire 13317 ParticleSysBone = Smoke04 SmolderingFire 13318 ParticleSysBone = Smoke05 SmolderingFire 13319 ParticleSysBone = Smoke06 SmolderingFire 13320 End 13321 13322 ; night 13323 ConditionState = NIGHT SNOW 13324 Model = NBNMissle_NS 13325 End 13326 ConditionState = DAMAGED NIGHT SNOW 13327 Model = NBNMissle_DNS 13328 ParticleSysBone = Smoke01 SmolderingSmoke 13329 ParticleSysBone = Smoke02 SmolderingSmoke 13330 ParticleSysBone = Smoke03 SmolderingSmoke 13331 ParticleSysBone = Smoke04 SmolderingSmoke 13332 ParticleSysBone = Smoke01 SmolderingFire 13333 ParticleSysBone = Smoke02 SmolderingFire 13334 ParticleSysBone = Smoke03 SmolderingFire 13335 ParticleSysBone = Smoke04 SmolderingFire 13336 End 13337 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13338 Model = NBNMissle_ENS 13339 ParticleSysBone = Smoke01 SmolderingSmoke 13340 ParticleSysBone = Smoke02 SmolderingSmoke 13341 ParticleSysBone = Smoke03 SmolderingSmoke 13342 ParticleSysBone = Smoke04 SmolderingSmoke 13343 ParticleSysBone = Smoke05 SmolderingSmoke 13344 ParticleSysBone = Smoke06 SmolderingSmoke 13345 ParticleSysBone = Smoke01 SmolderingFire 13346 ParticleSysBone = Smoke02 SmolderingFire 13347 ParticleSysBone = Smoke03 SmolderingFire 13348 ParticleSysBone = Smoke04 SmolderingFire 13349 ParticleSysBone = Smoke05 SmolderingFire 13350 ParticleSysBone = Smoke06 SmolderingFire 13351 End 13352 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13353 Model = None 13354 End 13355 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13356 Model = NBNMissle_NS 13357 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13358 END 13359 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13360 Model = NBNMissle_DNS 13361 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13362 END 13363 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13364 Model = NBNMissle_ENS 13365 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13366 END 13367 ConditionState = DOOR_1_OPENING NIGHT SNOW 13368 Model = NBNMissle_A2NS 13369 Animation = NBNMissle_A2NS.NBNMissle_A2NS 13370 AnimationMode = ONCE 13371 Flags = MAINTAIN_FRAME_ACROSS_STATES 13372 End 13373 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 13374 Model = NBNMissle_A2NS 13375 Animation = NBNMissle_A2NS.NBNMissle_A2NS 13376 AnimationMode = MANUAL 13377 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13378 WeaponLaunchBone = PRIMARY RockPos 13379 ParticleSysBone = Steam01 BigMissileSteam 13380 ParticleSysBone = Steam02 BigMissileSteam 13381 End 13382 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 13383 Model = NBNMissle_A3NS 13384 Animation = NBNMissle_A3NS.NBNMissle_A3NS 13385 AnimationMode = MANUAL 13386 Flags = START_FRAME_FIRST 13387 WeaponLaunchBone = PRIMARY RockPos 13388 End 13389 ConditionState = DOOR_1_CLOSING NIGHT SNOW 13390 Model = NBNMissle_A3NS 13391 Animation = NBNMissle_A3NS.NBNMissle_A3NS 13392 AnimationMode = ONCE 13393 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13394 End 13395 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 13396 Model = NBNMissle_A2DNS 13397 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 13398 AnimationMode = ONCE 13399 Flags = MAINTAIN_FRAME_ACROSS_STATES 13400 ParticleSysBone = Smoke01 SmolderingSmoke 13401 ParticleSysBone = Smoke02 SmolderingSmoke 13402 ParticleSysBone = Smoke03 SmolderingSmoke 13403 ParticleSysBone = Smoke04 SmolderingSmoke 13404 ParticleSysBone = Smoke05 SmolderingSmoke 13405 ParticleSysBone = Smoke06 SmolderingSmoke 13406 ParticleSysBone = Smoke01 SmolderingFire 13407 ParticleSysBone = Smoke02 SmolderingFire 13408 ParticleSysBone = Smoke03 SmolderingFire 13409 ParticleSysBone = Smoke04 SmolderingFire 13410 ParticleSysBone = Smoke05 SmolderingFire 13411 ParticleSysBone = Smoke06 SmolderingFire 13412 ParticleSysBone = Steam01 BigMissileSteam 13413 ParticleSysBone = Steam02 BigMissileSteam 13414 End 13415 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 13416 Model = NBNMissle_A2DNS 13417 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 13418 AnimationMode = MANUAL 13419 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13420 WeaponLaunchBone = PRIMARY RockPos 13421 ParticleSysBone = Smoke01 SmolderingSmoke 13422 ParticleSysBone = Smoke02 SmolderingSmoke 13423 ParticleSysBone = Smoke03 SmolderingSmoke 13424 ParticleSysBone = Smoke04 SmolderingSmoke 13425 ParticleSysBone = Smoke05 SmolderingSmoke 13426 ParticleSysBone = Smoke06 SmolderingSmoke 13427 ParticleSysBone = Smoke01 SmolderingFire 13428 ParticleSysBone = Smoke02 SmolderingFire 13429 ParticleSysBone = Smoke03 SmolderingFire 13430 ParticleSysBone = Smoke04 SmolderingFire 13431 ParticleSysBone = Smoke05 SmolderingFire 13432 ParticleSysBone = Smoke06 SmolderingFire 13433 ParticleSysBone = Steam01 BigMissileSteam 13434 ParticleSysBone = Steam02 BigMissileSteam 13435 End 13436 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 13437 Model = NBNMissle_A3DNS 13438 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 13439 AnimationMode = MANUAL 13440 Flags = START_FRAME_FIRST 13441 WeaponLaunchBone = PRIMARY RockPos 13442 ParticleSysBone = Smoke01 SmolderingSmoke 13443 ParticleSysBone = Smoke02 SmolderingSmoke 13444 ParticleSysBone = Smoke03 SmolderingSmoke 13445 ParticleSysBone = Smoke04 SmolderingSmoke 13446 ParticleSysBone = Smoke05 SmolderingSmoke 13447 ParticleSysBone = Smoke06 SmolderingSmoke 13448 ParticleSysBone = Smoke01 SmolderingFire 13449 ParticleSysBone = Smoke02 SmolderingFire 13450 ParticleSysBone = Smoke03 SmolderingFire 13451 ParticleSysBone = Smoke04 SmolderingFire 13452 ParticleSysBone = Smoke05 SmolderingFire 13453 ParticleSysBone = Smoke06 SmolderingFire 13454 End 13455 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 13456 Model = NBNMissle_A3DNS 13457 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 13458 AnimationMode = ONCE 13459 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13460 ParticleSysBone = Smoke01 SmolderingSmoke 13461 ParticleSysBone = Smoke02 SmolderingSmoke 13462 ParticleSysBone = Smoke03 SmolderingSmoke 13463 ParticleSysBone = Smoke04 SmolderingSmoke 13464 ParticleSysBone = Smoke05 SmolderingSmoke 13465 ParticleSysBone = Smoke06 SmolderingSmoke 13466 ParticleSysBone = Smoke01 SmolderingFire 13467 ParticleSysBone = Smoke02 SmolderingFire 13468 ParticleSysBone = Smoke03 SmolderingFire 13469 ParticleSysBone = Smoke04 SmolderingFire 13470 ParticleSysBone = Smoke05 SmolderingFire 13471 ParticleSysBone = Smoke06 SmolderingFire 13472 End 13473 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 13474 Model = NBNMissle_A2ENS 13475 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 13476 AnimationMode = ONCE 13477 Flags = MAINTAIN_FRAME_ACROSS_STATES 13478 ParticleSysBone = Smoke01 SmolderingSmoke 13479 ParticleSysBone = Smoke02 SmolderingSmoke 13480 ParticleSysBone = Smoke03 SmolderingSmoke 13481 ParticleSysBone = Smoke04 SmolderingSmoke 13482 ParticleSysBone = Smoke05 SmolderingSmoke 13483 ParticleSysBone = Smoke06 SmolderingSmoke 13484 ParticleSysBone = Smoke01 SmolderingFire 13485 ParticleSysBone = Smoke02 SmolderingFire 13486 ParticleSysBone = Smoke03 SmolderingFire 13487 ParticleSysBone = Smoke04 SmolderingFire 13488 ParticleSysBone = Smoke05 SmolderingFire 13489 ParticleSysBone = Smoke06 SmolderingFire 13490 ParticleSysBone = Steam01 BigMissileSteam 13491 ParticleSysBone = Steam02 BigMissileSteam 13492 End 13493 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 13494 Model = NBNMissle_A2ENS 13495 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 13496 AnimationMode = MANUAL 13497 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13498 WeaponLaunchBone = PRIMARY RockPos 13499 ParticleSysBone = Smoke01 SmolderingSmoke 13500 ParticleSysBone = Smoke02 SmolderingSmoke 13501 ParticleSysBone = Smoke03 SmolderingSmoke 13502 ParticleSysBone = Smoke04 SmolderingSmoke 13503 ParticleSysBone = Smoke05 SmolderingSmoke 13504 ParticleSysBone = Smoke06 SmolderingSmoke 13505 ParticleSysBone = Smoke01 SmolderingFire 13506 ParticleSysBone = Smoke02 SmolderingFire 13507 ParticleSysBone = Smoke03 SmolderingFire 13508 ParticleSysBone = Smoke04 SmolderingFire 13509 ParticleSysBone = Smoke05 SmolderingFire 13510 ParticleSysBone = Smoke06 SmolderingFire 13511 ParticleSysBone = Steam01 BigMissileSteam 13512 ParticleSysBone = Steam02 BigMissileSteam 13513 End 13514 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 13515 Model = NBNMissle_A3ENS 13516 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 13517 AnimationMode = MANUAL 13518 Flags = START_FRAME_FIRST 13519 WeaponLaunchBone = PRIMARY RockPos 13520 ParticleSysBone = Smoke01 SmolderingSmoke 13521 ParticleSysBone = Smoke02 SmolderingSmoke 13522 ParticleSysBone = Smoke03 SmolderingSmoke 13523 ParticleSysBone = Smoke04 SmolderingSmoke 13524 ParticleSysBone = Smoke05 SmolderingSmoke 13525 ParticleSysBone = Smoke06 SmolderingSmoke 13526 ParticleSysBone = Smoke01 SmolderingFire 13527 ParticleSysBone = Smoke02 SmolderingFire 13528 ParticleSysBone = Smoke03 SmolderingFire 13529 ParticleSysBone = Smoke04 SmolderingFire 13530 ParticleSysBone = Smoke05 SmolderingFire 13531 ParticleSysBone = Smoke06 SmolderingFire 13532 End 13533 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 13534 Model = NBNMissle_A3ENS 13535 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 13536 AnimationMode = ONCE 13537 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13538 ParticleSysBone = Smoke01 SmolderingSmoke 13539 ParticleSysBone = Smoke02 SmolderingSmoke 13540 ParticleSysBone = Smoke03 SmolderingSmoke 13541 ParticleSysBone = Smoke04 SmolderingSmoke 13542 ParticleSysBone = Smoke05 SmolderingSmoke 13543 ParticleSysBone = Smoke06 SmolderingSmoke 13544 ParticleSysBone = Smoke01 SmolderingFire 13545 ParticleSysBone = Smoke02 SmolderingFire 13546 ParticleSysBone = Smoke03 SmolderingFire 13547 ParticleSysBone = Smoke04 SmolderingFire 13548 ParticleSysBone = Smoke05 SmolderingFire 13549 ParticleSysBone = Smoke06 SmolderingFire 13550 End 13551 End 13552 13553 ; ------------ construction-zone fence ----------------- 13554 Draw = W3DModelDraw ModuleTag_02 13555 AnimationsRequirePower = No 13556 DefaultConditionState 13557 Model = None 13558 TransitionKey = DOWN_DEFAULT 13559 End 13560 ConditionState = NIGHT 13561 Model = None 13562 TransitionKey = DOWN_DEFAULT 13563 End 13564 ConditionState = SNOW 13565 Model = None 13566 TransitionKey = DOWN_DEFAULT 13567 End 13568 ConditionState = SNOW NIGHT 13569 Model = None 13570 TransitionKey = DOWN_DEFAULT 13571 End 13572 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13573 Model = NBNMissle_A4 13574 Animation = NBNMissle_A4.NBNMissle_A4 13575 AnimationMode = MANUAL 13576 Flags = START_FRAME_LAST 13577 TransitionKey = UP_DAY 13578 End 13579 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13580 Model = NBNMissle_A4N 13581 Animation = NBNMissle_A4N.NBNMissle_A4N 13582 AnimationMode = MANUAL 13583 Flags = START_FRAME_LAST 13584 TransitionKey = UP_NIGHT 13585 End 13586 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13587 Model = NBNMissle_A4S 13588 Animation = NBNMissle_A4S.NBNMissle_A4S 13589 AnimationMode = MANUAL 13590 Flags = START_FRAME_LAST 13591 TransitionKey = UP_SNOW 13592 End 13593 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13594 Model = NBNMissle_A4SN 13595 Animation = NBNMissle_A4SN.NBNMissle_A4SN 13596 AnimationMode = MANUAL 13597 Flags = START_FRAME_LAST 13598 TransitionKey = UP_SNOWNIGHT 13599 End 13600 TransitionState = DOWN_DEFAULT UP_DAY 13601 Model = NBNMissle_A4 13602 Animation = NBNMissle_A4.NBNMissle_A4 13603 AnimationMode = ONCE 13604 AnimationSpeedFactorRange = 1.0 1.0 13605 Flags = START_FRAME_FIRST 13606 End 13607 TransitionState = DOWN_DEFAULT UP_NIGHT 13608 Model = NBNMissle_A4N 13609 Animation = NBNMissle_A4N.NBNMissle_A4N 13610 AnimationMode = ONCE 13611 AnimationSpeedFactorRange = 1.0 1.0 13612 Flags = START_FRAME_FIRST 13613 End 13614 TransitionState = DOWN_DEFAULT UP_SNOW 13615 Model = NBNMissle_A4S 13616 Animation = NBNMissle_A4S.NBNMissle_A4S 13617 AnimationMode = ONCE 13618 AnimationSpeedFactorRange = 1.0 1.0 13619 Flags = START_FRAME_FIRST 13620 End 13621 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13622 Model = NBNMissle_A4SN 13623 Animation = NBNMissle_A4SN.NBNMissle_A4SN 13624 AnimationMode = ONCE 13625 AnimationSpeedFactorRange = 1.0 1.0 13626 Flags = START_FRAME_FIRST 13627 End 13628 TransitionState = UP_DAY DOWN_DEFAULT 13629 Model = NBNMissle_A4 13630 Animation = NBNMissle_A4.NBNMissle_A4 13631 AnimationMode = ONCE_BACKWARDS 13632 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13633 Flags = START_FRAME_LAST 13634 End 13635 TransitionState = UP_NIGHT DOWN_DEFAULT 13636 Model = NBNMissle_A4N 13637 Animation = NBNMissle_A4N.NBNMissle_A4N 13638 AnimationMode = ONCE_BACKWARDS 13639 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13640 Flags = START_FRAME_LAST 13641 End 13642 TransitionState = UP_SNOW DOWN_DEFAULT 13643 Model = NBNMissle_A4S 13644 Animation = NBNMissle_A4S.NBNMissle_A4S 13645 AnimationMode = ONCE_BACKWARDS 13646 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13647 Flags = START_FRAME_LAST 13648 End 13649 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13650 Model = NBNMissle_A4SN 13651 Animation = NBNMissle_A4SN.NBNMissle_A4SN 13652 AnimationMode = ONCE_BACKWARDS 13653 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13654 Flags = START_FRAME_LAST 13655 End 13656 End 13657 13658 ; ------------ under-construction scaffolding ----------------- 13659 Draw = W3DModelDraw ModuleTag_03 13660 AnimationsRequirePower = No 13661 MinLODRequired = MEDIUM 13662 DefaultConditionState 13663 Model = None 13664 TransitionKey = DOWN_DEFAULT 13665 End 13666 ConditionState = NIGHT 13667 Model = None 13668 TransitionKey = DOWN_DEFAULT 13669 End 13670 ConditionState = SNOW 13671 Model = None 13672 TransitionKey = DOWN_DEFAULT 13673 End 13674 ConditionState = SNOW NIGHT 13675 Model = None 13676 TransitionKey = DOWN_DEFAULT 13677 End 13678 ConditionState = PARTIALLY_CONSTRUCTED 13679 Model = NBNMissle_A6 13680 Animation = NBNMissle_A6.NBNMissle_A6 13681 AnimationMode = MANUAL 13682 Flags = START_FRAME_LAST 13683 TransitionKey = UP_DAY 13684 ParticleSysBone = Dust01 BuildingDustChina 13685 ParticleSysBone = Smoke01 BuildUpSmokeChina 13686 ParticleSysBone = Smoke02 BuildUpSmokeChina 13687 ParticleSysBone = Smoke03 BuildUpSmokeChina 13688 ParticleSysBone = Smoke04 BuildUpSmokeChina 13689 ParticleSysBone = Smoke05 BuildUpSmokeChina 13690 End 13691 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13692 Model = NBNMissle_A6N 13693 Animation = NBNMissle_A6N.NBNMissle_A6N 13694 AnimationMode = MANUAL 13695 Flags = START_FRAME_LAST 13696 TransitionKey = UP_NIGHT 13697 ParticleSysBone = Dust01 BuildingDustChina 13698 ParticleSysBone = Smoke01 BuildUpSmokeChina 13699 ParticleSysBone = Smoke02 BuildUpSmokeChina 13700 ParticleSysBone = Smoke03 BuildUpSmokeChina 13701 ParticleSysBone = Smoke04 BuildUpSmokeChina 13702 ParticleSysBone = Smoke05 BuildUpSmokeChina 13703 End 13704 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13705 Model = NBNMissle_A6S 13706 Animation = NBNMissle_A6S.NBNMissle_A6S 13707 AnimationMode = MANUAL 13708 Flags = START_FRAME_LAST 13709 TransitionKey = UP_SNOW 13710 ParticleSysBone = Dust01 BuildingSnowDust 13711 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13712 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13713 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13714 ParticleSysBone = Smoke04 BuildUpSnowSmoke 13715 ParticleSysBone = Smoke05 BuildUpSnowSmoke 13716 End 13717 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13718 Model = NBNMissle_A6SN 13719 Animation = NBNMissle_A6SN.NBNMissle_A6SN 13720 AnimationMode = MANUAL 13721 Flags = START_FRAME_LAST 13722 TransitionKey = UP_SNOWNIGHT 13723 ParticleSysBone = Dust01 BuildingSnowDust 13724 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13725 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13726 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13727 ParticleSysBone = Smoke04 BuildUpSnowSmoke 13728 ParticleSysBone = Smoke05 BuildUpSnowSmoke 13729 End 13730 TransitionState = DOWN_DEFAULT UP_DAY 13731 Model = NBNMissle_A6 13732 Animation = NBNMissle_A6.NBNMissle_A6 13733 AnimationMode = ONCE 13734 AnimationSpeedFactorRange = 1.0 1.0 13735 Flags = START_FRAME_FIRST 13736 End 13737 TransitionState = DOWN_DEFAULT UP_NIGHT 13738 Model = NBNMissle_A6N 13739 Animation = NBNMissle_A6N.NBNMissle_A6N 13740 AnimationMode = ONCE 13741 AnimationSpeedFactorRange = 1.0 1.0 13742 Flags = START_FRAME_FIRST 13743 End 13744 TransitionState = DOWN_DEFAULT UP_SNOW 13745 Model = NBNMissle_A6S 13746 Animation = NBNMissle_A6S.NBNMissle_A6S 13747 AnimationMode = ONCE 13748 AnimationSpeedFactorRange = 1.0 1.0 13749 Flags = START_FRAME_FIRST 13750 End 13751 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13752 Model = NBNMissle_A6SN 13753 Animation = NBNMissle_A6SN.NBNMissle_A6SN 13754 AnimationMode = ONCE 13755 AnimationSpeedFactorRange = 1.0 1.0 13756 Flags = START_FRAME_FIRST 13757 End 13758 TransitionState = UP_DAY DOWN_DEFAULT 13759 Model = NBNMissle_A6 13760 Animation = NBNMissle_A6.NBNMissle_A6 13761 AnimationMode = ONCE_BACKWARDS 13762 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13763 Flags = START_FRAME_LAST 13764 End 13765 TransitionState = UP_NIGHT DOWN_DEFAULT 13766 Model = NBNMissle_A6N 13767 Animation = NBNMissle_A6N.NBNMissle_A6N 13768 AnimationMode = ONCE_BACKWARDS 13769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13770 Flags = START_FRAME_LAST 13771 End 13772 TransitionState = UP_SNOW DOWN_DEFAULT 13773 Model = NBNMissle_A6S 13774 Animation = NBNMissle_A6S.NBNMissle_A6S 13775 AnimationMode = ONCE_BACKWARDS 13776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13777 Flags = START_FRAME_LAST 13778 End 13779 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13780 Model = NBNMissle_A6SN 13781 Animation = NBNMissle_A6SN.NBNMissle_A6SN 13782 AnimationMode = ONCE_BACKWARDS 13783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13784 Flags = START_FRAME_LAST 13785 End 13786 End 13787 13788 ; ------------ being-constructed crane ----------------- 13789 Draw = W3DModelDraw ModuleTag_04 13790 AnimationsRequirePower = No 13791 DefaultConditionState 13792 Model = None 13793 TransitionKey = DOWN_DEFAULT 13794 End 13795 ConditionState = NIGHT 13796 Model = None 13797 TransitionKey = DOWN_DEFAULT 13798 End 13799 ConditionState = SNOW 13800 Model = None 13801 TransitionKey = DOWN_DEFAULT 13802 End 13803 ConditionState = SNOW NIGHT 13804 Model = None 13805 TransitionKey = DOWN_DEFAULT 13806 End 13807 ConditionState = SOLD 13808 Model = NONE 13809 End 13810 13811 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13812 Model = NBNMissle_A5 13813 Animation = NBNMissle_A5.NBNMissle_A5 13814 AnimationMode = LOOP 13815 TransitionKey = UP_DAY 13816 End 13817 13818 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13819 Model = NBNMissle_A5N 13820 Animation = NBNMissle_A5N.NBNMissle_A5N 13821 AnimationMode = LOOP 13822 TransitionKey = UP_NIGHT 13823 End 13824 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13825 Model = NBNMissle_A5S 13826 Animation = NBNMissle_A5S.NBNMissle_A5S 13827 AnimationMode = LOOP 13828 TransitionKey = UP_SNOW 13829 End 13830 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13831 Model = NBNMissle_A5SN 13832 Animation = NBNMissle_A5SN.NBNMissle_A5SN 13833 AnimationMode = LOOP 13834 TransitionKey = UP_SNOWNIGHT 13835 End 13836 TransitionState = DOWN_DEFAULT UP_DAY 13837 Model = NBNMissle_AB 13838 Animation = NBNMissle_AB.NBNMissle_AB 13839 AnimationMode = ONCE 13840 AnimationSpeedFactorRange = 1.0 1.0 13841 Flags = START_FRAME_FIRST 13842 End 13843 13844 TransitionState = DOWN_DEFAULT UP_NIGHT 13845 Model = NBNMissle_ABN 13846 Animation = NBNMissle_ABN.NBNMissle_ABN 13847 AnimationMode = ONCE 13848 AnimationSpeedFactorRange = 1.0 1.0 13849 Flags = START_FRAME_FIRST 13850 End 13851 TransitionState = DOWN_DEFAULT UP_SNOW 13852 Model = NBNMissle_ABS 13853 Animation = NBNMissle_ABS.NBNMissle_ABS 13854 AnimationMode = ONCE 13855 AnimationSpeedFactorRange = 1.0 1.0 13856 Flags = START_FRAME_FIRST 13857 End 13858 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13859 Model = NBNMissle_ABSN 13860 Animation = NBNMissle_ABSN.NBNMissle_ABSN 13861 AnimationMode = ONCE 13862 AnimationSpeedFactorRange = 1.0 1.0 13863 Flags = START_FRAME_FIRST 13864 End 13865 TransitionState = UP_DAY DOWN_DEFAULT 13866 Model = NBNMissle_AB 13867 Animation = NBNMissle_AB.NBNMissle_AB 13868 AnimationMode = ONCE_BACKWARDS 13869 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13870 Flags = START_FRAME_LAST 13871 End 13872 TransitionState = UP_NIGHT DOWN_DEFAULT 13873 Model = NBNMissle_ABN 13874 Animation = NBNMissle_ABN.NBNMissle_ABN 13875 AnimationMode = ONCE_BACKWARDS 13876 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13877 Flags = START_FRAME_LAST 13878 End 13879 TransitionState = UP_SNOW DOWN_DEFAULT 13880 Model = NBNMissle_ABS 13881 Animation = NBNMissle_ABS.NBNMissle_ABS 13882 AnimationMode = ONCE_BACKWARDS 13883 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13884 Flags = START_FRAME_LAST 13885 End 13886 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13887 Model = NBNMissle_ABSN 13888 Animation = NBNMissle_ABSN.NBNMissle_ABSN 13889 AnimationMode = ONCE_BACKWARDS 13890 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13891 Flags = START_FRAME_LAST 13892 End 13893 End 13894 13895 ; Blinking lights 13896 Draw = W3DModelDraw ModuleTag_05 13897 OkToChangeModelColor = Yes 13898 ; day 13899 ConditionState = NONE 13900 Model = NBNMissle_AC 13901 Animation = NONE 13902 End 13903 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13904 Model = NBNMissle_AC 13905 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13906 End 13907 ConditionState = AWAITING_CONSTRUCTION 13908 Model = NONE 13909 End 13910 ConditionState = DOOR_1_OPENING 13911 Model = NBNMissle_AC 13912 Animation = NBNMissle_AC.NBNMissle_AC 13913 AnimationMode = LOOP 13914 Flags = START_FRAME_FIRST 13915 End 13916 ConditionState = DOOR_1_WAITING_OPEN 13917 Model = NBNMissle_AC 13918 Animation = NBNMissle_AC.NBNMissle_AC 13919 AnimationMode = LOOP 13920 Flags = START_FRAME_LAST 13921 End 13922 ConditionState = DOOR_1_WAITING_TO_CLOSE 13923 Model = NBNMissle_AC 13924 Animation = NBNMissle_AC.NBNMissle_AC 13925 AnimationMode = LOOP 13926 Flags = START_FRAME_FIRST 13927 ;WeaponLaunchBone = PRIMARY RockPos 13928 End 13929 ConditionState = DOOR_1_CLOSING 13930 Model = NBNMissle_AC 13931 Animation = NBNMissle_AC.NBNMissle_AC 13932 AnimationMode = LOOP 13933 Flags = START_FRAME_FIRST 13934 End 13935 End 13936 13937 PlacementViewAngle = -135 13938 13939 ; ***DESIGN parameters *** 13940 DisplayName = OBJECT:NuclearMissile 13941 Side = China 13942 EditorSorting = STRUCTURE 13943 Prerequisites 13944 Object = ChinaPropagandaCenter 13945 End 13946 BuildCost = 5000 13947 BuildTime = 60.0 ; in seconds 13948 EnergyProduction = -10 13949 VisionRange = 200.0 ; Shroud clearing distance 13950 ShroudClearingRange = 200 13951 CommandSet = ChinaNuclearMissileCommandSet 13952 ArmorSet 13953 Conditions = None 13954 Armor = StructureArmorTough 13955 DamageFX = StructureDamageFXNoShake 13956 End 13957 ExperienceValue = 400 400 400 400 ; Experience point value at each level 13958 13959 ; *** AUDIO Parameters *** 13960 VoiceSelect = NuclearMissileSelect 13961 SoundDie = BuildingDie 13962 SoundOnDamaged = BuildingDamagedStateLight 13963 SoundOnReallyDamaged = BuildingDestroy 13964 13965 UnitSpecificSounds 13966 UnderConstruction = UnderConstructionLoop 13967 End 13968 13969 ; *** ENGINEERING Parameters *** 13970 RadarPriority = STRUCTURE 13971 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY 13972 Body = StructureBody ModuleTag_06 13973 MaxHealth = 4000.0 13974 InitialHealth = 4000.0 13975 End 13976 13977 Behavior = OCLSpecialPower ModuleTag_07 13978 SpecialPowerTemplate = SuperweaponNeutronMissile 13979 OCL = SUPERWEAPON_NeutronMissile 13980 End 13981 Behavior = SpecialPowerCreate ModuleTag_08 13982 ;nothing 13983 End 13984 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 13985 SpecialPowerTemplate = SuperweaponNeutronMissile 13986 DoorOpenTime = 8000 13987 DoorWaitOpenTime = 2000 13988 DoorCloseTime = 8000 13989 13990 ; FXLists to play at transitions: 13991 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 13992 ;DoorOpenFX = FX_ABPowerPlantExplode 13993 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 13994 ;DoorClosingFX = FX_ABPowerPlantExplode 13995 ;DoorClosedFX = FX_ABPowerPlantExplode 13996 13997 ; looping sound to play while open: 13998 DoorOpenIdleAudio = BuildingNeutronMissileHiss 13999 End 14000 14001 Behavior = ProductionUpdate ModuleTag_10 14002 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 14003 End 14004 14005 Behavior = DestroyDie ModuleTag_11 14006 ;Nothing 14007 End 14008 14009 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 14010 DeathWeapon = ChinaPowerPlantDeathWeapon 14011 StartsActive = Yes 14012 End 14013 14014 Behavior = GenerateMinefieldBehavior ModuleTag_13 14015 TriggeredBy = Upgrade_ChinaMines 14016 MineName = ChinaStandardMine 14017 SmartBorder = Yes 14018 AlwaysCircular = Yes 14019 End 14020 14021 Behavior = FlammableUpdate ModuleTag_14 14022 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14023 AflameDamageAmount = 5 ; taking this much damage... 14024 AflameDamageDelay = 500 ; this often. 14025 End 14026 14027 Behavior = TransitionDamageFX ModuleTag_15 14028 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 14029 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14030 ;--------------------------------------------------------------------------------------- 14031 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14032 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14033 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14034 End 14035 14036 Behavior = CreateObjectDie ModuleTag_20 14037 CreationList = OCL_LargeStructureDebris 14038 End 14039 14040 Behavior = FXListDie ModuleTag_21 14041 ExemptStatus = UNDER_CONSTRUCTION 14042 DeathFX = FX_NukeGLA 14043 End 14044 14045 Geometry = BOX 14046 GeometryMajorRadius = 45.0 14047 GeometryMinorRadius = 55.0 14048 GeometryHeight = 64.0 14049 GeometryIsSmall = No 14050 Shadow = SHADOW_VOLUME 14051 BuildCompletion = PLACED_BY_PLAYER 14052 14053 End 14054 14055 ;------------------------------------------------------------------------------ 14056 14057 Object ChinaSpeakerTower 14058 14059 ; *** ART Parameters *** 14060 SelectPortrait = SNPropSpeaker_L 14061 ButtonImage = SNPropSpeaker 14062 Draw = W3DModelDraw ModuleTag_01 14063 OkToChangeModelColor = Yes 14064 14065 ; day 14066 ConditionState = NONE 14067 Model = NBPTower 14068 Animation = NBPTower.NBPTower 14069 AnimationMode = LOOP 14070 End 14071 ConditionState = DAMAGED 14072 Model = NBPTower_D 14073 Animation = NBPTower_D.NBPTower_D 14074 AnimationMode = LOOP 14075 ParticleSysBone = Smoke01 SmolderingSmoke 14076 End 14077 ConditionState = REALLYDAMAGED RUBBLE 14078 Model = NBPTower_E 14079 Animation = NBPTower_E.NBPTower_E 14080 AnimationMode = LOOP 14081 ParticleSysBone = Smoke01 SmolderingSmoke 14082 ParticleSysBone = Smoke02 SmolderingSmoke 14083 ParticleSysBone = Flame01 SmolderingFire 14084 ParticleSysBone = Flame01 SmolderingFlameCore 14085 ParticleSysBone = Spark01 LiveWireSparks 14086 End 14087 14088 ; day Snow 14089 ConditionState = SNOW 14090 Model = NBPTower_S 14091 Animation = NBPTower_S.NBPTower_S 14092 AnimationMode = LOOP 14093 End 14094 ConditionState = DAMAGED SNOW 14095 Model = NBPTower_DS 14096 Animation = NBPTower_DS.NBPTower_DS 14097 AnimationMode = LOOP 14098 ParticleSysBone = Smoke01 SmolderingSmoke 14099 End 14100 ConditionState = REALLYDAMAGED RUBBLE SNOW 14101 Model = NBPTower_ES 14102 Animation = NBPTower_ES.NBPTower_ES 14103 AnimationMode = LOOP 14104 ParticleSysBone = Smoke01 SmolderingSmoke 14105 ParticleSysBone = Smoke02 SmolderingSmoke 14106 ParticleSysBone = Flame01 SmolderingFire 14107 ParticleSysBone = Flame01 SmolderingFlameCore 14108 ParticleSysBone = Spark01 LiveWireSparks 14109 End 14110 14111 ; night 14112 ConditionState = NIGHT 14113 Model = NBPTower_N 14114 Animation = NBPTower_N.NBPTower_N 14115 AnimationMode = LOOP 14116 End 14117 ConditionState = NIGHT DAMAGED 14118 Model = NBPTower_DN 14119 Animation = NBPTower_DN.NBPTower_DN 14120 AnimationMode = LOOP 14121 End 14122 ConditionState = NIGHT REALLYDAMAGED RUBBLE 14123 Model = NBPTower_EN 14124 Animation = NBPTower_EN.NBPTower_EN 14125 AnimationMode = LOOP 14126 End 14127 14128 14129 ;Snow Night 14130 14131 ConditionState = NIGHT SNOW 14132 Model = NBPTower_NS 14133 Animation = NBPTower_NS.NBPTower_NS 14134 AnimationMode = LOOP 14135 End 14136 14137 ConditionState = NIGHT SNOW DAMAGED 14138 Model = NBPTower_DNS 14139 Animation = NBPTower_DNS.NBPTower_DNS 14140 AnimationMode = LOOP 14141 End 14142 14143 ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 14144 Model = NBPTower_ENS 14145 Animation = NBPTower_ENS.NBPTower_ENS 14146 AnimationMode = LOOP 14147 End 14148 14149 ;************************************************************************************************************************** 14150 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14151 ;for this draw module 14152 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14153 Model = NBPTower 14154 Animation = NBPTower.NBPTower 14155 AnimationMode = LOOP 14156 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14157 End 14158 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14159 Model = NBPTower_D 14160 Animation = NBPTower_D.NBPTower_D 14161 AnimationMode = LOOP 14162 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14163 End 14164 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14165 Model = NBPTower_E 14166 Animation = NBPTower_E.NBPTower_E 14167 AnimationMode = LOOP 14168 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14169 End 14170 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14171 Model = NBPTower_N 14172 Animation = NBPTower_N.NBPTower_N 14173 AnimationMode = LOOP 14174 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14175 End 14176 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14177 Model = NBPTower_DN 14178 Animation = NBPTower_DN.NBPTower_DN 14179 AnimationMode = LOOP 14180 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14181 End 14182 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14183 Model = NBPTower_EN 14184 Animation = NBPTower_EN.NBPTower_EN 14185 AnimationMode = LOOP 14186 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14187 End 14188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14189 Model = NBPTower_S 14190 Animation = NBPTower_S.NBPTower_S 14191 AnimationMode = LOOP 14192 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14193 End 14194 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14195 Model = NBPTower_DS 14196 Animation = NBPTower_DS.NBPTower_DS 14197 AnimationMode = LOOP 14198 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14199 End 14200 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14201 Model = NBPTower_ES 14202 Animation = NBPTower_ES.NBPTower_ES 14203 AnimationMode = LOOP 14204 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14205 End 14206 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14207 Model = NBPTower_NS 14208 Animation = NBPTower_NS.NBPTower_NS 14209 AnimationMode = LOOP 14210 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14211 End 14212 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14213 Model = NBPTower_DNS 14214 Animation = NBPTower_DNS.NBPTower_DNS 14215 AnimationMode = LOOP 14216 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14217 End 14218 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14219 Model = NBPTower_ENS 14220 Animation = NBPTower_ENS.NBPTower_ENS 14221 AnimationMode = LOOP 14222 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14223 End 14224 14225 ConditionState = AWAITING_CONSTRUCTION 14226 Model = NONE 14227 End 14228 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14229 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14230 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14231 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14232 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14233 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14234 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14235 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14236 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14237 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14238 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14239 AliasConditionState = SOLD 14240 AliasConditionState = SOLD DAMAGED 14241 AliasConditionState = SOLD REALLYDAMAGED 14242 AliasConditionState = SOLD NIGHT 14243 AliasConditionState = SOLD NIGHT DAMAGED 14244 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14245 AliasConditionState = SOLD SNOW 14246 AliasConditionState = SOLD SNOW DAMAGED 14247 AliasConditionState = SOLD SNOW REALLYDAMAGED 14248 AliasConditionState = SOLD NIGHT SNOW 14249 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14250 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14251 ;************************************************************************************************************************** 14252 14253 14254 End 14255 14256 ; ------------ construction-zone fence ----------------- 14257 Draw = W3DModelDraw ModuleTag_02 14258 AnimationsRequirePower = No 14259 DefaultConditionState 14260 Model = None 14261 TransitionKey = DOWN_DEFAULT 14262 End 14263 ConditionState = NIGHT 14264 Model = None 14265 TransitionKey = DOWN_DEFAULT 14266 End 14267 ConditionState = SNOW 14268 Model = None 14269 TransitionKey = DOWN_DEFAULT 14270 End 14271 ConditionState = SNOW NIGHT 14272 Model = None 14273 TransitionKey = DOWN_DEFAULT 14274 End 14275 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14276 Model = NBPTower_A4 14277 Animation = NBPTower_A4.NBPTower_A4 14278 AnimationMode = MANUAL 14279 Flags = START_FRAME_LAST 14280 TransitionKey = UP_DAY 14281 End 14282 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14283 Model = NBPTower_A4N 14284 Animation = NBPTower_A4N.NBPTower_A4N 14285 AnimationMode = MANUAL 14286 Flags = START_FRAME_LAST 14287 TransitionKey = UP_NIGHT 14288 End 14289 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14290 Model = NBPTower_A4S 14291 Animation = NBPTower_A4S.NBPTower_A4S 14292 AnimationMode = MANUAL 14293 Flags = START_FRAME_LAST 14294 TransitionKey = UP_SNOW 14295 End 14296 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14297 Model = NBPTower_A4SN 14298 Animation = NBPTower_A4SN.NBPTower_A4SN 14299 AnimationMode = MANUAL 14300 Flags = START_FRAME_LAST 14301 TransitionKey = UP_SNOWNIGHT 14302 End 14303 TransitionState = DOWN_DEFAULT UP_DAY 14304 Model = NBPTower_A4 14305 Animation = NBPTower_A4.NBPTower_A4 14306 AnimationMode = ONCE 14307 AnimationSpeedFactorRange = 1.0 1.0 14308 Flags = START_FRAME_FIRST 14309 End 14310 TransitionState = DOWN_DEFAULT UP_NIGHT 14311 Model = NBPTower_A4N 14312 Animation = NBPTower_A4N.NBPTower_A4N 14313 AnimationMode = ONCE 14314 AnimationSpeedFactorRange = 1.0 1.0 14315 Flags = START_FRAME_FIRST 14316 End 14317 TransitionState = DOWN_DEFAULT UP_SNOW 14318 Model = NBPTower_A4S 14319 Animation = NBPTower_A4S.NBPTower_A4S 14320 AnimationMode = ONCE 14321 AnimationSpeedFactorRange = 1.0 1.0 14322 Flags = START_FRAME_FIRST 14323 End 14324 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14325 Model = NBPTower_A4SN 14326 Animation = NBPTower_A4SN.NBPTower_A4SN 14327 AnimationMode = ONCE 14328 AnimationSpeedFactorRange = 1.0 1.0 14329 Flags = START_FRAME_FIRST 14330 End 14331 TransitionState = UP_DAY DOWN_DEFAULT 14332 Model = NBPTower_A4 14333 Animation = NBPTower_A4.NBPTower_A4 14334 AnimationMode = ONCE_BACKWARDS 14335 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14336 Flags = START_FRAME_LAST 14337 End 14338 TransitionState = UP_NIGHT DOWN_DEFAULT 14339 Model = NBPTower_A4N 14340 Animation = NBPTower_A4N.NBPTower_A4N 14341 AnimationMode = ONCE_BACKWARDS 14342 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14343 Flags = START_FRAME_LAST 14344 End 14345 TransitionState = UP_SNOW DOWN_DEFAULT 14346 Model = NBPTower_A4S 14347 Animation = NBPTower_A4S.NBPTower_A4S 14348 AnimationMode = ONCE_BACKWARDS 14349 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14350 Flags = START_FRAME_LAST 14351 End 14352 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14353 Model = NBPTower_A4SN 14354 Animation = NBPTower_A4SN.NBPTower_A4SN 14355 AnimationMode = ONCE_BACKWARDS 14356 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14357 Flags = START_FRAME_LAST 14358 End 14359 End 14360 14361 ; ------------ under-construction scaffolding ----------------- 14362 Draw = W3DModelDraw ModuleTag_03 14363 AnimationsRequirePower = No 14364 MinLODRequired = MEDIUM 14365 DefaultConditionState 14366 Model = None 14367 TransitionKey = DOWN_DEFAULT 14368 End 14369 ConditionState = NIGHT 14370 Model = None 14371 TransitionKey = DOWN_DEFAULT 14372 End 14373 ConditionState = SNOW 14374 Model = None 14375 TransitionKey = DOWN_DEFAULT 14376 End 14377 ConditionState = SNOW NIGHT 14378 Model = None 14379 TransitionKey = DOWN_DEFAULT 14380 End 14381 ConditionState = PARTIALLY_CONSTRUCTED 14382 Model = NBPTower_A6 14383 Animation = NBPTower_A6.NBPTower_A6 14384 AnimationMode = MANUAL 14385 Flags = START_FRAME_LAST 14386 TransitionKey = UP_DAY 14387 End 14388 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14389 Model = NBPTower_A6N 14390 Animation = NBPTower_A6N.NBPTower_A6N 14391 AnimationMode = MANUAL 14392 Flags = START_FRAME_LAST 14393 TransitionKey = UP_NIGHT 14394 End 14395 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14396 Model = NBPTower_A6S 14397 Animation = NBPTower_A6S.NBPTower_A6S 14398 AnimationMode = MANUAL 14399 Flags = START_FRAME_LAST 14400 TransitionKey = UP_SNOW 14401 End 14402 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14403 Model = NBPTower_A6SN 14404 Animation = NBPTower_A6SN.NBPTower_A6SN 14405 AnimationMode = MANUAL 14406 Flags = START_FRAME_LAST 14407 TransitionKey = UP_SNOWNIGHT 14408 End 14409 TransitionState = DOWN_DEFAULT UP_DAY 14410 Model = NBPTower_A6 14411 Animation = NBPTower_A6.NBPTower_A6 14412 AnimationMode = ONCE 14413 AnimationSpeedFactorRange = 1.0 1.0 14414 Flags = START_FRAME_FIRST 14415 End 14416 TransitionState = DOWN_DEFAULT UP_NIGHT 14417 Model = NBPTower_A6N 14418 Animation = NBPTower_A6N.NBPTower_A6N 14419 AnimationMode = ONCE 14420 14421 AnimationSpeedFactorRange = 1.0 1.0 14422 Flags = START_FRAME_FIRST 14423 End 14424 TransitionState = DOWN_DEFAULT UP_SNOW 14425 Model = NBPTower_A6S 14426 Animation = NBPTower_A6S.NBPTower_A6S 14427 AnimationMode = ONCE 14428 AnimationSpeedFactorRange = 1.0 1.0 14429 Flags = START_FRAME_FIRST 14430 End 14431 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14432 Model = NBPTower_A6SN 14433 Animation = NBPTower_A6SN.NBPTower_A6SN 14434 AnimationMode = ONCE 14435 AnimationSpeedFactorRange = 1.0 1.0 14436 Flags = START_FRAME_FIRST 14437 End 14438 TransitionState = UP_DAY DOWN_DEFAULT 14439 Model = NBPTower_A6 14440 Animation = NBPTower_A6.NBPTower_A6 14441 AnimationMode = ONCE_BACKWARDS 14442 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14443 Flags = START_FRAME_LAST 14444 End 14445 TransitionState = UP_NIGHT DOWN_DEFAULT 14446 Model = NBPTower_A6N 14447 Animation = NBPTower_A6N.NBPTower_A6N 14448 AnimationMode = ONCE_BACKWARDS 14449 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14450 Flags = START_FRAME_LAST 14451 End 14452 TransitionState = UP_SNOW DOWN_DEFAULT 14453 Model = NBPTower_A6S 14454 Animation = NBPTower_A6S.NBPTower_A6S 14455 AnimationMode = ONCE_BACKWARDS 14456 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14457 Flags = START_FRAME_LAST 14458 End 14459 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14460 Model = NBPTower_A6SN 14461 Animation = NBPTower_A6SN.NBPTower_A6SN 14462 AnimationMode = ONCE_BACKWARDS 14463 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14464 Flags = START_FRAME_LAST 14465 End 14466 End 14467 14468 ; ------------ being-constructed crane ----------------- 14469 Draw = W3DModelDraw ModuleTag_04 14470 AnimationsRequirePower = No 14471 DefaultConditionState 14472 Model = None 14473 TransitionKey = DOWN_DEFAULT 14474 End 14475 ConditionState = NIGHT 14476 Model = None 14477 TransitionKey = DOWN_DEFAULT 14478 End 14479 ConditionState = SNOW 14480 Model = None 14481 TransitionKey = DOWN_DEFAULT 14482 End 14483 ConditionState = SNOW NIGHT 14484 Model = None 14485 TransitionKey = DOWN_DEFAULT 14486 End 14487 ConditionState = SOLD 14488 Model = NONE 14489 End 14490 14491 ConditionState = ACTIVELY_BEING_CONSTRUCTED 14492 Model = NBPTower_A5 14493 Animation = NBPTower_A5.NBPTower_A5 14494 AnimationMode = LOOP 14495 TransitionKey = UP_DAY 14496 End 14497 14498 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 14499 Model = NBPTower_A5N 14500 Animation = NBPTower_A5N.NBPTower_A5N 14501 AnimationMode = LOOP 14502 TransitionKey = UP_NIGHT 14503 End 14504 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 14505 Model = NBPTower_A5S 14506 Animation = NBPTower_A5S.NBPTower_A5S 14507 AnimationMode = LOOP 14508 TransitionKey = UP_SNOW 14509 End 14510 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 14511 Model = NBPTower_A5SN 14512 Animation = NBPTower_A5SN.NBPTower_A5SN 14513 AnimationMode = LOOP 14514 TransitionKey = UP_SNOWNIGHT 14515 End 14516 TransitionState = DOWN_DEFAULT UP_DAY 14517 Model = NBPTower_AB 14518 Animation = NBPTower_AB.NBPTower_AB 14519 AnimationMode = ONCE 14520 AnimationSpeedFactorRange = 1.0 1.0 14521 Flags = START_FRAME_FIRST 14522 End 14523 14524 TransitionState = DOWN_DEFAULT UP_NIGHT 14525 Model = NBPTower_ABN 14526 Animation = NBPTower_ABN.NBPTower_ABN 14527 AnimationMode = ONCE 14528 AnimationSpeedFactorRange = 1.0 1.0 14529 Flags = START_FRAME_FIRST 14530 End 14531 TransitionState = DOWN_DEFAULT UP_SNOW 14532 Model = NBPTower_ABS 14533 Animation = NBPTower_ABS.NBPTower_ABS 14534 AnimationMode = ONCE 14535 AnimationSpeedFactorRange = 1.0 1.0 14536 Flags = START_FRAME_FIRST 14537 End 14538 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14539 Model = NBPTower_ABSN 14540 Animation = NBPTower_ABSN.NBPTower_ABSN 14541 AnimationMode = ONCE 14542 AnimationSpeedFactorRange = 1.0 1.0 14543 Flags = START_FRAME_FIRST 14544 End 14545 TransitionState = UP_DAY DOWN_DEFAULT 14546 Model = NBPTower_AB 14547 Animation = NBPTower_AB.NBPTower_AB 14548 AnimationMode = ONCE_BACKWARDS 14549 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14550 Flags = START_FRAME_LAST 14551 End 14552 TransitionState = UP_NIGHT DOWN_DEFAULT 14553 Model = NBPTower_ABN 14554 Animation = NBPTower_ABN.NBPTower_ABN 14555 AnimationMode = ONCE_BACKWARDS 14556 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14557 Flags = START_FRAME_LAST 14558 End 14559 TransitionState = UP_SNOW DOWN_DEFAULT 14560 Model = NBPTower_ABS 14561 Animation = NBPTower_ABS.NBPTower_ABS 14562 AnimationMode = ONCE_BACKWARDS 14563 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14564 Flags = START_FRAME_LAST 14565 End 14566 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14567 Model = NBPTower_ABSN 14568 Animation = NBPTower_ABSN.NBPTower_ABSN 14569 AnimationMode = ONCE_BACKWARDS 14570 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14571 Flags = START_FRAME_LAST 14572 End 14573 End 14574 14575 PlacementViewAngle = -45 14576 14577 ; ***DESIGN parameters *** 14578 DisplayName = OBJECT:SpeakerTower 14579 Side = China 14580 EditorSorting = STRUCTURE 14581 BuildCost = 500 14582 BuildTime = 10.0 ; in seconds 14583 EnergyProduction = -1 14584 VisionRange = 200.0 ; Shroud clearing distance 14585 ShroudClearingRange = 200 14586 ArmorSet 14587 Conditions = None 14588 Armor = StructureArmor 14589 DamageFX = StructureDamageFXNoShake 14590 End 14591 Prerequisites 14592 Object = ChinaPropagandaCenter 14593 End 14594 CommandSet = ChinaSpeakerTowerCommandSet 14595 ExperienceValue = 50 50 50 50 ; Experience point value at each level 14596 14597 ; *** AUDIO Parameters *** 14598 VoiceSelect = SpeakerTowerSelect 14599 SoundDie = BuildingDie 14600 SoundOnDamaged = BuildingDamagedStateLight 14601 SoundOnReallyDamaged = BuildingDestroy 14602 14603 UnitSpecificSounds 14604 UnderConstruction = UnderConstructionLoop 14605 End 14606 14607 ; *** ENGINEERING Parameters *** 14608 RadarPriority = STRUCTURE 14609 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 14610 14611 Body = StructureBody ModuleTag_05 14612 MaxHealth = 300.0 14613 InitialHealth = 300.0 14614 End 14615 Behavior = PropagandaTowerBehavior ModuleTag_06 14616 Radius = 150.0 14617 DelayBetweenUpdates = 2000 ; in milliseconds 14618 HealPercentEachSecond = 2% ; get this % of max health every second 14619 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 14620 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 14621 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 14622 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 14623 End 14624 Behavior = DestroyDie ModuleTag_07 14625 ;<NO DATA> 14626 End 14627 Behavior = CreateObjectDie ModuleTag_08 14628 CreationList = OCL_ABPowerPlantExplode 14629 End 14630 Behavior = FXListDie ModuleTag_09 14631 DeathFX = FX_StructureTinyDeath 14632 End 14633 Behavior = ProductionUpdate ModuleTag_10 14634 ;<NO DATA> But is required if we have any Object-level Upgrades! 14635 End 14636 14637 Behavior = GenerateMinefieldBehavior ModuleTag_11 14638 TriggeredBy = Upgrade_ChinaMines 14639 MineName = ChinaStandardMine 14640 SmartBorder = Yes 14641 AlwaysCircular = Yes 14642 End 14643 14644 Behavior = FlammableUpdate ModuleTag_13 14645 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14646 AflameDamageAmount = 5 ; taking this much damage... 14647 AflameDamageDelay = 500 ; this often. 14648 End 14649 14650 Behavior = TransitionDamageFX ModuleTag_14 14651 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 14652 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 14653 ;--------------------------------------------------------------------------------------- 14654 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 14655 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 14656 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 14657 End 14658 14659 Geometry = BOX 14660 GeometryMajorRadius = 6.0 14661 GeometryMinorRadius = 6.0 14662 GeometryHeight = 51.0 14663 GeometryIsSmall = No 14664 Shadow = SHADOW_VOLUME 14665 BuildCompletion = PLACED_BY_PLAYER 14666 14667 End 14668 14669 ;------------------------------------------------------------------------------ 14670 ;GLA Demo Trap 14671 14672 Object GLADemoTrap 14673 14674 ; *** ART Parameters *** 14675 SelectPortrait = SSHideBomb 14676 ButtonImage = SSHideBomb 14677 Draw = W3DModelDraw ModuleTag_01 14678 OkToChangeModelColor = Yes 14679 DefaultConditionState 14680 Model = EXHideBomb 14681 End 14682 AliasConditionState = DAMAGED 14683 AliasConditionState = REALLYDAMAGED 14684 AliasConditionState = RUBBLE 14685 AliasConditionState = NIGHT 14686 AliasConditionState = SNOW 14687 AliasConditionState = NIGHT SNOW 14688 AliasConditionState = NIGHT DAMAGED 14689 AliasConditionState = SNOW DAMAGED 14690 AliasConditionState = NIGHT SNOW DAMAGED 14691 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 14692 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 14693 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 14694 14695 ;************************************************************************************************************************** 14696 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14697 ;for this draw module 14698 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14699 Model = EXHideBomb 14700 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14701 End 14702 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14703 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14704 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14705 14706 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14707 Model = EXHideBomb 14708 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14709 End 14710 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 14711 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 14712 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 14713 14714 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14715 Model = EXHideBomb 14716 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14717 End 14718 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 14719 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 14720 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 14721 14722 ConditionState = AWAITING_CONSTRUCTION 14723 Model = NONE 14724 End 14725 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14726 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14727 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14728 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14729 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14730 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14731 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14732 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14733 AliasConditionState = SOLD DAMAGED 14734 AliasConditionState = SOLD REALLYDAMAGED 14735 AliasConditionState = SOLD NIGHT 14736 AliasConditionState = SOLD NIGHT DAMAGED 14737 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14738 AliasConditionState = SOLD NIGHT SNOW 14739 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14740 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14741 ;************************************************************************************************************************** 14742 14743 14744 End 14745 PlacementViewAngle = -45 14746 14747 ; ***DESIGN parameters *** 14748 DisplayName = OBJECT:DemoTrap 14749 Side = GLA 14750 EditorSorting = STRUCTURE 14751 Prerequisites 14752 Object = GLAArmsDealer 14753 End 14754 BuildCost = 200 14755 BuildTime = 5.0 ; in seconds 14756 EnergyProduction = 0 14757 VisionRange = 150.0 ; Shroud clearing distance 14758 ShroudClearingRange = 150.0 ; Shroud clearing distance 14759 ExperienceValue = 50 50 50 50 ; Experience point value at each level 14760 14761 WeaponSet 14762 ;The weapon set is used to determine detonation mode 14763 Conditions = None 14764 Weapon = PRIMARY DummyWeapon2 ;Used for mode matching only (when to detonate) 14765 Weapon = SECONDARY DummyWeapon2 ;Used for mode matching only (when to detonate) 14766 Weapon = TERTIARY DummyWeapon2 ;Used for mode matching only (when to detonate) 14767 AutoChooseSources = PRIMARY NONE 14768 AutoChooseSources = SECONDARY NONE 14769 AutoChooseSources = TERTIARY NONE 14770 End 14771 ArmorSet 14772 Conditions = None 14773 Armor = StructureArmor 14774 DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent 14775 End 14776 14777 CommandSet = = GLADemoTrapCommandSet 14778 14779 ; *** AUDIO Parameters *** 14780 VoiceSelect = UndergroundGeneratorSelect 14781 ; SoundDie = BuildingDie ; Turned off because death is start of detonation 14782 SoundOnDamaged = BuildingDamagedStateLight 14783 SoundOnReallyDamaged = BuildingDestroy 14784 14785 UnitSpecificSounds 14786 UnderConstruction = UnderConstructionLoop 14787 End 14788 14789 ; *** ENGINEERING Parameters *** 14790 RadarPriority = STRUCTURE 14791 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE 14792 Body = StructureBody ModuleTag_02 14793 MaxHealth = 100.0 14794 InitialHealth = 100.0 14795 End 14796 14797 Behavior = StealthUpdate ModuleTag_03 14798 StealthDelay = 0 ; msec 14799 StealthForbiddenConditions = NONE 14800 FriendlyOpacityMin = 100.0% 14801 OrderIdleEnemiesToAttackMeUponReveal = Yes 14802 End 14803 14804 Behavior = DemoTrapUpdate ModuleTag_04 14805 DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual. 14806 DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates. 14807 ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon) 14808 ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon) 14809 TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground) 14810 IgnoreTargetTypes = PROJECTILE UNATTACKABLE 14811 AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech 14812 ; DetonationWeapon = DemoTrapDetonationWeapon 14813 DetonateWhenKilled = Yes 14814 End 14815 14816 Behavior = SlowDeathBehavior ModuleTag_05 14817 ExemptStatus = UNDER_CONSTRUCTION 14818 DestructionDelay = 1000 14819 FX = INITIAL FX_GLADemoTrapWarning 14820 Weapon = FINAL DemoTrapDetonationWeapon 14821 End 14822 14823 Behavior = FlammableUpdate ModuleTag_07 14824 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14825 AflameDamageAmount = 5 ; taking this much damage... 14826 AflameDamageDelay = 500 ; this often. 14827 End 14828 14829 Behavior = InstantDeathBehavior ModuleTag_08 14830 ; if we are under construction, use this death instead 14831 RequiredStatus = UNDER_CONSTRUCTION 14832 ; no effect 14833 End 14834 14835 BuildCompletion = PLACED_BY_PLAYER 14836 14837 Shadow = SHADOW_VOLUME 14838 Geometry = CYLINDER 14839 GeometryMajorRadius = 4.0 14840 GeometryHeight = 9 14841 GeometryIsSmall = Yes 14842 14843 End 14844 14845 ;------------------------------------------------------------------------------ 14846 ObjectReskin GLAHoleDemoTrap GLAHole 14847 Draw = W3DModelDraw ModuleTag_01 14848 OkToChangeModelColor = Yes 14849 ConditionState = NONE 14850 Model = UBHole 14851 End 14852 ConditionState = DAMAGED 14853 Model = UBHole_D 14854 ParticleSysBone = Smoke01 SteamVent 14855 End 14856 ConditionState = REALLYDAMAGED 14857 Model = UBHole_E 14858 ParticleSysBone = Smoke01 SteamVent 14859 ParticleSysBone = Smoke02 SteamVent 14860 ParticleSysBone = Fire01 GLAPowerPlantFlame 14861 ParticleSysBone = Fire02 GLAPowerPlantFlame 14862 ParticleSysBone = Fire03 GLAPowerPlantFlame 14863 End 14864 End 14865 ;Remove comments for this section and replace the model entries for the 14866 ;pristine, and damage/reallydamaged rubble around the GLA hole below 14867 ; Draw = W3DModelDraw 14868 ; OkToChangeModelColor = Yes 14869 ; ConditionState = NONE 14870 ; Model = UBSupply_R 14871 ; End 14872 ; ConditionState = DAMAGED REALLYDAMAGED 14873 ; Model = UBSupply_R 14874 ; End 14875 ; End 14876 End 14877 14878 ; ----------------------------------------------------------------------------- 14879 Object GLAPowerPlantWindmillBlade 14880 14881 ; *** ART Parameters *** 14882 Draw = W3DModelDraw ModuleTag_01 14883 OkToChangeModelColor = Yes 14884 14885 ConditionState = NONE 14886 Model = UBPwrPlant_D1 14887 End 14888 End 14889 14890 ; ***DESIGN parameters *** 14891 ; DisplayName = OBJECT:RocketBuggyDebris 14892 14893 EditorSorting = DEBRIS 14894 KindOf = IMMOBILE 14895 Side = GLA 14896 14897 ; *** AUDIO Parameters *** 14898 ; *** ENGINEERING Parameters *** 14899 ; RadarPriority = UNIT 14900 ; KindOf = PRELOAD CAN_CAST_REFLECTIONS 14901 14902 Body = ActiveBody ModuleTag_02 14903 MaxHealth = 1.0 14904 InitialHealth = 1.0 14905 End 14906 14907 Behavior = PhysicsBehavior ModuleTag_03 14908 Mass = 50 14909 AllowBouncing = Yes 14910 End 14911 14912 Behavior = LifetimeUpdate ModuleTag_04 14913 MinLifetime = 10000 ; min lifetime in msec 14914 MaxLifetime = 15000 ; max lifetime in msec 14915 End 14916 14917 Behavior = SlowDeathBehavior ModuleTag_05 14918 SinkDelay = 1000 14919 SinkRate = 1 ; in Dist/Sec 14920 DestructionDelay = 2000 14921 End 14922 14923 Geometry = BOX 14924 GeometryMajorRadius = 9.0 14925 GeometryMinorRadius = 6.0 14926 GeometryHeight = 7.5 14927 GeometryIsSmall = Yes 14928 14929 End 14930 14931 ; ----------------------------------------------------------------------------- 14932 Object GLATunnelNetwork 14933 14934 ; *** ART Parameters *** 14935 SelectPortrait = SUTunnel_L 14936 ButtonImage = SUTunnel 14937 Draw = W3DModelDraw ModuleTag_01 14938 OkToChangeModelColor = Yes 14939 14940 DefaultConditionState 14941 Model = UBUndTunn 14942 Turret = Turret01 14943 WeaponFireFXBone = PRIMARY BarrelMS 14944 WeaponMuzzleFlash = PRIMARY BarrelFX 14945 End 14946 ConditionState = DAMAGED 14947 Model = UBUndTunn_D 14948 End 14949 ConditionState = REALLYDAMAGED RUBBLE 14950 Model = UBUndTunn_E 14951 ParticleSysBone = Steam01 SteamVent 14952 End 14953 14954 14955 ConditionState = SNOW 14956 Model = UBUndTunn_S 14957 End 14958 ConditionState = DAMAGED SNOW 14959 Model = UBUndTunn_DS 14960 End 14961 ConditionState = REALLYDAMAGED RUBBLE SNOW 14962 Model = UBUndTunn_ES 14963 ParticleSysBone = Steam01 SteamVent 14964 End 14965 14966 14967 14968 14969 ConditionState = NIGHT 14970 Model = UBUndTunn_N 14971 End 14972 ConditionState = DAMAGED NIGHT 14973 Model = UBUndTunn_DN 14974 End 14975 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14976 Model = UBUndTunn_EN 14977 ParticleSysBone = Steam01 SteamVent 14978 End 14979 14980 14981 ConditionState = SNOW NIGHT 14982 Model = UBUndTunn_NS 14983 End 14984 ConditionState = DAMAGED SNOW NIGHT 14985 Model = UBUndTunn_DNS 14986 End 14987 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 14988 Model = UBUndTunn_ENS 14989 ParticleSysBone = Steam01 SteamVent 14990 End 14991 14992 ;************************************************************************************************************************** 14993 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14994 ;for this draw module 14995 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14996 Model = UBUndTunn 14997 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14998 End 14999 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15000 Model = UBUndTunn_D 15001 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15002 End 15003 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15004 Model = UBUndTunn_E 15005 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15006 End 15007 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15008 Model = UBUndTunn_N 15009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15010 End 15011 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15012 Model = UBUndTunn_DN 15013 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15014 End 15015 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15016 Model = UBUndTunn_EN 15017 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15018 End 15019 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15020 Model = UBUndTunn_S 15021 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15022 End 15023 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15024 Model = UBUndTunn_DS 15025 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15026 End 15027 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15028 Model = UBUndTunn_ES 15029 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15030 End 15031 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15032 Model = UBUndTunn_NS 15033 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15034 End 15035 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15036 Model = UBUndTunn_DNS 15037 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15038 End 15039 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15040 Model = UBUndTunn_ENS 15041 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15042 End 15043 15044 ConditionState = AWAITING_CONSTRUCTION 15045 Model = NONE 15046 End 15047 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15048 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15049 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15050 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15051 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15052 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15053 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15054 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15055 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15056 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15057 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15058 AliasConditionState = SOLD 15059 AliasConditionState = SOLD DAMAGED 15060 AliasConditionState = SOLD REALLYDAMAGED 15061 AliasConditionState = SOLD NIGHT 15062 AliasConditionState = SOLD NIGHT DAMAGED 15063 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15064 AliasConditionState = SOLD SNOW 15065 AliasConditionState = SOLD SNOW DAMAGED 15066 AliasConditionState = SOLD SNOW REALLYDAMAGED 15067 AliasConditionState = SOLD NIGHT SNOW 15068 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15069 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15070 ;************************************************************************************************************************** 15071 15072 End 15073 15074 ; ------------ construction-zone fence ----------------- 15075 Draw = W3DModelDraw ModuleTag_02 15076 AnimationsRequirePower = No 15077 DefaultConditionState 15078 Model = None 15079 TransitionKey = DOWN_DEFAULT 15080 End 15081 ConditionState = NIGHT 15082 Model = None 15083 TransitionKey = DOWN_DEFAULT 15084 End 15085 ConditionState = SNOW 15086 Model = None 15087 TransitionKey = DOWN_DEFAULT 15088 End 15089 ConditionState = SNOW NIGHT 15090 Model = None 15091 TransitionKey = DOWN_DEFAULT 15092 End 15093 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15094 Model = UBUndTunn_A4 15095 Animation = UBUndTunn_A4.UBUndTunn_A4 15096 AnimationMode = MANUAL 15097 Flags = START_FRAME_LAST 15098 TransitionKey = UP_DAY 15099 End 15100 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15101 Model = UBUndTunn_A4N 15102 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15103 AnimationMode = MANUAL 15104 Flags = START_FRAME_LAST 15105 TransitionKey = UP_NIGHT 15106 End 15107 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15108 Model = UBUndTunn_A4S 15109 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15110 AnimationMode = MANUAL 15111 Flags = START_FRAME_LAST 15112 TransitionKey = UP_SNOW 15113 End 15114 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15115 Model = UBUndTunn_A4SN 15116 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15117 AnimationMode = MANUAL 15118 Flags = START_FRAME_LAST 15119 TransitionKey = UP_SNOWNIGHT 15120 End 15121 TransitionState = DOWN_DEFAULT UP_DAY 15122 Model = UBUndTunn_A4 15123 Animation = UBUndTunn_A4.UBUndTunn_A4 15124 AnimationMode = ONCE 15125 AnimationSpeedFactorRange = 1.0 1.0 15126 Flags = START_FRAME_FIRST 15127 End 15128 TransitionState = DOWN_DEFAULT UP_NIGHT 15129 Model = UBUndTunn_A4N 15130 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15131 AnimationMode = ONCE 15132 AnimationSpeedFactorRange = 1.0 1.0 15133 Flags = START_FRAME_FIRST 15134 End 15135 TransitionState = DOWN_DEFAULT UP_SNOW 15136 Model = UBUndTunn_A4S 15137 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15138 AnimationMode = ONCE 15139 AnimationSpeedFactorRange = 1.0 1.0 15140 Flags = START_FRAME_FIRST 15141 End 15142 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15143 Model = UBUndTunn_A4SN 15144 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15145 AnimationMode = ONCE 15146 AnimationSpeedFactorRange = 1.0 1.0 15147 Flags = START_FRAME_FIRST 15148 End 15149 TransitionState = UP_DAY DOWN_DEFAULT 15150 Model = UBUndTunn_A4 15151 Animation = UBUndTunn_A4.UBUndTunn_A4 15152 AnimationMode = ONCE_BACKWARDS 15153 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15154 Flags = START_FRAME_LAST 15155 End 15156 TransitionState = UP_NIGHT DOWN_DEFAULT 15157 Model = UBUndTunn_A4N 15158 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15159 AnimationMode = ONCE_BACKWARDS 15160 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15161 Flags = START_FRAME_LAST 15162 End 15163 TransitionState = UP_SNOW DOWN_DEFAULT 15164 Model = UBUndTunn_A4S 15165 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15166 AnimationMode = ONCE_BACKWARDS 15167 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15168 Flags = START_FRAME_LAST 15169 End 15170 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15171 Model = UBUndTunn_A4SN 15172 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15173 AnimationMode = ONCE_BACKWARDS 15174 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15175 Flags = START_FRAME_LAST 15176 End 15177 End 15178 15179 ; ------------ under-construction scaffolding ----------------- 15180 Draw = W3DModelDraw ModuleTag_03 15181 AnimationsRequirePower = No 15182 DefaultConditionState 15183 Model = None 15184 TransitionKey = DOWN_DEFAULT 15185 End 15186 ConditionState = NIGHT 15187 Model = None 15188 TransitionKey = DOWN_DEFAULT 15189 End 15190 ConditionState = SNOW 15191 Model = None 15192 TransitionKey = DOWN_DEFAULT 15193 End 15194 ConditionState = SNOW NIGHT 15195 Model = None 15196 TransitionKey = DOWN_DEFAULT 15197 End 15198 ConditionState = PARTIALLY_CONSTRUCTED 15199 Model = UBUndTunn_A6 15200 Animation = UBUndTunn_A6.UBUndTunn_A6 15201 AnimationMode = MANUAL 15202 Flags = START_FRAME_LAST 15203 TransitionKey = UP_DAY 15204 End 15205 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 15206 Model = UBUndTunn_A6N 15207 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15208 AnimationMode = MANUAL 15209 Flags = START_FRAME_LAST 15210 TransitionKey = UP_NIGHT 15211 End 15212 ConditionState = SNOW PARTIALLY_CONSTRUCTED 15213 Model = UBUndTunn_A6S 15214 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15215 AnimationMode = MANUAL 15216 Flags = START_FRAME_LAST 15217 TransitionKey = UP_SNOW 15218 End 15219 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 15220 Model = UBUndTunn_A6SN 15221 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15222 AnimationMode = MANUAL 15223 Flags = START_FRAME_LAST 15224 TransitionKey = UP_SNOWNIGHT 15225 End 15226 TransitionState = DOWN_DEFAULT UP_DAY 15227 Model = UBUndTunn_A6 15228 Animation = UBUndTunn_A6.UBUndTunn_A6 15229 AnimationMode = ONCE 15230 AnimationSpeedFactorRange = 1.0 1.0 15231 Flags = START_FRAME_FIRST 15232 End 15233 TransitionState = DOWN_DEFAULT UP_NIGHT 15234 Model = UBUndTunn_A6N 15235 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15236 AnimationMode = ONCE 15237 AnimationSpeedFactorRange = 1.0 1.0 15238 Flags = START_FRAME_FIRST 15239 End 15240 TransitionState = DOWN_DEFAULT UP_SNOW 15241 Model = UBUndTunn_A6S 15242 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15243 AnimationMode = ONCE 15244 AnimationSpeedFactorRange = 1.0 1.0 15245 Flags = START_FRAME_FIRST 15246 End 15247 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15248 Model = UBUndTunn_A6SN 15249 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15250 AnimationMode = ONCE 15251 AnimationSpeedFactorRange = 1.0 1.0 15252 Flags = START_FRAME_FIRST 15253 End 15254 TransitionState = UP_DAY DOWN_DEFAULT 15255 Model = UBUndTunn_A6 15256 Animation = UBUndTunn_A6.UBUndTunn_A6 15257 AnimationMode = ONCE_BACKWARDS 15258 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15259 Flags = START_FRAME_LAST 15260 End 15261 TransitionState = UP_NIGHT DOWN_DEFAULT 15262 Model = UBUndTunn_A6N 15263 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15264 AnimationMode = ONCE_BACKWARDS 15265 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15266 Flags = START_FRAME_LAST 15267 End 15268 TransitionState = UP_SNOW DOWN_DEFAULT 15269 Model = UBUndTunn_A6S 15270 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15271 AnimationMode = ONCE_BACKWARDS 15272 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15273 Flags = START_FRAME_LAST 15274 End 15275 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15276 Model = UBUndTunn_A6SN 15277 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15278 AnimationMode = ONCE_BACKWARDS 15279 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15280 Flags = START_FRAME_LAST 15281 End 15282 End 15283 15284 PlacementViewAngle = -135 15285 15286 ; ***DESIGN parameters *** 15287 DisplayName = OBJECT:TunnelNetwork 15288 Side = GLA 15289 EditorSorting = STRUCTURE 15290 Prerequisites 15291 Object = GLABarracks 15292 End 15293 BuildCost = 800 15294 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. 15295 BuildTime = 20.0 ; in seconds 15296 EnergyProduction = 0 15297 VisionRange = 200.0 ; Shroud clearing distance 15298 ShroudClearingRange = 200 15299 ArmorSet 15300 Conditions = None 15301 Armor = StructureArmor 15302 DamageFX = StructureDamageFXNoShake 15303 End 15304 WeaponSet 15305 Conditions = None 15306 Weapon = PRIMARY TunnelNetworkGun 15307 End 15308 CommandSet = GLATunnelNetworkCommandSet 15309 ExperienceValue = 100 100 100 100 ; Experience point value at each level 15310 15311 ; *** AUDIO Parameters *** 15312 VoiceSelect = TunnelNetworkSelect 15313 SoundDie = BuildingDie 15314 SoundOnDamaged = BuildingDamagedStateLight 15315 SoundOnReallyDamaged = BuildingDestroy 15316 SoundEnter = GarrisonEnter 15317 SoundExit = GarrisonExit 15318 15319 UnitSpecificSounds 15320 UnderConstruction = UnderConstructionLoop 15321 TurretMoveLoop = NoSound 15322 End 15323 15324 ; *** ENGINEERING Parameters *** 15325 RadarPriority = STRUCTURE 15326 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE 15327 Body = StructureBody ModuleTag_04 15328 MaxHealth = 1000.0 15329 InitialHealth = 1000.0 15330 End 15331 15332 Behavior = StealthDetectorUpdate ModuleTag_13 15333 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15334 DetectionRange = 150 ;Dustin, enable this for independant balancing! 15335 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15336 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15337 End 15338 15339 Behavior = AIUpdateInterface ModuleTag_16 15340 Turret 15341 TurretTurnRate = 180 // turn rate, in degrees per sec 15342 ControlledWeaponSlots = PRIMARY 15343 End 15344 15345 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 15346 End 15347 Behavior = TunnelContain ModuleTag_05 15348 TimeForFullHeal = 5000 ;(in milliseconds) 15349 End 15350 15351 Behavior = DefaultProductionExitUpdate ModuleTag_06 15352 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 15353 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 15354 End 15355 15356 Behavior = SpawnBehavior ModuleTag_07 15357 SpawnNumber = 2 15358 SpawnReplaceDelay = 9999 15359 SpawnTemplateName = GLAInfantryTunnelDefender 15360 OneShot = Yes 15361 CanReclaimOrphans = No 15362 End 15363 Behavior = RebuildHoleExposeDie ModuleTag_09 15364 HoleName = GLAHoleTunnelNetwork 15365 HoleMaxHealth = 500.0 15366 End 15367 Behavior = DestroyDie ModuleTag_10 15368 ;nothing 15369 End 15370 Behavior = CreateObjectDie ModuleTag_11 15371 CreationList = OCL_ABTunnelNetworkDebris 15372 End 15373 Behavior = FXListDie ModuleTag_12 15374 DeathFX = FX_StructureSmallDeath 15375 End 15376 15377 Behavior = FlammableUpdate ModuleTag_15 15378 15379 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15380 AflameDamageAmount = 5 ; taking this much damage... 15381 AflameDamageDelay = 500 ; this often. 15382 End 15383 15384 Behavior = TransitionDamageFX ModuleTag_17 15385 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 15386 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15387 ;--------------------------------------------------------------------------------------- 15388 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15389 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15390 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15391 End 15392 15393 Geometry = CYLINDER 15394 GeometryMajorRadius = 25.0 15395 GeometryHeight = 20.0 15396 GeometryIsSmall = No 15397 Shadow = SHADOW_VOLUME 15398 BuildCompletion = PLACED_BY_PLAYER 15399 15400 End 15401 15402 ;------------------------------------------------------------------------------ 15403 ObjectReskin GLAHoleTunnelNetwork GLAHole 15404 Draw = W3DModelDraw ModuleTag_01 15405 OkToChangeModelColor = Yes 15406 ConditionState = NONE 15407 Model = UBHole 15408 End 15409 ConditionState = DAMAGED 15410 Model = UBHole_D 15411 ParticleSysBone = Smoke01 SteamVent 15412 End 15413 ConditionState = REALLYDAMAGED 15414 Model = UBHole_E 15415 ParticleSysBone = Smoke01 SteamVent 15416 ParticleSysBone = Smoke02 SteamVent 15417 ParticleSysBone = Fire01 GLAPowerPlantFlame 15418 ParticleSysBone = Fire02 GLAPowerPlantFlame 15419 ParticleSysBone = Fire03 GLAPowerPlantFlame 15420 End 15421 End 15422 Draw = W3DModelDraw ModuleTag_02 15423 OkToChangeModelColor = Yes 15424 ConditionState = NONE 15425 Model = UBUndTunn_R 15426 End 15427 ConditionState = DAMAGED REALLYDAMAGED 15428 Model = UBUndTunn_R 15429 End 15430 End 15431 End 15432 15433 ;------------------------------------------------------------------------------ 15434 ;GLA Tunnel Network copy, without the spawn module 15435 Object GLATunnelNetworkNoSpawn 15436 ; *** ART Parameters *** 15437 SelectPortrait = SUTunnel_L 15438 ButtonImage = SUTunnel 15439 Draw = W3DModelDraw ModuleTag_01 15440 OkToChangeModelColor = Yes 15441 15442 DefaultConditionState 15443 Model = UBUndTunn 15444 Turret = Turret01 15445 WeaponFireFXBone = PRIMARY BarrelMS 15446 WeaponMuzzleFlash = PRIMARY BarrelFX 15447 End 15448 15449 ConditionState = DAMAGED 15450 Model = UBUndTunn_D 15451 End 15452 15453 ConditionState = REALLYDAMAGED RUBBLE 15454 Model = UBUndTunn_E 15455 ParticleSysBone = Steam01 SteamVent 15456 End 15457 15458 15459 ConditionState = SNOW 15460 Model = UBUndTunn_S 15461 End 15462 15463 ConditionState = DAMAGED SNOW 15464 Model = UBUndTunn_DS 15465 End 15466 15467 ConditionState = REALLYDAMAGED RUBBLE SNOW 15468 Model = UBUndTunn_ES 15469 ParticleSysBone = Steam01 SteamVent 15470 End 15471 15472 15473 15474 15475 ConditionState = NIGHT 15476 Model = UBUndTunn_N 15477 End 15478 15479 15480 ConditionState = DAMAGED NIGHT 15481 Model = UBUndTunn_DN 15482 End 15483 15484 ConditionState = REALLYDAMAGED RUBBLE NIGHT 15485 Model = UBUndTunn_EN 15486 ParticleSysBone = Steam01 SteamVent 15487 End 15488 15489 15490 ConditionState = SNOW NIGHT 15491 Model = UBUndTunn_NS 15492 End 15493 15494 ConditionState = DAMAGED SNOW NIGHT 15495 Model = UBUndTunn_DNS 15496 End 15497 15498 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 15499 Model = UBUndTunn_ENS 15500 ParticleSysBone = Steam01 SteamVent 15501 End 15502 15503 ;************************************************************************************************************************** 15504 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15505 ;for this draw module 15506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15507 Model = UBUndTunn 15508 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15509 End 15510 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15511 Model = UBUndTunn_D 15512 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15513 End 15514 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15515 Model = UBUndTunn_E 15516 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15517 End 15518 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15519 Model = UBUndTunn_N 15520 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15521 End 15522 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15523 Model = UBUndTunn_DN 15524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15525 End 15526 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15527 Model = UBUndTunn_EN 15528 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15529 End 15530 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15531 Model = UBUndTunn_S 15532 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15533 End 15534 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15535 Model = UBUndTunn_DS 15536 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15537 End 15538 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15539 Model = UBUndTunn_ES 15540 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15541 End 15542 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15543 Model = UBUndTunn_NS 15544 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15545 End 15546 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15547 Model = UBUndTunn_DNS 15548 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15549 End 15550 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15551 Model = UBUndTunn_ENS 15552 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15553 End 15554 15555 ConditionState = AWAITING_CONSTRUCTION 15556 Model = NONE 15557 End 15558 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15559 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15560 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15561 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15562 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15563 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15564 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15565 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15566 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15567 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15568 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15569 AliasConditionState = SOLD 15570 AliasConditionState = SOLD DAMAGED 15571 AliasConditionState = SOLD REALLYDAMAGED 15572 AliasConditionState = SOLD NIGHT 15573 AliasConditionState = SOLD NIGHT DAMAGED 15574 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15575 AliasConditionState = SOLD SNOW 15576 AliasConditionState = SOLD SNOW DAMAGED 15577 AliasConditionState = SOLD SNOW REALLYDAMAGED 15578 AliasConditionState = SOLD NIGHT SNOW 15579 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15580 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15581 ;************************************************************************************************************************** 15582 15583 End 15584 15585 ; ------------ construction-zone fence ----------------- 15586 Draw = W3DModelDraw ModuleTag_02 15587 AnimationsRequirePower = No 15588 DefaultConditionState 15589 Model = None 15590 TransitionKey = DOWN_DEFAULT 15591 End 15592 ConditionState = NIGHT 15593 Model = None 15594 TransitionKey = DOWN_DEFAULT 15595 End 15596 ConditionState = SNOW 15597 Model = None 15598 TransitionKey = DOWN_DEFAULT 15599 End 15600 ConditionState = SNOW NIGHT 15601 Model = None 15602 TransitionKey = DOWN_DEFAULT 15603 End 15604 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15605 Model = UBUndTunn_A4 15606 Animation = UBUndTunn_A4.UBUndTunn_A4 15607 AnimationMode = MANUAL 15608 Flags = START_FRAME_LAST 15609 TransitionKey = UP_DAY 15610 End 15611 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15612 Model = UBUndTunn_A4N 15613 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15614 AnimationMode = MANUAL 15615 Flags = START_FRAME_LAST 15616 TransitionKey = UP_NIGHT 15617 End 15618 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15619 Model = UBUndTunn_A4S 15620 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15621 AnimationMode = MANUAL 15622 Flags = START_FRAME_LAST 15623 TransitionKey = UP_SNOW 15624 End 15625 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15626 Model = UBUndTunn_A4SN 15627 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15628 AnimationMode = MANUAL 15629 Flags = START_FRAME_LAST 15630 TransitionKey = UP_SNOWNIGHT 15631 End 15632 TransitionState = DOWN_DEFAULT UP_DAY 15633 Model = UBUndTunn_A4 15634 Animation = UBUndTunn_A4.UBUndTunn_A4 15635 AnimationMode = ONCE 15636 AnimationSpeedFactorRange = 1.0 1.0 15637 Flags = START_FRAME_FIRST 15638 End 15639 TransitionState = DOWN_DEFAULT UP_NIGHT 15640 Model = UBUndTunn_A4N 15641 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15642 AnimationMode = ONCE 15643 AnimationSpeedFactorRange = 1.0 1.0 15644 Flags = START_FRAME_FIRST 15645 End 15646 TransitionState = DOWN_DEFAULT UP_SNOW 15647 Model = UBUndTunn_A4S 15648 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15649 AnimationMode = ONCE 15650 AnimationSpeedFactorRange = 1.0 1.0 15651 Flags = START_FRAME_FIRST 15652 End 15653 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15654 Model = UBUndTunn_A4SN 15655 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15656 AnimationMode = ONCE 15657 AnimationSpeedFactorRange = 1.0 1.0 15658 Flags = START_FRAME_FIRST 15659 End 15660 TransitionState = UP_DAY DOWN_DEFAULT 15661 Model = UBUndTunn_A4 15662 Animation = UBUndTunn_A4.UBUndTunn_A4 15663 AnimationMode = ONCE_BACKWARDS 15664 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15665 Flags = START_FRAME_LAST 15666 End 15667 TransitionState = UP_NIGHT DOWN_DEFAULT 15668 Model = UBUndTunn_A4N 15669 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15670 AnimationMode = ONCE_BACKWARDS 15671 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15672 Flags = START_FRAME_LAST 15673 End 15674 TransitionState = UP_SNOW DOWN_DEFAULT 15675 Model = UBUndTunn_A4S 15676 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15677 AnimationMode = ONCE_BACKWARDS 15678 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15679 Flags = START_FRAME_LAST 15680 End 15681 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15682 Model = UBUndTunn_A4SN 15683 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15684 AnimationMode = ONCE_BACKWARDS 15685 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15686 Flags = START_FRAME_LAST 15687 End 15688 End 15689 15690 ; ------------ under-construction scaffolding ----------------- 15691 Draw = W3DModelDraw ModuleTag_03 15692 AnimationsRequirePower = No 15693 DefaultConditionState 15694 Model = None 15695 TransitionKey = DOWN_DEFAULT 15696 End 15697 ConditionState = NIGHT 15698 Model = None 15699 TransitionKey = DOWN_DEFAULT 15700 End 15701 ConditionState = SNOW 15702 Model = None 15703 TransitionKey = DOWN_DEFAULT 15704 End 15705 ConditionState = SNOW NIGHT 15706 Model = None 15707 TransitionKey = DOWN_DEFAULT 15708 End 15709 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15710 Model = UBUndTunn_A6 15711 Animation = UBUndTunn_A6.UBUndTunn_A6 15712 AnimationMode = MANUAL 15713 Flags = START_FRAME_LAST 15714 TransitionKey = UP_DAY 15715 End 15716 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15717 Model = UBUndTunn_A6N 15718 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15719 AnimationMode = MANUAL 15720 Flags = START_FRAME_LAST 15721 TransitionKey = UP_NIGHT 15722 End 15723 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15724 Model = UBUndTunn_A6S 15725 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15726 AnimationMode = MANUAL 15727 Flags = START_FRAME_LAST 15728 TransitionKey = UP_SNOW 15729 End 15730 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15731 Model = UBUndTunn_A6SN 15732 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15733 AnimationMode = MANUAL 15734 Flags = START_FRAME_LAST 15735 TransitionKey = UP_SNOWNIGHT 15736 End 15737 TransitionState = DOWN_DEFAULT UP_DAY 15738 Model = UBUndTunn_A6 15739 Animation = UBUndTunn_A6.UBUndTunn_A6 15740 AnimationMode = ONCE 15741 AnimationSpeedFactorRange = 1.0 1.0 15742 Flags = START_FRAME_FIRST 15743 End 15744 TransitionState = DOWN_DEFAULT UP_NIGHT 15745 Model = UBUndTunn_A6N 15746 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15747 AnimationMode = ONCE 15748 AnimationSpeedFactorRange = 1.0 1.0 15749 Flags = START_FRAME_FIRST 15750 End 15751 TransitionState = DOWN_DEFAULT UP_SNOW 15752 Model = UBUndTunn_A6S 15753 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15754 AnimationMode = ONCE 15755 AnimationSpeedFactorRange = 1.0 1.0 15756 Flags = START_FRAME_FIRST 15757 End 15758 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15759 Model = UBUndTunn_A6SN 15760 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15761 AnimationMode = ONCE 15762 AnimationSpeedFactorRange = 1.0 1.0 15763 Flags = START_FRAME_FIRST 15764 End 15765 TransitionState = UP_DAY DOWN_DEFAULT 15766 Model = UBUndTunn_A6 15767 Animation = UBUndTunn_A6.UBUndTunn_A6 15768 AnimationMode = ONCE_BACKWARDS 15769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15770 Flags = START_FRAME_LAST 15771 End 15772 TransitionState = UP_NIGHT DOWN_DEFAULT 15773 Model = UBUndTunn_A6N 15774 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15775 AnimationMode = ONCE_BACKWARDS 15776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15777 Flags = START_FRAME_LAST 15778 End 15779 TransitionState = UP_SNOW DOWN_DEFAULT 15780 Model = UBUndTunn_A6S 15781 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15782 AnimationMode = ONCE_BACKWARDS 15783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15784 Flags = START_FRAME_LAST 15785 End 15786 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15787 Model = UBUndTunn_A6SN 15788 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15789 AnimationMode = ONCE_BACKWARDS 15790 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15791 Flags = START_FRAME_LAST 15792 End 15793 End 15794 15795 PlacementViewAngle = -135 15796 15797 ; ***DESIGN parameters *** 15798 DisplayName = OBJECT:TunnelNetwork 15799 Side = GLA 15800 EditorSorting = STRUCTURE 15801 Prerequisites 15802 Object = GLABarracks 15803 End 15804 BuildCost = 800 15805 BuildTime = 5.0 ; in seconds 15806 EnergyProduction = 0 15807 VisionRange = 200.0 ; Shroud clearing distance 15808 ShroudClearingRange = 200 15809 ArmorSet 15810 Conditions = None 15811 Armor = StructureArmor 15812 DamageFX = StructureDamageFXNoShake 15813 End 15814 WeaponSet 15815 Conditions = None 15816 Weapon = PRIMARY TunnelNetworkGun 15817 End 15818 CommandSet = GLATunnelNetworkCommandSet 15819 ExperienceValue = 100 100 100 100 ; Experience point value at each level 15820 15821 ; *** AUDIO Parameters *** 15822 VoiceSelect = TunnelNetworkSelect 15823 SoundDie = BuildingDie 15824 SoundOnDamaged = BuildingDamagedStateLight 15825 SoundOnReallyDamaged = BuildingDestroy 15826 SoundEnter = GarrisonEnter 15827 SoundExit = GarrisonExit 15828 15829 15830 UnitSpecificSounds 15831 UnderConstruction = UnderConstructionLoop 15832 TurretMoveLoop = NoSound 15833 End 15834 15835 ; *** ENGINEERING Parameters *** 15836 RadarPriority = STRUCTURE 15837 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE 15838 Body = StructureBody ModuleTag_04 15839 MaxHealth = 1000.0 15840 InitialHealth = 1000.0 15841 End 15842 15843 Behavior = StealthDetectorUpdate ModuleTag_13 15844 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15845 DetectionRange = 150 ;Dustin, enable this for independant balancing! 15846 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15847 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15848 End 15849 15850 Behavior = AIUpdateInterface ModuleTag_16 15851 Turret 15852 TurretTurnRate = 180 // turn rate, in degrees per sec 15853 ControlledWeaponSlots = PRIMARY 15854 End 15855 15856 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 15857 End 15858 Behavior = TunnelContain ModuleTag_05 15859 TimeForFullHeal = 5000 ;(in milliseconds) 15860 End 15861 15862 ; The lack of these two modules is what makes this Single player version different from the normal one 15863 15864 ; Behavior = DefaultProductionExitUpdate ModuleTag_06 15865 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 15866 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 15867 ; End 15868 ; 15869 ; Behavior = SpawnBehavior ModuleTag_07 15870 ; SpawnNumber = 2 15871 ; SpawnReplaceDelay = 9999 15872 ; SpawnTemplateName = GLAInfantryTunnelDefender 15873 ; OneShot = Yes 15874 ; CanReclaimOrphans = No 15875 ; End 15876 Behavior = RebuildHoleExposeDie ModuleTag_09 15877 HoleName = GLAHoleTunnelNetwork 15878 HoleMaxHealth = 500.0 15879 End 15880 Behavior = DestroyDie ModuleTag_10 15881 ;nothing 15882 End 15883 Behavior = CreateObjectDie ModuleTag_11 15884 CreationList = OCL_ABTunnelNetworkDebris 15885 End 15886 Behavior = FXListDie ModuleTag_12 15887 DeathFX = FX_StructureSmallDeath 15888 End 15889 15890 Behavior = FlammableUpdate ModuleTag_15 15891 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15892 AflameDamageAmount = 5 ; taking this much damage... 15893 AflameDamageDelay = 500 ; this often. 15894 End 15895 15896 Behavior = TransitionDamageFX ModuleTag_17 15897 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 15898 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15899 ;--------------------------------------------------------------------------------------- 15900 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15901 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15902 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15903 End 15904 15905 Geometry = CYLINDER 15906 GeometryMajorRadius = 25.0 15907 GeometryHeight = 20.0 15908 GeometryIsSmall = No 15909 Shadow = SHADOW_VOLUME 15910 BuildCompletion = PLACED_BY_PLAYER 15911 15912 End 15913 15914 ;------------------------------------------------------------------------------ 15915 ObjectReskin GLAHoleTunnelNetworkNoSpawn GLAHole 15916 Draw = W3DModelDraw ModuleTag_01 15917 OkToChangeModelColor = Yes 15918 ConditionState = NONE 15919 Model = UBHole 15920 End 15921 ConditionState = DAMAGED 15922 Model = UBHole_D 15923 ParticleSysBone = Smoke01 SteamVent 15924 End 15925 ConditionState = REALLYDAMAGED 15926 Model = UBHole_E 15927 ParticleSysBone = Smoke01 SteamVent 15928 ParticleSysBone = Smoke02 SteamVent 15929 ParticleSysBone = Fire01 GLAPowerPlantFlame 15930 ParticleSysBone = Fire02 GLAPowerPlantFlame 15931 ParticleSysBone = Fire03 GLAPowerPlantFlame 15932 End 15933 End 15934 Draw = W3DModelDraw ModuleTag_02 15935 OkToChangeModelColor = Yes 15936 ConditionState = NONE 15937 Model = UBUndTunn_R 15938 ParticleSysBone = Smoke01 SmolderingSmoke 15939 ParticleSysBone = Smoke02 SmolderingSmoke 15940 End 15941 ConditionState = DAMAGED REALLYDAMAGED 15942 Model = UBUndTunn_R 15943 ParticleSysBone = Smoke01 SmolderingSmoke 15944 ParticleSysBone = Smoke02 SmolderingSmoke 15945 End 15946 End 15947 End 15948 15949 ;------------------------------------------------------------------------------ 15950 Object GLAStingerSite 15951 15952 ; *** ART Parameters *** 15953 SelectPortrait = SUStinger_L 15954 ButtonImage = SUStinger 15955 UpgradeCameo1 = Upgrade_GLAAPRockets 15956 Draw = W3DModelDraw ModuleTag_01 15957 OkToChangeModelColor = Yes 15958 15959 ; day ************************************ 15960 ConditionState = NONE 15961 Model = UBStingerS 15962 End 15963 15964 ConditionState = DAMAGED 15965 Model = UBStingerS_D 15966 End 15967 15968 ConditionState = REALLYDAMAGED RUBBLE 15969 Model = UBStingerS_E 15970 End 15971 15972 ; day snow ************************************ 15973 ConditionState = SNOW 15974 Model = UBStingerS_S 15975 End 15976 15977 ConditionState = DAMAGED SNOW 15978 Model = UBStingerS_DS 15979 End 15980 15981 ConditionState = REALLYDAMAGED SNOW RUBBLE 15982 Model = UBStingerS_ES 15983 End 15984 15985 ; night ********************************** 15986 ConditionState = NIGHT 15987 Model = UBStingerS_N 15988 End 15989 15990 ConditionState = DAMAGED NIGHT 15991 Model = UBStingerS_DN 15992 End 15993 15994 ConditionState = REALLYDAMAGED NIGHT RUBBLE 15995 Model = UBStingerS_EN 15996 End 15997 15998 ; night snow ********************************** 15999 ConditionState = NIGHT SNOW 16000 Model = UBStingerS_NS 16001 End 16002 16003 ConditionState = DAMAGED NIGHT SNOW 16004 Model = UBStingerS_DNS 16005 End 16006 16007 ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE 16008 Model = UBStingerS_ENS 16009 End 16010 16011 16012 ;************************************************************************************************************************** 16013 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 16014 ;for this draw module 16015 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16016 Model = UBStingerS 16017 ; Animation = UBStingerS.UBStingerS 16018 ; AnimationMode = LOOP 16019 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16020 End 16021 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16022 Model = UBStingerS_D 16023 ; Animation = UBStingerS_D.UBStingerS_D 16024 ; AnimationMode = LOOP 16025 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16026 End 16027 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 16028 Model = UBStingerS_E 16029 ; Animation = UBStingerS_E.UBStingerS_E 16030 ; AnimationMode = LOOP 16031 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16032 End 16033 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16034 Model = UBStingerS_N 16035 ; Animation = UBStingerS_N.UBStingerS_N 16036 ; AnimationMode = LOOP 16037 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16038 End 16039 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 16040 Model = UBStingerS_DN 16041 ; Animation = UBStingerS_DN.UBStingerS_DN 16042 ; AnimationMode = LOOP 16043 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16044 End 16045 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 16046 Model = UBStingerS_EN 16047 ; Animation = UBStingerS_EN.UBStingerS_EN 16048 ; AnimationMode = LOOP 16049 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16050 End 16051 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16052 Model = UBStingerS_S 16053 ; Animation = UBStingerS_S.UBStingerS_S 16054 ; AnimationMode = LOOP 16055 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16056 End 16057 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 16058 Model = UBStingerS_DS 16059 ; Animation = UBStingerS_DS.UBStingerS_DS 16060 ; AnimationMode = LOOP 16061 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16062 End 16063 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 16064 Model = UBStingerS_ES 16065 ; Animation = UBStingerS_ES.UBStingerS_ES 16066 ; AnimationMode = LOOP 16067 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16068 End 16069 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 16070 Model = UBStingerS_NS 16071 ; Animation = UBStingerS_NS.UBStingerS_NS 16072 ; AnimationMode = LOOP 16073 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16074 End 16075 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 16076 Model = UBStingerS_DNS 16077 ; Animation = UBStingerS_DNS.UBStingerS_DNS 16078 ; AnimationMode = LOOP 16079 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16080 End 16081 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 16082 Model = UBStingerS_ENS 16083 ; Animation = UBStingerS_ENS.UBStingerS_ENS 16084 ; AnimationMode = LOOP 16085 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16086 End 16087 16088 ConditionState = AWAITING_CONSTRUCTION 16089 Model = NONE 16090 End 16091 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 16092 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 16093 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 16094 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 16095 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 16096 AliasConditionState = AWAITING_CONSTRUCTION SNOW 16097 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 16098 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 16099 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 16100 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 16101 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 16102 AliasConditionState = SOLD 16103 AliasConditionState = SOLD DAMAGED 16104 AliasConditionState = SOLD REALLYDAMAGED 16105 AliasConditionState = SOLD NIGHT 16106 AliasConditionState = SOLD NIGHT DAMAGED 16107 AliasConditionState = SOLD NIGHT REALLYDAMAGED 16108 AliasConditionState = SOLD SNOW 16109 AliasConditionState = SOLD SNOW DAMAGED 16110 AliasConditionState = SOLD SNOW REALLYDAMAGED 16111 AliasConditionState = SOLD NIGHT SNOW 16112 AliasConditionState = SOLD NIGHT SNOW DAMAGED 16113 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 16114 ;************************************************************************************************************************** 16115 16116 16117 End 16118 ; ------------ construction-zone fence ----------------- 16119 Draw = W3DModelDraw ModuleTag_02 16120 AnimationsRequirePower = No 16121 DefaultConditionState 16122 Model = None 16123 TransitionKey = DOWN_DEFAULT 16124 End 16125 ConditionState = NIGHT 16126 Model = None 16127 TransitionKey = DOWN_DEFAULT 16128 End 16129 ConditionState = SNOW 16130 Model = None 16131 TransitionKey = DOWN_DEFAULT 16132 End 16133 ConditionState = SNOW NIGHT 16134 Model = None 16135 TransitionKey = DOWN_DEFAULT 16136 End 16137 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16138 Model = UBStingerS_A4 16139 Animation = UBStingerS_A4.UBStingerS_A4 16140 AnimationMode = MANUAL 16141 Flags = START_FRAME_LAST 16142 TransitionKey = UP_DAY 16143 End 16144 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16145 Model = UBStingerS_A4N 16146 Animation = UBStingerS_A4N.UBStingerS_A4N 16147 AnimationMode = MANUAL 16148 Flags = START_FRAME_LAST 16149 TransitionKey = UP_NIGHT 16150 End 16151 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16152 Model = UBStingerS_A4S 16153 Animation = UBStingerS_A4S.UBStingerS_A4S 16154 AnimationMode = MANUAL 16155 Flags = START_FRAME_LAST 16156 TransitionKey = UP_SNOW 16157 End 16158 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16159 Model = UBStingerS_A4SN 16160 Animation = UBStingerS_A4SN.UBStingerS_A4SN 16161 AnimationMode = MANUAL 16162 Flags = START_FRAME_LAST 16163 TransitionKey = UP_SNOWNIGHT 16164 End 16165 TransitionState = DOWN_DEFAULT UP_DAY 16166 Model = UBStingerS_A4 16167 Animation = UBStingerS_A4.UBStingerS_A4 16168 AnimationMode = ONCE 16169 AnimationSpeedFactorRange = 1.0 1.0 16170 Flags = START_FRAME_FIRST 16171 End 16172 TransitionState = DOWN_DEFAULT UP_NIGHT 16173 Model = UBStingerS_A4N 16174 Animation = UBStingerS_A4N.UBStingerS_A4N 16175 AnimationMode = ONCE 16176 AnimationSpeedFactorRange = 1.0 1.0 16177 Flags = START_FRAME_FIRST 16178 End 16179 TransitionState = DOWN_DEFAULT UP_SNOW 16180 Model = UBStingerS_A4S 16181 Animation = UBStingerS_A4S.UBStingerS_A4S 16182 AnimationMode = ONCE 16183 AnimationSpeedFactorRange = 1.0 1.0 16184 Flags = START_FRAME_FIRST 16185 End 16186 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16187 Model = UBStingerS_A4SN 16188 Animation = UBStingerS_A4SN.UBStingerS_A4SN 16189 AnimationMode = ONCE 16190 AnimationSpeedFactorRange = 1.0 1.0 16191 Flags = START_FRAME_FIRST 16192 End 16193 TransitionState = UP_DAY DOWN_DEFAULT 16194 Model = UBStingerS_A4 16195 Animation = UBStingerS_A4.UBStingerS_A4 16196 AnimationMode = ONCE_BACKWARDS 16197 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16198 Flags = START_FRAME_LAST 16199 End 16200 TransitionState = UP_NIGHT DOWN_DEFAULT 16201 Model = UBStingerS_A4N 16202 Animation = UBStingerS_A4N.UBStingerS_A4N 16203 AnimationMode = ONCE_BACKWARDS 16204 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16205 Flags = START_FRAME_LAST 16206 End 16207 TransitionState = UP_SNOW DOWN_DEFAULT 16208 Model = UBStingerS_A4S 16209 Animation = UBStingerS_A4S.UBStingerS_A4S 16210 AnimationMode = ONCE_BACKWARDS 16211 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16212 Flags = START_FRAME_LAST 16213 End 16214 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16215 Model = UBStingerS_A4SN 16216 Animation = UBStingerS_A4SN.UBStingerS_A4SN 16217 AnimationMode = ONCE_BACKWARDS 16218 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16219 Flags = START_FRAME_LAST 16220 End 16221 End 16222 16223 ; ------------ under-construction scaffolding ----------------- 16224 Draw = W3DModelDraw ModuleTag_03 16225 AnimationsRequirePower = No 16226 MinLODRequired = MEDIUM 16227 DefaultConditionState 16228 Model = None 16229 TransitionKey = DOWN_DEFAULT 16230 End 16231 ConditionState = NIGHT 16232 Model = None 16233 TransitionKey = DOWN_DEFAULT 16234 End 16235 ConditionState = SNOW 16236 Model = None 16237 TransitionKey = DOWN_DEFAULT 16238 End 16239 ConditionState = SNOW NIGHT 16240 Model = None 16241 TransitionKey = DOWN_DEFAULT 16242 End 16243 ConditionState = PARTIALLY_CONSTRUCTED 16244 Model = UBStingerS_A6 16245 Animation = UBStingerS_A6.UBStingerS_A6 16246 AnimationMode = MANUAL 16247 Flags = START_FRAME_LAST 16248 TransitionKey = UP_DAY 16249 ParticleSysBone = Smoke01 BuildUpSmoke 16250 ParticleSysBone = Smoke02 BuildUpSmoke 16251 ParticleSysBone = Smoke03 BuildUpSmoke 16252 End 16253 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16254 Model = UBStingerS_A6N 16255 Animation = UBStingerS_A6N.UBStingerS_A6N 16256 AnimationMode = MANUAL 16257 Flags = START_FRAME_LAST 16258 TransitionKey = UP_NIGHT 16259 ParticleSysBone = Smoke01 BuildUpSmoke 16260 ParticleSysBone = Smoke02 BuildUpSmoke 16261 ParticleSysBone = Smoke03 BuildUpSmoke 16262 End 16263 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16264 Model = UBStingerS_A6S 16265 Animation = UBStingerS_A6S.UBStingerS_A6S 16266 AnimationMode = MANUAL 16267 Flags = START_FRAME_LAST 16268 TransitionKey = UP_SNOW 16269 ParticleSysBone = Smoke01 BuildUpSnowSmoke 16270 ParticleSysBone = Smoke02 BuildUpSnowSmoke 16271 ParticleSysBone = Smoke03 BuildUpSnowSmoke 16272 End 16273 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16274 Model = UBStingerS_A6SN 16275 Animation = UBStingerS_A6SN.UBStingerS_A6SN 16276 AnimationMode = MANUAL 16277 Flags = START_FRAME_LAST 16278 TransitionKey = UP_SNOWNIGHT 16279 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 16280 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 16281 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 16282 End 16283 TransitionState = DOWN_DEFAULT UP_DAY 16284 Model = UBStingerS_A6 16285 Animation = UBStingerS_A6.UBStingerS_A6 16286 AnimationMode = ONCE 16287 AnimationSpeedFactorRange = 1.0 1.0 16288 Flags = START_FRAME_FIRST 16289 End 16290 TransitionState = DOWN_DEFAULT UP_NIGHT 16291 Model = UBStingerS_A6N 16292 Animation = UBStingerS_A6N.UBStingerS_A6N 16293 AnimationMode = ONCE 16294 AnimationSpeedFactorRange = 1.0 1.0 16295 Flags = START_FRAME_FIRST 16296 End 16297 TransitionState = DOWN_DEFAULT UP_SNOW 16298 Model = UBStingerS_A6S 16299 Animation = UBStingerS_A6S.UBStingerS_A6S 16300 AnimationMode = ONCE 16301 AnimationSpeedFactorRange = 1.0 1.0 16302 Flags = START_FRAME_FIRST 16303 End 16304 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16305 Model = UBStingerS_A6SN 16306 Animation = UBStingerS_A6SN.UBStingerS_A6SN 16307 AnimationMode = ONCE 16308 AnimationSpeedFactorRange = 1.0 1.0 16309 Flags = START_FRAME_FIRST 16310 End 16311 TransitionState = UP_DAY DOWN_DEFAULT 16312 Model = UBStingerS_A6 16313 Animation = UBStingerS_A6.UBStingerS_A6 16314 AnimationMode = ONCE_BACKWARDS 16315 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16316 Flags = START_FRAME_LAST 16317 End 16318 TransitionState = UP_NIGHT DOWN_DEFAULT 16319 Model = UBStingerS_A6N 16320 Animation = UBStingerS_A6N.UBStingerS_A6N 16321 AnimationMode = ONCE_BACKWARDS 16322 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16323 Flags = START_FRAME_LAST 16324 End 16325 TransitionState = UP_SNOW DOWN_DEFAULT 16326 Model = UBStingerS_A6S 16327 Animation = UBStingerS_A6S.UBStingerS_A6S 16328 AnimationMode = ONCE_BACKWARDS 16329 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16330 Flags = START_FRAME_LAST 16331 End 16332 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16333 Model = UBStingerS_A6SN 16334 Animation = UBStingerS_A6SN.UBStingerS_A6SN 16335 AnimationMode = ONCE_BACKWARDS 16336 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16337 Flags = START_FRAME_LAST 16338 End 16339 End 16340 16341 PlacementViewAngle = -45 16342 16343 ; ***DESIGN parameters *** 16344 DisplayName = OBJECT:StingerSite 16345 Side = GLA 16346 EditorSorting = STRUCTURE 16347 Prerequisites 16348 Object = GLABarracks 16349 End 16350 BuildCost = 900 16351 BuildTime = 25.0 ; in seconds 16352 EnergyProduction = 0 16353 VisionRange = 600.0 ; Shroud clearing distance 16354 ShroudClearingRange = 400 16355 ArmorSet 16356 Conditions = None 16357 Armor = StingerSiteArmor 16358 DamageFX = StructureDamageFXNoShake 16359 End 16360 CommandSet = GLAStingerSiteCommandSet 16361 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16362 16363 ; *** AUDIO Parameters *** 16364 VoiceSelect = StingerSiteSelect 16365 SoundDie = BuildingDie 16366 SoundOnDamaged = BuildingDamagedStateLight 16367 SoundOnReallyDamaged = BuildingDestroy 16368 16369 UnitSpecificSounds 16370 UnderConstruction = UnderConstructionLoop 16371 End 16372 16373 ; *** ENGINEERING Parameters *** 16374 RadarPriority = STRUCTURE 16375 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE 16376 16377 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 16378 MaxHealth = 1000.0 16379 InitialHealth = 1000.0 16380 ;**Careful with these damage types -- because area damage types will already 16381 ;**damage slaves. 16382 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION 16383 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to 16384 End 16385 16386 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 16387 SpawnPointBoneName = SpawnPoint 16388 End 16389 16390 Behavior = SpawnBehavior ModuleTag_06 16391 SpawnNumber = 3 16392 SpawnReplaceDelay = 30000 ;msec 16393 SpawnTemplateName = GLAInfantryStingerSoldier 16394 CanReclaimOrphans = No 16395 SpawnedRequireSpawner = Yes 16396 End 16397 Behavior = RebuildHoleExposeDie ModuleTag_08 16398 HoleName = GLAHoleStingerSite 16399 HoleMaxHealth = 500.0 16400 End 16401 Behavior = DestroyDie ModuleTag_09 16402 ;<NO DATA> 16403 End 16404 Behavior = CreateObjectDie ModuleTag_10 16405 CreationList = OCL_ABStingerSiteDebris 16406 End 16407 Behavior = FXListDie ModuleTag_11 16408 DeathFX = FX_StructureSmallDeath 16409 End 16410 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 16411 DeathWeapon = StingerSiteDeathConcussion 16412 StartsActive = Yes 16413 End 16414 16415 Behavior = FlammableUpdate ModuleTag_15 16416 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16417 AflameDamageAmount = 5 ; taking this much damage... 16418 AflameDamageDelay = 500 ; this often. 16419 End 16420 16421 Behavior = TransitionDamageFX ModuleTag_16 16422 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 16423 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16424 ;--------------------------------------------------------------------------------------- 16425 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16426 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16427 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16428 End 16429 16430 Geometry = CYLINDER 16431 GeometryMajorRadius = 36.0 16432 GeometryHeight = 9.0 16433 GeometryIsSmall = No 16434 Shadow = SHADOW_VOLUME 16435 BuildCompletion = PLACED_BY_PLAYER 16436 16437 End 16438 16439 ;------------------------------------------------------------------------------ 16440 ObjectReskin GLAHoleStingerSite GLAHole 16441 Draw = W3DModelDraw ModuleTag_01 16442 OkToChangeModelColor = Yes 16443 ConditionState = NONE 16444 Model = UBHole 16445 End 16446 ConditionState = DAMAGED 16447 Model = UBHole_D 16448 ParticleSysBone = Smoke01 SteamVent 16449 End 16450 ConditionState = REALLYDAMAGED 16451 Model = UBHole_E 16452 ParticleSysBone = Smoke01 SteamVent 16453 ParticleSysBone = Smoke02 SteamVent 16454 ParticleSysBone = Fire01 GLAPowerPlantFlame 16455 ParticleSysBone = Fire02 GLAPowerPlantFlame 16456 ParticleSysBone = Fire03 GLAPowerPlantFlame 16457 End 16458 End 16459 Draw = W3DModelDraw ModuleTag_02 16460 OkToChangeModelColor = Yes 16461 ConditionState = NONE 16462 Model = UBStingerS_R 16463 End 16464 ConditionState = DAMAGED REALLYDAMAGED 16465 Model = UBStingerS_R 16466 End 16467 End 16468 End 16469 16470 ;------------------------------------------------------------------------------ 16471 Object GLAPalace 16472 16473 ; *** ART Parameters *** 16474 SelectPortrait = SUPalace_L 16475 ButtonImage = SUPalace 16476 Draw = W3DModelDraw ModuleTag_01 16477 OkToChangeModelColor = Yes 16478 16479 16480 ; day 16481 ConditionState = NONE 16482 Model = UBPalace 16483 ParticleSysBone = Smoke01 SmolderingSmoke 16484 Animation = UBPalace.UBPalace 16485 AnimationMode = LOOP 16486 End 16487 ConditionState = DAMAGED 16488 Model = UBPalace_D 16489 ParticleSysBone = Smoke01 SmolderingSmoke 16490 Animation = UBPalace_D.UBPalace_D 16491 AnimationMode = LOOP 16492 End 16493 ConditionState = REALLYDAMAGED RUBBLE 16494 Model = UBPalace_E 16495 ParticleSysBone = Smoke01 SmolderingSmoke 16496 End 16497 16498 16499 ConditionState = GARRISONED 16500 Model = UBPalace_G 16501 ParticleSysBone = Smoke01 SmolderingSmoke 16502 Animation = UBPalace_G.UBPalace_G 16503 AnimationMode = LOOP 16504 End 16505 ConditionState = DAMAGED GARRISONED 16506 Model = UBPalace_DG 16507 ParticleSysBone = Smoke01 SmolderingSmoke 16508 Animation = UBPalace_DG.UBPalace_DG 16509 AnimationMode = LOOP 16510 End 16511 ConditionState = REALLYDAMAGED GARRISONED 16512 Model = UBPalace_EG 16513 ParticleSysBone = Smoke01 SmolderingSmoke 16514 Animation = UBPalace_EG.UBPalace_EG 16515 AnimationMode = LOOP 16516 End 16517 16518 16519 ; day snow 16520 ConditionState = SNOW 16521 Model = UBPalace_S 16522 ParticleSysBone = Smoke01 SmolderingSmoke 16523 Animation = UBPalace_S.UBPalace_S 16524 AnimationMode = LOOP 16525 End 16526 ConditionState = DAMAGED SNOW 16527 Model = UBPalace_DS 16528 ParticleSysBone = Smoke01 SmolderingSmoke 16529 Animation = UBPalace_DS.UBPalace_DS 16530 AnimationMode = LOOP 16531 End 16532 ConditionState = REALLYDAMAGED RUBBLE SNOW 16533 Model = UBPalace_ES 16534 ParticleSysBone = Smoke01 SmolderingSmoke 16535 End 16536 16537 16538 ConditionState = GARRISONED SNOW 16539 Model = UBPalace_SG 16540 ParticleSysBone = Smoke01 SmolderingSmoke 16541 Animation = UBPalace_SG.UBPalace_SG 16542 AnimationMode = LOOP 16543 End 16544 ConditionState = DAMAGED GARRISONED SNOW 16545 Model = UBPalace_DSG 16546 ParticleSysBone = Smoke01 SmolderingSmoke 16547 Animation = UBPalace_DSG.UBPalace_DSG 16548 AnimationMode = LOOP 16549 End 16550 ConditionState = REALLYDAMAGED GARRISONED SNOW 16551 Model = UBPalace_ESG 16552 ParticleSysBone = Smoke01 SmolderingSmoke 16553 ;Animation = UBPalace_ESG.UBPalace_ESG 16554 ;AnimationMode = LOOP 16555 End 16556 16557 16558 16559 ; night 16560 ConditionState = NIGHT 16561 Model = UBPalace 16562 ParticleSysBone = Smoke01 SmolderingSmoke 16563 Animation = UBPalace.UBPalace 16564 AnimationMode = LOOP 16565 End 16566 ConditionState = DAMAGED NIGHT 16567 Model = UBPalace_D 16568 ParticleSysBone = Smoke01 SmolderingSmoke 16569 Animation = UBPalace_D.UBPalace_D 16570 AnimationMode = LOOP 16571 End 16572 ConditionState = REALLYDAMAGED RUBBLE NIGHT 16573 Model = UBPalace_E 16574 ParticleSysBone = Smoke01 SmolderingSmoke 16575 End 16576 16577 16578 ConditionState = GARRISONED NIGHT 16579 Model = UBPalace_G 16580 ParticleSysBone = Smoke01 SmolderingSmoke 16581 Animation = UBPalace_G.UBPalace_G 16582 AnimationMode = LOOP 16583 End 16584 ConditionState = DAMAGED GARRISONED NIGHT 16585 Model = UBPalace_DG 16586 ParticleSysBone = Smoke01 SmolderingSmoke 16587 Animation = UBPalace_DG.UBPalace_DG 16588 AnimationMode = LOOP 16589 End 16590 ConditionState = REALLYDAMAGED GARRISONED NIGHT 16591 Model = UBPalace_EG 16592 ParticleSysBone = Smoke01 SmolderingSmoke 16593 Animation = UBPalace_EG.UBPalace_EG 16594 AnimationMode = LOOP 16595 End 16596 16597 16598 ; night snow 16599 ConditionState = SNOW NIGHT 16600 Model = UBPalace_NS 16601 ParticleSysBone = Smoke01 SmolderingSmoke 16602 Animation = UBPalace_NS.UBPalace_NS 16603 AnimationMode = LOOP 16604 End 16605 ConditionState = DAMAGED SNOW NIGHT 16606 Model = UBPalace_DNS 16607 ParticleSysBone = Smoke01 SmolderingSmoke 16608 Animation = UBPalace_DNS.UBPalace_DNS 16609 AnimationMode = LOOP 16610 End 16611 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 16612 Model = UBPalace_ENS 16613 ParticleSysBone = Smoke01 SmolderingSmoke 16614 End 16615 16616 16617 ConditionState = GARRISONED SNOW NIGHT 16618 Model = UBPalace_GNS 16619 ParticleSysBone = Smoke01 SmolderingSmoke 16620 Animation = UBPalace_GNS.UBPalace_GNS 16621 AnimationMode = LOOP 16622 End 16623 ConditionState = DAMAGED GARRISONED SNOW NIGHT 16624 Model = UBPalace_DGNS 16625 ParticleSysBone = Smoke01 SmolderingSmoke 16626 Animation = UBPalace_DGNS.UBPalace_DGNS 16627 AnimationMode = LOOP 16628 End 16629 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 16630 Model = UBPalace_ENSG 16631 ParticleSysBone = Smoke01 SmolderingSmoke 16632 Animation = UBPalace_ENSG.UBPalace_ENSG 16633 AnimationMode = LOOP 16634 End 16635 16636 ;************************************************************************************************************************** 16637 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 16638 ;for this draw module 16639 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16640 Model = UBPalace 16641 Animation = UBPalace.UBPalace 16642 AnimationMode = LOOP 16643 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16644 End 16645 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16646 Model = UBPalace_D 16647 Animation = UBPalace_D.UBPalace_D 16648 AnimationMode = LOOP 16649 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16650 End 16651 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 16652 Model = UBPalace_E 16653 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16654 End 16655 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16656 Model = UBPalace_N 16657 Animation = UBPalace_N.UBPalace_N 16658 AnimationMode = LOOP 16659 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16660 End 16661 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 16662 Model = UBPalace_DN 16663 Animation = UBPalace_DN.UBPalace_DN 16664 AnimationMode = LOOP 16665 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16666 End 16667 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 16668 Model = UBPalace_EN 16669 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16670 End 16671 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16672 Model = UBPalace_S 16673 Animation = UBPalace_S.UBPalace_S 16674 AnimationMode = LOOP 16675 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16676 End 16677 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 16678 Model = UBPalace_DS 16679 Animation = UBPalace_DS.UBPalace_DS 16680 AnimationMode = LOOP 16681 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16682 End 16683 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 16684 Model = UBPalace_ES 16685 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16686 End 16687 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 16688 Model = UBPalace_NS 16689 Animation = UBPalace_NS.UBPalace_NS 16690 AnimationMode = LOOP 16691 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16692 End 16693 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 16694 Model = UBPalace_DNS 16695 Animation = UBPalace_DNS.UBPalace_DNS 16696 AnimationMode = LOOP 16697 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16698 End 16699 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 16700 Model = UBPalace_ENS 16701 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16702 End 16703 16704 ConditionState = AWAITING_CONSTRUCTION 16705 Model = NONE 16706 End 16707 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 16708 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 16709 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 16710 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 16711 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 16712 AliasConditionState = AWAITING_CONSTRUCTION SNOW 16713 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 16714 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 16715 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 16716 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 16717 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 16718 AliasConditionState = SOLD 16719 AliasConditionState = SOLD DAMAGED 16720 AliasConditionState = SOLD REALLYDAMAGED 16721 AliasConditionState = SOLD NIGHT 16722 AliasConditionState = SOLD NIGHT DAMAGED 16723 AliasConditionState = SOLD NIGHT REALLYDAMAGED 16724 AliasConditionState = SOLD SNOW 16725 AliasConditionState = SOLD SNOW DAMAGED 16726 AliasConditionState = SOLD SNOW REALLYDAMAGED 16727 AliasConditionState = SOLD NIGHT SNOW 16728 AliasConditionState = SOLD NIGHT SNOW DAMAGED 16729 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 16730 ;************************************************************************************************************************** 16731 16732 End 16733 PlacementViewAngle = -45 16734 16735 ; ------------ construction-zone fence ----------------- 16736 Draw = W3DModelDraw ModuleTag_02 16737 AnimationsRequirePower = No 16738 DefaultConditionState 16739 Model = None 16740 TransitionKey = DOWN_DEFAULT 16741 End 16742 ConditionState = NIGHT 16743 Model = None 16744 TransitionKey = DOWN_DEFAULT 16745 End 16746 ConditionState = SNOW 16747 Model = None 16748 TransitionKey = DOWN_DEFAULT 16749 End 16750 ConditionState = SNOW NIGHT 16751 Model = None 16752 TransitionKey = DOWN_DEFAULT 16753 End 16754 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16755 Model = UBPalace_A4 16756 Animation = UBPalace_A4.UBPalace_A4 16757 AnimationMode = MANUAL 16758 Flags = START_FRAME_LAST 16759 TransitionKey = UP_DAY 16760 End 16761 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16762 Model = UBPalace_A4N 16763 Animation = UBPalace_A4N.UBPalace_A4N 16764 AnimationMode = MANUAL 16765 Flags = START_FRAME_LAST 16766 TransitionKey = UP_NIGHT 16767 End 16768 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16769 Model = UBPalace_A4S 16770 Animation = UBPalace_A4S.UBPalace_A4S 16771 AnimationMode = MANUAL 16772 Flags = START_FRAME_LAST 16773 TransitionKey = UP_SNOW 16774 End 16775 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16776 Model = UBPalace_A4SN 16777 Animation = UBPalace_A4SN.UBPalace_A4SN 16778 AnimationMode = MANUAL 16779 Flags = START_FRAME_LAST 16780 TransitionKey = UP_SNOWNIGHT 16781 End 16782 TransitionState = DOWN_DEFAULT UP_DAY 16783 Model = UBPalace_A4 16784 Animation = UBPalace_A4.UBPalace_A4 16785 AnimationMode = ONCE 16786 AnimationSpeedFactorRange = 1.0 1.0 16787 Flags = START_FRAME_FIRST 16788 End 16789 TransitionState = DOWN_DEFAULT UP_NIGHT 16790 Model = UBPalace_A4N 16791 Animation = UBPalace_A4N.UBPalace_A4N 16792 AnimationMode = ONCE 16793 AnimationSpeedFactorRange = 1.0 1.0 16794 Flags = START_FRAME_FIRST 16795 End 16796 TransitionState = DOWN_DEFAULT UP_SNOW 16797 Model = UBPalace_A4S 16798 Animation = UBPalace_A4S.UBPalace_A4S 16799 AnimationMode = ONCE 16800 AnimationSpeedFactorRange = 1.0 1.0 16801 Flags = START_FRAME_FIRST 16802 End 16803 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16804 Model = UBPalace_A4SN 16805 Animation = UBPalace_A4SN.UBPalace_A4SN 16806 AnimationMode = ONCE 16807 AnimationSpeedFactorRange = 1.0 1.0 16808 Flags = START_FRAME_FIRST 16809 End 16810 TransitionState = UP_DAY DOWN_DEFAULT 16811 Model = UBPalace_A4 16812 Animation = UBPalace_A4.UBPalace_A4 16813 AnimationMode = ONCE_BACKWARDS 16814 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16815 Flags = START_FRAME_LAST 16816 End 16817 TransitionState = UP_NIGHT DOWN_DEFAULT 16818 Model = UBPalace_A4N 16819 Animation = UBPalace_A4N.UBPalace_A4N 16820 AnimationMode = ONCE_BACKWARDS 16821 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16822 Flags = START_FRAME_LAST 16823 End 16824 TransitionState = UP_SNOW DOWN_DEFAULT 16825 Model = UBPalace_A4S 16826 Animation = UBPalace_A4S.UBPalace_A4S 16827 AnimationMode = ONCE_BACKWARDS 16828 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16829 Flags = START_FRAME_LAST 16830 End 16831 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16832 Model = UBPalace_A4SN 16833 Animation = UBPalace_A4SN.UBPalace_A4SN 16834 AnimationMode = ONCE_BACKWARDS 16835 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16836 Flags = START_FRAME_LAST 16837 End 16838 End 16839 16840 ; ------------ under-construction scaffolding ----------------- 16841 Draw = W3DModelDraw ModuleTag_03 16842 AnimationsRequirePower = No 16843 MinLODRequired = MEDIUM 16844 DefaultConditionState 16845 Model = None 16846 TransitionKey = DOWN_DEFAULT 16847 End 16848 ConditionState = NIGHT 16849 Model = None 16850 TransitionKey = DOWN_DEFAULT 16851 End 16852 ConditionState = SNOW 16853 Model = None 16854 TransitionKey = DOWN_DEFAULT 16855 End 16856 ConditionState = SNOW NIGHT 16857 Model = None 16858 TransitionKey = DOWN_DEFAULT 16859 End 16860 ConditionState = PARTIALLY_CONSTRUCTED 16861 Model = UBPalace_A6 16862 Animation = UBPalace_A6.UBPalace_A6 16863 AnimationMode = MANUAL 16864 Flags = START_FRAME_LAST 16865 TransitionKey = UP_DAY 16866 ParticleSysBone = Dust01 BuildingDust 16867 ParticleSysBone = Smoke01 BuildUpSmoke 16868 ParticleSysBone = Smoke02 BuildUpSmoke 16869 ParticleSysBone = Smoke03 BuildUpSmoke 16870 ParticleSysBone = Smoke04 BuildUpSmoke 16871 ParticleSysBone = Smoke05 BuildUpSmoke 16872 End 16873 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16874 Model = UBPalace_A6N 16875 Animation = UBPalace_A6N.UBPalace_A6N 16876 AnimationMode = MANUAL 16877 Flags = START_FRAME_LAST 16878 TransitionKey = UP_NIGHT 16879 ParticleSysBone = Dust01 BuildingDust 16880 ParticleSysBone = Smoke01 BuildUpSmoke 16881 ParticleSysBone = Smoke02 BuildUpSmoke 16882 ParticleSysBone = Smoke03 BuildUpSmoke 16883 ParticleSysBone = Smoke04 BuildUpSmoke 16884 ParticleSysBone = Smoke05 BuildUpSmoke 16885 End 16886 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16887 Model = UBPalace_A6S 16888 Animation = UBPalace_A6S.UBPalace_A6S 16889 AnimationMode = MANUAL 16890 Flags = START_FRAME_LAST 16891 TransitionKey = UP_SNOW 16892 ParticleSysBone = Dust01 BuildingSnowDust 16893 ParticleSysBone = Smoke01 BuildUpSnowSmoke 16894 ParticleSysBone = Smoke02 BuildUpSnowSmoke 16895 ParticleSysBone = Smoke03 BuildUpSnowSmoke 16896 ParticleSysBone = Smoke04 BuildUpSnowSmoke 16897 ParticleSysBone = Smoke05 BuildUpSnowSmoke 16898 End 16899 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16900 Model = UBPalace_A6SN 16901 Animation = UBPalace_A6SN.UBPalace_A6SN 16902 AnimationMode = MANUAL 16903 Flags = START_FRAME_LAST 16904 TransitionKey = UP_SNOWNIGHT 16905 ParticleSysBone = Dust01 BuildingNightSnowDust 16906 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 16907 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 16908 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 16909 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 16910 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 16911 End 16912 TransitionState = DOWN_DEFAULT UP_DAY 16913 Model = UBPalace_A6 16914 Animation = UBPalace_A6.UBPalace_A6 16915 AnimationMode = ONCE 16916 AnimationSpeedFactorRange = 1.0 1.0 16917 Flags = START_FRAME_FIRST 16918 End 16919 TransitionState = DOWN_DEFAULT UP_NIGHT 16920 Model = UBPalace_A6N 16921 Animation = UBPalace_A6N.UBPalace_A6N 16922 AnimationMode = ONCE 16923 AnimationSpeedFactorRange = 1.0 1.0 16924 Flags = START_FRAME_FIRST 16925 End 16926 TransitionState = DOWN_DEFAULT UP_SNOW 16927 Model = UBPalace_A6S 16928 Animation = UBPalace_A6S.UBPalace_A6S 16929 AnimationMode = ONCE 16930 AnimationSpeedFactorRange = 1.0 1.0 16931 Flags = START_FRAME_FIRST 16932 End 16933 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16934 Model = UBPalace_A6SN 16935 Animation = UBPalace_A6SN.UBPalace_A6SN 16936 AnimationMode = ONCE 16937 AnimationSpeedFactorRange = 1.0 1.0 16938 Flags = START_FRAME_FIRST 16939 End 16940 TransitionState = UP_DAY DOWN_DEFAULT 16941 Model = UBPalace_A6 16942 Animation = UBPalace_A6.UBPalace_A6 16943 AnimationMode = ONCE_BACKWARDS 16944 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16945 Flags = START_FRAME_LAST 16946 End 16947 TransitionState = UP_NIGHT DOWN_DEFAULT 16948 Model = UBPalace_A6N 16949 Animation = UBPalace_A6N.UBPalace_A6N 16950 AnimationMode = ONCE_BACKWARDS 16951 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16952 Flags = START_FRAME_LAST 16953 End 16954 TransitionState = UP_SNOW DOWN_DEFAULT 16955 Model = UBPalace_A6S 16956 Animation = UBPalace_A6S.UBPalace_A6S 16957 AnimationMode = ONCE_BACKWARDS 16958 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16959 Flags = START_FRAME_LAST 16960 End 16961 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16962 Model = UBPalace_A6SN 16963 Animation = UBPalace_A6SN.UBPalace_A6SN 16964 AnimationMode = ONCE_BACKWARDS 16965 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16966 Flags = START_FRAME_LAST 16967 End 16968 End 16969 16970 ; ***DESIGN parameters *** 16971 DisplayName = OBJECT:Palace 16972 Side = GLA 16973 EditorSorting = STRUCTURE 16974 Prerequisites 16975 Object = GLAArmsDealer 16976 End 16977 BuildCost = 2500 16978 BuildTime = 35.0 ; in seconds 16979 EnergyProduction = 0 16980 VisionRange = 300.0 ; Shroud clearing distance 16981 ShroudClearingRange = 300 16982 ArmorSet 16983 Conditions = None 16984 Armor = StructureArmor 16985 DamageFX = StructureDamageFXNoShake 16986 End 16987 CommandSet = GLAPalaceCommandSet 16988 ExperienceValue = 300 300 300 300 ; Experience point value at each level 16989 16990 ; *** AUDIO Parameters *** 16991 VoiceSelect = PalaceSelect 16992 SoundDie = BuildingDie 16993 SoundOnDamaged = BuildingDamagedStateLight 16994 SoundOnReallyDamaged = BuildingDestroy 16995 16996 UnitSpecificSounds 16997 UnderConstruction = UnderConstructionLoop 16998 End 16999 17000 ; *** ENGINEERING Parameters *** 17001 RadarPriority = STRUCTURE 17002 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE 17003 Body = StructureBody ModuleTag_04 17004 MaxHealth = 3000.0 17005 InitialHealth = 3000.0 17006 End 17007 17008 Behavior = OCLSpecialPower ModuleTag_12 17009 SpecialPowerTemplate = SuperweaponBlackMarketNuke 17010 OCL = SUPERWEAPON_BlackMarketNuke 17011 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 17012 End 17013 17014 Behavior = ProductionUpdate ModuleTag_05 17015 ; nothing 17016 End 17017 17018 Behavior = CreateObjectDie ModuleTag_08 17019 CreationList = OCL_SmallStructureDebris 17020 End 17021 Behavior = FXListDie ModuleTag_09 17022 DeathFX = FX_StructureMediumDeath 17023 End 17024 17025 Behavior = GarrisonContain ModuleTag_10 17026 ContainMax = 8 17027 EnterSound = GarrisonEnter 17028 ExitSound = GarrisonExit 17029 ImmuneToClearBuildingAttacks = Yes 17030 End 17031 17032 Behavior = FlammableUpdate ModuleTag_11 17033 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17034 AflameDamageAmount = 5 ; taking this much damage... 17035 AflameDamageDelay = 500 ; this often. 17036 End 17037 17038 Behavior = RebuildHoleExposeDie ModuleTag_06 17039 HoleName = GLAHolePalace 17040 HoleMaxHealth = 500.0 17041 End 17042 Behavior = DestroyDie ModuleTag_07 17043 ;nothing 17044 End 17045 17046 Behavior = TransitionDamageFX ModuleTag_12 17047 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 17048 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 17049 ;--------------------------------------------------------------------------------------- 17050 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 17051 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 17052 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 17053 End 17054 17055 Geometry = BOX 17056 GeometryMajorRadius = 43.0 17057 GeometryMinorRadius = 58.0 17058 GeometryHeight = 30.0 17059 GeometryIsSmall = No 17060 Shadow = SHADOW_VOLUME 17061 BuildCompletion = PLACED_BY_PLAYER 17062 17063 End 17064 17065 ;------------------------------------------------------------------------------ 17066 ObjectReskin GLAHolePalace GLAHole 17067 Draw = W3DModelDraw ModuleTag_01 17068 OkToChangeModelColor = Yes 17069 ConditionState = NONE 17070 Model = UBHole 17071 End 17072 ConditionState = DAMAGED 17073 Model = UBHole_D 17074 ParticleSysBone = Smoke01 SteamVent 17075 End 17076 ConditionState = REALLYDAMAGED RUBBLE 17077 Model = UBHole_E 17078 ParticleSysBone = Smoke01 SteamVent 17079 ParticleSysBone = Smoke02 SteamVent 17080 ParticleSysBone = Fire01 GLAPowerPlantFlame 17081 ParticleSysBone = Fire02 GLAPowerPlantFlame 17082 ParticleSysBone = Fire03 GLAPowerPlantFlame 17083 End 17084 End 17085 Draw = W3DModelDraw ModuleTag_02 17086 OkToChangeModelColor = Yes 17087 ConditionState = NONE 17088 Model = UBPalace_R 17089 ParticleSysBone = Smoke01 SmolderingSmoke 17090 ParticleSysBone = Smoke02 SmolderingSmoke 17091 ParticleSysBone = Flame01 FireBurningBarricade01 17092 End 17093 ConditionState = DAMAGED REALLYDAMAGED 17094 Model = UBPalace_R 17095 ParticleSysBone = Smoke01 SmolderingSmoke 17096 End 17097 End 17098 End 17099 17100 ;------------------------------------------------------------------------------ 17101 ;China Nuclear Reactor 17102 Object ChinaPowerPlant 17103 17104 ; *** ART Parameters *** 17105 SelectPortrait = SNReactor_L 17106 ButtonImage = SNReactor 17107 ;day 17108 Draw = W3DModelDraw ModuleTag_01 17109 OkToChangeModelColor = Yes 17110 ConditionState = NONE 17111 Model = NBPwrPlant 17112 ParticleSysBone = Smoke01 SteamVent 17113 ParticleSysBone = Smoke02 SteamVent 17114 End 17115 ConditionState = DAMAGED 17116 Model = NBPwrPlant_D 17117 ParticleSysBone = Smoke01 SteamLarge 17118 ParticleSysBone = Smoke02 SteamMedium 17119 ParticleSysBone = Smoke03 SmolderingSmoke 17120 ParticleSysBone = Smoke04 SmolderingSmoke 17121 ParticleSysBone = Smoke05 SmolderingSmoke 17122 ParticleSysBone = Smoke06 FireFactionLarge 17123 ParticleSysBone = Fire01 SmolderingFire 17124 End 17125 ConditionState = REALLYDAMAGED RUBBLE 17126 Model = NBPwrPlant_E 17127 ParticleSysBone = Smoke01 SteamVent 17128 ParticleSysBone = Smoke02 SteamVent 17129 ParticleSysBone = Smoke03 SmolderingSmoke 17130 ParticleSysBone = Smoke04 SmolderingSmoke 17131 ParticleSysBone = Smoke05 SmolderingSmoke 17132 ParticleSysBone = Smoke06 SmolderingSmoke 17133 ParticleSysBone = Fire01 SmolderingFire 17134 ParticleSysBone = Fire02 SmolderingFire 17135 ParticleSysBone = Spark01 SparksLarge 17136 ParticleSysBone = Spark02 SparksMedium 17137 ParticleSysBone = Spark03 SparksSmall 17138 ParticleSysBone = Spark04 LiveWireSparks 17139 End 17140 17141 ; day overcharge 17142 ConditionState = POWER_PLANT_UPGRADED 17143 Model = NBPwrPlant 17144 ParticleSysBone = Smoke01 SteamVent 17145 ParticleSysBone = Smoke02 SteamVent 17146 ParticleSysBone = Spark01 SparksLarge 17147 ParticleSysBone = Spark02 SparksLarge 17148 ParticleSysBone = Spark03 SparksMedium 17149 ParticleSysBone = Spark04 SparksMedium 17150 ParticleSysBone = Spark05 SparksSmall 17151 ParticleSysBone = Spark06 SparksSmall 17152 ParticleSysBone = Spark07 SparksSmall 17153 End 17154 ConditionState = DAMAGED POWER_PLANT_UPGRADED 17155 Model = NBPwrPlant_D 17156 ParticleSysBone = Smoke01 SteamVent 17157 ParticleSysBone = Smoke02 SteamVent 17158 ParticleSysBone = Smoke03 SmolderingSmoke 17159 ParticleSysBone = Smoke04 SmolderingSmoke 17160 ParticleSysBone = Smoke05 SmolderingSmoke 17161 ParticleSysBone = Smoke06 SmolderingSmoke 17162 ParticleSysBone = Fire01 SmolderingFire 17163 ParticleSysBone = Spark01 SparksLarge 17164 ParticleSysBone = Spark02 SparksLarge 17165 ParticleSysBone = Spark03 SparksMedium 17166 ParticleSysBone = Spark04 SparksMedium 17167 ParticleSysBone = Spark05 SparksMedium 17168 ParticleSysBone = Spark06 SparksSmall 17169 ParticleSysBone = Spark07 SparksSmall 17170 End 17171 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 17172 Model = NBPwrPlant_E 17173 ParticleSysBone = Smoke01 SteamVent 17174 ParticleSysBone = Smoke02 SteamVent 17175 ParticleSysBone = Smoke03 SmolderingSmoke 17176 ParticleSysBone = Smoke04 SmolderingSmoke 17177 ParticleSysBone = Smoke05 SmolderingSmoke 17178 ParticleSysBone = Smoke06 SmolderingSmoke 17179 ParticleSysBone = Fire01 SmolderingFire 17180 ParticleSysBone = Fire02 SmolderingFire 17181 ParticleSysBone = Spark01 SparksLarge 17182 ParticleSysBone = Spark02 SparksLarge 17183 ParticleSysBone = Spark03 SparksLarge 17184 ParticleSysBone = Spark04 SparksLarge 17185 ParticleSysBone = Spark05 SparksMedium 17186 ParticleSysBone = Spark06 SparksMedium 17187 ParticleSysBone = Spark07 SparksSmall 17188 End 17189 17190 17191 ; Snow-Day 17192 17193 ConditionState = SNOW 17194 Model = NBPwrPlant_S 17195 ParticleSysBone = Smoke01 SteamVent 17196 ParticleSysBone = Smoke02 SteamVent 17197 End 17198 ConditionState = DAMAGED SNOW 17199 Model = NBPwrPlant_DS 17200 ParticleSysBone = Smoke01 SteamLarge 17201 ParticleSysBone = Smoke02 SteamMedium 17202 ParticleSysBone = Smoke03 SmolderingSmoke 17203 ParticleSysBone = Smoke04 SmolderingSmoke 17204 ParticleSysBone = Smoke05 SmolderingSmoke 17205 ParticleSysBone = Smoke06 FireFactionLarge 17206 ParticleSysBone = Fire01 SmolderingFire 17207 End 17208 ConditionState = REALLYDAMAGED RUBBLE SNOW 17209 Model = NBPwrPlant_ES 17210 ParticleSysBone = Smoke01 SteamVent 17211 ParticleSysBone = Smoke02 SteamVent 17212 ParticleSysBone = Smoke03 SmolderingSmoke 17213 ParticleSysBone = Smoke04 SmolderingSmoke 17214 ParticleSysBone = Smoke05 SmolderingSmoke 17215 ParticleSysBone = Smoke06 SmolderingSmoke 17216 ParticleSysBone = Fire01 SmolderingFire 17217 ParticleSysBone = Fire02 SmolderingFire 17218 ParticleSysBone = Spark01 SparksLarge 17219 ParticleSysBone = Spark02 SparksMedium 17220 ParticleSysBone = Spark03 SparksSmall 17221 ParticleSysBone = Spark04 LiveWireSparks 17222 End 17223 17224 ; day overcharge 17225 ConditionState = POWER_PLANT_UPGRADED SNOW 17226 Model = NBPwrPlant_S 17227 ParticleSysBone = Smoke01 SteamVent 17228 ParticleSysBone = Smoke02 SteamVent 17229 ParticleSysBone = Spark01 SparksLarge 17230 ParticleSysBone = Spark02 SparksLarge 17231 ParticleSysBone = Spark03 SparksMedium 17232 ParticleSysBone = Spark04 SparksMedium 17233 ParticleSysBone = Spark05 SparksSmall 17234 ParticleSysBone = Spark06 SparksSmall 17235 ParticleSysBone = Spark07 SparksSmall 17236 End 17237 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 17238 Model = NBPwrPlant_DS 17239 ParticleSysBone = Smoke01 SteamVent 17240 ParticleSysBone = Smoke02 SteamVent 17241 ParticleSysBone = Smoke03 SmolderingSmoke 17242 ParticleSysBone = Smoke04 SmolderingSmoke 17243 ParticleSysBone = Smoke05 SmolderingSmoke 17244 ParticleSysBone = Smoke06 SmolderingSmoke 17245 ParticleSysBone = Fire01 SmolderingFire 17246 ParticleSysBone = Spark01 SparksLarge 17247 ParticleSysBone = Spark02 SparksLarge 17248 ParticleSysBone = Spark03 SparksMedium 17249 ParticleSysBone = Spark04 SparksMedium 17250 ParticleSysBone = Spark05 SparksMedium 17251 ParticleSysBone = Spark06 SparksSmall 17252 ParticleSysBone = Spark07 SparksSmall 17253 End 17254 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 17255 Model = NBPwrPlant_ES 17256 ParticleSysBone = Smoke01 SteamVent 17257 ParticleSysBone = Smoke02 SteamVent 17258 ParticleSysBone = Smoke03 SmolderingSmoke 17259 ParticleSysBone = Smoke04 SmolderingSmoke 17260 ParticleSysBone = Smoke05 SmolderingSmoke 17261 ParticleSysBone = Smoke06 SmolderingSmoke 17262 ParticleSysBone = Fire01 SmolderingFire 17263 ParticleSysBone = Fire02 SmolderingFire 17264 ParticleSysBone = Spark01 SparksLarge 17265 ParticleSysBone = Spark02 SparksLarge 17266 ParticleSysBone = Spark03 SparksLarge 17267 ParticleSysBone = Spark04 SparksLarge 17268 ParticleSysBone = Spark05 SparksMedium 17269 ParticleSysBone = Spark06 SparksMedium 17270 ParticleSysBone = Spark07 SparksSmall 17271 End 17272 17273 17274 ;night snow 17275 ConditionState = NIGHT SNOW 17276 Model = NBPwrPlant_NS 17277 Animation = NBPwrPlant_NS.NBPwrPlant_NS 17278 AnimationMode = LOOP 17279 ParticleSysBone = Smoke01 SteamVent 17280 ParticleSysBone = Smoke02 SteamVent 17281 End 17282 ConditionState = NIGHT DAMAGED SNOW 17283 Model = NBPwrPlant_DNS 17284 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 17285 AnimationMode = LOOP 17286 ParticleSysBone = Smoke01 SteamVent 17287 ParticleSysBone = Smoke02 SteamVent 17288 ParticleSysBone = Smoke03 SmolderingSmoke 17289 ParticleSysBone = Smoke04 SmolderingSmoke 17290 ParticleSysBone = Smoke05 SmolderingSmoke 17291 ParticleSysBone = Smoke06 SmolderingSmoke 17292 ParticleSysBone = Fire01 SmolderingFire 17293 End 17294 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 17295 Model = NBPwrPlant_ENS 17296 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 17297 AnimationMode = LOOP 17298 ParticleSysBone = Smoke01 SteamVent 17299 ParticleSysBone = Smoke02 SteamVent 17300 ParticleSysBone = Smoke03 SmolderingSmoke 17301 ParticleSysBone = Smoke04 SmolderingSmoke 17302 ParticleSysBone = Smoke05 SmolderingSmoke 17303 ParticleSysBone = Smoke06 SmolderingSmoke 17304 ParticleSysBone = Fire01 SmolderingFire 17305 ParticleSysBone = Fire02 SmolderingFire 17306 ParticleSysBone = Spark01 LiveWireSparks 17307 ParticleSysBone = Spark02 LiveWireSparks 17308 ParticleSysBone = Spark03 LiveWireSparks 17309 ParticleSysBone = Spark04 LiveWireSparks 17310 End 17311 17312 ; night overcharge 17313 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 17314 Model = NBPwrPlant_NS 17315 Animation = NBPwrPlant_NS.NBPwrPlant_NS 17316 AnimationMode = LOOP 17317 ParticleSysBone = Smoke01 SteamVent 17318 ParticleSysBone = Smoke02 SteamVent 17319 ParticleSysBone = Spark01 SparksLarge 17320 ParticleSysBone = Spark02 SparksLarge 17321 ParticleSysBone = Spark03 SparksMedium 17322 ParticleSysBone = Spark04 SparksMedium 17323 ParticleSysBone = Spark05 SparksSmall 17324 ParticleSysBone = Spark06 SparksSmall 17325 ParticleSysBone = Spark07 SparksSmall 17326 End 17327 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW 17328 Model = NBPwrPlant_DNS 17329 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 17330 AnimationMode = LOOP 17331 ParticleSysBone = Smoke01 SteamVent 17332 ParticleSysBone = Smoke02 SteamVent 17333 ParticleSysBone = Smoke03 SmolderingSmoke 17334 ParticleSysBone = Smoke04 SmolderingSmoke 17335 ParticleSysBone = Smoke05 SmolderingSmoke 17336 ParticleSysBone = Smoke06 SmolderingSmoke 17337 ParticleSysBone = Fire01 SmolderingFire 17338 ParticleSysBone = Spark01 SparksLarge 17339 ParticleSysBone = Spark02 SparksLarge 17340 ParticleSysBone = Spark03 SparksMedium 17341 ParticleSysBone = Spark04 SparksMedium 17342 ParticleSysBone = Spark05 SparksMedium 17343 ParticleSysBone = Spark06 SparksSmall 17344 ParticleSysBone = Spark07 SparksSmall 17345 End 17346 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 17347 Model = NBPwrPlant_ENS 17348 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 17349 AnimationMode = LOOP 17350 ParticleSysBone = Smoke01 SteamVent 17351 ParticleSysBone = Smoke02 SteamVent 17352 ParticleSysBone = Smoke03 SmolderingSmoke 17353 ParticleSysBone = Smoke04 SmolderingSmoke 17354 ParticleSysBone = Smoke05 SmolderingSmoke 17355 ParticleSysBone = Smoke06 SmolderingSmoke 17356 ParticleSysBone = Fire01 SmolderingFire 17357 ParticleSysBone = Fire02 SmolderingFire 17358 ParticleSysBone = Spark01 SparksLarge 17359 ParticleSysBone = Spark02 SparksLarge 17360 ParticleSysBone = Spark03 SparksLarge 17361 ParticleSysBone = Spark04 SparksLarge 17362 ParticleSysBone = Spark05 SparksMedium 17363 ParticleSysBone = Spark06 SparksMedium 17364 ParticleSysBone = Spark07 SparksSmall 17365 End 17366 17367 17368 ;night 17369 ConditionState = NIGHT 17370 Model = NBPwrPlant_N 17371 Animation = NBPwrPlant_N.NBPwrPlant_N 17372 AnimationMode = LOOP 17373 ParticleSysBone = Smoke01 SteamVent 17374 ParticleSysBone = Smoke02 SteamVent 17375 End 17376 ConditionState = NIGHT DAMAGED 17377 Model = NBPwrPlant_DN 17378 Animation = NBPwrPlant_DN.NBPwrPlant_DN 17379 AnimationMode = LOOP 17380 ParticleSysBone = Smoke01 SteamVent 17381 ParticleSysBone = Smoke02 SteamVent 17382 ParticleSysBone = Smoke03 SmolderingSmoke 17383 ParticleSysBone = Smoke04 SmolderingSmoke 17384 ParticleSysBone = Smoke05 SmolderingSmoke 17385 ParticleSysBone = Smoke06 SmolderingSmoke 17386 ParticleSysBone = Fire01 SmolderingFire 17387 End 17388 ConditionState = REALLYDAMAGED RUBBLE NIGHT 17389 Model = NBPwrPlant_EN 17390 Animation = NBPwrPlant_EN.NBPwrPlant_EN 17391 AnimationMode = LOOP 17392 ParticleSysBone = Smoke01 SteamVent 17393 ParticleSysBone = Smoke02 SteamVent 17394 ParticleSysBone = Smoke03 SmolderingSmoke 17395 ParticleSysBone = Smoke04 SmolderingSmoke 17396 ParticleSysBone = Smoke05 SmolderingSmoke 17397 ParticleSysBone = Smoke06 SmolderingSmoke 17398 ParticleSysBone = Fire01 SmolderingFire 17399 ParticleSysBone = Fire02 SmolderingFire 17400 ParticleSysBone = Spark01 LiveWireSparks 17401 ParticleSysBone = Spark02 LiveWireSparks 17402 ParticleSysBone = Spark03 LiveWireSparks 17403 ParticleSysBone = Spark04 LiveWireSparks 17404 End 17405 17406 ; night overcharge 17407 ConditionState = NIGHT POWER_PLANT_UPGRADED 17408 Model = NBPwrPlant_N 17409 Animation = NBPwrPlant_N.NBPwrPlant_N 17410 AnimationMode = LOOP 17411 ParticleSysBone = Smoke01 SteamVent 17412 ParticleSysBone = Smoke02 SteamVent 17413 ParticleSysBone = Spark01 SparksLarge 17414 ParticleSysBone = Spark02 SparksLarge 17415 ParticleSysBone = Spark03 SparksMedium 17416 ParticleSysBone = Spark04 SparksMedium 17417 ParticleSysBone = Spark05 SparksSmall 17418 ParticleSysBone = Spark06 SparksSmall 17419 ParticleSysBone = Spark07 SparksSmall 17420 End 17421 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED 17422 Model = NBPwrPlant_DN 17423 Animation = NBPwrPlant_DN.NBPwrPlant_DN 17424 AnimationMode = LOOP 17425 ParticleSysBone = Smoke01 SteamVent 17426 ParticleSysBone = Smoke02 SteamVent 17427 ParticleSysBone = Smoke03 SmolderingSmoke 17428 ParticleSysBone = Smoke04 SmolderingSmoke 17429 ParticleSysBone = Smoke05 SmolderingSmoke 17430 ParticleSysBone = Smoke06 SmolderingSmoke 17431 ParticleSysBone = Fire01 SmolderingFire 17432 ParticleSysBone = Spark01 SparksLarge 17433 ParticleSysBone = Spark02 SparksLarge 17434 ParticleSysBone = Spark03 SparksMedium 17435 ParticleSysBone = Spark04 SparksMedium 17436 ParticleSysBone = Spark05 SparksMedium 17437 ParticleSysBone = Spark06 SparksSmall 17438 ParticleSysBone = Spark07 SparksSmall 17439 End 17440 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 17441 Model = NBPwrPlant_EN 17442 Animation = NBPwrPlant_EN.NBPwrPlant_EN 17443 AnimationMode = LOOP 17444 ParticleSysBone = Smoke01 SteamVent 17445 ParticleSysBone = Smoke02 SteamVent 17446 ParticleSysBone = Smoke03 SmolderingSmoke 17447 ParticleSysBone = Smoke04 SmolderingSmoke 17448 ParticleSysBone = Smoke05 SmolderingSmoke 17449 ParticleSysBone = Smoke06 SmolderingSmoke 17450 ParticleSysBone = Fire01 SmolderingFire 17451 ParticleSysBone = Fire02 SmolderingFire 17452 ParticleSysBone = Spark01 SparksLarge 17453 ParticleSysBone = Spark02 SparksLarge 17454 ParticleSysBone = Spark03 SparksLarge 17455 ParticleSysBone = Spark04 SparksLarge 17456 ParticleSysBone = Spark05 SparksMedium 17457 ParticleSysBone = Spark06 SparksMedium 17458 ParticleSysBone = Spark07 SparksSmall 17459 End 17460 17461 ;************************************************************************************************************************** 17462 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 17463 ;for this draw module 17464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17465 Model = NBPwrPlant 17466 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17467 End 17468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17469 Model = NBPwrPlant_D 17470 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17471 End 17472 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 17473 Model = NBPwrPlant_E 17474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17475 End 17476 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 17477 Model = NBPwrPlant_N 17478 Animation = NBPwrPlant_N.NBPwrPlant_N 17479 AnimationMode = LOOP 17480 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17481 End 17482 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 17483 Model = NBPwrPlant_DN 17484 Animation = NBPwrPlant_DN.NBPwrPlant_DN 17485 AnimationMode = LOOP 17486 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17487 End 17488 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 17489 Model = NBPwrPlant_EN 17490 Animation = NBPwrPlant_EN.NBPwrPlant_EN 17491 AnimationMode = LOOP 17492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17493 End 17494 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 17495 Model = NBPwrPlant_S 17496 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17497 End 17498 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 17499 Model = NBPwrPlant_DS 17500 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17501 End 17502 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 17503 Model = NBPwrPlant_ES 17504 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17505 End 17506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 17507 Model = NBPwrPlant_NS 17508 Animation = NBPwrPlant_NS.NBPwrPlant_NS 17509 AnimationMode = LOOP 17510 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17511 End 17512 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 17513 Model = NBPwrPlant_DNS 17514 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 17515 AnimationMode = LOOP 17516 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17517 End 17518 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 17519 Model = NBPwrPlant_ENS 17520 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 17521 AnimationMode = LOOP 17522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17523 End 17524 17525 ConditionState = AWAITING_CONSTRUCTION 17526 Model = NONE 17527 End 17528 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 17529 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 17530 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 17531 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 17532 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 17533 AliasConditionState = AWAITING_CONSTRUCTION SNOW 17534 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 17535 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 17536 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 17537 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 17538 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 17539 AliasConditionState = SOLD 17540 AliasConditionState = SOLD DAMAGED 17541 AliasConditionState = SOLD REALLYDAMAGED 17542 AliasConditionState = SOLD NIGHT 17543 AliasConditionState = SOLD NIGHT DAMAGED 17544 AliasConditionState = SOLD NIGHT REALLYDAMAGED 17545 AliasConditionState = SOLD SNOW 17546 AliasConditionState = SOLD SNOW DAMAGED 17547 AliasConditionState = SOLD SNOW REALLYDAMAGED 17548 AliasConditionState = SOLD NIGHT SNOW 17549 AliasConditionState = SOLD NIGHT SNOW DAMAGED 17550 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 17551 AliasConditionState = SOLD POWER_PLANT_UPGRADED 17552 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 17553 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 17554 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 17555 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 17556 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 17557 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 17558 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 17559 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 17560 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 17561 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 17562 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 17563 ;************************************************************************************************************************** 17564 17565 End 17566 17567 ; ------------ construction-zone fence ----------------- 17568 Draw = W3DModelDraw ModuleTag_02 17569 AnimationsRequirePower = No 17570 DefaultConditionState 17571 Model = None 17572 TransitionKey = DOWN_DEFAULT 17573 End 17574 ConditionState = NIGHT 17575 Model = None 17576 TransitionKey = DOWN_DEFAULT 17577 End 17578 ConditionState = SNOW 17579 Model = None 17580 TransitionKey = DOWN_DEFAULT 17581 End 17582 ConditionState = SNOW NIGHT 17583 Model = None 17584 TransitionKey = DOWN_DEFAULT 17585 End 17586 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17587 Model = NBPwrPlant_A4 17588 Animation = NBPwrPlant_A4.NBPwrPlant_A4 17589 AnimationMode = MANUAL 17590 Flags = START_FRAME_LAST 17591 TransitionKey = UP_DAY 17592 End 17593 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17594 Model = NBPwrPlant_A4N 17595 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 17596 AnimationMode = MANUAL 17597 Flags = START_FRAME_LAST 17598 TransitionKey = UP_NIGHT 17599 End 17600 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17601 Model = NBPwrPlant_A4S 17602 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 17603 AnimationMode = MANUAL 17604 Flags = START_FRAME_LAST 17605 TransitionKey = UP_SNOW 17606 End 17607 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17608 Model = NBPwrPlant_A4SN 17609 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 17610 AnimationMode = MANUAL 17611 Flags = START_FRAME_LAST 17612 TransitionKey = UP_SNOWNIGHT 17613 End 17614 TransitionState = DOWN_DEFAULT UP_DAY 17615 Model = NBPwrPlant_A4 17616 Animation = NBPwrPlant_A4.NBPwrPlant_A4 17617 AnimationMode = ONCE 17618 AnimationSpeedFactorRange = 1.0 1.0 17619 Flags = START_FRAME_FIRST 17620 End 17621 TransitionState = DOWN_DEFAULT UP_NIGHT 17622 Model = NBPwrPlant_A4N 17623 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 17624 AnimationMode = ONCE 17625 AnimationSpeedFactorRange = 1.0 1.0 17626 Flags = START_FRAME_FIRST 17627 End 17628 TransitionState = DOWN_DEFAULT UP_SNOW 17629 Model = NBPwrPlant_A4S 17630 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 17631 AnimationMode = ONCE 17632 AnimationSpeedFactorRange = 1.0 1.0 17633 Flags = START_FRAME_FIRST 17634 End 17635 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17636 Model = NBPwrPlant_A4SN 17637 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 17638 AnimationMode = ONCE 17639 AnimationSpeedFactorRange = 1.0 1.0 17640 Flags = START_FRAME_FIRST 17641 End 17642 TransitionState = UP_DAY DOWN_DEFAULT 17643 Model = NBPwrPlant_A4 17644 Animation = NBPwrPlant_A4.NBPwrPlant_A4 17645 AnimationMode = ONCE_BACKWARDS 17646 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17647 Flags = START_FRAME_LAST 17648 End 17649 TransitionState = UP_NIGHT DOWN_DEFAULT 17650 Model = NBPwrPlant_A4N 17651 17652 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 17653 AnimationMode = ONCE_BACKWARDS 17654 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17655 Flags = START_FRAME_LAST 17656 End 17657 TransitionState = UP_SNOW DOWN_DEFAULT 17658 Model = NBPwrPlant_A4S 17659 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 17660 AnimationMode = ONCE_BACKWARDS 17661 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17662 Flags = START_FRAME_LAST 17663 End 17664 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17665 Model = NBPwrPlant_A4SN 17666 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 17667 AnimationMode = ONCE_BACKWARDS 17668 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17669 Flags = START_FRAME_LAST 17670 End 17671 End 17672 17673 ; ------------ under-construction scaffolding ----------------- 17674 Draw = W3DModelDraw ModuleTag_03 17675 AnimationsRequirePower = No 17676 MinLODRequired = MEDIUM 17677 DefaultConditionState 17678 Model = None 17679 TransitionKey = DOWN_DEFAULT 17680 End 17681 ConditionState = NIGHT 17682 Model = None 17683 TransitionKey = DOWN_DEFAULT 17684 End 17685 ConditionState = SNOW 17686 Model = None 17687 TransitionKey = DOWN_DEFAULT 17688 End 17689 ConditionState = SNOW NIGHT 17690 Model = None 17691 TransitionKey = DOWN_DEFAULT 17692 End 17693 ConditionState = PARTIALLY_CONSTRUCTED 17694 Model = NBPwrPlant_A6 17695 Animation = NBPwrPlant_A6.NBPwrPlant_A6 17696 AnimationMode = MANUAL 17697 Flags = START_FRAME_LAST 17698 TransitionKey = UP_DAY 17699 ParticleSysBone = Dust01 BuildingDustChina 17700 ParticleSysBone = Smoke01 BuildUpSmokeChina 17701 ParticleSysBone = Smoke02 BuildUpSmokeChina 17702 ParticleSysBone = Smoke03 BuildUpSmokeChina 17703 ParticleSysBone = Smoke04 BuildUpSmokeChina 17704 End 17705 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 17706 Model = NBPwrPlant_A6N 17707 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 17708 AnimationMode = MANUAL 17709 Flags = START_FRAME_LAST 17710 TransitionKey = UP_NIGHT 17711 ParticleSysBone = Dust01 BuildingDustChina 17712 ParticleSysBone = Smoke01 BuildUpSmokeChina 17713 ParticleSysBone = Smoke02 BuildUpSmokeChina 17714 ParticleSysBone = Smoke03 BuildUpSmokeChina 17715 ParticleSysBone = Smoke04 BuildUpSmokeChina 17716 End 17717 ConditionState = SNOW PARTIALLY_CONSTRUCTED 17718 Model = NBPwrPlant_A6S 17719 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 17720 AnimationMode = MANUAL 17721 Flags = START_FRAME_LAST 17722 TransitionKey = UP_SNOW 17723 ParticleSysBone = Dust01 BuildingSnowDust 17724 ParticleSysBone = Smoke01 BuildUpSnowSmoke 17725 ParticleSysBone = Smoke02 BuildUpSnowSmoke 17726 ParticleSysBone = Smoke03 BuildUpSnowSmoke 17727 ParticleSysBone = Smoke04 BuildUpSnowSmoke 17728 End 17729 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 17730 Model = NBPwrPlant_A6SN 17731 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 17732 AnimationMode = MANUAL 17733 Flags = START_FRAME_LAST 17734 TransitionKey = UP_SNOWNIGHT 17735 ParticleSysBone = Dust01 BuildingNightSnowDust 17736 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 17737 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 17738 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 17739 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 17740 End 17741 TransitionState = DOWN_DEFAULT UP_DAY 17742 Model = NBPwrPlant_A6 17743 Animation = NBPwrPlant_A6.NBPwrPlant_A6 17744 AnimationMode = ONCE 17745 AnimationSpeedFactorRange = 1.0 1.0 17746 Flags = START_FRAME_FIRST 17747 End 17748 TransitionState = DOWN_DEFAULT UP_NIGHT 17749 Model = NBPwrPlant_A6N 17750 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 17751 AnimationMode = ONCE 17752 AnimationSpeedFactorRange = 1.0 1.0 17753 Flags = START_FRAME_FIRST 17754 End 17755 TransitionState = DOWN_DEFAULT UP_SNOW 17756 Model = NBPwrPlant_A6S 17757 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 17758 AnimationMode = ONCE 17759 AnimationSpeedFactorRange = 1.0 1.0 17760 Flags = START_FRAME_FIRST 17761 End 17762 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17763 Model = NBPwrPlant_A6SN 17764 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 17765 AnimationMode = ONCE 17766 AnimationSpeedFactorRange = 1.0 1.0 17767 Flags = START_FRAME_FIRST 17768 End 17769 TransitionState = UP_DAY DOWN_DEFAULT 17770 Model = NBPwrPlant_A6 17771 Animation = NBPwrPlant_A6.NBPwrPlant_A6 17772 AnimationMode = ONCE_BACKWARDS 17773 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17774 Flags = START_FRAME_LAST 17775 End 17776 TransitionState = UP_NIGHT DOWN_DEFAULT 17777 Model = NBPwrPlant_A6N 17778 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 17779 AnimationMode = ONCE_BACKWARDS 17780 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17781 Flags = START_FRAME_LAST 17782 End 17783 TransitionState = UP_SNOW DOWN_DEFAULT 17784 Model = NBPwrPlant_A6S 17785 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 17786 AnimationMode = ONCE_BACKWARDS 17787 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17788 Flags = START_FRAME_LAST 17789 End 17790 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17791 Model = NBPwrPlant_A6SN 17792 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 17793 AnimationMode = ONCE_BACKWARDS 17794 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17795 Flags = START_FRAME_LAST 17796 End 17797 End 17798 17799 ; ------------ being-constructed crane ----------------- 17800 Draw = W3DModelDraw ModuleTag_04 17801 AnimationsRequirePower = No 17802 DefaultConditionState 17803 Model = None 17804 TransitionKey = DOWN_DEFAULT 17805 End 17806 ConditionState = NIGHT 17807 Model = None 17808 TransitionKey = DOWN_DEFAULT 17809 End 17810 ConditionState = SNOW 17811 Model = None 17812 TransitionKey = DOWN_DEFAULT 17813 End 17814 ConditionState = SNOW NIGHT 17815 Model = None 17816 TransitionKey = DOWN_DEFAULT 17817 End 17818 ConditionState = SOLD 17819 Model = NONE 17820 End 17821 17822 ConditionState = ACTIVELY_BEING_CONSTRUCTED 17823 Model = NBPwrPlant_A5 17824 Animation = NBPwrPlant_A5.NBPwrPlant_A5 17825 AnimationMode = LOOP 17826 TransitionKey = UP_DAY 17827 End 17828 17829 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 17830 Model = NBPwrPlant_A5N 17831 Animation = NBPwrPlant_A5N.NBPwrPlant_A5N 17832 AnimationMode = LOOP 17833 TransitionKey = UP_NIGHT 17834 End 17835 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 17836 Model = NBPwrPlant_A5S 17837 Animation = NBPwrPlant_A5S.NBPwrPlant_A5S 17838 AnimationMode = LOOP 17839 TransitionKey = UP_SNOW 17840 End 17841 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 17842 Model = NBPwrPlant_A5SN 17843 Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN 17844 AnimationMode = LOOP 17845 TransitionKey = UP_SNOWNIGHT 17846 End 17847 TransitionState = DOWN_DEFAULT UP_DAY 17848 Model = NBPwrPlant_AB 17849 Animation = NBPwrPlant_AB.NBPwrPlant_AB 17850 AnimationMode = ONCE 17851 AnimationSpeedFactorRange = 1.0 1.0 17852 Flags = START_FRAME_FIRST 17853 End 17854 17855 TransitionState = DOWN_DEFAULT UP_NIGHT 17856 Model = NBPwrPlant_ABN 17857 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 17858 AnimationMode = ONCE 17859 AnimationSpeedFactorRange = 1.0 1.0 17860 Flags = START_FRAME_FIRST 17861 End 17862 TransitionState = DOWN_DEFAULT UP_SNOW 17863 Model = NBPwrPlant_ABS 17864 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 17865 AnimationMode = ONCE 17866 AnimationSpeedFactorRange = 1.0 1.0 17867 Flags = START_FRAME_FIRST 17868 End 17869 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17870 Model = NBPwrPlant_ABSN 17871 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 17872 AnimationMode = ONCE 17873 AnimationSpeedFactorRange = 1.0 1.0 17874 Flags = START_FRAME_FIRST 17875 End 17876 TransitionState = UP_DAY DOWN_DEFAULT 17877 Model = NBPwrPlant_AB 17878 Animation = NBPwrPlant_AB.NBPwrPlant_AB 17879 AnimationMode = ONCE_BACKWARDS 17880 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17881 Flags = START_FRAME_LAST 17882 End 17883 TransitionState = UP_NIGHT DOWN_DEFAULT 17884 Model = NBPwrPlant_ABN 17885 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 17886 AnimationMode = ONCE_BACKWARDS 17887 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17888 Flags = START_FRAME_LAST 17889 End 17890 TransitionState = UP_SNOW DOWN_DEFAULT 17891 Model = NBPwrPlant_ABS 17892 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 17893 AnimationMode = ONCE_BACKWARDS 17894 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17895 Flags = START_FRAME_LAST 17896 End 17897 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17898 Model = NBPwrPlant_ABSN 17899 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 17900 AnimationMode = ONCE_BACKWARDS 17901 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17902 Flags = START_FRAME_LAST 17903 End 17904 End 17905 17906 PlacementViewAngle = -45 17907 17908 ; ***DESIGN parameters *** 17909 DisplayName = OBJECT:NuclearReactor 17910 Side = China 17911 EditorSorting = STRUCTURE 17912 17913 BuildCost = 1000 17914 BuildTime = 10.0 ; in seconds 17915 EnergyProduction = 10 17916 EnergyBonus = 5 ; for the overcharge bonus 17917 VisionRange = 200.0 ; Shroud clearing distance 17918 ShroudClearingRange = 200 17919 ArmorSet 17920 Conditions = None 17921 Armor = StructureArmor 17922 DamageFX = StructureDamageFXNoShake 17923 End 17924 CommandSet = ChinaPowerPlantCommandSet 17925 ExperienceValue = 100 100 100 100 ; Experience point value at each level 17926 17927 ; *** AUDIO Parameters *** 17928 VoiceSelect = NuclearReactorSelect 17929 SoundDie = BuildingDie 17930 SoundOnDamaged = BuildingDamagedStateLight 17931 SoundOnReallyDamaged = BuildingDestroy 17932 17933 UnitSpecificSounds 17934 UnderConstruction = UnderConstructionLoop 17935 End 17936 17937 ; *** ENGINEERING Parameters *** 17938 RadarPriority = STRUCTURE 17939 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 17940 17941 Body = StructureBody ModuleTag_05 17942 MaxHealth = 1500.0 17943 InitialHealth = 1500.0 17944 End 17945 17946 Behavior = OverchargeBehavior ModuleTag_06 17947 HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second 17948 NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically 17949 End 17950 17951 Behavior = DestroyDie ModuleTag_07 17952 ;nothing 17953 End 17954 Behavior = CreateObjectDie ModuleTag_08 17955 CreationList = OCL_SmallStructureDebris 17956 End 17957 17958 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 17959 DeathWeapon = ChinaPowerPlantDeathWeapon 17960 StartsActive = Yes 17961 End 17962 17963 Behavior = ProductionUpdate ModuleTag_10 17964 ; nothing, but is required if we have any Object-level Upgrades! 17965 End 17966 Behavior = PowerPlantUpdate ModuleTag_11 17967 RodsExtendTime = 1 17968 End 17969 17970 Behavior = GenerateMinefieldBehavior ModuleTag_12 17971 TriggeredBy = Upgrade_ChinaMines 17972 MineName = ChinaStandardMine 17973 SmartBorder = Yes 17974 AlwaysCircular = Yes 17975 End 17976 17977 Behavior = FlammableUpdate ModuleTag_14 17978 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17979 AflameDamageAmount = 5 ; taking this much damage... 17980 AflameDamageDelay = 500 ; this often. 17981 End 17982 17983 Behavior = TransitionDamageFX ModuleTag_15 17984 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 17985 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17986 ;--------------------------------------------------------------------------------------- 17987 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17988 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17989 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17990 End 17991 17992 Geometry = BOX 17993 GeometryMajorRadius = 27.0 17994 GeometryMinorRadius = 34.0 17995 GeometryHeight = 40.0 17996 GeometryIsSmall = No 17997 Shadow = SHADOW_VOLUME 17998 BuildCompletion = PLACED_BY_PLAYER 17999 18000 End 18001 18002 ;------------------------------------------------------------------------------ 18003 Object AmericaSupplyCenter 18004 18005 ; *** ART Parameters *** 18006 SelectPortrait = SASupplyCntr_L 18007 ButtonImage = SASupplyCntr 18008 Draw = W3DModelDraw ModuleTag_01 18009 OkToChangeModelColor = Yes 18010 18011 ; day ************************************** 18012 ConditionState = NONE 18013 Model = ABSupplyCT 18014 Animation = ABSupplyCT.ABSupplyCT 18015 AnimationMode = LOOP 18016 Flags = MAINTAIN_FRAME_ACROSS_STATES 18017 End 18018 ConditionState = DAMAGED 18019 Model = ABSupplyCT_D 18020 Animation = ABSupplyCT_D.ABSupplyCT_D 18021 AnimationMode = LOOP 18022 Flags = MAINTAIN_FRAME_ACROSS_STATES 18023 ParticleSysBone = Smoke01 SmolderingSmoke 18024 ParticleSysBone = Smoke02 SmolderingSmoke 18025 ParticleSysBone = Smoke03 SmolderingSmoke 18026 ParticleSysBone = Smoke04 SmolderingSmoke 18027 ParticleSysBone = Smoke01 SmolderingFire 18028 ParticleSysBone = Smoke02 SmolderingFire 18029 ParticleSysBone = Smoke03 SmolderingFire 18030 ParticleSysBone = Smoke04 SmolderingFire 18031 End 18032 ConditionState = REALLYDAMAGED RUBBLE 18033 Model = ABSupplyCT_E 18034 Animation = ABSupplyCT_E.ABSupplyCT_E 18035 AnimationMode = LOOP 18036 Flags = MAINTAIN_FRAME_ACROSS_STATES 18037 ParticleSysBone = Smoke01 SmolderingSmoke 18038 ParticleSysBone = Smoke02 SmolderingSmoke 18039 ParticleSysBone = Smoke03 SmolderingSmoke 18040 ParticleSysBone = Smoke04 SmolderingSmoke 18041 ParticleSysBone = Smoke05 SmolderingSmoke 18042 ParticleSysBone = Smoke06 SmolderingSmoke 18043 ParticleSysBone = Smoke01 SmolderingFire 18044 ParticleSysBone = Smoke02 SmolderingFire 18045 ParticleSysBone = Smoke03 SmolderingFire 18046 ParticleSysBone = Smoke04 SmolderingFire 18047 ParticleSysBone = Smoke05 SmolderingFire 18048 ParticleSysBone = Smoke06 SmolderingFire 18049 End 18050 18051 18052 ; day Snow ************************************** 18053 ConditionState = SNOW 18054 Model = ABSupplyCT_S 18055 Animation = ABSupplyCT_S.ABSupplyCT_S 18056 AnimationMode = LOOP 18057 Flags = MAINTAIN_FRAME_ACROSS_STATES 18058 End 18059 ConditionState = DAMAGED SNOW 18060 Model = ABSupplyCT_DS 18061 Animation = ABSupplyCT_DS.ABSupplyCT_DS 18062 AnimationMode = LOOP 18063 Flags = MAINTAIN_FRAME_ACROSS_STATES 18064 ParticleSysBone = Smoke01 SmolderingSmoke 18065 ParticleSysBone = Smoke02 SmolderingSmoke 18066 ParticleSysBone = Smoke03 SmolderingSmoke 18067 ParticleSysBone = Smoke04 SmolderingSmoke 18068 ParticleSysBone = Smoke01 SmolderingFire 18069 ParticleSysBone = Smoke02 SmolderingFire 18070 ParticleSysBone = Smoke03 SmolderingFire 18071 ParticleSysBone = Smoke04 SmolderingFire 18072 End 18073 ConditionState = REALLYDAMAGED RUBBLE SNOW 18074 Model = ABSupplyCT_ES 18075 Animation = ABSupplyCT_ES.ABSupplyCT_ES 18076 AnimationMode = LOOP 18077 Flags = MAINTAIN_FRAME_ACROSS_STATES 18078 ParticleSysBone = Smoke01 SmolderingSmoke 18079 ParticleSysBone = Smoke02 SmolderingSmoke 18080 ParticleSysBone = Smoke03 SmolderingSmoke 18081 ParticleSysBone = Smoke04 SmolderingSmoke 18082 ParticleSysBone = Smoke05 SmolderingSmoke 18083 ParticleSysBone = Smoke06 SmolderingSmoke 18084 ParticleSysBone = Smoke01 SmolderingFire 18085 ParticleSysBone = Smoke02 SmolderingFire 18086 ParticleSysBone = Smoke03 SmolderingFire 18087 ParticleSysBone = Smoke04 SmolderingFire 18088 ParticleSysBone = Smoke05 SmolderingFire 18089 ParticleSysBone = Smoke06 SmolderingFire 18090 End 18091 18092 18093 18094 ; Night ************************************* 18095 ConditionState = NIGHT 18096 Model = ABSupplyCT_N 18097 Animation = ABSupplyCT_N.ABSupplyCT_N 18098 AnimationMode = LOOP 18099 Flags = MAINTAIN_FRAME_ACROSS_STATES 18100 End 18101 ConditionState = DAMAGED NIGHT 18102 Model = ABSupplyCT_DN 18103 Animation = ABSupplyCT_DN.ABSupplyCT_DN 18104 AnimationMode = LOOP 18105 Flags = MAINTAIN_FRAME_ACROSS_STATES 18106 End 18107 ConditionState = REALLYDAMAGED RUBBLE NIGHT 18108 Model = ABSupplyCT_EN 18109 Animation = ABSupplyCT_EN.ABSupplyCT_EN 18110 AnimationMode = LOOP 18111 Flags = MAINTAIN_FRAME_ACROSS_STATES 18112 End 18113 18114 18115 ; Night Snow************************************* 18116 ConditionState = NIGHT SNOW 18117 Model = ABSupplyCT_NS 18118 Animation = ABSupplyCT_NS.ABSupplyCT_NS 18119 AnimationMode = LOOP 18120 Flags = MAINTAIN_FRAME_ACROSS_STATES 18121 End 18122 ConditionState = DAMAGED NIGHT SNOW 18123 Model = ABSupplyCT_DNS 18124 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 18125 AnimationMode = LOOP 18126 Flags = MAINTAIN_FRAME_ACROSS_STATES 18127 End 18128 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 18129 Model = ABSupplyCT_ENS 18130 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 18131 AnimationMode = LOOP 18132 Flags = MAINTAIN_FRAME_ACROSS_STATES 18133 End 18134 18135 ;************************************************************************************************************************** 18136 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18137 ;for this draw module 18138 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18139 Model = ABSupplyCT 18140 Animation = ABSupplyCT.ABSupplyCT 18141 AnimationMode = LOOP 18142 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18143 End 18144 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18145 Model = ABSupplyCT_D 18146 Animation = ABSupplyCT_D.ABSupplyCT_D 18147 AnimationMode = LOOP 18148 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18149 End 18150 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18151 Model = ABSupplyCT_E 18152 Animation = ABSupplyCT_E.ABSupplyCT_E 18153 AnimationMode = LOOP 18154 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18155 End 18156 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18157 Model = ABSupplyCT_N 18158 Animation = ABSupplyCT_N.ABSupplyCT_N 18159 AnimationMode = LOOP 18160 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18161 End 18162 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18163 Model = ABSupplyCT_DN 18164 Animation = ABSupplyCT_DN.ABSupplyCT_DN 18165 AnimationMode = LOOP 18166 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18167 End 18168 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18169 Model = ABSupplyCT_EN 18170 Animation = ABSupplyCT_EN.ABSupplyCT_EN 18171 AnimationMode = LOOP 18172 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18173 End 18174 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18175 Model = ABSupplyCT_S 18176 Animation = ABSupplyCT_S.ABSupplyCT_S 18177 AnimationMode = LOOP 18178 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18179 End 18180 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18181 Model = ABSupplyCT_DS 18182 Animation = ABSupplyCT_DS.ABSupplyCT_DS 18183 AnimationMode = LOOP 18184 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18185 End 18186 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18187 Model = ABSupplyCT_ES 18188 Animation = ABSupplyCT_ES.ABSupplyCT_ES 18189 AnimationMode = LOOP 18190 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18191 End 18192 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18193 Model = ABSupplyCT_NS 18194 Animation = ABSupplyCT_NS.ABSupplyCT_NS 18195 AnimationMode = LOOP 18196 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18197 End 18198 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18199 Model = ABSupplyCT_DNS 18200 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 18201 AnimationMode = LOOP 18202 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18203 End 18204 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18205 Model = ABSupplyCT_ENS 18206 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 18207 AnimationMode = LOOP 18208 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18209 End 18210 18211 ConditionState = AWAITING_CONSTRUCTION 18212 Model = NONE 18213 End 18214 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18215 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18216 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18217 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18218 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18219 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18220 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18221 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18222 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18223 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18224 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18225 AliasConditionState = SOLD 18226 AliasConditionState = SOLD DAMAGED 18227 AliasConditionState = SOLD REALLYDAMAGED 18228 AliasConditionState = SOLD NIGHT 18229 AliasConditionState = SOLD NIGHT DAMAGED 18230 AliasConditionState = SOLD NIGHT REALLYDAMAGED 18231 AliasConditionState = SOLD SNOW 18232 AliasConditionState = SOLD SNOW DAMAGED 18233 AliasConditionState = SOLD SNOW REALLYDAMAGED 18234 AliasConditionState = SOLD NIGHT SNOW 18235 AliasConditionState = SOLD NIGHT SNOW DAMAGED 18236 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 18237 ;************************************************************************************************************************** 18238 18239 18240 18241 End 18242 18243 ; ------------ construction-zone fence ----------------- 18244 Draw = W3DModelDraw ModuleTag_02 18245 AnimationsRequirePower = No 18246 DefaultConditionState 18247 Model = None 18248 TransitionKey = DOWN_DEFAULT 18249 End 18250 ConditionState = NIGHT 18251 Model = None 18252 TransitionKey = DOWN_DEFAULT 18253 End 18254 ConditionState = SNOW 18255 Model = None 18256 TransitionKey = DOWN_DEFAULT 18257 End 18258 ConditionState = SNOW NIGHT 18259 Model = None 18260 TransitionKey = DOWN_DEFAULT 18261 End 18262 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18263 Model = ABSupplyCT_A4 18264 Animation = ABSupplyCT_A4.ABSupplyCT_A4 18265 AnimationMode = MANUAL 18266 Flags = START_FRAME_LAST 18267 TransitionKey = UP_DAY 18268 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18269 ParticleSysBone = SparksS01 LiveWireSparks02 18270 End 18271 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18272 Model = ABSupplyCT_A4N 18273 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 18274 AnimationMode = MANUAL 18275 Flags = START_FRAME_LAST 18276 TransitionKey = UP_NIGHT 18277 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18278 ParticleSysBone = SparksS01 LiveWireSparks02 18279 End 18280 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18281 Model = ABSupplyCT_A4S 18282 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 18283 AnimationMode = MANUAL 18284 Flags = START_FRAME_LAST 18285 TransitionKey = UP_SNOW 18286 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18287 ParticleSysBone = SparksS01 LiveWireSparks02 18288 End 18289 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18290 Model = ABSupplyCT_A4SN 18291 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 18292 AnimationMode = MANUAL 18293 Flags = START_FRAME_LAST 18294 TransitionKey = UP_SNOWNIGHT 18295 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18296 ParticleSysBone = SparksS01 LiveWireSparks02 18297 End 18298 TransitionState = DOWN_DEFAULT UP_DAY 18299 Model = ABSupplyCT_A4 18300 Animation = ABSupplyCT_A4.ABSupplyCT_A4 18301 AnimationMode = ONCE 18302 AnimationSpeedFactorRange = 1.0 1.0 18303 Flags = START_FRAME_FIRST 18304 End 18305 TransitionState = DOWN_DEFAULT UP_NIGHT 18306 Model = ABSupplyCT_A4N 18307 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 18308 AnimationMode = ONCE 18309 AnimationSpeedFactorRange = 1.0 1.0 18310 Flags = START_FRAME_FIRST 18311 End 18312 TransitionState = DOWN_DEFAULT UP_SNOW 18313 Model = ABSupplyCT_A4S 18314 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 18315 AnimationMode = ONCE 18316 AnimationSpeedFactorRange = 1.0 1.0 18317 Flags = START_FRAME_FIRST 18318 End 18319 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18320 Model = ABSupplyCT_A4SN 18321 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 18322 AnimationMode = ONCE 18323 AnimationSpeedFactorRange = 1.0 1.0 18324 Flags = START_FRAME_FIRST 18325 End 18326 TransitionState = UP_DAY DOWN_DEFAULT 18327 Model = ABSupplyCT_A4 18328 Animation = ABSupplyCT_A4.ABSupplyCT_A4 18329 AnimationMode = ONCE_BACKWARDS 18330 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18331 Flags = START_FRAME_LAST 18332 End 18333 TransitionState = UP_NIGHT DOWN_DEFAULT 18334 Model = ABSupplyCT_A4N 18335 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 18336 AnimationMode = ONCE_BACKWARDS 18337 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18338 Flags = START_FRAME_LAST 18339 End 18340 TransitionState = UP_SNOW DOWN_DEFAULT 18341 Model = ABSupplyCT_A4S 18342 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 18343 AnimationMode = ONCE_BACKWARDS 18344 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18345 Flags = START_FRAME_LAST 18346 End 18347 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18348 Model = ABSupplyCT_A4SN 18349 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 18350 AnimationMode = ONCE_BACKWARDS 18351 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18352 Flags = START_FRAME_LAST 18353 End 18354 End 18355 18356 ; ------------ under-construction scaffolding ----------------- 18357 Draw = W3DModelDraw ModuleTag_03 18358 AnimationsRequirePower = No 18359 MinLODRequired = MEDIUM 18360 DefaultConditionState 18361 Model = None 18362 TransitionKey = DOWN_DEFAULT 18363 End 18364 ConditionState = NIGHT 18365 Model = None 18366 TransitionKey = DOWN_DEFAULT 18367 End 18368 ConditionState = SNOW 18369 Model = None 18370 TransitionKey = DOWN_DEFAULT 18371 End 18372 ConditionState = SNOW NIGHT 18373 Model = None 18374 TransitionKey = DOWN_DEFAULT 18375 End 18376 ConditionState = PARTIALLY_CONSTRUCTED 18377 Model = ABSupplyCT_A6 18378 Animation = ABSupplyCT_A6.ABSupplyCT_A6 18379 AnimationMode = MANUAL 18380 Flags = START_FRAME_LAST 18381 TransitionKey = UP_DAY 18382 ParticleSysBone = Sparks01 BuildUpBlueSpark 18383 ParticleSysBone = Sparks02 BuildUpBlueSpark 18384 ParticleSysBone = Sparks03 BuildUpBlueSpark 18385 ParticleSysBone = Sparks04 BuildUpBlueSpark 18386 ParticleSysBone = Sparks05 BuildUpBlueSpark 18387 ParticleSysBone = Sparks06 BuildUpBlueSpark 18388 End 18389 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 18390 Model = ABSupplyCT_A6N 18391 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 18392 AnimationMode = MANUAL 18393 Flags = START_FRAME_LAST 18394 TransitionKey = UP_NIGHT 18395 ParticleSysBone = Sparks01 BuildUpBlueSpark 18396 ParticleSysBone = Sparks02 BuildUpBlueSpark 18397 ParticleSysBone = Sparks03 BuildUpBlueSpark 18398 ParticleSysBone = Sparks04 BuildUpBlueSpark 18399 ParticleSysBone = Sparks05 BuildUpBlueSpark 18400 ParticleSysBone = Sparks06 BuildUpBlueSpark 18401 End 18402 ConditionState = SNOW PARTIALLY_CONSTRUCTED 18403 Model = ABSupplyCT_A6S 18404 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 18405 AnimationMode = MANUAL 18406 Flags = START_FRAME_LAST 18407 TransitionKey = UP_SNOW 18408 ParticleSysBone = Sparks01 BuildUpBlueSpark 18409 ParticleSysBone = Sparks02 BuildUpBlueSpark 18410 ParticleSysBone = Sparks03 BuildUpBlueSpark 18411 ParticleSysBone = Sparks04 BuildUpBlueSpark 18412 ParticleSysBone = Sparks05 BuildUpBlueSpark 18413 ParticleSysBone = Sparks06 BuildUpBlueSpark 18414 End 18415 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 18416 Model = ABSupplyCT_A6SN 18417 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 18418 AnimationMode = MANUAL 18419 Flags = START_FRAME_LAST 18420 TransitionKey = UP_SNOWNIGHT 18421 ParticleSysBone = Sparks01 BuildUpBlueSpark 18422 ParticleSysBone = Sparks02 BuildUpBlueSpark 18423 ParticleSysBone = Sparks03 BuildUpBlueSpark 18424 ParticleSysBone = Sparks04 BuildUpBlueSpark 18425 ParticleSysBone = Sparks05 BuildUpBlueSpark 18426 ParticleSysBone = Sparks06 BuildUpBlueSpark 18427 End 18428 TransitionState = DOWN_DEFAULT UP_DAY 18429 Model = ABSupplyCT_A6 18430 Animation = ABSupplyCT_A6.ABSupplyCT_A6 18431 AnimationMode = ONCE 18432 AnimationSpeedFactorRange = 1.0 1.0 18433 Flags = START_FRAME_FIRST 18434 End 18435 TransitionState = DOWN_DEFAULT UP_NIGHT 18436 Model = ABSupplyCT_A6N 18437 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 18438 AnimationMode = ONCE 18439 AnimationSpeedFactorRange = 1.0 1.0 18440 Flags = START_FRAME_FIRST 18441 End 18442 TransitionState = DOWN_DEFAULT UP_SNOW 18443 Model = ABSupplyCT_A6S 18444 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 18445 AnimationMode = ONCE 18446 AnimationSpeedFactorRange = 1.0 1.0 18447 Flags = START_FRAME_FIRST 18448 End 18449 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18450 Model = ABSupplyCT_A6SN 18451 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 18452 AnimationMode = ONCE 18453 AnimationSpeedFactorRange = 1.0 1.0 18454 Flags = START_FRAME_FIRST 18455 End 18456 TransitionState = UP_DAY DOWN_DEFAULT 18457 Model = ABSupplyCT_A6 18458 Animation = ABSupplyCT_A6.ABSupplyCT_A6 18459 AnimationMode = ONCE_BACKWARDS 18460 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18461 Flags = START_FRAME_LAST 18462 End 18463 TransitionState = UP_NIGHT DOWN_DEFAULT 18464 Model = ABSupplyCT_A6N 18465 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 18466 AnimationMode = ONCE_BACKWARDS 18467 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18468 Flags = START_FRAME_LAST 18469 End 18470 TransitionState = UP_SNOW DOWN_DEFAULT 18471 Model = ABSupplyCT_A6S 18472 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 18473 AnimationMode = ONCE_BACKWARDS 18474 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18475 Flags = START_FRAME_LAST 18476 End 18477 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18478 Model = ABSupplyCT_A6SN 18479 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 18480 AnimationMode = ONCE_BACKWARDS 18481 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18482 Flags = START_FRAME_LAST 18483 End 18484 End 18485 18486 ; ------------ being-constructed crane ----------------- 18487 Draw = W3DModelDraw ModuleTag_04 18488 AnimationsRequirePower = No 18489 DefaultConditionState 18490 Model = None 18491 TransitionKey = DOWN_DEFAULT 18492 End 18493 ConditionState = NIGHT 18494 Model = None 18495 TransitionKey = DOWN_DEFAULT 18496 End 18497 ConditionState = SNOW 18498 Model = None 18499 TransitionKey = DOWN_DEFAULT 18500 End 18501 ConditionState = SNOW NIGHT 18502 Model = None 18503 TransitionKey = DOWN_DEFAULT 18504 End 18505 ConditionState = SOLD 18506 Model = NONE 18507 End 18508 18509 ConditionState = ACTIVELY_BEING_CONSTRUCTED 18510 Model = ABSupplyCT_A5 18511 Animation = ABSupplyCT_A5.ABSupplyCT_A5 18512 AnimationMode = LOOP 18513 TransitionKey = UP_DAY 18514 End 18515 18516 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 18517 Model = ABSupplyCT_A5N 18518 Animation = ABSupplyCT_A5N.ABSupplyCT_A5N 18519 AnimationMode = LOOP 18520 TransitionKey = UP_NIGHT 18521 End 18522 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 18523 Model = ABSupplyCT_A5S 18524 Animation = ABSupplyCT_A5S.ABSupplyCT_A5S 18525 AnimationMode = LOOP 18526 TransitionKey = UP_SNOW 18527 End 18528 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 18529 Model = ABSupplyCT_A5SN 18530 Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN 18531 AnimationMode = LOOP 18532 TransitionKey = UP_SNOWNIGHT 18533 End 18534 TransitionState = DOWN_DEFAULT UP_DAY 18535 Model = ABSupplyCT_AB 18536 Animation = ABSupplyCT_AB.ABSupplyCT_AB 18537 AnimationMode = ONCE 18538 AnimationSpeedFactorRange = 1.0 1.0 18539 Flags = START_FRAME_FIRST 18540 End 18541 18542 TransitionState = DOWN_DEFAULT UP_NIGHT 18543 Model = ABSupplyCT_ABN 18544 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 18545 AnimationMode = ONCE 18546 AnimationSpeedFactorRange = 1.0 1.0 18547 Flags = START_FRAME_FIRST 18548 End 18549 TransitionState = DOWN_DEFAULT UP_SNOW 18550 Model = ABSupplyCT_ABS 18551 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 18552 AnimationMode = ONCE 18553 AnimationSpeedFactorRange = 1.0 1.0 18554 Flags = START_FRAME_FIRST 18555 End 18556 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18557 Model = ABSupplyCT_ABSN 18558 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 18559 AnimationMode = ONCE 18560 AnimationSpeedFactorRange = 1.0 1.0 18561 Flags = START_FRAME_FIRST 18562 End 18563 TransitionState = UP_DAY DOWN_DEFAULT 18564 Model = ABSupplyCT_AB 18565 Animation = ABSupplyCT_AB.ABSupplyCT_AB 18566 AnimationMode = ONCE_BACKWARDS 18567 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18568 Flags = START_FRAME_LAST 18569 End 18570 TransitionState = UP_NIGHT DOWN_DEFAULT 18571 Model = ABSupplyCT_ABN 18572 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 18573 AnimationMode = ONCE_BACKWARDS 18574 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18575 Flags = START_FRAME_LAST 18576 End 18577 TransitionState = UP_SNOW DOWN_DEFAULT 18578 Model = ABSupplyCT_ABS 18579 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 18580 AnimationMode = ONCE_BACKWARDS 18581 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18582 Flags = START_FRAME_LAST 18583 End 18584 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18585 Model = ABSupplyCT_ABSN 18586 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 18587 AnimationMode = ONCE_BACKWARDS 18588 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18589 Flags = START_FRAME_LAST 18590 End 18591 End 18592 18593 ; ------------ Grabbing box crane arm ----------------- 18594 Draw = W3DModelDraw ModuleTag_19 18595 OkToChangeModelColor = Yes 18596 ConditionState = NONE ; sit there 18597 Model = ABSupplyCT_A8 18598 Animation = ABSupplyCT_A8.ABSupplyCT_A8 18599 AnimationMode = LOOP 18600 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18601 WaitForStateToFinishIfPossible = TRANS_Playing 18602 End 18603 AliasConditionState = NIGHT 18604 AliasConditionState = SNOW 18605 AliasConditionState = NIGHT SNOW 18606 AliasConditionState = DAMAGED 18607 AliasConditionState = NIGHT DAMAGED 18608 AliasConditionState = SNOW DAMAGED 18609 AliasConditionState = NIGHT SNOW DAMAGED 18610 AliasConditionState = REALLYDAMAGED RUBBLE 18611 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 18612 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 18613 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 18614 18615 ConditionState = DOCKING_ACTIVE ; play arm box anim once 18616 Model = ABSupplyCT_A7 18617 Animation = ABSupplyCT_A7.ABSupplyCT_A7 18618 AnimationMode = ONCE 18619 Flags = START_FRAME_FIRST 18620 TransitionKey = TRANS_Playing 18621 End 18622 AliasConditionState = NIGHT DOCKING_ACTIVE 18623 AliasConditionState = SNOW DOCKING_ACTIVE 18624 AliasConditionState = NIGHT SNOW DOCKING_ACTIVE 18625 AliasConditionState = DAMAGED DOCKING_ACTIVE 18626 AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE 18627 AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE 18628 AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE 18629 AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18630 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18631 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18632 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18633 18634 End 18635 18636 ; ------------ Spinny Belt ----------------- 18637 Draw = W3DModelDraw ModuleTag_SpinnyBelt 18638 OkToChangeModelColor = Yes 18639 ConditionState = NONE ; sit there 18640 Model = ABSupplyCT_A9 18641 Animation = ABSupplyCT_A9.ABSupplyCT_A9 18642 AnimationMode = LOOP 18643 End 18644 AliasConditionState = NIGHT 18645 AliasConditionState = SNOW 18646 AliasConditionState = NIGHT SNOW 18647 AliasConditionState = DAMAGED 18648 AliasConditionState = NIGHT DAMAGED 18649 AliasConditionState = SNOW DAMAGED 18650 AliasConditionState = NIGHT SNOW DAMAGED 18651 AliasConditionState = REALLYDAMAGED RUBBLE 18652 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 18653 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 18654 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 18655 18656 18657 ;************************************************************************************************************************** 18658 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18659 ;for this draw module 18660 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18661 Model = ABSupplyCT_A9 18662 Animation = ABSupplyCT_A9.ABSupplyCT_A9 18663 AnimationMode = LOOP 18664 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18665 End 18666 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18667 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18668 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18669 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18670 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18671 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18672 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18673 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18674 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18675 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18676 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18677 18678 18679 ConditionState = AWAITING_CONSTRUCTION 18680 Model = NONE 18681 End 18682 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18683 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18684 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18685 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18686 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18687 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18688 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18689 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18690 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18691 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18692 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18693 AliasConditionState = SOLD 18694 AliasConditionState = SOLD DAMAGED 18695 AliasConditionState = SOLD REALLYDAMAGED 18696 AliasConditionState = SOLD NIGHT 18697 AliasConditionState = SOLD NIGHT DAMAGED 18698 AliasConditionState = SOLD NIGHT REALLYDAMAGED 18699 AliasConditionState = SOLD SNOW 18700 AliasConditionState = SOLD SNOW DAMAGED 18701 AliasConditionState = SOLD SNOW REALLYDAMAGED 18702 AliasConditionState = SOLD NIGHT SNOW 18703 AliasConditionState = SOLD NIGHT SNOW DAMAGED 18704 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 18705 ;************************************************************************************************************************** 18706 End 18707 18708 PlacementViewAngle = -45 18709 18710 ; ***DESIGN parameters *** 18711 DisplayName = OBJECT:SupplyCenter 18712 Side = America 18713 EditorSorting = STRUCTURE 18714 Prerequisites 18715 Object = AmericaPowerPlant 18716 End 18717 18718 18719 BuildCost = 2000 18720 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. 18721 BuildTime = 10.0 ; in seconds 18722 EnergyProduction = -1 18723 CommandSet = AmericaSupplyCenterCommandSet 18724 VisionRange = 200.0 ; Shroud clearing distance 18725 ShroudClearingRange = 200 18726 ArmorSet 18727 Conditions = None 18728 Armor = StructureArmor 18729 DamageFX = StructureDamageFXNoShake 18730 End 18731 ExperienceValue = 200 200 200 200 ; Experience point value at each level 18732 18733 ; *** AUDIO Parameters *** 18734 VoiceSelect = SupplyCenterUSASelect 18735 SoundDie = BuildingDie 18736 SoundOnDamaged = BuildingDamagedStateLight 18737 SoundOnReallyDamaged = BuildingDestroy 18738 18739 UnitSpecificSounds 18740 UnderConstruction = UnderConstructionLoop 18741 End 18742 18743 ; *** ENGINEERING Parameters *** 18744 RadarPriority = STRUCTURE 18745 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES 18746 Body = StructureBody ModuleTag_05 18747 MaxHealth = 2000.0 18748 InitialHealth = 2000.0 18749 End 18750 Behavior = SupplyCenterCreate ModuleTag_06 18751 ;nothing 18752 End 18753 Behavior = DestroyDie ModuleTag_07 18754 ;nothing 18755 End 18756 Behavior = CreateObjectDie ModuleTag_08 18757 CreationList = OCL_AmericanRangerDebris03 18758 ExemptStatus = UNDER_CONSTRUCTION 18759 End 18760 Behavior = ProductionUpdate ModuleTag_09 18761 ; nothing 18762 End 18763 Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 18764 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 18765 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 18766 End 18767 Behavior = BaseRegenerateUpdate ModuleTag_11 18768 ;No data 18769 End 18770 Behavior = SpawnBehavior ModuleTag_12 18771 SpawnNumber = 1 18772 SpawnReplaceDelay = 9999 18773 SpawnTemplateName = AmericaVehicleChinook 18774 OneShot = Yes 18775 CanReclaimOrphans = No 18776 End 18777 18778 Behavior = SupplyCenterDockUpdate ModuleTag_13 18779 NumberApproachPositions = 9 ; There are 9 approach bones in the art 18780 End 18781 18782 Behavior = FlammableUpdate ModuleTag_15 18783 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18784 AflameDamageAmount = 5 ; taking this much damage... 18785 AflameDamageDelay = 500 ; this often. 18786 End 18787 18788 Behavior = CreateObjectDie ModuleTag_16 18789 CreationList = OCL_LargeStructureDebris 18790 End 18791 Behavior = FXListDie ModuleTag_17 18792 DeathFX = FX_StructureSmallDeath 18793 End 18794 18795 Behavior = TransitionDamageFX ModuleTag_18 18796 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 18797 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18798 ;--------------------------------------------------------------------------------------- 18799 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18800 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 18801 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 18802 End 18803 18804 Geometry = BOX 18805 GeometryMajorRadius = 44.0 18806 GeometryMinorRadius = 45.0 18807 GeometryHeight = 24.0 18808 GeometryIsSmall = No 18809 Shadow = SHADOW_VOLUME 18810 BuildCompletion = PLACED_BY_PLAYER 18811 18812 End 18813 18814 ;------------------------------------------------------------------------------ 18815 Object AmericaSupplyDropZone 18816 18817 ; *** ART Parameters *** 18818 SelectPortrait = SADropZone_L 18819 ButtonImage = SADropZone 18820 Draw = W3DModelDraw ModuleTag_01 18821 OkToChangeModelColor = Yes 18822 ConditionState = NONE 18823 Model = ABSupDrop 18824 ParticleSysBone = Flare01 LandingZoneSmoke 18825 Animation = ABSupDrop.ABSupDrop 18826 AnimationMode = LOOP 18827 End 18828 18829 ConditionState = DAMAGED 18830 Model = ABSupDrop_D 18831 ParticleSysBone = Flare01 LandingZoneSmoke 18832 Animation = ABSupDrop_D.ABSupDrop_D 18833 AnimationMode = LOOP 18834 End 18835 18836 ConditionState = REALLYDAMAGED RUBBLE 18837 Model = ABSupDrop_E 18838 ParticleSysBone = Flare01 LandingZoneSmoke 18839 Animation = ABSupDrop_E.ABSupDrop_E 18840 AnimationMode = LOOP 18841 End 18842 18843 ConditionState = NIGHT 18844 Model = ABSupDrop_N 18845 ParticleSysBone = Flare01 LandingZoneSmoke 18846 Animation = ABSupDrop_N.ABSupDrop_N 18847 AnimationMode = LOOP 18848 End 18849 18850 ConditionState = DAMAGED NIGHT 18851 Model = ABSupDrop_DN 18852 ParticleSysBone = Flare01 LandingZoneSmoke 18853 Animation = ABSupDrop_DN.ABSupDrop_DN 18854 AnimationMode = LOOP 18855 End 18856 18857 ConditionState = REALLYDAMAGED RUBBLE NIGHT 18858 Model = ABSupDrop_EN 18859 ParticleSysBone = Flare01 LandingZoneSmoke 18860 Animation = ABSupDrop_EN.ABSupDrop_EN 18861 AnimationMode = LOOP 18862 End 18863 18864 ;----------- SNOW 18865 18866 ConditionState = SNOW 18867 Model = ABSupDrop_S 18868 ParticleSysBone = Flare01 LandingZoneSmoke 18869 Animation = ABSupDrop_S.ABSupDrop_S 18870 AnimationMode = LOOP 18871 End 18872 18873 ConditionState = DAMAGED SNOW 18874 Model = ABSupDrop_DS 18875 ParticleSysBone = Flare01 LandingZoneSmoke 18876 Animation = ABSupDrop_DS.ABSupDrop_DS 18877 18878 AnimationMode = LOOP 18879 End 18880 18881 ConditionState = REALLYDAMAGED RUBBLE SNOW 18882 Model = ABSupDrop_ES 18883 ParticleSysBone = Flare01 LandingZoneSmoke 18884 Animation = ABSupDrop_ES.ABSupDrop_ES 18885 AnimationMode = LOOP 18886 End 18887 18888 ;---------- SNOW NIGHT 18889 18890 ConditionState = NIGHT SNOW 18891 Model = ABSupDrop_NS 18892 ParticleSysBone = Flare01 LandingZoneSmoke 18893 Animation = ABSupDrop_NS.ABSupDrop_NS 18894 AnimationMode = LOOP 18895 End 18896 18897 ConditionState = DAMAGED NIGHT SNOW 18898 Model = ABSupDrop_DNS 18899 ParticleSysBone = Flare01 LandingZoneSmoke 18900 Animation = ABSupDrop_DNS.ABSupDrop_DNS 18901 AnimationMode = LOOP 18902 End 18903 18904 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 18905 Model = ABSupDrop_ENS 18906 ParticleSysBone = Flare01 LandingZoneSmoke 18907 Animation = ABSupDrop_ENS.ABSupDrop_ENS 18908 AnimationMode = LOOP 18909 End 18910 18911 ;************************************************************************************************************************** 18912 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18913 ;for this draw module 18914 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18915 Model = ABSupDrop 18916 Animation = ABSupDrop.ABSupDrop 18917 AnimationMode = LOOP 18918 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18919 End 18920 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18921 Model = ABSupDrop_D 18922 Animation = ABSupDrop_D.ABSupDrop_D 18923 AnimationMode = LOOP 18924 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18925 End 18926 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18927 Model = ABSupDrop_E 18928 Animation = ABSupDrop_E.ABSupDrop_E 18929 AnimationMode = LOOP 18930 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18931 End 18932 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18933 Model = ABSupDrop_N 18934 Animation = ABSupDrop_N.ABSupDrop_N 18935 AnimationMode = LOOP 18936 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18937 End 18938 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18939 Model = ABSupDrop_DN 18940 Animation = ABSupDrop_DN.ABSupDrop_DN 18941 AnimationMode = LOOP 18942 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18943 End 18944 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18945 Model = ABSupDrop_EN 18946 Animation = ABSupDrop_EN.ABSupDrop_EN 18947 AnimationMode = LOOP 18948 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18949 End 18950 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18951 Model = ABSupDrop_S 18952 Animation = ABSupDrop_S.ABSupDrop_S 18953 AnimationMode = LOOP 18954 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18955 End 18956 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18957 Model = ABSupDrop_DS 18958 Animation = ABSupDrop_DS.ABSupDrop_DS 18959 AnimationMode = LOOP 18960 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18961 End 18962 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18963 Model = ABSupDrop_ES 18964 Animation = ABSupDrop_ES.ABSupDrop_ES 18965 AnimationMode = LOOP 18966 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18967 End 18968 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18969 Model = ABSupDrop_NS 18970 Animation = ABSupDrop_NS.ABSupDrop_NS 18971 AnimationMode = LOOP 18972 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18973 End 18974 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18975 Model = ABSupDrop_DNS 18976 Animation = ABSupDrop_DNS.ABSupDrop_DNS 18977 AnimationMode = LOOP 18978 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18979 End 18980 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18981 Model = ABSupDrop_ENS 18982 Animation = ABSupDrop_ENS.ABSupDrop_ENS 18983 AnimationMode = LOOP 18984 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18985 End 18986 18987 ConditionState = AWAITING_CONSTRUCTION 18988 Model = NONE 18989 End 18990 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18991 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18992 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18993 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18994 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18995 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18996 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18997 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18998 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18999 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 19000 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 19001 AliasConditionState = SOLD 19002 AliasConditionState = SOLD DAMAGED 19003 AliasConditionState = SOLD REALLYDAMAGED 19004 AliasConditionState = SOLD NIGHT 19005 AliasConditionState = SOLD NIGHT DAMAGED 19006 AliasConditionState = SOLD NIGHT REALLYDAMAGED 19007 AliasConditionState = SOLD SNOW 19008 AliasConditionState = SOLD SNOW DAMAGED 19009 AliasConditionState = SOLD SNOW REALLYDAMAGED 19010 AliasConditionState = SOLD NIGHT SNOW 19011 AliasConditionState = SOLD NIGHT SNOW DAMAGED 19012 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 19013 ;************************************************************************************************************************** 19014 19015 19016 19017 End 19018 19019 ; ------------ construction-zone fence ----------------- 19020 Draw = W3DModelDraw ModuleTag_02 19021 AnimationsRequirePower = No 19022 DefaultConditionState 19023 Model = None 19024 TransitionKey = DOWN_DEFAULT 19025 End 19026 ConditionState = NIGHT 19027 Model = None 19028 TransitionKey = DOWN_DEFAULT 19029 End 19030 ConditionState = SNOW 19031 Model = None 19032 TransitionKey = DOWN_DEFAULT 19033 End 19034 ConditionState = SNOW NIGHT 19035 Model = None 19036 TransitionKey = DOWN_DEFAULT 19037 End 19038 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19039 Model = ABSupDrop_A4 19040 Animation = ABSupDrop_A4.ABSupDrop_A4 19041 AnimationMode = MANUAL 19042 Flags = START_FRAME_LAST 19043 TransitionKey = UP_DAY 19044 End 19045 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19046 Model = ABSupDrop_A4N 19047 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19048 AnimationMode = MANUAL 19049 Flags = START_FRAME_LAST 19050 TransitionKey = UP_NIGHT 19051 End 19052 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19053 Model = ABSupDrop_A4S 19054 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19055 AnimationMode = MANUAL 19056 Flags = START_FRAME_LAST 19057 TransitionKey = UP_SNOW 19058 End 19059 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19060 Model = ABSupDrop_A4SN 19061 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19062 AnimationMode = MANUAL 19063 Flags = START_FRAME_LAST 19064 TransitionKey = UP_SNOWNIGHT 19065 End 19066 TransitionState = DOWN_DEFAULT UP_DAY 19067 Model = ABSupDrop_A4 19068 Animation = ABSupDrop_A4.ABSupDrop_A4 19069 AnimationMode = ONCE 19070 AnimationSpeedFactorRange = 1.0 1.0 19071 Flags = START_FRAME_FIRST 19072 End 19073 TransitionState = DOWN_DEFAULT UP_NIGHT 19074 Model = ABSupDrop_A4N 19075 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19076 AnimationMode = ONCE 19077 AnimationSpeedFactorRange = 1.0 1.0 19078 Flags = START_FRAME_FIRST 19079 End 19080 TransitionState = DOWN_DEFAULT UP_SNOW 19081 Model = ABSupDrop_A4S 19082 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19083 AnimationMode = ONCE 19084 AnimationSpeedFactorRange = 1.0 1.0 19085 Flags = START_FRAME_FIRST 19086 End 19087 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19088 Model = ABSupDrop_A4SN 19089 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19090 AnimationMode = ONCE 19091 AnimationSpeedFactorRange = 1.0 1.0 19092 Flags = START_FRAME_FIRST 19093 End 19094 TransitionState = UP_DAY DOWN_DEFAULT 19095 Model = ABSupDrop_A4 19096 Animation = ABSupDrop_A4.ABSupDrop_A4 19097 AnimationMode = ONCE_BACKWARDS 19098 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19099 Flags = START_FRAME_LAST 19100 End 19101 TransitionState = UP_NIGHT DOWN_DEFAULT 19102 Model = ABSupDrop_A4N 19103 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19104 AnimationMode = ONCE_BACKWARDS 19105 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19106 Flags = START_FRAME_LAST 19107 End 19108 TransitionState = UP_SNOW DOWN_DEFAULT 19109 Model = ABSupDrop_A4S 19110 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19111 AnimationMode = ONCE_BACKWARDS 19112 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19113 Flags = START_FRAME_LAST 19114 End 19115 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19116 Model = ABSupDrop_A4SN 19117 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19118 AnimationMode = ONCE_BACKWARDS 19119 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19120 Flags = START_FRAME_LAST 19121 End 19122 End 19123 19124 ; ------------ under-construction scaffolding ----------------- 19125 Draw = W3DModelDraw ModuleTag_03 19126 AnimationsRequirePower = No 19127 MinLODRequired = MEDIUM 19128 DefaultConditionState 19129 Model = None 19130 TransitionKey = DOWN_DEFAULT 19131 End 19132 ConditionState = NIGHT 19133 Model = None 19134 TransitionKey = DOWN_DEFAULT 19135 End 19136 ConditionState = SNOW 19137 Model = None 19138 TransitionKey = DOWN_DEFAULT 19139 End 19140 ConditionState = SNOW NIGHT 19141 Model = None 19142 TransitionKey = DOWN_DEFAULT 19143 End 19144 ConditionState = PARTIALLY_CONSTRUCTED 19145 Model = ABSupDrop_A6 19146 Animation = ABSupDrop_A6.ABSupDrop_A6 19147 AnimationMode = MANUAL 19148 Flags = START_FRAME_LAST 19149 TransitionKey = UP_DAY 19150 ParticleSysBone = Sparks01 BuildUpBlueSpark 19151 ParticleSysBone = Sparks02 BuildUpBlueSpark 19152 ParticleSysBone = Sparks03 BuildUpBlueSpark 19153 ParticleSysBone = Sparks04 BuildUpBlueSpark 19154 ParticleSysBone = Sparks05 BuildUpBlueSpark 19155 ParticleSysBone = Sparks06 BuildUpBlueSpark 19156 End 19157 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 19158 Model = ABSupDrop_A6N 19159 Animation = ABSupDrop_A6N.ABSupDrop_A6N 19160 AnimationMode = MANUAL 19161 Flags = START_FRAME_LAST 19162 TransitionKey = UP_NIGHT 19163 ParticleSysBone = Sparks01 BuildUpBlueSpark 19164 ParticleSysBone = Sparks02 BuildUpBlueSpark 19165 ParticleSysBone = Sparks03 BuildUpBlueSpark 19166 ParticleSysBone = Sparks04 BuildUpBlueSpark 19167 ParticleSysBone = Sparks05 BuildUpBlueSpark 19168 ParticleSysBone = Sparks06 BuildUpBlueSpark 19169 End 19170 ConditionState = SNOW PARTIALLY_CONSTRUCTED 19171 Model = ABSupDrop_A6S 19172 Animation = ABSupDrop_A6S.ABSupDrop_A6S 19173 AnimationMode = MANUAL 19174 Flags = START_FRAME_LAST 19175 TransitionKey = UP_SNOW 19176 ParticleSysBone = Sparks01 BuildUpBlueSpark 19177 ParticleSysBone = Sparks02 BuildUpBlueSpark 19178 ParticleSysBone = Sparks03 BuildUpBlueSpark 19179 ParticleSysBone = Sparks04 BuildUpBlueSpark 19180 ParticleSysBone = Sparks05 BuildUpBlueSpark 19181 ParticleSysBone = Sparks06 BuildUpBlueSpark 19182 End 19183 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 19184 Model = ABSupDrop_A6SN 19185 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 19186 AnimationMode = MANUAL 19187 Flags = START_FRAME_LAST 19188 TransitionKey = UP_SNOWNIGHT 19189 ParticleSysBone = Sparks01 BuildUpBlueSpark 19190 ParticleSysBone = Sparks02 BuildUpBlueSpark 19191 ParticleSysBone = Sparks03 BuildUpBlueSpark 19192 ParticleSysBone = Sparks04 BuildUpBlueSpark 19193 ParticleSysBone = Sparks05 BuildUpBlueSpark 19194 ParticleSysBone = Sparks06 BuildUpBlueSpark 19195 End 19196 TransitionState = DOWN_DEFAULT UP_DAY 19197 Model = ABSupDrop_A6 19198 Animation = ABSupDrop_A6.ABSupDrop_A6 19199 AnimationMode = ONCE 19200 AnimationSpeedFactorRange = 1.0 1.0 19201 Flags = START_FRAME_FIRST 19202 End 19203 TransitionState = DOWN_DEFAULT UP_NIGHT 19204 Model = ABSupDrop_A6N 19205 Animation = ABSupDrop_A6N.ABSupDrop_A6N 19206 AnimationMode = ONCE 19207 AnimationSpeedFactorRange = 1.0 1.0 19208 Flags = START_FRAME_FIRST 19209 End 19210 TransitionState = DOWN_DEFAULT UP_SNOW 19211 Model = ABSupDrop_A6S 19212 Animation = ABSupDrop_A6S.ABSupDrop_A6S 19213 AnimationMode = ONCE 19214 AnimationSpeedFactorRange = 1.0 1.0 19215 Flags = START_FRAME_FIRST 19216 End 19217 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19218 Model = ABSupDrop_A6SN 19219 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 19220 AnimationMode = ONCE 19221 AnimationSpeedFactorRange = 1.0 1.0 19222 Flags = START_FRAME_FIRST 19223 End 19224 TransitionState = UP_DAY DOWN_DEFAULT 19225 Model = ABSupDrop_A6 19226 Animation = ABSupDrop_A6.ABSupDrop_A6 19227 AnimationMode = ONCE_BACKWARDS 19228 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19229 Flags = START_FRAME_LAST 19230 End 19231 TransitionState = UP_NIGHT DOWN_DEFAULT 19232 Model = ABSupDrop_A6N 19233 Animation = ABSupDrop_A6N.ABSupDrop_A6N 19234 AnimationMode = ONCE_BACKWARDS 19235 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19236 Flags = START_FRAME_LAST 19237 End 19238 TransitionState = UP_SNOW DOWN_DEFAULT 19239 Model = ABSupDrop_A6S 19240 Animation = ABSupDrop_A6S.ABSupDrop_A6S 19241 AnimationMode = ONCE_BACKWARDS 19242 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19243 Flags = START_FRAME_LAST 19244 End 19245 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19246 Model = ABSupDrop_A6SN 19247 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 19248 AnimationMode = ONCE_BACKWARDS 19249 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19250 Flags = START_FRAME_LAST 19251 End 19252 End 19253 PlacementViewAngle = -45 19254 19255 ; ***DESIGN parameters *** 19256 DisplayName = OBJECT:AmericaSupplyDropZone 19257 Side = America 19258 EditorSorting = STRUCTURE 19259 BuildCost = 2500 19260 BuildTime = 45.0 ; in seconds 19261 Prerequisites 19262 Object = AmericaStrategyCenter 19263 End 19264 EnergyProduction = -4 19265 ShroudClearingRange = 100 19266 ArmorSet 19267 Conditions = None 19268 Armor = StructureArmor 19269 DamageFX = StructureDamageFXNoShake 19270 End 19271 ExperienceValue = 200 200 200 200 ; Experience point value at each level 19272 19273 ; *** AUDIO Parameters *** 19274 VoiceSelect = SupplyDropZoneSelect 19275 19276 UnitSpecificSounds 19277 UnderConstruction = UnderConstructionLoop 19278 End 19279 19280 19281 ; *** ENGINEERING Parameters *** 19282 ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 19283 ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE... 19284 ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 19285 KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY 19286 RadarPriority = STRUCTURE 19287 19288 Body = ActiveBody ModuleTag_04 19289 MaxHealth = 1000.0 19290 InitialHealth = 1000.0 19291 End 19292 19293 Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 19294 OCL = OCL_AmericaSupplyDropZoneCrateDrop 19295 MinDelay = 120000 19296 MaxDelay = 120000 19297 CreateAtEdge = Yes ; as opposed to just creating on self 19298 End 19299 19300 Behavior = DestroyDie ModuleTag_06 19301 End 19302 19303 Behavior = CreateObjectDie ModuleTag_07 19304 CreationList = OCL_AmericanRangerDebris03 19305 ExemptStatus = UNDER_CONSTRUCTION 19306 End 19307 19308 Behavior = CreateObjectDie ModuleTag_08 19309 CreationList = OCL_LargeStructureDebris 19310 End 19311 19312 Behavior = FlammableUpdate ModuleTag_09 19313 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19314 AflameDamageAmount = 5 ; taking this much damage... 19315 AflameDamageDelay = 500 ; this often. 19316 End 19317 19318 Behavior = FXListDie ModuleTag_10 19319 DeathFX = FX_StructureMediumDeath 19320 End 19321 19322 Behavior = BaseRegenerateUpdate ModuleTag_11 19323 ;No data 19324 End 19325 19326 Behavior = TransitionDamageFX ModuleTag_31 19327 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 19328 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19329 ;--------------------------------------------------------------------------------------- 19330 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19331 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19332 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19333 End 19334 19335 Geometry = BOX 19336 GeometryMajorRadius = 27.0 19337 GeometryMinorRadius = 27.0 19338 GeometryHeight = 9.0 19339 GeometryIsSmall = No 19340 Shadow = SHADOW_VOLUME 19341 19342 End 19343 19344 ;------------------------------------------------------------------------------ 19345 Object GLASupplyStash 19346 19347 ; *** ART Parameters *** 19348 SelectPortrait = SUSupplyCenter_L 19349 ButtonImage = SUSupplyCenter 19350 Draw = W3DModelDraw ModuleTag_01 19351 OkToChangeModelColor = Yes 19352 ; day 19353 ConditionState = NONE 19354 Model = UBSupply 19355 ParticleSysBone = Smoke01 SteamVent 19356 Animation = UBSupply.UBSupply 19357 AnimationMode = LOOP 19358 End 19359 ConditionState = DAMAGED 19360 Model = UBSupply_D 19361 ParticleSysBone = Smoke01 SteamVent 19362 Animation = UBSupply_D.UBSupply_D 19363 AnimationMode = LOOP 19364 End 19365 ConditionState = REALLYDAMAGED RUBBLE 19366 Model = UBSupply_E 19367 ParticleSysBone = Smoke01 SteamVent 19368 End 19369 19370 19371 19372 ; SNOW 19373 ConditionState = SNOW 19374 Model = UBSupply_S 19375 ParticleSysBone = Smoke01 SteamVent 19376 Animation = UBSupply_S.UBSupply_S 19377 AnimationMode = LOOP 19378 End 19379 ConditionState = DAMAGED SNOW 19380 Model = UBSupply_DS 19381 ParticleSysBone = Smoke01 SteamVent 19382 Animation = UBSupply_DS.UBSupply_DS 19383 AnimationMode = LOOP 19384 End 19385 ConditionState = REALLYDAMAGED RUBBLE SNOW 19386 Model = UBSupply_ES 19387 ParticleSysBone = Smoke01 SteamVent 19388 End 19389 19390 19391 ; night 19392 ConditionState = NIGHT 19393 Model = UBSupply_N 19394 Animation = UBSupply_N.UBSupply_N 19395 AnimationMode = LOOP 19396 ParticleSysBone = Smoke01 SteamVent 19397 End 19398 ConditionState = DAMAGED NIGHT 19399 Model = UBSupply_DN 19400 Animation = UBSupply_DN.UBSupply_DN 19401 AnimationMode = LOOP 19402 ParticleSysBone = Smoke01 SteamVent 19403 ParticleSysBone = Smoke02 SmolderingSmoke 19404 ParticleSysBone = Smoke03 SmolderingSmoke 19405 ParticleSysBone = Smoke04 SmolderingSmoke 19406 ParticleSysBone = Fire01 SmolderingFire 19407 End 19408 ConditionState = REALLYDAMAGED RUBBLE NIGHT 19409 Model = UBSupply_EN 19410 ParticleSysBone = Smoke01 SteamVent 19411 ParticleSysBone = Smoke02 SmolderingSmoke 19412 ParticleSysBone = Smoke03 SmolderingSmoke 19413 ParticleSysBone = Smoke04 SmolderingSmoke 19414 ParticleSysBone = Smoke05 SmolderingSmoke 19415 ParticleSysBone = Smoke06 SmolderingSmoke 19416 ParticleSysBone = Fire01 SmolderingFire 19417 ParticleSysBone = Fire02 SmolderingFire 19418 ParticleSysBone = Fire03 SmolderingFire 19419 End 19420 19421 19422 ; night snow 19423 ConditionState = NIGHT SNOW 19424 Model = UBSupply_NS 19425 Animation = UBSupply_NS.UBSupply_NS 19426 AnimationMode = LOOP 19427 ParticleSysBone = Smoke01 SteamVent 19428 End 19429 ConditionState = DAMAGED NIGHT SNOW 19430 Model = UBSupply_DNS 19431 Animation = UBSupply_DNS.UBSupply_DNS 19432 AnimationMode = LOOP 19433 ParticleSysBone = Smoke01 SteamVent 19434 ParticleSysBone = Smoke02 SmolderingSmoke 19435 ParticleSysBone = Smoke03 SmolderingSmoke 19436 ParticleSysBone = Smoke04 SmolderingSmoke 19437 ParticleSysBone = Fire01 SmolderingFire 19438 End 19439 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 19440 Model = UBSupply_ENS 19441 ParticleSysBone = Smoke01 SteamVent 19442 ParticleSysBone = Smoke02 SmolderingSmoke 19443 ParticleSysBone = Smoke03 SmolderingSmoke 19444 ParticleSysBone = Smoke04 SmolderingSmoke 19445 ParticleSysBone = Smoke05 SmolderingSmoke 19446 ParticleSysBone = Smoke06 SmolderingSmoke 19447 ParticleSysBone = Fire01 SmolderingFire 19448 ParticleSysBone = Fire02 SmolderingFire 19449 ParticleSysBone = Fire03 SmolderingFire 19450 End 19451 19452 19453 ;************************************************************************************************************************** 19454 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 19455 ;for this draw module 19456 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19457 Model = UBSupply 19458 Animation = UBSupply.UBSupply 19459 AnimationMode = LOOP 19460 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19461 End 19462 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 19463 Model = UBSupply_D 19464 Animation = UBSupply_D.UBSupply_D 19465 AnimationMode = LOOP 19466 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19467 End 19468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 19469 Model = UBSupply_E 19470 ;Animation = UBSupply_E.UBSupply_E 19471 ;AnimationMode = LOOP 19472 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19473 End 19474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 19475 Model = UBSupply_N 19476 Animation = UBSupply_N.UBSupply_N 19477 AnimationMode = LOOP 19478 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19479 End 19480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 19481 Model = UBSupply_DN 19482 Animation = UBSupply_DN.UBSupply_DN 19483 AnimationMode = LOOP 19484 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19485 End 19486 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 19487 Model = UBSupply_EN 19488 ;Animation = UBSupply_EN.UBSupply_EN 19489 ;AnimationMode = LOOP 19490 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19491 End 19492 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 19493 Model = UBSupply_S 19494 Animation = UBSupply_S.UBSupply_S 19495 AnimationMode = LOOP 19496 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19497 End 19498 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 19499 Model = UBSupply_DS 19500 Animation = UBSupply_DS.UBSupply_DS 19501 AnimationMode = LOOP 19502 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19503 End 19504 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 19505 Model = UBSupply_ES 19506 ;Animation = UBSupply_ES.UBSupply_ES 19507 ;AnimationMode = LOOP 19508 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19509 End 19510 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 19511 Model = UBSupply_NS 19512 Animation = UBSupply_NS.UBSupply_NS 19513 AnimationMode = LOOP 19514 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19515 End 19516 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 19517 Model = UBSupply_DNS 19518 Animation = UBSupply_DNS.UBSupply_DNS 19519 AnimationMode = LOOP 19520 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19521 End 19522 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 19523 Model = UBSupply_ENS 19524 ;Animation = UBSupply_ENS.UBSupply_ENS 19525 ;AnimationMode = LOOP 19526 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19527 End 19528 19529 ConditionState = AWAITING_CONSTRUCTION 19530 Model = NONE 19531 End 19532 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 19533 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 19534 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 19535 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 19536 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 19537 AliasConditionState = AWAITING_CONSTRUCTION SNOW 19538 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 19539 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 19540 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 19541 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 19542 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 19543 AliasConditionState = SOLD 19544 AliasConditionState = SOLD DAMAGED 19545 AliasConditionState = SOLD REALLYDAMAGED 19546 AliasConditionState = SOLD NIGHT 19547 AliasConditionState = SOLD NIGHT DAMAGED 19548 AliasConditionState = SOLD NIGHT REALLYDAMAGED 19549 AliasConditionState = SOLD SNOW 19550 AliasConditionState = SOLD SNOW DAMAGED 19551 AliasConditionState = SOLD SNOW REALLYDAMAGED 19552 AliasConditionState = SOLD NIGHT SNOW 19553 AliasConditionState = SOLD NIGHT SNOW DAMAGED 19554 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 19555 ;************************************************************************************************************************** 19556 19557 End 19558 19559 ; ------------ construction-zone fence ----------------- 19560 Draw = W3DModelDraw ModuleTag_02 19561 AnimationsRequirePower = No 19562 DefaultConditionState 19563 Model = None 19564 TransitionKey = DOWN_DEFAULT 19565 End 19566 ConditionState = NIGHT 19567 Model = None 19568 TransitionKey = DOWN_DEFAULT 19569 End 19570 ConditionState = SNOW 19571 Model = None 19572 TransitionKey = DOWN_DEFAULT 19573 End 19574 ConditionState = SNOW NIGHT 19575 Model = None 19576 TransitionKey = DOWN_DEFAULT 19577 End 19578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19579 Model = UBSupply_A4 19580 Animation = UBSupply_A4.UBSupply_A4 19581 AnimationMode = MANUAL 19582 Flags = START_FRAME_LAST 19583 TransitionKey = UP_DAY 19584 End 19585 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19586 Model = UBSupply_A4N 19587 Animation = UBSupply_A4N.UBSupply_A4N 19588 AnimationMode = MANUAL 19589 Flags = START_FRAME_LAST 19590 TransitionKey = UP_NIGHT 19591 End 19592 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19593 Model = UBSupply_A4S 19594 Animation = UBSupply_A4S.UBSupply_A4S 19595 AnimationMode = MANUAL 19596 Flags = START_FRAME_LAST 19597 TransitionKey = UP_SNOW 19598 End 19599 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19600 Model = UBSupply_A4SN 19601 Animation = UBSupply_A4SN.UBSupply_A4SN 19602 AnimationMode = MANUAL 19603 Flags = START_FRAME_LAST 19604 TransitionKey = UP_SNOWNIGHT 19605 End 19606 TransitionState = DOWN_DEFAULT UP_DAY 19607 Model = UBSupply_A4 19608 Animation = UBSupply_A4.UBSupply_A4 19609 AnimationMode = ONCE 19610 AnimationSpeedFactorRange = 1.0 1.0 19611 Flags = START_FRAME_FIRST 19612 End 19613 TransitionState = DOWN_DEFAULT UP_NIGHT 19614 Model = UBSupply_A4N 19615 Animation = UBSupply_A4N.UBSupply_A4N 19616 AnimationMode = ONCE 19617 AnimationSpeedFactorRange = 1.0 1.0 19618 Flags = START_FRAME_FIRST 19619 End 19620 TransitionState = DOWN_DEFAULT UP_SNOW 19621 Model = UBSupply_A4S 19622 Animation = UBSupply_A4S.UBSupply_A4S 19623 AnimationMode = ONCE 19624 AnimationSpeedFactorRange = 1.0 1.0 19625 Flags = START_FRAME_FIRST 19626 End 19627 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19628 Model = UBSupply_A4SN 19629 Animation = UBSupply_A4SN.UBSupply_A4SN 19630 AnimationMode = ONCE 19631 AnimationSpeedFactorRange = 1.0 1.0 19632 Flags = START_FRAME_FIRST 19633 End 19634 TransitionState = UP_DAY DOWN_DEFAULT 19635 Model = UBSupply_A4 19636 Animation = UBSupply_A4.UBSupply_A4 19637 AnimationMode = ONCE_BACKWARDS 19638 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19639 Flags = START_FRAME_LAST 19640 End 19641 TransitionState = UP_NIGHT DOWN_DEFAULT 19642 Model = UBSupply_A4N 19643 Animation = UBSupply_A4N.UBSupply_A4N 19644 AnimationMode = ONCE_BACKWARDS 19645 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19646 Flags = START_FRAME_LAST 19647 End 19648 TransitionState = UP_SNOW DOWN_DEFAULT 19649 Model = UBSupply_A4S 19650 Animation = UBSupply_A4S.UBSupply_A4S 19651 AnimationMode = ONCE_BACKWARDS 19652 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19653 Flags = START_FRAME_LAST 19654 End 19655 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19656 Model = UBSupply_A4SN 19657 Animation = UBSupply_A4SN.UBSupply_A4SN 19658 AnimationMode = ONCE_BACKWARDS 19659 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19660 Flags = START_FRAME_LAST 19661 End 19662 End 19663 19664 ; ------------ under-construction scaffolding ----------------- 19665 Draw = W3DModelDraw ModuleTag_03 19666 AnimationsRequirePower = No 19667 MinLODRequired = MEDIUM 19668 DefaultConditionState 19669 Model = None 19670 TransitionKey = DOWN_DEFAULT 19671 End 19672 ConditionState = NIGHT 19673 Model = None 19674 TransitionKey = DOWN_DEFAULT 19675 End 19676 ConditionState = SNOW 19677 Model = None 19678 TransitionKey = DOWN_DEFAULT 19679 End 19680 ConditionState = SNOW NIGHT 19681 Model = None 19682 TransitionKey = DOWN_DEFAULT 19683 End 19684 ConditionState = PARTIALLY_CONSTRUCTED 19685 Model = UBSupply_A6 19686 Animation = UBSupply_A6.UBSupply_A6 19687 AnimationMode = MANUAL 19688 Flags = START_FRAME_LAST 19689 TransitionKey = UP_DAY 19690 ParticleSysBone = Dust01 BuildingDust 19691 ParticleSysBone = Smoke01 BuildUpSmoke 19692 ParticleSysBone = Smoke02 BuildUpSmoke 19693 ParticleSysBone = Smoke03 BuildUpSmoke 19694 ParticleSysBone = Smoke04 BuildUpSmoke 19695 End 19696 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 19697 Model = UBSupply_A6N 19698 Animation = UBSupply_A6N.UBSupply_A6N 19699 AnimationMode = MANUAL 19700 Flags = START_FRAME_LAST 19701 TransitionKey = UP_NIGHT 19702 ParticleSysBone = Dust01 BuildingDust 19703 ParticleSysBone = Smoke01 BuildUpSmoke 19704 ParticleSysBone = Smoke02 BuildUpSmoke 19705 ParticleSysBone = Smoke03 BuildUpSmoke 19706 ParticleSysBone = Smoke04 BuildUpSmoke 19707 End 19708 ConditionState = SNOW PARTIALLY_CONSTRUCTED 19709 Model = UBSupply_A6S 19710 Animation = UBSupply_A6S.UBSupply_A6S 19711 AnimationMode = MANUAL 19712 Flags = START_FRAME_LAST 19713 TransitionKey = UP_SNOW 19714 ParticleSysBone = Dust01 BuildingSnowDust 19715 ParticleSysBone = Smoke01 BuildUpSnowSmoke 19716 ParticleSysBone = Smoke02 BuildUpSnowSmoke 19717 ParticleSysBone = Smoke03 BuildUpSnowSmoke 19718 ParticleSysBone = Smoke04 BuildUpSnowSmoke 19719 End 19720 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 19721 Model = UBSupply_A6SN 19722 Animation = UBSupply_A6SN.UBSupply_A6SN 19723 AnimationMode = MANUAL 19724 Flags = START_FRAME_LAST 19725 TransitionKey = UP_SNOWNIGHT 19726 ParticleSysBone = Dust01 BuildingNightSnowDust 19727 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 19728 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 19729 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 19730 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 19731 End 19732 TransitionState = DOWN_DEFAULT UP_DAY 19733 Model = UBSupply_A6 19734 Animation = UBSupply_A6.UBSupply_A6 19735 AnimationMode = ONCE 19736 AnimationSpeedFactorRange = 1.0 1.0 19737 Flags = START_FRAME_FIRST 19738 End 19739 TransitionState = DOWN_DEFAULT UP_NIGHT 19740 Model = UBSupply_A6N 19741 Animation = UBSupply_A6N.UBSupply_A6N 19742 AnimationMode = ONCE 19743 AnimationSpeedFactorRange = 1.0 1.0 19744 Flags = START_FRAME_FIRST 19745 End 19746 TransitionState = DOWN_DEFAULT UP_SNOW 19747 Model = UBSupply_A6S 19748 Animation = UBSupply_A6S.UBSupply_A6S 19749 AnimationMode = ONCE 19750 AnimationSpeedFactorRange = 1.0 1.0 19751 Flags = START_FRAME_FIRST 19752 End 19753 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19754 Model = UBSupply_A6SN 19755 Animation = UBSupply_A6SN.UBSupply_A6SN 19756 AnimationMode = ONCE 19757 AnimationSpeedFactorRange = 1.0 1.0 19758 Flags = START_FRAME_FIRST 19759 End 19760 TransitionState = UP_DAY DOWN_DEFAULT 19761 Model = UBSupply_A6 19762 Animation = UBSupply_A6.UBSupply_A6 19763 AnimationMode = ONCE_BACKWARDS 19764 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19765 Flags = START_FRAME_LAST 19766 End 19767 TransitionState = UP_NIGHT DOWN_DEFAULT 19768 Model = UBSupply_A6N 19769 Animation = UBSupply_A6N.UBSupply_A6N 19770 AnimationMode = ONCE_BACKWARDS 19771 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19772 Flags = START_FRAME_LAST 19773 19774 End 19775 TransitionState = UP_SNOW DOWN_DEFAULT 19776 Model = UBSupply_A6S 19777 Animation = UBSupply_A6S.UBSupply_A6S 19778 AnimationMode = ONCE_BACKWARDS 19779 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19780 Flags = START_FRAME_LAST 19781 End 19782 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19783 Model = UBSupply_A6SN 19784 Animation = UBSupply_A6SN.UBSupply_A6SN 19785 AnimationMode = ONCE_BACKWARDS 19786 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19787 Flags = START_FRAME_LAST 19788 End 19789 End 19790 19791 PlacementViewAngle = -45 19792 19793 ; ***DESIGN parameters *** 19794 DisplayName = OBJECT:SupplyStash 19795 Side = GLA 19796 EditorSorting = STRUCTURE 19797 BuildCost = 1500 19798 RefundValue = 650 ; With nothing (or zero) listed, we sell for half price. 19799 BuildTime = 15.0 ; in seconds 19800 EnergyProduction = 0 19801 CommandSet = GLASupplyStashCommandSet 19802 VisionRange = 200.0 ; Shroud clearing distance 19803 ShroudClearingRange = 200 19804 ArmorSet 19805 Conditions = None 19806 Armor = StructureArmor 19807 DamageFX = StructureDamageFXNoShake 19808 End 19809 ExperienceValue = 200 200 200 200 ; Experience point value at each level 19810 19811 ; *** AUDIO Parameters *** 19812 VoiceSelect = SupplyCenterGLASelect 19813 SoundDie = BuildingDie 19814 SoundOnDamaged = BuildingDamagedStateLight 19815 SoundOnReallyDamaged = BuildingDestroy 19816 19817 UnitSpecificSounds 19818 UnderConstruction = UnderConstructionLoop 19819 End 19820 19821 ; *** ENGINEERING Parameters *** 19822 RadarPriority = STRUCTURE 19823 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES 19824 Body = StructureBody ModuleTag_04 19825 MaxHealth = 1000.0 19826 InitialHealth = 1000.0 19827 End 19828 Behavior = SupplyCenterCreate ModuleTag_05 19829 ;nothing 19830 End 19831 19832 Behavior = RebuildHoleExposeDie ModuleTag_06 19833 HoleName = GLAHoleSupplyStash 19834 HoleMaxHealth = 500.0 19835 End 19836 Behavior = DestroyDie ModuleTag_07 19837 ;nothing 19838 End 19839 Behavior = CreateObjectDie ModuleTag_08 19840 CreationList = OCL_SmallStructureDebris 19841 End 19842 Behavior = FXListDie ModuleTag_09 19843 DeathFX = FX_StructureSmallDeath 19844 End 19845 Behavior = ProductionUpdate ModuleTag_10 19846 ; nothing 19847 End 19848 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 19849 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 19850 NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 19851 End 19852 19853 Behavior = SpawnBehavior ModuleTag_12 19854 SpawnNumber = 1 19855 SpawnReplaceDelay = 9999 19856 SpawnTemplateName = GLAInfantryWorker 19857 OneShot = Yes 19858 CanReclaimOrphans = No 19859 End 19860 19861 Behavior = SupplyCenterDockUpdate ModuleTag_13 19862 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 19863 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 19864 End 19865 19866 Behavior = FlammableUpdate ModuleTag_15 19867 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19868 AflameDamageAmount = 5 ; taking this much damage... 19869 AflameDamageDelay = 500 ; this often. 19870 End 19871 19872 Behavior = TransitionDamageFX ModuleTag_16 19873 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 19874 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19875 ;--------------------------------------------------------------------------------------- 19876 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19877 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19878 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19879 End 19880 19881 ;Dont forget to edit the GLA Hole geometry for this object too 19882 Geometry = BOX 19883 GeometryMajorRadius = 36.0 19884 GeometryMinorRadius = 35.0 19885 GeometryHeight = 30.0 19886 GeometryIsSmall = No 19887 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 19888 Shadow = SHADOW_VOLUME 19889 BuildCompletion = PLACED_BY_PLAYER 19890 19891 End 19892 19893 ;------------------------------------------------------------------------------ 19894 ObjectReskin GLAHoleSupplyStash GLAHole 19895 Draw = W3DModelDraw ModuleTag_01 19896 OkToChangeModelColor = Yes 19897 ConditionState = NONE 19898 Model = UBHole 19899 End 19900 ConditionState = DAMAGED 19901 Model = UBHole_D 19902 ParticleSysBone = Smoke01 SteamVent 19903 End 19904 ConditionState = REALLYDAMAGED RUBBLE 19905 Model = UBHole_E 19906 ParticleSysBone = Smoke01 SteamVent 19907 ParticleSysBone = Smoke02 SteamVent 19908 ParticleSysBone = Fire01 GLAPowerPlantFlame 19909 ParticleSysBone = Fire02 GLAPowerPlantFlame 19910 ParticleSysBone = Fire03 GLAPowerPlantFlame 19911 End 19912 End 19913 Draw = W3DModelDraw ModuleTag_02 19914 OkToChangeModelColor = Yes 19915 ConditionState = NONE 19916 Model = UBSupply_R 19917 ParticleSysBone = Smoke02 SmolderingSmoke 19918 ParticleSysBone = Smoke03 SmolderingSmoke 19919 ParticleSysBone = Smoke04 SmolderingSmoke 19920 ParticleSysBone = Smoke05 SmolderingSmoke 19921 ParticleSysBone = Smoke06 SmolderingSmoke 19922 End 19923 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 19924 Model = UBSupply_R 19925 ParticleSysBone = Smoke02 SmolderingSmoke 19926 ParticleSysBone = Smoke03 SmolderingSmoke 19927 ParticleSysBone = Smoke04 SmolderingSmoke 19928 ParticleSysBone = Smoke05 SmolderingSmoke 19929 ParticleSysBone = Smoke06 SmolderingSmoke 19930 End 19931 End 19932 End 19933 19934 ;------------------------------------------------------------------------------ 19935 Object ChinaSupplyCenter 19936 19937 ; *** ART Parameters *** 19938 SelectPortrait = SNSupplyCenter_L 19939 ButtonImage = SNSupplyCenter 19940 Draw = W3DModelDraw ModuleTag_01 19941 OkToChangeModelColor = Yes 19942 ;day 19943 ConditionState = NONE 19944 Model = NBSupCent 19945 ;Animation = NBSupCent.NBSupCent 19946 ;AnimationMode = LOOP 19947 End 19948 ConditionState = DAMAGED 19949 Model = NBSupCent_D 19950 ;Animation = NBSupCent_D.NBSupCent_D 19951 ;AnimationMode = LOOP 19952 End 19953 ConditionState = REALLYDAMAGED RUBBLE 19954 Model = NBSupCent_E 19955 ;Animation = NBSupCent_E.NBSupCent_E 19956 ;AnimationMode = LOOP 19957 End 19958 19959 19960 ConditionState = SNOW 19961 Model = NBSupCent_S 19962 ;Animation = NBSupCent.NBSupCent 19963 ;AnimationMode = LOOP 19964 End 19965 ConditionState = DAMAGED SNOW 19966 Model = NBSupCent_DS 19967 ;Animation = NBSupCent_D.NBSupCent_D 19968 ;AnimationMode = LOOP 19969 End 19970 ConditionState = REALLYDAMAGED RUBBLE SNOW 19971 Model = NBSupCent_ES 19972 ;Animation = NBSupCent_E.NBSupCent_E 19973 ;AnimationMode = LOOP 19974 End 19975 19976 19977 ConditionState = SNOW NIGHT 19978 Model = NBSupCent_NS 19979 ;Animation = NBSupCent.NBSupCent 19980 ;AnimationMode = LOOP 19981 End 19982 ConditionState = DAMAGED SNOW NIGHT 19983 Model = NBSupCent_DNS 19984 ;Animation = NBSupCent_D.NBSupCent_D 19985 ;AnimationMode = LOOP 19986 End 19987 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 19988 Model = NBSupCent_ENS 19989 ;Animation = NBSupCent_E.NBSupCent_E 19990 ;AnimationMode = LOOP 19991 End 19992 19993 19994 ConditionState = NIGHT 19995 Model = NBSupCent_N 19996 ;Animation = NBSupCent_N.NBSupCent_N 19997 ;AnimationMode = LOOP 19998 End 19999 ConditionState = NIGHT DAMAGED 20000 Model = NBSupCent_DN 20001 20002 ;Animation = NBSupCent_N.NBSupCent_N 20003 ;AnimationMode = LOOP 20004 End 20005 ConditionState = NIGHT REALLYDAMAGED RUBBLE 20006 Model = NBSupCent_EN 20007 ;Animation = NBSupCent_N.NBSupCent_N 20008 ;AnimationMode = LOOP 20009 End 20010 20011 20012 ;************************************************************************************************************************** 20013 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 20014 ;for this draw module 20015 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20016 Model = NBSupCent 20017 ;Animation = NBSupCent.NBSupCent 20018 ;AnimationMode = LOOP 20019 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20020 End 20021 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 20022 Model = NBSupCent_D 20023 ;Animation = NBSupCent_D.NBSupCent_D 20024 ;AnimationMode = LOOP 20025 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20026 End 20027 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 20028 Model = NBSupCent_E 20029 ;Animation = NBSupCent_E.NBSupCent_E 20030 ;AnimationMode = LOOP 20031 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20032 End 20033 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 20034 Model = NBSupCent_N 20035 ;Animation = NBSupCent_N.NBSupCent_N 20036 ;AnimationMode = LOOP 20037 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20038 End 20039 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 20040 Model = NBSupCent_DN 20041 ;Animation = NBSupCent_DN.NBSupCent_DN 20042 ;AnimationMode = LOOP 20043 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20044 End 20045 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 20046 Model = NBSupCent_EN 20047 ;Animation = NBSupCent_EN.NBSupCent_EN 20048 ;AnimationMode = LOOP 20049 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20050 End 20051 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 20052 Model = NBSupCent_S 20053 ;Animation = NBSupCent_S.NBSupCent_S 20054 ;AnimationMode = LOOP 20055 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20056 End 20057 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 20058 Model = NBSupCent_DS 20059 ;Animation = NBSupCent_DS.NBSupCent_DS 20060 ;AnimationMode = LOOP 20061 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20062 End 20063 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 20064 Model = NBSupCent_ES 20065 ;Animation = NBSupCent_ES.NBSupCent_ES 20066 ;AnimationMode = LOOP 20067 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20068 End 20069 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 20070 Model = NBSupCent_NS 20071 ;Animation = NBSupCent_NS.NBSupCent_NS 20072 ;AnimationMode = LOOP 20073 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20074 End 20075 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 20076 Model = NBSupCent_DNS 20077 ;Animation = NBSupCent_DNS.NBSupCent_DNS 20078 ;AnimationMode = LOOP 20079 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20080 End 20081 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 20082 Model = NBSupCent_ENS 20083 ;Animation = NBSupCent_ENS.NBSupCent_ENS 20084 ;AnimationMode = LOOP 20085 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20086 End 20087 20088 ConditionState = AWAITING_CONSTRUCTION 20089 Model = NONE 20090 End 20091 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 20092 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 20093 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 20094 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 20095 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 20096 AliasConditionState = AWAITING_CONSTRUCTION SNOW 20097 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 20098 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 20099 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 20100 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 20101 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 20102 AliasConditionState = SOLD 20103 AliasConditionState = SOLD DAMAGED 20104 AliasConditionState = SOLD REALLYDAMAGED 20105 AliasConditionState = SOLD NIGHT 20106 AliasConditionState = SOLD NIGHT DAMAGED 20107 AliasConditionState = SOLD NIGHT REALLYDAMAGED 20108 AliasConditionState = SOLD SNOW 20109 AliasConditionState = SOLD SNOW DAMAGED 20110 AliasConditionState = SOLD SNOW REALLYDAMAGED 20111 AliasConditionState = SOLD NIGHT SNOW 20112 AliasConditionState = SOLD NIGHT SNOW DAMAGED 20113 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 20114 ;************************************************************************************************************************** 20115 End 20116 20117 ; ------------ construction-zone fence ----------------- 20118 Draw = W3DModelDraw ModuleTag_02 20119 AnimationsRequirePower = No 20120 DefaultConditionState 20121 Model = None 20122 TransitionKey = DOWN_DEFAULT 20123 End 20124 ConditionState = NIGHT 20125 Model = None 20126 TransitionKey = DOWN_DEFAULT 20127 End 20128 ConditionState = SNOW 20129 Model = None 20130 TransitionKey = DOWN_DEFAULT 20131 End 20132 ConditionState = SNOW NIGHT 20133 Model = None 20134 TransitionKey = DOWN_DEFAULT 20135 End 20136 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20137 Model = NBSupCent_A4 20138 Animation = NBSupCent_A4.NBSupCent_A4 20139 AnimationMode = MANUAL 20140 Flags = START_FRAME_LAST 20141 TransitionKey = UP_DAY 20142 End 20143 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20144 Model = NBSupCent_A4N 20145 Animation = NBSupCent_A4N.NBSupCent_A4N 20146 AnimationMode = MANUAL 20147 Flags = START_FRAME_LAST 20148 TransitionKey = UP_NIGHT 20149 End 20150 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20151 Model = NBSupCent_A4S 20152 Animation = NBSupCent_A4S.NBSupCent_A4S 20153 AnimationMode = MANUAL 20154 Flags = START_FRAME_LAST 20155 TransitionKey = UP_SNOW 20156 End 20157 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20158 Model = NBSupCent_A4SN 20159 Animation = NBSupCent_A4SN.NBSupCent_A4SN 20160 AnimationMode = MANUAL 20161 Flags = START_FRAME_LAST 20162 TransitionKey = UP_SNOWNIGHT 20163 End 20164 TransitionState = DOWN_DEFAULT UP_DAY 20165 Model = NBSupCent_A4 20166 Animation = NBSupCent_A4.NBSupCent_A4 20167 AnimationMode = ONCE 20168 AnimationSpeedFactorRange = 1.0 1.0 20169 Flags = START_FRAME_FIRST 20170 End 20171 TransitionState = DOWN_DEFAULT UP_NIGHT 20172 Model = NBSupCent_A4N 20173 Animation = NBSupCent_A4N.NBSupCent_A4N 20174 AnimationMode = ONCE 20175 AnimationSpeedFactorRange = 1.0 1.0 20176 Flags = START_FRAME_FIRST 20177 End 20178 TransitionState = DOWN_DEFAULT UP_SNOW 20179 Model = NBSupCent_A4S 20180 Animation = NBSupCent_A4S.NBSupCent_A4S 20181 AnimationMode = ONCE 20182 AnimationSpeedFactorRange = 1.0 1.0 20183 Flags = START_FRAME_FIRST 20184 End 20185 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20186 Model = NBSupCent_A4SN 20187 Animation = NBSupCent_A4SN.NBSupCent_A4SN 20188 AnimationMode = ONCE 20189 AnimationSpeedFactorRange = 1.0 1.0 20190 Flags = START_FRAME_FIRST 20191 End 20192 TransitionState = UP_DAY DOWN_DEFAULT 20193 Model = NBSupCent_A4 20194 Animation = NBSupCent_A4.NBSupCent_A4 20195 AnimationMode = ONCE_BACKWARDS 20196 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20197 Flags = START_FRAME_LAST 20198 End 20199 TransitionState = UP_NIGHT DOWN_DEFAULT 20200 Model = NBSupCent_A4N 20201 Animation = NBSupCent_A4N.NBSupCent_A4N 20202 AnimationMode = ONCE_BACKWARDS 20203 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20204 Flags = START_FRAME_LAST 20205 End 20206 TransitionState = UP_SNOW DOWN_DEFAULT 20207 Model = NBSupCent_A4S 20208 Animation = NBSupCent_A4S.NBSupCent_A4S 20209 AnimationMode = ONCE_BACKWARDS 20210 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20211 Flags = START_FRAME_LAST 20212 End 20213 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20214 Model = NBSupCent_A4SN 20215 Animation = NBSupCent_A4SN.NBSupCent_A4SN 20216 AnimationMode = ONCE_BACKWARDS 20217 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20218 Flags = START_FRAME_LAST 20219 End 20220 End 20221 20222 ; ------------ under-construction scaffolding ----------------- 20223 Draw = W3DModelDraw ModuleTag_03 20224 AnimationsRequirePower = No 20225 MinLODRequired = MEDIUM 20226 DefaultConditionState 20227 Model = None 20228 TransitionKey = DOWN_DEFAULT 20229 End 20230 ConditionState = NIGHT 20231 Model = None 20232 TransitionKey = DOWN_DEFAULT 20233 End 20234 ConditionState = SNOW 20235 Model = None 20236 TransitionKey = DOWN_DEFAULT 20237 End 20238 ConditionState = SNOW NIGHT 20239 Model = None 20240 TransitionKey = DOWN_DEFAULT 20241 End 20242 ConditionState = PARTIALLY_CONSTRUCTED 20243 Model = NBSupCent_A6 20244 Animation = NBSupCent_A6.NBSupCent_A6 20245 AnimationMode = MANUAL 20246 Flags = START_FRAME_LAST 20247 TransitionKey = UP_DAY 20248 ParticleSysBone = Dust01 BuildingDustChina 20249 ParticleSysBone = Smoke01 BuildUpSmokeChina 20250 ParticleSysBone = Smoke02 BuildUpSmokeChina 20251 ParticleSysBone = Smoke03 BuildUpSmokeChina 20252 ParticleSysBone = Smoke04 BuildUpSmokeChina 20253 ParticleSysBone = Smoke05 BuildUpSmokeChina 20254 End 20255 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 20256 Model = NBSupCent_A6N 20257 Animation = NBSupCent_A6N.NBSupCent_A6N 20258 AnimationMode = MANUAL 20259 Flags = START_FRAME_LAST 20260 TransitionKey = UP_NIGHT 20261 ParticleSysBone = Dust01 BuildingDustChina 20262 ParticleSysBone = Smoke01 BuildUpSmokeChina 20263 ParticleSysBone = Smoke02 BuildUpSmokeChina 20264 ParticleSysBone = Smoke03 BuildUpSmokeChina 20265 ParticleSysBone = Smoke04 BuildUpSmokeChina 20266 ParticleSysBone = Smoke05 BuildUpSmokeChina 20267 End 20268 ConditionState = SNOW PARTIALLY_CONSTRUCTED 20269 Model = NBSupCent_A6S 20270 Animation = NBSupCent_A6S.NBSupCent_A6S 20271 AnimationMode = MANUAL 20272 Flags = START_FRAME_LAST 20273 TransitionKey = UP_SNOW 20274 ParticleSysBone = Dust01 BuildingSnowDust 20275 ParticleSysBone = Smoke01 BuildUpSnowSmoke 20276 ParticleSysBone = Smoke02 BuildUpSnowSmoke 20277 ParticleSysBone = Smoke03 BuildUpSnowSmoke 20278 ParticleSysBone = Smoke04 BuildUpSnowSmoke 20279 ParticleSysBone = Smoke05 BuildUpSnowSmoke 20280 End 20281 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 20282 Model = NBSupCent_A6SN 20283 Animation = NBSupCent_A6SN.NBSupCent_A6SN 20284 AnimationMode = MANUAL 20285 Flags = START_FRAME_LAST 20286 TransitionKey = UP_SNOWNIGHT 20287 ParticleSysBone = Dust01 BuildingNightSnowDust 20288 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 20289 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 20290 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 20291 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 20292 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 20293 End 20294 TransitionState = DOWN_DEFAULT UP_DAY 20295 Model = NBSupCent_A6 20296 Animation = NBSupCent_A6.NBSupCent_A6 20297 AnimationMode = ONCE 20298 AnimationSpeedFactorRange = 1.0 1.0 20299 Flags = START_FRAME_FIRST 20300 End 20301 TransitionState = DOWN_DEFAULT UP_NIGHT 20302 Model = NBSupCent_A6N 20303 Animation = NBSupCent_A6N.NBSupCent_A6N 20304 AnimationMode = ONCE 20305 AnimationSpeedFactorRange = 1.0 1.0 20306 Flags = START_FRAME_FIRST 20307 End 20308 TransitionState = DOWN_DEFAULT UP_SNOW 20309 Model = NBSupCent_A6S 20310 Animation = NBSupCent_A6S.NBSupCent_A6S 20311 AnimationMode = ONCE 20312 AnimationSpeedFactorRange = 1.0 1.0 20313 Flags = START_FRAME_FIRST 20314 End 20315 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20316 Model = NBSupCent_A6SN 20317 Animation = NBSupCent_A6SN.NBSupCent_A6SN 20318 AnimationMode = ONCE 20319 AnimationSpeedFactorRange = 1.0 1.0 20320 Flags = START_FRAME_FIRST 20321 End 20322 TransitionState = UP_DAY DOWN_DEFAULT 20323 Model = NBSupCent_A6 20324 Animation = NBSupCent_A6.NBSupCent_A6 20325 AnimationMode = ONCE_BACKWARDS 20326 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20327 Flags = START_FRAME_LAST 20328 End 20329 TransitionState = UP_NIGHT DOWN_DEFAULT 20330 Model = NBSupCent_A6N 20331 Animation = NBSupCent_A6N.NBSupCent_A6N 20332 AnimationMode = ONCE_BACKWARDS 20333 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20334 Flags = START_FRAME_LAST 20335 End 20336 TransitionState = UP_SNOW DOWN_DEFAULT 20337 Model = NBSupCent_A6S 20338 Animation = NBSupCent_A6S.NBSupCent_A6S 20339 AnimationMode = ONCE_BACKWARDS 20340 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20341 Flags = START_FRAME_LAST 20342 End 20343 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20344 Model = NBSupCent_A6SN 20345 Animation = NBSupCent_A6SN.NBSupCent_A6SN 20346 AnimationMode = ONCE_BACKWARDS 20347 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20348 Flags = START_FRAME_LAST 20349 End 20350 End 20351 20352 ; ------------ being-constructed crane ----------------- 20353 Draw = W3DModelDraw ModuleTag_04 20354 AnimationsRequirePower = No 20355 DefaultConditionState 20356 Model = None 20357 TransitionKey = DOWN_DEFAULT 20358 End 20359 ConditionState = NIGHT 20360 Model = None 20361 TransitionKey = DOWN_DEFAULT 20362 End 20363 ConditionState = SNOW 20364 Model = None 20365 TransitionKey = DOWN_DEFAULT 20366 End 20367 ConditionState = SNOW NIGHT 20368 Model = None 20369 TransitionKey = DOWN_DEFAULT 20370 End 20371 ConditionState = SOLD 20372 Model = NONE 20373 End 20374 20375 ConditionState = ACTIVELY_BEING_CONSTRUCTED 20376 Model = NBSupCent_A5 20377 Animation = NBSupCent_A5.NBSupCent_A5 20378 AnimationMode = LOOP 20379 TransitionKey = UP_DAY 20380 End 20381 20382 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 20383 Model = NBSupCent_A5N 20384 Animation = NBSupCent_A5N.NBSupCent_A5N 20385 AnimationMode = LOOP 20386 TransitionKey = UP_NIGHT 20387 End 20388 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 20389 Model = NBSupCent_A5S 20390 Animation = NBSupCent_A5S.NBSupCent_A5S 20391 AnimationMode = LOOP 20392 TransitionKey = UP_SNOW 20393 End 20394 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 20395 Model = NBSupCent_A5SN 20396 Animation = NBSupCent_A5SN.NBSupCent_A5SN 20397 AnimationMode = LOOP 20398 TransitionKey = UP_SNOWNIGHT 20399 End 20400 TransitionState = DOWN_DEFAULT UP_DAY 20401 Model = NBSupCent_AB 20402 Animation = NBSupCent_AB.NBSupCent_AB 20403 AnimationMode = ONCE 20404 AnimationSpeedFactorRange = 1.0 1.0 20405 Flags = START_FRAME_FIRST 20406 End 20407 20408 TransitionState = DOWN_DEFAULT UP_NIGHT 20409 Model = NBSupCent_ABN 20410 Animation = NBSupCent_ABN.NBSupCent_ABN 20411 AnimationMode = ONCE 20412 AnimationSpeedFactorRange = 1.0 1.0 20413 Flags = START_FRAME_FIRST 20414 End 20415 TransitionState = DOWN_DEFAULT UP_SNOW 20416 Model = NBSupCent_ABS 20417 Animation = NBSupCent_ABS.NBSupCent_ABS 20418 AnimationMode = ONCE 20419 AnimationSpeedFactorRange = 1.0 1.0 20420 Flags = START_FRAME_FIRST 20421 End 20422 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20423 Model = NBSupCent_ABSN 20424 Animation = NBSupCent_ABSN.NBSupCent_ABSN 20425 AnimationMode = ONCE 20426 AnimationSpeedFactorRange = 1.0 1.0 20427 Flags = START_FRAME_FIRST 20428 End 20429 TransitionState = UP_DAY DOWN_DEFAULT 20430 Model = NBSupCent_AB 20431 Animation = NBSupCent_AB.NBSupCent_AB 20432 AnimationMode = ONCE_BACKWARDS 20433 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20434 Flags = START_FRAME_LAST 20435 End 20436 TransitionState = UP_NIGHT DOWN_DEFAULT 20437 Model = NBSupCent_ABN 20438 Animation = NBSupCent_ABN.NBSupCent_ABN 20439 AnimationMode = ONCE_BACKWARDS 20440 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20441 Flags = START_FRAME_LAST 20442 End 20443 TransitionState = UP_SNOW DOWN_DEFAULT 20444 Model = NBSupCent_ABS 20445 Animation = NBSupCent_ABS.NBSupCent_ABS 20446 AnimationMode = ONCE_BACKWARDS 20447 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20448 Flags = START_FRAME_LAST 20449 End 20450 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20451 Model = NBSupCent_ABSN 20452 Animation = NBSupCent_ABSN.NBSupCent_ABSN 20453 AnimationMode = ONCE_BACKWARDS 20454 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20455 Flags = START_FRAME_LAST 20456 End 20457 End 20458 20459 PlacementViewAngle = -45 20460 20461 ; ***DESIGN parameters *** 20462 DisplayName = OBJECT:SupplyCenter 20463 Side = China 20464 EditorSorting = STRUCTURE 20465 Prerequisites 20466 Object = ChinaPowerPlant 20467 End 20468 BuildCost = 1500 20469 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. 20470 BuildTime = 10.0 ; in seconds 20471 EnergyProduction = -1 20472 CommandSet = ChinaSupplyCenterCommandSet 20473 VisionRange = 200.0 ; Shroud clearing distance 20474 ShroudClearingRange = 200 20475 ArmorSet 20476 Conditions = None 20477 Armor = StructureArmor 20478 DamageFX = StructureDamageFXNoShake 20479 End 20480 ExperienceValue = 200 200 200 200 ; Experience point value at each level 20481 20482 ; *** AUDIO Parameters *** 20483 VoiceSelect = SupplyCenterChinaSelect 20484 SoundDie = BuildingDie 20485 SoundOnDamaged = BuildingDamagedStateLight 20486 SoundOnReallyDamaged = BuildingDestroy 20487 20488 UnitSpecificSounds 20489 UnderConstruction = UnderConstructionLoop 20490 End 20491 20492 ; *** ENGINEERING Parameters *** 20493 RadarPriority = STRUCTURE 20494 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES 20495 Body = StructureBody ModuleTag_05 20496 MaxHealth = 2000.0 20497 InitialHealth = 2000.0 20498 End 20499 Behavior = SupplyCenterCreate ModuleTag_06 20500 ;nothing 20501 End 20502 Behavior = DestroyDie ModuleTag_07 20503 ;nothing 20504 End 20505 Behavior = CreateObjectDie ModuleTag_08 20506 CreationList = OCL_SmallStructureDebris 20507 End 20508 Behavior = FXListDie ModuleTag_09 20509 DeathFX = FX_StructureSmallDeath 20510 End 20511 Behavior = ProductionUpdate ModuleTag_10 20512 ; nothing 20513 End 20514 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 20515 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 20516 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 20517 End 20518 20519 Behavior = SpawnBehavior ModuleTag_12 20520 SpawnNumber = 1 20521 SpawnReplaceDelay = 9999 20522 SpawnTemplateName = ChinaVehicleSupplyTruck 20523 OneShot = Yes 20524 CanReclaimOrphans = No 20525 End 20526 20527 Behavior = SupplyCenterDockUpdate ModuleTag_13 20528 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 20529 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 20530 End 20531 20532 Behavior = GenerateMinefieldBehavior ModuleTag_14 20533 TriggeredBy = Upgrade_ChinaMines 20534 MineName = ChinaStandardMine 20535 SmartBorder = Yes 20536 AlwaysCircular = Yes 20537 End 20538 20539 Behavior = FlammableUpdate ModuleTag_16 20540 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20541 AflameDamageAmount = 5 ; taking this much damage... 20542 AflameDamageDelay = 500 ; this often. 20543 End 20544 20545 Behavior = TransitionDamageFX ModuleTag_17 20546 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 20547 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20548 ;--------------------------------------------------------------------------------------- 20549 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20550 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20551 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20552 End 20553 20554 Geometry = BOX 20555 GeometryMajorRadius = 52.0 20556 GeometryMinorRadius = 47.0 20557 GeometryHeight = 30.0 20558 GeometryIsSmall = No 20559 Shadow = SHADOW_VOLUME 20560 BuildCompletion = PLACED_BY_PLAYER 20561 20562 End 20563 20564 ;------------------------------------------------------------------------------ 20565 Object AmericaBarracks 20566 20567 ; *** ART Parameters *** 20568 SelectPortrait = SABarracks_L 20569 ButtonImage = SABarracks 20570 PlacementViewAngle = -45 20571 20572 ;Main barracks model 20573 Draw = W3DModelDraw ModuleTag_01 20574 OkToChangeModelColor = Yes 20575 20576 ;DAY ******************************* 20577 ConditionState = NONE 20578 Model = ABBARRACKS 20579 Animation = ABBarracks.ABBarracks 20580 AnimationMode = LOOP 20581 End 20582 ConditionState = DAMAGED 20583 Model = ABBarracks_D 20584 Animation = ABBarracks_D.ABBarracks_D 20585 AnimationMode = LOOP 20586 End 20587 ConditionState = REALLYDAMAGED RUBBLE 20588 Model = ABBarracks_E 20589 Animation = ABBarracks_E.ABBarracks_E 20590 AnimationMode = LOOP 20591 End 20592 20593 20594 ;NIGHT ***************************** 20595 ConditionState = NIGHT 20596 Model = ABBARRACKS_N 20597 Animation = ABBarracks_N.ABBarracks_N 20598 AnimationMode = LOOP 20599 End 20600 ConditionState = DAMAGED NIGHT 20601 Model = ABBarracks_DN 20602 Animation = ABBarracks_DN.ABBarracks_DN 20603 AnimationMode = LOOP 20604 End 20605 ConditionState = REALLYDAMAGED RUBBLE NIGHT 20606 Model = ABBarracks_EN 20607 Animation = ABBarracks_EN.ABBarracks_EN 20608 AnimationMode = LOOP 20609 End 20610 20611 20612 ;SNOW ****************************** 20613 ConditionState = SNOW 20614 Model = ABBARRACKS_S 20615 Animation = ABBarracks_S.ABBarracks_S 20616 AnimationMode = LOOP 20617 End 20618 ConditionState = DAMAGED SNOW 20619 Model = ABBarracks_DS 20620 Animation = ABBarracks_DS.ABBarracks_DS 20621 AnimationMode = LOOP 20622 End 20623 ConditionState = REALLYDAMAGED RUBBLE SNOW 20624 Model = ABBarracks_ES 20625 Animation = ABBarracks_ES.ABBarracks_ES 20626 AnimationMode = LOOP 20627 End 20628 20629 20630 ;SNOW AND NIGHT ******************** 20631 ConditionState = SNOW NIGHT 20632 Model = ABBARRACKS_NS 20633 Animation = ABBarracks_NS.ABBarracks_NS 20634 AnimationMode = LOOP 20635 End 20636 ConditionState = DAMAGED SNOW NIGHT 20637 Model = ABBarracks_DNS 20638 Animation = ABBarracks_DNS.ABBarracks_DNS 20639 AnimationMode = LOOP 20640 End 20641 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 20642 Model = ABBarracks_ENS 20643 Animation = ABBarracks_ENS.ABBarracks_ENS 20644 AnimationMode = LOOP 20645 End 20646 20647 20648 ;************************************************************************************************************************** 20649 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 20650 ;for this draw module 20651 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20652 Model = ABBarracks 20653 Animation = ABBarracks.ABBarracks 20654 AnimationMode = LOOP 20655 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20656 End 20657 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 20658 Model = ABBarracks_D 20659 Animation = ABBarracks_D.ABBarracks_D 20660 AnimationMode = LOOP 20661 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20662 End 20663 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 20664 Model = ABBarracks_E 20665 Animation = ABBarracks_E.ABBarracks_E 20666 AnimationMode = LOOP 20667 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20668 End 20669 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 20670 Model = ABBarracks_N 20671 Animation = ABBarracks_N.ABBarracks_N 20672 AnimationMode = LOOP 20673 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20674 End 20675 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 20676 Model = ABBarracks_DN 20677 Animation = ABBarracks_DN.ABBarracks_DN 20678 AnimationMode = LOOP 20679 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20680 End 20681 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 20682 Model = ABBarracks_EN 20683 Animation = ABBarracks_EN.ABBarracks_EN 20684 AnimationMode = LOOP 20685 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20686 End 20687 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 20688 Model = ABBarracks_S 20689 Animation = ABBarracks_S.ABBarracks_S 20690 AnimationMode = LOOP 20691 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20692 End 20693 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 20694 Model = ABBarracks_DS 20695 Animation = ABBarracks_DS.ABBarracks_DS 20696 AnimationMode = LOOP 20697 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20698 End 20699 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 20700 Model = ABBarracks_ES 20701 Animation = ABBarracks_ES.ABBarracks_ES 20702 AnimationMode = LOOP 20703 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20704 End 20705 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 20706 Model = ABBarracks_NS 20707 Animation = ABBarracks_NS.ABBarracks_NS 20708 AnimationMode = LOOP 20709 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20710 End 20711 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 20712 Model = ABBarracks_DNS 20713 Animation = ABBarracks_DNS.ABBarracks_DNS 20714 AnimationMode = LOOP 20715 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20716 End 20717 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 20718 Model = ABBarracks_ENS 20719 Animation = ABBarracks_ENS.ABBarracks_ENS 20720 AnimationMode = LOOP 20721 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20722 End 20723 20724 ConditionState = AWAITING_CONSTRUCTION 20725 Model = NONE 20726 End 20727 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 20728 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 20729 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 20730 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 20731 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 20732 AliasConditionState = AWAITING_CONSTRUCTION SNOW 20733 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 20734 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 20735 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 20736 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 20737 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 20738 AliasConditionState = SOLD 20739 AliasConditionState = SOLD DAMAGED 20740 AliasConditionState = SOLD REALLYDAMAGED 20741 AliasConditionState = SOLD NIGHT 20742 AliasConditionState = SOLD NIGHT DAMAGED 20743 AliasConditionState = SOLD NIGHT REALLYDAMAGED 20744 AliasConditionState = SOLD SNOW 20745 AliasConditionState = SOLD SNOW DAMAGED 20746 AliasConditionState = SOLD SNOW REALLYDAMAGED 20747 AliasConditionState = SOLD NIGHT SNOW 20748 AliasConditionState = SOLD NIGHT SNOW DAMAGED 20749 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 20750 ;************************************************************************************************************************** 20751 20752 End 20753 20754 ; Draw = W3DModelDraw ModuleTag_TestFlag 20755 ; DefaultConditionState 20756 ; Model = ABBarracks_FA 20757 ; Animation = ABBarracks_FA.ABBarracks_FA 20758 ; AnimationMode = LOOP 20759 ; End 20760 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20761 ; Model = None 20762 ; End 20763 ; End 20764 20765 ; ------------ construction-zone fence ----------------- 20766 Draw = W3DModelDraw ModuleTag_02 20767 AnimationsRequirePower = No 20768 DefaultConditionState 20769 Model = None 20770 TransitionKey = DOWN_DEFAULT 20771 End 20772 ConditionState = NIGHT 20773 Model = None 20774 TransitionKey = DOWN_DEFAULT 20775 End 20776 ConditionState = SNOW 20777 Model = None 20778 TransitionKey = DOWN_DEFAULT 20779 End 20780 ConditionState = SNOW NIGHT 20781 Model = None 20782 TransitionKey = DOWN_DEFAULT 20783 End 20784 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20785 Model = ABBarracks_A4 20786 Animation = ABBarracks_A4.ABBarracks_A4 20787 AnimationMode = MANUAL 20788 Flags = START_FRAME_LAST 20789 TransitionKey = UP_DAY 20790 ParticleSysBone = SparksS01 LiveWireSparks02 20791 End 20792 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20793 Model = ABBarracks_A4N 20794 Animation = ABBarracks_A4N.ABBarracks_A4N 20795 AnimationMode = MANUAL 20796 Flags = START_FRAME_LAST 20797 TransitionKey = UP_NIGHT 20798 ParticleSysBone = SparksS01 LiveWireSparks02 20799 End 20800 20801 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20802 Model = ABBarracks_A4S 20803 Animation = ABBarracks_A4S.ABBarracks_A4S 20804 AnimationMode = MANUAL 20805 Flags = START_FRAME_LAST 20806 TransitionKey = UP_SNOW 20807 ParticleSysBone = SparksS01 LiveWireSparks02 20808 End 20809 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20810 Model = ABBarracks_A4SN 20811 Animation = ABBarracks_A4SN.ABBarracks_A4SN 20812 AnimationMode = MANUAL 20813 Flags = START_FRAME_LAST 20814 TransitionKey = UP_SNOWNIGHT 20815 ParticleSysBone = SparksS01 LiveWireSparks02 20816 End 20817 TransitionState = DOWN_DEFAULT UP_DAY 20818 Model = ABBarracks_A4 20819 Animation = ABBarracks_A4.ABBarracks_A4 20820 AnimationMode = ONCE 20821 AnimationSpeedFactorRange = 1.0 1.0 20822 Flags = START_FRAME_FIRST 20823 End 20824 TransitionState = DOWN_DEFAULT UP_NIGHT 20825 Model = ABBarracks_A4N 20826 Animation = ABBarracks_A4N.ABBarracks_A4N 20827 AnimationMode = ONCE 20828 AnimationSpeedFactorRange = 1.0 1.0 20829 Flags = START_FRAME_FIRST 20830 End 20831 TransitionState = DOWN_DEFAULT UP_SNOW 20832 Model = ABBarracks_A4S 20833 Animation = ABBarracks_A4S.ABBarracks_A4S 20834 AnimationMode = ONCE 20835 AnimationSpeedFactorRange = 1.0 1.0 20836 Flags = START_FRAME_FIRST 20837 End 20838 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20839 Model = ABBarracks_A4SN 20840 Animation = ABBarracks_A4SN.ABBarracks_A4SN 20841 AnimationMode = ONCE 20842 AnimationSpeedFactorRange = 1.0 1.0 20843 Flags = START_FRAME_FIRST 20844 End 20845 TransitionState = UP_DAY DOWN_DEFAULT 20846 Model = ABBarracks_A4 20847 Animation = ABBarracks_A4.ABBarracks_A4 20848 AnimationMode = ONCE_BACKWARDS 20849 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20850 Flags = START_FRAME_LAST 20851 End 20852 TransitionState = UP_NIGHT DOWN_DEFAULT 20853 Model = ABBarracks_A4N 20854 Animation = ABBarracks_A4N.ABBarracks_A4N 20855 AnimationMode = ONCE_BACKWARDS 20856 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20857 Flags = START_FRAME_LAST 20858 End 20859 TransitionState = UP_SNOW DOWN_DEFAULT 20860 Model = ABBarracks_A4S 20861 Animation = ABBarracks_A4S.ABBarracks_A4S 20862 AnimationMode = ONCE_BACKWARDS 20863 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20864 Flags = START_FRAME_LAST 20865 End 20866 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20867 Model = ABBarracks_A4SN 20868 Animation = ABBarracks_A4SN.ABBarracks_A4SN 20869 AnimationMode = ONCE_BACKWARDS 20870 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20871 Flags = START_FRAME_LAST 20872 End 20873 End 20874 20875 ; ------------ under-construction scaffolding ----------------- 20876 Draw = W3DModelDraw ModuleTag_03 20877 AnimationsRequirePower = No 20878 MinLODRequired = MEDIUM 20879 DefaultConditionState 20880 Model = None 20881 TransitionKey = DOWN_DEFAULT 20882 End 20883 ConditionState = NIGHT 20884 Model = None 20885 TransitionKey = DOWN_DEFAULT 20886 End 20887 ConditionState = SNOW 20888 Model = None 20889 TransitionKey = DOWN_DEFAULT 20890 End 20891 ConditionState = SNOW NIGHT 20892 Model = None 20893 TransitionKey = DOWN_DEFAULT 20894 End 20895 ConditionState = PARTIALLY_CONSTRUCTED 20896 Model = ABBarracks_A6 20897 Animation = ABBarracks_A6.ABBarracks_A6 20898 AnimationMode = MANUAL 20899 Flags = START_FRAME_LAST 20900 TransitionKey = UP_DAY 20901 ParticleSysBone = Sparks01 BuildUpBlueSpark 20902 ParticleSysBone = Sparks02 BuildUpBlueSpark 20903 ParticleSysBone = Sparks03 BuildUpBlueSpark 20904 ParticleSysBone = Sparks04 BuildUpBlueSpark 20905 ParticleSysBone = Sparks05 BuildUpBlueSpark 20906 ParticleSysBone = Sparks06 BuildUpBlueSpark 20907 End 20908 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 20909 Model = ABBarracks_A6N 20910 Animation = ABBarracks_A6N.ABBarracks_A6N 20911 AnimationMode = MANUAL 20912 Flags = START_FRAME_LAST 20913 TransitionKey = UP_NIGHT 20914 ParticleSysBone = Sparks01 BuildUpBlueSpark 20915 ParticleSysBone = Sparks02 BuildUpBlueSpark 20916 ParticleSysBone = Sparks03 BuildUpBlueSpark 20917 ParticleSysBone = Sparks04 BuildUpBlueSpark 20918 ParticleSysBone = Sparks05 BuildUpBlueSpark 20919 ParticleSysBone = Sparks06 BuildUpBlueSpark 20920 End 20921 ConditionState = SNOW PARTIALLY_CONSTRUCTED 20922 Model = ABBarracks_A6S 20923 Animation = ABBarracks_A6S.ABBarracks_A6S 20924 AnimationMode = MANUAL 20925 Flags = START_FRAME_LAST 20926 TransitionKey = UP_SNOW 20927 ParticleSysBone = Sparks01 BuildUpBlueSpark 20928 ParticleSysBone = Sparks02 BuildUpBlueSpark 20929 ParticleSysBone = Sparks03 BuildUpBlueSpark 20930 ParticleSysBone = Sparks04 BuildUpBlueSpark 20931 ParticleSysBone = Sparks05 BuildUpBlueSpark 20932 ParticleSysBone = Sparks06 BuildUpBlueSpark 20933 End 20934 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 20935 Model = ABBarracks_A6SN 20936 Animation = ABBarracks_A6SN.ABBarracks_A6SN 20937 AnimationMode = MANUAL 20938 Flags = START_FRAME_LAST 20939 TransitionKey = UP_SNOWNIGHT 20940 ParticleSysBone = Sparks01 BuildUpBlueSpark 20941 ParticleSysBone = Sparks02 BuildUpBlueSpark 20942 ParticleSysBone = Sparks03 BuildUpBlueSpark 20943 ParticleSysBone = Sparks04 BuildUpBlueSpark 20944 ParticleSysBone = Sparks05 BuildUpBlueSpark 20945 ParticleSysBone = Sparks06 BuildUpBlueSpark 20946 End 20947 TransitionState = DOWN_DEFAULT UP_DAY 20948 Model = ABBarracks_A6 20949 Animation = ABBarracks_A6.ABBarracks_A6 20950 AnimationMode = ONCE 20951 AnimationSpeedFactorRange = 1.0 1.0 20952 Flags = START_FRAME_FIRST 20953 End 20954 TransitionState = DOWN_DEFAULT UP_NIGHT 20955 Model = ABBarracks_A6N 20956 Animation = ABBarracks_A6N.ABBarracks_A6N 20957 AnimationMode = ONCE 20958 AnimationSpeedFactorRange = 1.0 1.0 20959 Flags = START_FRAME_FIRST 20960 End 20961 TransitionState = DOWN_DEFAULT UP_SNOW 20962 Model = ABBarracks_A6S 20963 Animation = ABBarracks_A6S.ABBarracks_A6S 20964 AnimationMode = ONCE 20965 AnimationSpeedFactorRange = 1.0 1.0 20966 Flags = START_FRAME_FIRST 20967 End 20968 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20969 Model = ABBarracks_A6SN 20970 Animation = ABBarracks_A6SN.ABBarracks_A6SN 20971 AnimationMode = ONCE 20972 AnimationSpeedFactorRange = 1.0 1.0 20973 Flags = START_FRAME_FIRST 20974 End 20975 TransitionState = UP_DAY DOWN_DEFAULT 20976 Model = ABBarracks_A6 20977 Animation = ABBarracks_A6.ABBarracks_A6 20978 AnimationMode = ONCE_BACKWARDS 20979 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20980 Flags = START_FRAME_LAST 20981 End 20982 TransitionState = UP_NIGHT DOWN_DEFAULT 20983 Model = ABBarracks_A6N 20984 Animation = ABBarracks_A6N.ABBarracks_A6N 20985 AnimationMode = ONCE_BACKWARDS 20986 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20987 Flags = START_FRAME_LAST 20988 End 20989 TransitionState = UP_SNOW DOWN_DEFAULT 20990 Model = ABBarracks_A6S 20991 Animation = ABBarracks_A6S.ABBarracks_A6S 20992 AnimationMode = ONCE_BACKWARDS 20993 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20994 Flags = START_FRAME_LAST 20995 End 20996 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20997 Model = ABBarracks_A6SN 20998 Animation = ABBarracks_A6SN.ABBarracks_A6SN 20999 AnimationMode = ONCE_BACKWARDS 21000 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21001 Flags = START_FRAME_LAST 21002 End 21003 End 21004 21005 ; ------------ being-constructed crane ----------------- 21006 Draw = W3DModelDraw ModuleTag_04 21007 AnimationsRequirePower = No 21008 DefaultConditionState 21009 Model = None 21010 TransitionKey = DOWN_DEFAULT 21011 End 21012 ConditionState = NIGHT 21013 Model = None 21014 TransitionKey = DOWN_DEFAULT 21015 End 21016 ConditionState = SNOW 21017 Model = None 21018 TransitionKey = DOWN_DEFAULT 21019 End 21020 ConditionState = SNOW NIGHT 21021 Model = None 21022 TransitionKey = DOWN_DEFAULT 21023 End 21024 ConditionState = SOLD 21025 Model = NONE 21026 End 21027 21028 ConditionState = ACTIVELY_BEING_CONSTRUCTED 21029 Model = ABBarracks_A5 21030 Animation = ABBarracks_A5.ABBarracks_A5 21031 AnimationMode = LOOP 21032 TransitionKey = UP_DAY 21033 End 21034 21035 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 21036 Model = ABBarracks_A5N 21037 Animation = ABBarracks_A5N.ABBarracks_A5N 21038 AnimationMode = LOOP 21039 TransitionKey = UP_NIGHT 21040 End 21041 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 21042 Model = ABBarracks_A5S 21043 Animation = ABBarracks_A5S.ABBarracks_A5S 21044 AnimationMode = LOOP 21045 TransitionKey = UP_SNOW 21046 End 21047 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 21048 Model = ABBarracks_A5SN 21049 Animation = ABBarracks_A5SN.ABBarracks_A5SN 21050 AnimationMode = LOOP 21051 TransitionKey = UP_SNOWNIGHT 21052 End 21053 TransitionState = DOWN_DEFAULT UP_DAY 21054 Model = ABBarracks_AB 21055 Animation = ABBarracks_AB.ABBarracks_AB 21056 AnimationMode = ONCE 21057 AnimationSpeedFactorRange = 1.0 1.0 21058 Flags = START_FRAME_FIRST 21059 End 21060 21061 TransitionState = DOWN_DEFAULT UP_NIGHT 21062 Model = ABBarracks_ABN 21063 Animation = ABBarracks_ABN.ABBarracks_ABN 21064 AnimationMode = ONCE 21065 AnimationSpeedFactorRange = 1.0 1.0 21066 Flags = START_FRAME_FIRST 21067 End 21068 TransitionState = DOWN_DEFAULT UP_SNOW 21069 Model = ABBarracks_ABS 21070 Animation = ABBarracks_ABS.ABBarracks_ABS 21071 AnimationMode = ONCE 21072 AnimationSpeedFactorRange = 1.0 1.0 21073 Flags = START_FRAME_FIRST 21074 End 21075 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21076 Model = ABBarracks_ABSN 21077 Animation = ABBarracks_ABSN.ABBarracks_ABSN 21078 AnimationMode = ONCE 21079 AnimationSpeedFactorRange = 1.0 1.0 21080 Flags = START_FRAME_FIRST 21081 End 21082 TransitionState = UP_DAY DOWN_DEFAULT 21083 Model = ABBarracks_AB 21084 Animation = ABBarracks_AB.ABBarracks_AB 21085 AnimationMode = ONCE_BACKWARDS 21086 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21087 Flags = START_FRAME_LAST 21088 End 21089 TransitionState = UP_NIGHT DOWN_DEFAULT 21090 Model = ABBarracks_ABN 21091 Animation = ABBarracks_ABN.ABBarracks_ABN 21092 AnimationMode = ONCE_BACKWARDS 21093 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21094 Flags = START_FRAME_LAST 21095 End 21096 TransitionState = UP_SNOW DOWN_DEFAULT 21097 Model = ABBarracks_ABS 21098 Animation = ABBarracks_ABS.ABBarracks_ABS 21099 AnimationMode = ONCE_BACKWARDS 21100 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21101 Flags = START_FRAME_LAST 21102 End 21103 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21104 Model = ABBarracks_ABSN 21105 Animation = ABBarracks_ABSN.ABBarracks_ABSN 21106 AnimationMode = ONCE_BACKWARDS 21107 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21108 Flags = START_FRAME_LAST 21109 End 21110 End 21111 21112 ; ***DESIGN parameters *** 21113 DisplayName = OBJECT:Barracks 21114 Side = America 21115 EditorSorting = STRUCTURE 21116 BuildCost = 600 21117 BuildTime = 10.0 ; in seconds 21118 EnergyProduction = 0 21119 CommandSet = AmericaBarracksCommandSet 21120 VisionRange = 200.0 ; Shroud clearing distance 21121 ShroudClearingRange = 200 21122 ArmorSet 21123 Conditions = None 21124 Armor = StructureArmor 21125 DamageFX = StructureDamageFXNoShake 21126 End 21127 ExperienceValue = 100 100 100 100 ; Experience point value at each level 21128 21129 Prerequisites 21130 ; Object = AmericaPowerPlant 21131 End 21132 21133 ; *** AUDIO Parameters *** 21134 VoiceSelect = BarracksUSASelect 21135 SoundDie = BuildingDie 21136 SoundOnDamaged = BuildingDamagedStateLight 21137 SoundOnReallyDamaged = BuildingDestroy 21138 21139 UnitSpecificSounds 21140 UnderConstruction = UnderConstructionLoop 21141 End 21142 21143 ; *** ENGINEERING Parameters *** 21144 RadarPriority = STRUCTURE 21145 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 21146 Body = StructureBody ModuleTag_05 21147 MaxHealth = 1000.0 21148 InitialHealth = 1000.0 21149 End 21150 Behavior = HealContain ModuleTag_06 21151 ContainMax = 10 ;way bigger than the # of objects we can have 21152 TimeForFullHeal = 2000 ;(in milliseconds) 21153 AllowInsideKindOf = INFANTRY 21154 AllowAlliesInside = Yes 21155 AllowNeutralInside = No 21156 AllowEnemiesInside = No 21157 End 21158 Behavior = DestroyDie ModuleTag_07 21159 ;nothing 21160 End 21161 Behavior = CreateObjectDie ModuleTag_08 21162 CreationList = OCL_LargeStructureDebris 21163 End 21164 Behavior = CreateObjectDie ModuleTag_09 21165 CreationList = OCL_AmericanRangerDebris05 21166 ExemptStatus = UNDER_CONSTRUCTION 21167 End 21168 Behavior = FXListDie ModuleTag_10 21169 DeathFX = FX_StructureMediumDeath 21170 End 21171 Behavior = ProductionUpdate ModuleTag_11 21172 ; nothing 21173 End 21174 Behavior = DefaultProductionExitUpdate ModuleTag_12 21175 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 21176 NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0 21177 End 21178 Behavior = BaseRegenerateUpdate ModuleTag_13 21179 ;No data 21180 End 21181 21182 Behavior = FlammableUpdate ModuleTag_15 21183 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21184 AflameDamageAmount = 5 ; taking this much damage... 21185 AflameDamageDelay = 500 ; this often. 21186 End 21187 21188 Behavior = TransitionDamageFX ModuleTag_16 21189 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 21190 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 21191 ;--------------------------------------------------------------------------------------- 21192 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 21193 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 21194 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 21195 End 21196 21197 Geometry = BOX 21198 GeometryMajorRadius = 55.0 21199 GeometryMinorRadius = 45.0 21200 GeometryHeight = 20.0 21201 GeometryIsSmall = No 21202 FactoryExitWidth = 25 ; How much space to leave for units exiting. 21203 Shadow = SHADOW_VOLUME 21204 BuildCompletion = PLACED_BY_PLAYER 21205 21206 End 21207 21208 ;------------------------------------------------------------------------------ 21209 ;GLA Barracks 21210 Object GLABarracks 21211 21212 ; *** ART Parameters *** 21213 SelectPortrait = SUBarracks_L 21214 ButtonImage = SUBarracks 21215 Draw = W3DModelDraw ModuleTag_01 21216 OkToChangeModelColor = Yes 21217 ; day 21218 ConditionState = NONE 21219 Model = UBBARRACKS 21220 ParticleSysBone = Smoke01 ChimneySmokeSmall 21221 ParticleSysBone = Smoke02 SteamVent 21222 Animation = UBBarracks.UBBarracks 21223 AnimationMode = LOOP 21224 End 21225 ConditionState = DAMAGED 21226 Model = UBBarracks_D 21227 ParticleSysBone = Smoke01 ChimneySmokeSmall 21228 ParticleSysBone = Smoke02 SteamVent 21229 ; ParticleSysBone = Smoke03 SmokeFactionMedium 21230 ; ParticleSysBone = Flame01 FireFactionMedium 21231 Animation = UBBarracks_D.UBBarracks_D 21232 AnimationMode = LOOP 21233 End 21234 ConditionState = REALLYDAMAGED RUBBLE 21235 Model = UBBarracks_E 21236 ParticleSysBone = Smoke01 ChimneySmokeSmall 21237 ; ParticleSysBone = Smoke02 SteamVent 21238 ; ParticleSysBone = Smoke03 SmokeFactionMedium 21239 ; ParticleSysBone = Smoke04 SmokeFactionLarge 21240 ; ParticleSysBone = Smoke05 SmokeFactionLarge 21241 ; ParticleSysBone = Flame01 FireFactionMedium 21242 ; ParticleSysBone = Flame02 FireFactionLarge 21243 Animation = UBBarracks_E.UBBarracks_E 21244 AnimationMode = LOOP 21245 End 21246 21247 21248 21249 ; day 21250 ConditionState = SNOW 21251 Model = UBBARRACKS_S 21252 ParticleSysBone = Smoke01 ChimneySmokeSmall 21253 ParticleSysBone = Smoke02 SteamVent 21254 Animation = UBBarracks_S.UBBarracks_S 21255 AnimationMode = LOOP 21256 End 21257 ConditionState = DAMAGED SNOW 21258 Model = UBBarracks_DS 21259 ParticleSysBone = Smoke01 ChimneySmokeSmall 21260 ParticleSysBone = Smoke02 SteamVent 21261 ; ParticleSysBone = Smoke03 SmokeFactionMedium 21262 ; ParticleSysBone = Flame01 FireFactionMedium 21263 Animation = UBBarracks_DS.UBBarracks_DS 21264 AnimationMode = LOOP 21265 End 21266 ConditionState = REALLYDAMAGED RUBBLE SNOW 21267 Model = UBBarracks_ES 21268 ParticleSysBone = Smoke01 ChimneySmokeSmall 21269 ; ParticleSysBone = Smoke02 SteamVent 21270 ; ParticleSysBone = Smoke03 SmokeFactionMedium 21271 ; ParticleSysBone = Smoke04 SmokeFactionLarge 21272 ; ParticleSysBone = Smoke05 SmokeFactionLarge 21273 ; ParticleSysBone = Flame01 FireFactionMedium 21274 ; ParticleSysBone = Flame02 FireFactionLarge 21275 Animation = UBBarracks_ES.UBBarracks_ES 21276 AnimationMode = LOOP 21277 End 21278 21279 21280 21281 ; night 21282 ConditionState = NIGHT 21283 Model = UBBARRACKS_N 21284 ParticleSysBone = Smoke01 ChimneySmokeSmall 21285 ParticleSysBone = Smoke02 SteamVent 21286 Animation = UBBarracks_N.UBBarracks_N 21287 AnimationMode = LOOP 21288 End 21289 ConditionState = DAMAGED NIGHT 21290 Model = UBBarracks_DN 21291 ParticleSysBone = Smoke01 ChimneySmokeSmall 21292 ParticleSysBone = Smoke02 SteamVent 21293 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 21294 ParticleSysBone = Flame01 GLAPowerPlantFlame 21295 Animation = UBBarracks_DN.UBBarracks_DN 21296 AnimationMode = LOOP 21297 End 21298 ConditionState = REALLYDAMAGED RUBBLE NIGHT 21299 Model = UBBarracks_EN 21300 ParticleSysBone = Smoke01 ChimneySmokeSmall 21301 ParticleSysBone = Smoke02 SteamVent 21302 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 21303 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 21304 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 21305 ParticleSysBone = Flame01 FireSmallContinuous 21306 ParticleSysBone = Flame02 GLAPowerPlantFlame 21307 Animation = UBBarracks_EN.UBBarracks_EN 21308 AnimationMode = LOOP 21309 End 21310 21311 21312 21313 ; night 21314 ConditionState = NIGHT SNOW 21315 Model = UBBARRACKS_NS 21316 ParticleSysBone = Smoke01 ChimneySmokeSmall 21317 ParticleSysBone = Smoke02 SteamVent 21318 Animation = UBBarracks_NS.UBBarracks_NS 21319 AnimationMode = LOOP 21320 End 21321 ConditionState = DAMAGED NIGHT SNOW 21322 Model = UBBarracks_DNS 21323 ParticleSysBone = Smoke01 ChimneySmokeSmall 21324 ParticleSysBone = Smoke02 SteamVent 21325 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 21326 ParticleSysBone = Flame01 GLAPowerPlantFlame 21327 Animation = UBBarracks_DNS.UBBarracks_DNS 21328 AnimationMode = LOOP 21329 End 21330 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 21331 Model = UBBarracks_ENS 21332 ParticleSysBone = Smoke01 ChimneySmokeSmall 21333 ParticleSysBone = Smoke02 SteamVent 21334 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 21335 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 21336 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 21337 ParticleSysBone = Flame01 FireSmallContinuous 21338 ParticleSysBone = Flame02 GLAPowerPlantFlame 21339 Animation = UBBarracks_ENS.UBBarracks_ENS 21340 AnimationMode = LOOP 21341 End 21342 21343 21344 ;************************************************************************************************************************** 21345 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 21346 ;for this draw module 21347 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21348 Model = UBBarracks 21349 Animation = UBBarracks.UBBarracks 21350 AnimationMode = LOOP 21351 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21352 End 21353 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 21354 Model = UBBarracks_D 21355 Animation = UBBarracks_D.UBBarracks_D 21356 AnimationMode = LOOP 21357 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21358 End 21359 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 21360 Model = UBBarracks_E 21361 Animation = UBBarracks_E.UBBarracks_E 21362 AnimationMode = LOOP 21363 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21364 End 21365 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 21366 Model = UBBarracks_N 21367 Animation = UBBarracks_N.UBBarracks_N 21368 AnimationMode = LOOP 21369 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21370 End 21371 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 21372 Model = UBBarracks_DN 21373 Animation = UBBarracks_DN.UBBarracks_DN 21374 AnimationMode = LOOP 21375 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21376 End 21377 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 21378 Model = UBBarracks_EN 21379 Animation = UBBarracks_EN.UBBarracks_EN 21380 AnimationMode = LOOP 21381 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21382 End 21383 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 21384 Model = UBBarracks_S 21385 Animation = UBBarracks_S.UBBarracks_S 21386 AnimationMode = LOOP 21387 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21388 End 21389 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 21390 Model = UBBarracks_DS 21391 Animation = UBBarracks_DS.UBBarracks_DS 21392 AnimationMode = LOOP 21393 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21394 End 21395 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 21396 Model = UBBarracks_ES 21397 Animation = UBBarracks_ES.UBBarracks_ES 21398 AnimationMode = LOOP 21399 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21400 End 21401 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 21402 Model = UBBarracks_NS 21403 Animation = UBBarracks_NS.UBBarracks_NS 21404 AnimationMode = LOOP 21405 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21406 End 21407 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 21408 Model = UBBarracks_DNS 21409 Animation = UBBarracks_DNS.UBBarracks_DNS 21410 AnimationMode = LOOP 21411 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21412 End 21413 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 21414 Model = UBBarracks_ENS 21415 Animation = UBBarracks_ENS.UBBarracks_ENS 21416 AnimationMode = LOOP 21417 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21418 End 21419 21420 ConditionState = AWAITING_CONSTRUCTION 21421 Model = NONE 21422 End 21423 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 21424 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 21425 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 21426 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 21427 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 21428 AliasConditionState = AWAITING_CONSTRUCTION SNOW 21429 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 21430 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 21431 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 21432 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 21433 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 21434 AliasConditionState = SOLD 21435 AliasConditionState = SOLD DAMAGED 21436 AliasConditionState = SOLD REALLYDAMAGED 21437 AliasConditionState = SOLD NIGHT 21438 AliasConditionState = SOLD NIGHT DAMAGED 21439 AliasConditionState = SOLD NIGHT REALLYDAMAGED 21440 AliasConditionState = SOLD SNOW 21441 AliasConditionState = SOLD SNOW DAMAGED 21442 AliasConditionState = SOLD SNOW REALLYDAMAGED 21443 AliasConditionState = SOLD NIGHT SNOW 21444 AliasConditionState = SOLD NIGHT SNOW DAMAGED 21445 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 21446 ;************************************************************************************************************************** 21447 End 21448 ; ------------ construction-zone fence ----------------- 21449 Draw = W3DModelDraw ModuleTag_02 21450 AnimationsRequirePower = No 21451 DefaultConditionState 21452 Model = None 21453 TransitionKey = DOWN_DEFAULT 21454 End 21455 ConditionState = NIGHT 21456 Model = None 21457 TransitionKey = DOWN_DEFAULT 21458 End 21459 ConditionState = SNOW 21460 Model = None 21461 TransitionKey = DOWN_DEFAULT 21462 End 21463 ConditionState = SNOW NIGHT 21464 Model = None 21465 TransitionKey = DOWN_DEFAULT 21466 End 21467 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21468 Model = UBBarracks_A4 21469 Animation = UBBarracks_A4.UBBarracks_A4 21470 AnimationMode = MANUAL 21471 Flags = START_FRAME_LAST 21472 TransitionKey = UP_DAY 21473 End 21474 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21475 Model = UBBarracks_A4N 21476 Animation = UBBarracks_A4N.UBBarracks_A4N 21477 AnimationMode = MANUAL 21478 Flags = START_FRAME_LAST 21479 TransitionKey = UP_NIGHT 21480 End 21481 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21482 Model = UBBarracks_A4S 21483 Animation = UBBarracks_A4S.UBBarracks_A4S 21484 AnimationMode = MANUAL 21485 Flags = START_FRAME_LAST 21486 TransitionKey = UP_SNOW 21487 End 21488 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21489 Model = UBBarracks_A4SN 21490 Animation = UBBarracks_A4SN.UBBarracks_A4SN 21491 AnimationMode = MANUAL 21492 Flags = START_FRAME_LAST 21493 TransitionKey = UP_SNOWNIGHT 21494 End 21495 TransitionState = DOWN_DEFAULT UP_DAY 21496 Model = UBBarracks_A4 21497 Animation = UBBarracks_A4.UBBarracks_A4 21498 AnimationMode = ONCE 21499 AnimationSpeedFactorRange = 1.0 1.0 21500 Flags = START_FRAME_FIRST 21501 End 21502 TransitionState = DOWN_DEFAULT UP_NIGHT 21503 Model = UBBarracks_A4N 21504 Animation = UBBarracks_A4N.UBBarracks_A4N 21505 AnimationMode = ONCE 21506 AnimationSpeedFactorRange = 1.0 1.0 21507 Flags = START_FRAME_FIRST 21508 End 21509 TransitionState = DOWN_DEFAULT UP_SNOW 21510 Model = UBBarracks_A4S 21511 Animation = UBBarracks_A4S.UBBarracks_A4S 21512 AnimationMode = ONCE 21513 AnimationSpeedFactorRange = 1.0 1.0 21514 Flags = START_FRAME_FIRST 21515 End 21516 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21517 Model = UBBarracks_A4SN 21518 Animation = UBBarracks_A4SN.UBBarracks_A4SN 21519 AnimationMode = ONCE 21520 AnimationSpeedFactorRange = 1.0 1.0 21521 Flags = START_FRAME_FIRST 21522 End 21523 TransitionState = UP_DAY DOWN_DEFAULT 21524 Model = UBBarracks_A4 21525 Animation = UBBarracks_A4.UBBarracks_A4 21526 AnimationMode = ONCE_BACKWARDS 21527 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21528 Flags = START_FRAME_LAST 21529 End 21530 TransitionState = UP_NIGHT DOWN_DEFAULT 21531 Model = UBBarracks_A4N 21532 Animation = UBBarracks_A4N.UBBarracks_A4N 21533 AnimationMode = ONCE_BACKWARDS 21534 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21535 Flags = START_FRAME_LAST 21536 End 21537 TransitionState = UP_SNOW DOWN_DEFAULT 21538 Model = UBBarracks_A4S 21539 Animation = UBBarracks_A4S.UBBarracks_A4S 21540 AnimationMode = ONCE_BACKWARDS 21541 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21542 Flags = START_FRAME_LAST 21543 End 21544 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21545 Model = UBBarracks_A4SN 21546 Animation = UBBarracks_A4SN.UBBarracks_A4SN 21547 AnimationMode = ONCE_BACKWARDS 21548 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21549 Flags = START_FRAME_LAST 21550 End 21551 End 21552 21553 ; ------------ under-construction scaffolding ----------------- 21554 Draw = W3DModelDraw ModuleTag_03 21555 AnimationsRequirePower = No 21556 MinLODRequired = MEDIUM 21557 DefaultConditionState 21558 Model = None 21559 TransitionKey = DOWN_DEFAULT 21560 End 21561 ConditionState = NIGHT 21562 Model = None 21563 TransitionKey = DOWN_DEFAULT 21564 End 21565 ConditionState = SNOW 21566 Model = None 21567 TransitionKey = DOWN_DEFAULT 21568 End 21569 ConditionState = SNOW NIGHT 21570 Model = None 21571 TransitionKey = DOWN_DEFAULT 21572 End 21573 ConditionState = PARTIALLY_CONSTRUCTED 21574 Model = UBBarracks_A6 21575 Animation = UBBarracks_A6.UBBarracks_A6 21576 AnimationMode = MANUAL 21577 Flags = START_FRAME_LAST 21578 TransitionKey = UP_DAY 21579 ParticleSysBone = Dust01 BuildingDust 21580 ParticleSysBone = Smoke01 BuildUpSmoke 21581 ParticleSysBone = Smoke02 BuildUpSmoke 21582 ParticleSysBone = Smoke03 BuildUpSmoke 21583 ParticleSysBone = Smoke04 BuildUpSmoke 21584 ParticleSysBone = Smoke05 BuildUpSmoke 21585 ParticleSysBone = Smoke06 BuildUpSmoke 21586 End 21587 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 21588 Model = UBBarracks_A6N 21589 Animation = UBBarracks_A6N.UBBarracks_A6N 21590 AnimationMode = MANUAL 21591 Flags = START_FRAME_LAST 21592 TransitionKey = UP_NIGHT 21593 ParticleSysBone = Dust01 BuildingDust 21594 ParticleSysBone = Smoke01 BuildUpSmoke 21595 ParticleSysBone = Smoke02 BuildUpSmoke 21596 ParticleSysBone = Smoke03 BuildUpSmoke 21597 ParticleSysBone = Smoke04 BuildUpSmoke 21598 ParticleSysBone = Smoke05 BuildUpSmoke 21599 ParticleSysBone = Smoke06 BuildUpSmoke 21600 End 21601 ConditionState = SNOW PARTIALLY_CONSTRUCTED 21602 Model = UBBarracks_A6S 21603 Animation = UBBarracks_A6S.UBBarracks_A6S 21604 AnimationMode = MANUAL 21605 Flags = START_FRAME_LAST 21606 TransitionKey = UP_SNOW 21607 ParticleSysBone = Dust01 BuildingSnowDust 21608 ParticleSysBone = Smoke01 BuildUpSnowSmoke 21609 ParticleSysBone = Smoke02 BuildUpSnowSmoke 21610 ParticleSysBone = Smoke03 BuildUpSnowSmoke 21611 ParticleSysBone = Smoke04 BuildUpSnowSmoke 21612 ParticleSysBone = Smoke05 BuildUpSnowSmoke 21613 ParticleSysBone = Smoke06 BuildUpSnowSmoke 21614 End 21615 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 21616 Model = UBBarracks_A6SN 21617 Animation = UBBarracks_A6SN.UBBarracks_A6SN 21618 AnimationMode = MANUAL 21619 Flags = START_FRAME_LAST 21620 TransitionKey = UP_SNOWNIGHT 21621 ParticleSysBone = Dust01 BuildingNightSnowDust 21622 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 21623 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 21624 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 21625 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 21626 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 21627 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 21628 End 21629 TransitionState = DOWN_DEFAULT UP_DAY 21630 Model = UBBarracks_A6 21631 Animation = UBBarracks_A6.UBBarracks_A6 21632 AnimationMode = ONCE 21633 AnimationSpeedFactorRange = 1.0 1.0 21634 Flags = START_FRAME_FIRST 21635 End 21636 TransitionState = DOWN_DEFAULT UP_NIGHT 21637 Model = UBBarracks_A6N 21638 Animation = UBBarracks_A6N.UBBarracks_A6N 21639 AnimationMode = ONCE 21640 AnimationSpeedFactorRange = 1.0 1.0 21641 Flags = START_FRAME_FIRST 21642 End 21643 TransitionState = DOWN_DEFAULT UP_SNOW 21644 Model = UBBarracks_A6S 21645 Animation = UBBarracks_A6S.UBBarracks_A6S 21646 AnimationMode = ONCE 21647 AnimationSpeedFactorRange = 1.0 1.0 21648 Flags = START_FRAME_FIRST 21649 End 21650 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21651 Model = UBBarracks_A6SN 21652 Animation = UBBarracks_A6SN.UBBarracks_A6SN 21653 AnimationMode = ONCE 21654 AnimationSpeedFactorRange = 1.0 1.0 21655 Flags = START_FRAME_FIRST 21656 End 21657 TransitionState = UP_DAY DOWN_DEFAULT 21658 Model = UBBarracks_A6 21659 Animation = UBBarracks_A6.UBBarracks_A6 21660 AnimationMode = ONCE_BACKWARDS 21661 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21662 Flags = START_FRAME_LAST 21663 End 21664 TransitionState = UP_NIGHT DOWN_DEFAULT 21665 Model = UBBarracks_A6N 21666 Animation = UBBarracks_A6N.UBBarracks_A6N 21667 AnimationMode = ONCE_BACKWARDS 21668 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21669 Flags = START_FRAME_LAST 21670 End 21671 TransitionState = UP_SNOW DOWN_DEFAULT 21672 Model = UBBarracks_A6S 21673 Animation = UBBarracks_A6S.UBBarracks_A6S 21674 AnimationMode = ONCE_BACKWARDS 21675 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21676 Flags = START_FRAME_LAST 21677 End 21678 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21679 Model = UBBarracks_A6SN 21680 Animation = UBBarracks_A6SN.UBBarracks_A6SN 21681 AnimationMode = ONCE_BACKWARDS 21682 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21683 Flags = START_FRAME_LAST 21684 End 21685 End 21686 21687 PlacementViewAngle = -135 21688 21689 ; ***DESIGN parameters *** 21690 DisplayName = OBJECT:Barracks 21691 Side = GLA 21692 EditorSorting = STRUCTURE 21693 BuildCost = 500 21694 BuildTime = 10.0 ; in seconds 21695 EnergyProduction = 0 21696 CommandSet = GLABarracksCommandSet 21697 VisionRange = 200.0 ; Shroud clearing distance 21698 ShroudClearingRange = 200 21699 ArmorSet 21700 Conditions = None 21701 Armor = StructureArmor 21702 DamageFX = StructureDamageFXNoShake 21703 End 21704 ExperienceValue = 100 100 100 100 ; Experience point value at each level 21705 21706 Prerequisites 21707 ; Object = GLASupplyStash 21708 End 21709 21710 21711 ; *** AUDIO Parameters *** 21712 VoiceSelect = BarracksGLASelect 21713 SoundDie = BuildingDie 21714 SoundOnDamaged = BuildingDamagedStateLight 21715 SoundOnReallyDamaged = BuildingDestroy 21716 21717 UnitSpecificSounds 21718 UnderConstruction = UnderConstructionLoop 21719 End 21720 21721 ; *** ENGINEERING Parameters *** 21722 RadarPriority = STRUCTURE 21723 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 21724 Body = StructureBody ModuleTag_04 21725 MaxHealth = 500.0 21726 InitialHealth = 500.0 21727 End 21728 Behavior = HealContain ModuleTag_05 21729 ContainMax = 10 ;way bigger than the # of objects we can have 21730 TimeForFullHeal = 2000 ;(in milliseconds) 21731 AllowInsideKindOf = INFANTRY 21732 AllowAlliesInside = Yes 21733 AllowNeutralInside = No 21734 AllowEnemiesInside = No 21735 End 21736 21737 Behavior = RebuildHoleExposeDie ModuleTag_06 21738 HoleName = GLAHoleBarracks 21739 HoleMaxHealth = 500.0 21740 End 21741 Behavior = DestroyDie ModuleTag_07 21742 ;nothing 21743 End 21744 Behavior = CreateObjectDie ModuleTag_08 21745 CreationList = OCL_LargeStructureDebris 21746 End 21747 Behavior = FXListDie ModuleTag_09 21748 DeathFX = FX_StructureSmallDeath 21749 End 21750 Behavior = ProductionUpdate ModuleTag_10 21751 ; nothing 21752 End 21753 Behavior = DefaultProductionExitUpdate ModuleTag_11 21754 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 21755 NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 21756 End 21757 21758 Behavior = FlammableUpdate ModuleTag_13 21759 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21760 AflameDamageAmount = 5 ; taking this much damage... 21761 AflameDamageDelay = 500 ; this often. 21762 End 21763 21764 Behavior = TransitionDamageFX ModuleTag_16 21765 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 21766 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21767 ;--------------------------------------------------------------------------------------- 21768 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21769 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21770 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21771 End 21772 21773 21774 Geometry = BOX 21775 GeometryMajorRadius = 42.0 21776 GeometryMinorRadius = 52.0 21777 GeometryHeight = 20.0 21778 GeometryIsSmall = No 21779 FactoryExitWidth = 25 21780 Shadow = SHADOW_VOLUME 21781 BuildCompletion = PLACED_BY_PLAYER 21782 21783 End 21784 21785 21786 ;------------------------------------------------------------------------------ 21787 ;---------------------Eddited by [wog]colonel(01/01/05)----------------------- 21788 ;------------------------------------------------------------------------------ 21789 21790 ;------------------------------------------------------------------------------ 21791 ObjectReskin GLAHoleBarracks GLAHole 21792 Draw = W3DModelDraw ModuleTag_01 21793 OkToChangeModelColor = Yes 21794 ConditionState = NONE 21795 Model = UBHole 21796 End 21797 ConditionState = DAMAGED 21798 Model = UBHole_D 21799 ParticleSysBone = Smoke01 SteamVent 21800 End 21801 ConditionState = REALLYDAMAGED 21802 Model = UBHole_E 21803 ParticleSysBone = Smoke01 SteamVent 21804 ParticleSysBone = Smoke02 SteamVent 21805 ParticleSysBone = Fire01 GLAPowerPlantFlame 21806 ParticleSysBone = Fire02 GLAPowerPlantFlame 21807 ParticleSysBone = Fire03 GLAPowerPlantFlame 21808 End 21809 End 21810 Draw = W3DModelDraw ModuleTag_02 21811 OkToChangeModelColor = Yes 21812 ConditionState = NONE 21813 Model = UBBarracks_R 21814 ParticleSysBone = FLame01 FireSmallContinuous 21815 ParticleSysBone = Flame02 FireSmallContinuous 21816 ParticleSysBone = Smoke01 SmolderingSmoke 21817 ParticleSysBone = Smoke02 SmolderingSmoke 21818 ParticleSysBone = Smoke04 SmolderingSmoke 21819 ParticleSysBone = Smoke05 SmolderingSmoke 21820 End 21821 ConditionState = DAMAGED REALLYDAMAGED 21822 Model = UBBarracks_R 21823 ParticleSysBone = FLame01 FireSmallContinuous 21824 ParticleSysBone = Flame02 FireSmallContinuous 21825 ParticleSysBone = Smoke01 SmolderingSmoke 21826 ParticleSysBone = Smoke02 SmolderingSmoke 21827 ParticleSysBone = Smoke04 SmolderingSmoke 21828 ParticleSysBone = Smoke05 SmolderingSmoke 21829 End 21830 End 21831 End 21832 21833 ;------------------------------------------------------------------------------ 21834 Object ChinaBarracks 21835 21836 ; *** ART Parameters *** 21837 SelectPortrait = SNBarracks_L 21838 ButtonImage = SNBarracks 21839 Draw = W3DModelDraw ModuleTag_01 21840 OkToChangeModelColor = Yes 21841 21842 21843 ; day 21844 ConditionState = NONE 21845 Model = NBBarracks 21846 ParticleSysBone= Fire01 SmolderingFire 21847 Animation = NBBarracks.NBBarracks 21848 AnimationMode = LOOP 21849 End 21850 21851 ConditionState = DAMAGED 21852 Model = NBBarracks_D 21853 ParticleSysBone= Fire01 SmolderingFire 21854 Animation = NBBarracks_D.NBBarracks_D 21855 AnimationMode = LOOP 21856 End 21857 21858 ConditionState = REALLYDAMAGED RUBBLE 21859 Model = NBBarracks_E 21860 ParticleSysBone= Fire01 SmolderingFire 21861 Animation = NBBarracks_E.NBBarracks_E 21862 AnimationMode = LOOP 21863 End 21864 21865 ; day SNOW 21866 21867 ConditionState = SNOW 21868 Model = NBBarracks_S 21869 ParticleSysBone= Fire01 SmolderingFire 21870 Animation = NBBarracks_S.NBBarracks_S 21871 AnimationMode = LOOP 21872 End 21873 21874 ConditionState = DAMAGED SNOW 21875 Model = NBBarracks_DS 21876 ParticleSysBone= Fire01 SmolderingFire 21877 Animation = NBBarracks_DS.NBBarracks_DS 21878 AnimationMode = LOOP 21879 End 21880 21881 ConditionState = REALLYDAMAGED RUBBLE SNOW 21882 Model = NBBarracks_ES 21883 ParticleSysBone= Fire01 SmolderingFire 21884 Animation = NBBarracks_ES.NBBarracks_ES 21885 AnimationMode = LOOP 21886 End 21887 21888 21889 ; night 21890 ConditionState = NIGHT 21891 Model = NBBarracks_N 21892 ParticleSysBone= Fire01 SmolderingFire 21893 Animation = NBBarracks_N.NBBarracks_N 21894 AnimationMode = LOOP 21895 End 21896 21897 ConditionState = DAMAGED NIGHT 21898 Model = NBBarracks_DN 21899 ParticleSysBone= Fire01 SmolderingFire 21900 Animation = NBBarracks_DN.NBBarracks_DN 21901 AnimationMode = LOOP 21902 End 21903 21904 ConditionState = REALLYDAMAGED RUBBLE NIGHT 21905 Model = NBBarracks_EN 21906 ParticleSysBone= Fire01 SmolderingFire 21907 Animation = NBBarracks_EN.NBBarracks_EN 21908 AnimationMode = LOOP 21909 End 21910 21911 ; night snow 21912 ConditionState = NIGHT SNOW 21913 Model = NBBarracks_NS 21914 ParticleSysBone= Fire01 SmolderingFire 21915 Animation = NBBarracks_NS.NBBarracks_NS 21916 AnimationMode = LOOP 21917 End 21918 21919 ConditionState = DAMAGED NIGHT SNOW 21920 Model = NBBarracks_DNS 21921 ParticleSysBone= Fire01 SmolderingFire 21922 Animation = NBBarracks_DNS.NBBarracks_DNS 21923 AnimationMode = LOOP 21924 End 21925 21926 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 21927 Model = NBBarracks_ENS 21928 ParticleSysBone= Fire01 SmolderingFire 21929 Animation = NBBarracks_ENS.NBBarracks_ENS 21930 AnimationMode = LOOP 21931 End 21932 21933 21934 ;************************************************************************************************************************** 21935 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 21936 ;for this draw module 21937 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21938 Model = NBBarracks 21939 Animation = NBBarracks.NBBarracks 21940 AnimationMode = LOOP 21941 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21942 End 21943 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 21944 Model = NBBarracks_D 21945 Animation = NBBarracks_D.NBBarracks_D 21946 AnimationMode = LOOP 21947 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21948 End 21949 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 21950 Model = NBBarracks_E 21951 Animation = NBBarracks_E.NBBarracks_E 21952 AnimationMode = LOOP 21953 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21954 End 21955 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 21956 Model = NBBarracks_N 21957 Animation = NBBarracks_N.NBBarracks_N 21958 AnimationMode = LOOP 21959 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21960 End 21961 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 21962 Model = NBBarracks_DN 21963 Animation = NBBarracks_DN.NBBarracks_DN 21964 AnimationMode = LOOP 21965 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21966 End 21967 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 21968 Model = NBBarracks_EN 21969 Animation = NBBarracks_EN.NBBarracks_EN 21970 AnimationMode = LOOP 21971 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21972 End 21973 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 21974 Model = NBBarracks_S 21975 Animation = NBBarracks_S.NBBarracks_S 21976 AnimationMode = LOOP 21977 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21978 End 21979 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 21980 Model = NBBarracks_DS 21981 Animation = NBBarracks_DS.NBBarracks_DS 21982 AnimationMode = LOOP 21983 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21984 End 21985 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 21986 Model = NBBarracks_ES 21987 Animation = NBBarracks_ES.NBBarracks_ES 21988 AnimationMode = LOOP 21989 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21990 End 21991 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 21992 Model = NBBarracks_NS 21993 Animation = NBBarracks_NS.NBBarracks_NS 21994 AnimationMode = LOOP 21995 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21996 End 21997 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 21998 Model = NBBarracks_DNS 21999 Animation = NBBarracks_DNS.NBBarracks_DNS 22000 AnimationMode = LOOP 22001 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22002 End 22003 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 22004 Model = NBBarracks_ENS 22005 Animation = NBBarracks_ENS.NBBarracks_ENS 22006 AnimationMode = LOOP 22007 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22008 End 22009 22010 ConditionState = AWAITING_CONSTRUCTION 22011 Model = NONE 22012 End 22013 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 22014 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 22015 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 22016 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 22017 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 22018 AliasConditionState = AWAITING_CONSTRUCTION SNOW 22019 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 22020 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 22021 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 22022 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 22023 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 22024 AliasConditionState = SOLD 22025 AliasConditionState = SOLD DAMAGED 22026 AliasConditionState = SOLD REALLYDAMAGED 22027 AliasConditionState = SOLD NIGHT 22028 AliasConditionState = SOLD NIGHT DAMAGED 22029 AliasConditionState = SOLD NIGHT REALLYDAMAGED 22030 AliasConditionState = SOLD SNOW 22031 AliasConditionState = SOLD SNOW DAMAGED 22032 AliasConditionState = SOLD SNOW REALLYDAMAGED 22033 AliasConditionState = SOLD NIGHT SNOW 22034 AliasConditionState = SOLD NIGHT SNOW DAMAGED 22035 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 22036 ;************************************************************************************************************************** 22037 End 22038 22039 ; ------------ construction-zone fence ----------------- 22040 Draw = W3DModelDraw ModuleTag_02 22041 AnimationsRequirePower = No 22042 DefaultConditionState 22043 Model = None 22044 TransitionKey = DOWN_DEFAULT 22045 End 22046 ConditionState = NIGHT 22047 Model = None 22048 TransitionKey = DOWN_DEFAULT 22049 End 22050 ConditionState = SNOW 22051 Model = None 22052 TransitionKey = DOWN_DEFAULT 22053 End 22054 ConditionState = SNOW NIGHT 22055 Model = None 22056 TransitionKey = DOWN_DEFAULT 22057 End 22058 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22059 Model = NBBarracks_A4 22060 Animation = NBBarracks_A4.NBBarracks_A4 22061 AnimationMode = MANUAL 22062 Flags = START_FRAME_LAST 22063 TransitionKey = UP_DAY 22064 End 22065 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22066 Model = NBBarracks_A4N 22067 Animation = NBBarracks_A4N.NBBarracks_A4N 22068 AnimationMode = MANUAL 22069 Flags = START_FRAME_LAST 22070 TransitionKey = UP_NIGHT 22071 End 22072 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22073 Model = NBBarracks_A4S 22074 Animation = NBBarracks_A4S.NBBarracks_A4S 22075 AnimationMode = MANUAL 22076 Flags = START_FRAME_LAST 22077 TransitionKey = UP_SNOW 22078 End 22079 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22080 Model = NBBarracks_A4SN 22081 Animation = NBBarracks_A4SN.NBBarracks_A4SN 22082 AnimationMode = MANUAL 22083 Flags = START_FRAME_LAST 22084 TransitionKey = UP_SNOWNIGHT 22085 End 22086 TransitionState = DOWN_DEFAULT UP_DAY 22087 Model = NBBarracks_A4 22088 Animation = NBBarracks_A4.NBBarracks_A4 22089 AnimationMode = ONCE 22090 AnimationSpeedFactorRange = 1.0 1.0 22091 Flags = START_FRAME_FIRST 22092 End 22093 TransitionState = DOWN_DEFAULT UP_NIGHT 22094 Model = NBBarracks_A4N 22095 Animation = NBBarracks_A4N.NBBarracks_A4N 22096 AnimationMode = ONCE 22097 AnimationSpeedFactorRange = 1.0 1.0 22098 Flags = START_FRAME_FIRST 22099 End 22100 TransitionState = DOWN_DEFAULT UP_SNOW 22101 Model = NBBarracks_A4S 22102 Animation = NBBarracks_A4S.NBBarracks_A4S 22103 AnimationMode = ONCE 22104 AnimationSpeedFactorRange = 1.0 1.0 22105 Flags = START_FRAME_FIRST 22106 End 22107 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 22108 Model = NBBarracks_A4SN 22109 Animation = NBBarracks_A4SN.NBBarracks_A4SN 22110 AnimationMode = ONCE 22111 AnimationSpeedFactorRange = 1.0 1.0 22112 Flags = START_FRAME_FIRST 22113 End 22114 TransitionState = UP_DAY DOWN_DEFAULT 22115 Model = NBBarracks_A4 22116 Animation = NBBarracks_A4.NBBarracks_A4 22117 AnimationMode = ONCE_BACKWARDS 22118 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22119 Flags = START_FRAME_LAST 22120 End 22121 TransitionState = UP_NIGHT DOWN_DEFAULT 22122 Model = NBBarracks_A4N 22123 Animation = NBBarracks_A4N.NBBarracks_A4N 22124 AnimationMode = ONCE_BACKWARDS 22125 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22126 Flags = START_FRAME_LAST 22127 End 22128 TransitionState = UP_SNOW DOWN_DEFAULT 22129 Model = NBBarracks_A4S 22130 Animation = NBBarracks_A4S.NBBarracks_A4S 22131 AnimationMode = ONCE_BACKWARDS 22132 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22133 Flags = START_FRAME_LAST 22134 End 22135 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 22136 Model = NBBarracks_A4SN 22137 Animation = NBBarracks_A4SN.NBBarracks_A4SN 22138 AnimationMode = ONCE_BACKWARDS 22139 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22140 Flags = START_FRAME_LAST 22141 End 22142 End 22143 22144 ; ------------ under-construction scaffolding ----------------- 22145 Draw = W3DModelDraw ModuleTag_03 22146 AnimationsRequirePower = No 22147 MinLODRequired = MEDIUM 22148 DefaultConditionState 22149 Model = None 22150 TransitionKey = DOWN_DEFAULT 22151 End 22152 ConditionState = NIGHT 22153 Model = None 22154 TransitionKey = DOWN_DEFAULT 22155 End 22156 ConditionState = SNOW 22157 Model = None 22158 TransitionKey = DOWN_DEFAULT 22159 End 22160 ConditionState = SNOW NIGHT 22161 Model = None 22162 TransitionKey = DOWN_DEFAULT 22163 End 22164 ConditionState = PARTIALLY_CONSTRUCTED 22165 Model = NBBarracks_A6 22166 Animation = NBBarracks_A6.NBBarracks_A6 22167 AnimationMode = MANUAL 22168 Flags = START_FRAME_LAST 22169 TransitionKey = UP_DAY 22170 ParticleSysBone = Dust01 BuildingDustChina 22171 ParticleSysBone = Smoke01 BuildUpSmokeChina 22172 ParticleSysBone = Smoke02 BuildUpSmokeChina 22173 ParticleSysBone = Smoke03 BuildUpSmokeChina 22174 ParticleSysBone = Smoke04 BuildUpSmokeChina 22175 ParticleSysBone = Smoke05 BuildUpSmokeChina 22176 End 22177 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 22178 Model = NBBarracks_A6N 22179 Animation = NBBarracks_A6N.NBBarracks_A6N 22180 AnimationMode = MANUAL 22181 Flags = START_FRAME_LAST 22182 TransitionKey = UP_NIGHT 22183 ParticleSysBone = Dust01 BuildingDustChina 22184 ParticleSysBone = Smoke01 BuildUpSmokeChina 22185 ParticleSysBone = Smoke02 BuildUpSmokeChina 22186 ParticleSysBone = Smoke03 BuildUpSmokeChina 22187 ParticleSysBone = Smoke04 BuildUpSmokeChina 22188 ParticleSysBone = Smoke05 BuildUpSmokeChina 22189 End 22190 ConditionState = SNOW PARTIALLY_CONSTRUCTED 22191 Model = NBBarracks_A6S 22192 Animation = NBBarracks_A6S.NBBarracks_A6S 22193 AnimationMode = MANUAL 22194 Flags = START_FRAME_LAST 22195 TransitionKey = UP_SNOW 22196 ParticleSysBone = Dust01 BuildingSnowDust 22197 ParticleSysBone = Smoke01 BuildUpSnowSmoke 22198 ParticleSysBone = Smoke02 BuildUpSnowSmoke 22199 ParticleSysBone = Smoke03 BuildUpSnowSmoke 22200 ParticleSysBone = Smoke04 BuildUpSnowSmoke 22201 ParticleSysBone = Smoke05 BuildUpSnowSmoke 22202 End 22203 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 22204 Model = NBBarracks_A6SN 22205 Animation = NBBarracks_A6SN.NBBarracks_A6SN 22206 AnimationMode = MANUAL 22207 Flags = START_FRAME_LAST 22208 TransitionKey = UP_SNOWNIGHT 22209 ParticleSysBone = Dust01 BuildingNightSnowDust 22210 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 22211 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 22212 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 22213 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 22214 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 22215 End 22216 TransitionState = DOWN_DEFAULT UP_DAY 22217 Model = NBBarracks_A6 22218 Animation = NBBarracks_A6.NBBarracks_A6 22219 AnimationMode = ONCE 22220 AnimationSpeedFactorRange = 1.0 1.0 22221 Flags = START_FRAME_FIRST 22222 End 22223 TransitionState = DOWN_DEFAULT UP_NIGHT 22224 Model = NBBarracks_A6N 22225 Animation = NBBarracks_A6N.NBBarracks_A6N 22226 AnimationMode = ONCE 22227 AnimationSpeedFactorRange = 1.0 1.0 22228 Flags = START_FRAME_FIRST 22229 End 22230 TransitionState = DOWN_DEFAULT UP_SNOW 22231 Model = NBBarracks_A6S 22232 Animation = NBBarracks_A6S.NBBarracks_A6S 22233 AnimationMode = ONCE 22234 AnimationSpeedFactorRange = 1.0 1.0 22235 Flags = START_FRAME_FIRST 22236 End 22237 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 22238 Model = NBBarracks_A6SN 22239 Animation = NBBarracks_A6SN.NBBarracks_A6SN 22240 AnimationMode = ONCE 22241 AnimationSpeedFactorRange = 1.0 1.0 22242 Flags = START_FRAME_FIRST 22243 End 22244 TransitionState = UP_DAY DOWN_DEFAULT 22245 Model = NBBarracks_A6 22246 Animation = NBBarracks_A6.NBBarracks_A6 22247 AnimationMode = ONCE_BACKWARDS 22248 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22249 Flags = START_FRAME_LAST 22250 End 22251 TransitionState = UP_NIGHT DOWN_DEFAULT 22252 Model = NBBarracks_A6N 22253 Animation = NBBarracks_A6N.NBBarracks_A6N 22254 AnimationMode = ONCE_BACKWARDS 22255 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22256 Flags = START_FRAME_LAST 22257 End 22258 TransitionState = UP_SNOW DOWN_DEFAULT 22259 Model = NBBarracks_A6S 22260 Animation = NBBarracks_A6S.NBBarracks_A6S 22261 AnimationMode = ONCE_BACKWARDS 22262 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22263 Flags = START_FRAME_LAST 22264 End 22265 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 22266 Model = NBBarracks_A6SN 22267 Animation = NBBarracks_A6SN.NBBarracks_A6SN 22268 AnimationMode = ONCE_BACKWARDS 22269 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22270 Flags = START_FRAME_LAST 22271 End 22272 End 22273 22274 ; ------------ being-constructed crane ----------------- 22275 Draw = W3DModelDraw ModuleTag_04 22276 AnimationsRequirePower = No 22277 DefaultConditionState 22278 Model = None 22279 TransitionKey = DOWN_DEFAULT 22280 End 22281 ConditionState = NIGHT 22282 Model = None 22283 TransitionKey = DOWN_DEFAULT 22284 End 22285 ConditionState = SNOW 22286 Model = None 22287 TransitionKey = DOWN_DEFAULT 22288 End 22289 ConditionState = SNOW NIGHT 22290 Model = None 22291 TransitionKey = DOWN_DEFAULT 22292 End 22293 ConditionState = SOLD 22294 Model = NONE 22295 End 22296 22297 ConditionState = ACTIVELY_BEING_CONSTRUCTED 22298 Model = NBBarracks_A5 22299 Animation = NBBarracks_A5.NBBarracks_A5 22300 AnimationMode = LOOP 22301 TransitionKey = UP_DAY 22302 End 22303 22304 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 22305 Model = NBBarracks_A5N 22306 Animation = NBBarracks_A5N.NBBarracks_A5N 22307 AnimationMode = LOOP 22308 TransitionKey = UP_NIGHT 22309 End 22310 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 22311 Model = NBBarracks_A5S 22312 Animation = NBBarracks_A5S.NBBarracks_A5S 22313 AnimationMode = LOOP 22314 TransitionKey = UP_SNOW 22315 End 22316 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 22317 Model = NBBarracks_A5SN 22318 Animation = NBBarracks_A5SN.NBBarracks_A5SN 22319 AnimationMode = LOOP 22320 TransitionKey = UP_SNOWNIGHT 22321 End 22322 TransitionState = DOWN_DEFAULT UP_DAY 22323 Model = NBBarracks_AB 22324 Animation = NBBarracks_AB.NBBarracks_AB 22325 AnimationMode = ONCE 22326 AnimationSpeedFactorRange = 1.0 1.0 22327 Flags = START_FRAME_FIRST 22328 End 22329 22330 TransitionState = DOWN_DEFAULT UP_NIGHT 22331 Model = NBBarracks_ABN 22332 Animation = NBBarracks_ABN.NBBarracks_ABN 22333 AnimationMode = ONCE 22334 AnimationSpeedFactorRange = 1.0 1.0 22335 Flags = START_FRAME_FIRST 22336 End 22337 TransitionState = DOWN_DEFAULT UP_SNOW 22338 Model = NBBarracks_ABS 22339 Animation = NBBarracks_ABS.NBBarracks_ABS 22340 AnimationMode = ONCE 22341 AnimationSpeedFactorRange = 1.0 1.0 22342 Flags = START_FRAME_FIRST 22343 End 22344 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 22345 Model = NBBarracks_ABSN 22346 Animation = NBBarracks_ABSN.NBBarracks_ABSN 22347 AnimationMode = ONCE 22348 AnimationSpeedFactorRange = 1.0 1.0 22349 Flags = START_FRAME_FIRST 22350 End 22351 TransitionState = UP_DAY DOWN_DEFAULT 22352 Model = NBBarracks_AB 22353 Animation = NBBarracks_AB.NBBarracks_AB 22354 AnimationMode = ONCE_BACKWARDS 22355 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22356 Flags = START_FRAME_LAST 22357 End 22358 TransitionState = UP_NIGHT DOWN_DEFAULT 22359 Model = NBBarracks_ABN 22360 Animation = NBBarracks_ABN.NBBarracks_ABN 22361 AnimationMode = ONCE_BACKWARDS 22362 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22363 Flags = START_FRAME_LAST 22364 End 22365 TransitionState = UP_SNOW DOWN_DEFAULT 22366 Model = NBBarracks_ABS 22367 Animation = NBBarracks_ABS.NBBarracks_ABS 22368 AnimationMode = ONCE_BACKWARDS 22369 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22370 Flags = START_FRAME_LAST 22371 End 22372 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 22373 Model = NBBarracks_ABSN 22374 Animation = NBBarracks_ABSN.NBBarracks_ABSN 22375 AnimationMode = ONCE_BACKWARDS 22376 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22377 Flags = START_FRAME_LAST 22378 End 22379 End 22380 22381 PlacementViewAngle = -135 22382 22383 ; ***DESIGN parameters *** 22384 DisplayName = OBJECT:Barracks 22385 Side = China 22386 EditorSorting = STRUCTURE 22387 BuildCost = 500 22388 BuildTime = 10.0 ; in seconds 22389 EnergyProduction = 0 22390 CommandSet = ChinaBarracksCommandSet 22391 VisionRange = 150.0 ; Shroud clearing distance 22392 ShroudClearingRange = 150 22393 ArmorSet 22394 Conditions = None 22395 Armor = StructureArmor 22396 DamageFX = StructureDamageFXNoShake 22397 End 22398 ExperienceValue = 100 100 100 100 ; Experience point value at each level 22399 22400 ; *** AUDIO Parameters *** 22401 VoiceSelect = BarracksChinaSelect 22402 SoundDie = BuildingDie 22403 SoundOnDamaged = BuildingDamagedStateLight 22404 SoundOnReallyDamaged = BuildingDestroy 22405 22406 UnitSpecificSounds 22407 UnderConstruction = UnderConstructionLoop 22408 End 22409 22410 ; *** ENGINEERING Parameters *** 22411 RadarPriority = STRUCTURE 22412 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 22413 Body = StructureBody ModuleTag_05 22414 MaxHealth = 1000.0 22415 InitialHealth = 1000.0 22416 End 22417 Behavior = HealContain ModuleTag_06 22418 ContainMax = 10 ;way bigger than the # of objects we can have 22419 TimeForFullHeal = 2000 ;(in milliseconds) 22420 AllowInsideKindOf = INFANTRY 22421 AllowAlliesInside = Yes 22422 AllowNeutralInside = No 22423 AllowEnemiesInside = No 22424 End 22425 22426 Behavior = DestroyDie ModuleTag_07 22427 ;nothing 22428 End 22429 Behavior = CreateObjectDie ModuleTag_08 22430 CreationList = OCL_LargeStructureDebris 22431 End 22432 Behavior = FXListDie ModuleTag_09 22433 DeathFX = FX_StructureSmallDeath 22434 End 22435 22436 Behavior = ProductionUpdate ModuleTag_10 22437 QuantityModifier = ChinaInfantryRedguard 2 22438 End 22439 Behavior = QueueProductionExitUpdate ModuleTag_11 22440 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 22441 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 22442 ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. 22443 End 22444 22445 Behavior = GenerateMinefieldBehavior ModuleTag_12 22446 TriggeredBy = Upgrade_ChinaMines 22447 MineName = ChinaStandardMine 22448 SmartBorder = Yes 22449 AlwaysCircular = Yes 22450 End 22451 22452 Behavior = FlammableUpdate ModuleTag_14 22453 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22454 AflameDamageAmount = 5 ; taking this much damage... 22455 AflameDamageDelay = 500 ; this often. 22456 End 22457 22458 Behavior = TransitionDamageFX ModuleTag_15 22459 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 22460 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22461 ;--------------------------------------------------------------------------------------- 22462 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22463 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 22464 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 22465 End 22466 22467 Geometry = BOX 22468 GeometryMajorRadius = 36.0 22469 GeometryMinorRadius = 44.0 22470 GeometryHeight = 30.0 22471 GeometryIsSmall = No 22472 FactoryExitWidth = 25 22473 Shadow = SHADOW_VOLUME 22474 BuildCompletion = PLACED_BY_PLAYER 22475 22476 End 22477 22478 ;------------------------------------------------------------------------------ 22479 Object AmericaWarFactory 22480 22481 ; *** ART Parameters *** 22482 SelectPortrait = SACWeaponsfact_L 22483 ButtonImage = SACWeaponsfact 22484 22485 ; ------------ the main factory itself ----------------- 22486 Draw = W3DModelDraw ModuleTag_01 22487 OkToChangeModelColor = Yes 22488 ; day ************************************************** 22489 DefaultConditionState 22490 Model = ABWarFact 22491 Animation = ABWarFact.ABWarFact 22492 AnimationMode = LOOP 22493 ParticleSysBone = Smoke01 SteamVent 22494 ParticleSysBone = Smoke02 SteamVent 22495 End 22496 ConditionState = DAMAGED 22497 Model = ABWarFact_D 22498 Animation = ABWarFact_D.ABWarFact_D 22499 AnimationMode = LOOP 22500 End 22501 ConditionState = REALLYDAMAGED RUBBLE 22502 Model = ABWarFact_E 22503 Animation = ABWarFact_E.ABWarFact_E 22504 AnimationMode = LOOP 22505 End 22506 22507 22508 ; night ************************************************* 22509 ConditionState = NIGHT 22510 Model = ABWarFact_N 22511 Animation = ABWarFact_N.ABWarFact_N 22512 AnimationMode = LOOP 22513 End 22514 ConditionState = DAMAGED NIGHT 22515 Model = ABWarFact_DN 22516 Animation = ABWarFact_DN.ABWarFact_DN 22517 AnimationMode = LOOP 22518 End 22519 ConditionState = REALLYDAMAGED RUBBLE NIGHT 22520 Model = ABWarFact_EN 22521 Animation = ABWarFact_EN.ABWarFact_EN 22522 AnimationMode = LOOP 22523 End 22524 22525 ; snow ************************************************* 22526 ConditionState = SNOW 22527 Model = ABWarFact_S 22528 Animation = ABWarFact_S.ABWarFact_S 22529 AnimationMode = LOOP 22530 End 22531 ConditionState = DAMAGED SNOW 22532 Model = ABWarFact_DS 22533 Animation = ABWarFact_DS.ABWarFact_DS 22534 AnimationMode = LOOP 22535 End 22536 ConditionState = REALLYDAMAGED RUBBLE SNOW 22537 Model = ABWarFact_ES 22538 Animation = ABWarFact_ES.ABWarFact_ES 22539 AnimationMode = LOOP 22540 End 22541 22542 22543 ; night snow ************************************************* 22544 ConditionState = NIGHT SNOW 22545 Model = ABWarFact_NS 22546 Animation = ABWarFact_NS.ABWarFact_NS 22547 AnimationMode = LOOP 22548 End 22549 ConditionState = DAMAGED NIGHT SNOW 22550 Model = ABWarFact_DNS 22551 Animation = ABWarFact_DNS.ABWarFact_DNS 22552 AnimationMode = LOOP 22553 End 22554 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 22555 Model = ABWarFact_ENS 22556 Animation = ABWarFact_ENS.ABWarFact_ENS 22557 AnimationMode = LOOP 22558 End 22559 22560 ;************************************************************************************************************************** 22561 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 22562 ;for this draw module 22563 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22564 Model = ABWarFact 22565 Animation = ABWarFact.ABWarFact 22566 AnimationMode = LOOP 22567 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22568 End 22569 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 22570 Model = ABWarFact_D 22571 Animation = ABWarFact_D.ABWarFact_D 22572 AnimationMode = LOOP 22573 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22574 End 22575 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 22576 Model = ABWarFact_E 22577 Animation = ABWarFact_E.ABWarFact_E 22578 AnimationMode = LOOP 22579 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22580 End 22581 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 22582 Model = ABWarFact_N 22583 Animation = ABWarFact_N.ABWarFact_N 22584 AnimationMode = LOOP 22585 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22586 End 22587 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 22588 Model = ABWarFact_DN 22589 Animation = ABWarFact_DN.ABWarFact_DN 22590 AnimationMode = LOOP 22591 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22592 End 22593 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 22594 Model = ABWarFact_EN 22595 Animation = ABWarFact_EN.ABWarFact_EN 22596 AnimationMode = LOOP 22597 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22598 End 22599 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 22600 Model = ABWarFact_S 22601 Animation = ABWarFact_S.ABWarFact_S 22602 AnimationMode = LOOP 22603 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22604 End 22605 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 22606 Model = ABWarFact_DS 22607 Animation = ABWarFact_DS.ABWarFact_DS 22608 AnimationMode = LOOP 22609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22610 End 22611 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 22612 Model = ABWarFact_ES 22613 Animation = ABWarFact_ES.ABWarFact_ES 22614 AnimationMode = LOOP 22615 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22616 End 22617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 22618 Model = ABWarFact_NS 22619 Animation = ABWarFact_NS.ABWarFact_NS 22620 AnimationMode = LOOP 22621 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22622 End 22623 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 22624 Model = ABWarFact_DNS 22625 Animation = ABWarFact_DNS.ABWarFact_DNS 22626 AnimationMode = LOOP 22627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22628 End 22629 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 22630 Model = ABWarFact_ENS 22631 Animation = ABWarFact_ENS.ABWarFact_ENS 22632 AnimationMode = LOOP 22633 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22634 End 22635 22636 ConditionState = AWAITING_CONSTRUCTION 22637 Model = NONE 22638 End 22639 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 22640 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 22641 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 22642 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 22643 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 22644 AliasConditionState = AWAITING_CONSTRUCTION SNOW 22645 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 22646 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 22647 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 22648 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 22649 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 22650 AliasConditionState = SOLD 22651 AliasConditionState = SOLD DAMAGED 22652 AliasConditionState = SOLD REALLYDAMAGED 22653 AliasConditionState = SOLD NIGHT 22654 AliasConditionState = SOLD NIGHT DAMAGED 22655 AliasConditionState = SOLD NIGHT REALLYDAMAGED 22656 AliasConditionState = SOLD SNOW 22657 AliasConditionState = SOLD SNOW DAMAGED 22658 AliasConditionState = SOLD SNOW REALLYDAMAGED 22659 AliasConditionState = SOLD NIGHT SNOW 22660 AliasConditionState = SOLD NIGHT SNOW DAMAGED 22661 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 22662 ;************************************************************************************************************************** 22663 22664 22665 End 22666 22667 ; ----------------- the factory door ------------------- 22668 Draw = W3DModelDraw ModuleTag_02 22669 DefaultConditionState 22670 Model = ABWarFact_A8 22671 Animation = ABWarFact_A8.ABWarFact_A8 22672 AnimationMode = MANUAL 22673 Flags = START_FRAME_FIRST 22674 End 22675 AliasConditionState = NIGHT 22676 AliasConditionState = SNOW 22677 AliasConditionState = SNOW NIGHT 22678 22679 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22680 Model = ABWarFact_A8 22681 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22682 End 22683 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22684 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22685 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22686 22687 ConditionState = DAMAGED 22688 Model = ABWarFact_A8D 22689 Animation = ABWarFact_A8D.ABWarFact_A8D 22690 AnimationMode = MANUAL 22691 Flags = START_FRAME_FIRST 22692 End 22693 AliasConditionState = NIGHT DAMAGED 22694 AliasConditionState = SNOW DAMAGED 22695 AliasConditionState = SNOW NIGHT DAMAGED 22696 22697 ConditionState = REALLYDAMAGED RUBBLE 22698 Model = ABWarFact_A8E 22699 Animation = ABWarFact_A8E.ABWarFact_A8E 22700 AnimationMode = MANUAL 22701 Flags = START_FRAME_FIRST 22702 End 22703 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 22704 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 22705 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 22706 22707 ConditionState = DOOR_1_OPENING 22708 Model = ABWarFact_A8 22709 Animation = ABWarFact_A8.ABWarFact_A8 22710 AnimationMode = ONCE 22711 Flags = START_FRAME_FIRST 22712 End 22713 AliasConditionState = NIGHT DOOR_1_OPENING 22714 AliasConditionState = SNOW DOOR_1_OPENING 22715 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 22716 22717 ConditionState = DOOR_1_OPENING DAMAGED 22718 Model = ABWarFact_A8D 22719 Animation = ABWarFact_A8D.ABWarFact_A8D 22720 AnimationMode = ONCE 22721 Flags = START_FRAME_FIRST 22722 End 22723 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 22724 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 22725 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 22726 22727 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 22728 Model = ABWarFact_A8E 22729 Animation = ABWarFact_A8E.ABWarFact_A8E 22730 AnimationMode = ONCE 22731 Flags = START_FRAME_FIRST 22732 End 22733 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 22734 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 22735 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 22736 22737 ConditionState = DOOR_1_CLOSING 22738 Model = ABWarFact_A8 22739 Animation = ABWarFact_A8.ABWarFact_A8 22740 AnimationMode = ONCE_BACKWARDS 22741 Flags = START_FRAME_LAST 22742 End 22743 AliasConditionState = NIGHT DOOR_1_CLOSING 22744 AliasConditionState = SNOW DOOR_1_CLOSING 22745 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 22746 22747 22748 ConditionState = DOOR_1_CLOSING DAMAGED 22749 Model = ABWarFact_A8D 22750 Animation = ABWarFact_A8D.ABWarFact_A8D 22751 AnimationMode = ONCE_BACKWARDS 22752 Flags = START_FRAME_LAST 22753 End 22754 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 22755 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 22756 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 22757 22758 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 22759 Model = ABWarFact_A8E 22760 Animation = ABWarFact_A8E.ABWarFact_A8E 22761 AnimationMode = ONCE_BACKWARDS 22762 Flags = START_FRAME_LAST 22763 End 22764 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 22765 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 22766 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 22767 22768 ConditionState = DOOR_1_WAITING_OPEN 22769 Model = ABWarFact_A8 22770 Animation = ABWarFact_A8.ABWarFact_A8 22771 AnimationMode = MANUAL 22772 Flags = START_FRAME_LAST 22773 End 22774 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 22775 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 22776 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 22777 22778 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 22779 Model = ABWarFact_A8D 22780 Animation = ABWarFact_A8D.ABWarFact_A8D 22781 AnimationMode = MANUAL 22782 Flags = START_FRAME_LAST 22783 End 22784 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 22785 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 22786 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 22787 22788 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 22789 Model = ABWarFact_A8E 22790 Animation = ABWarFact_A8E.ABWarFact_A8E 22791 AnimationMode = MANUAL 22792 Flags = START_FRAME_LAST 22793 End 22794 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 22795 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 22796 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 22797 22798 ConditionState = AWAITING_CONSTRUCTION 22799 Model = NONE 22800 End 22801 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 22802 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 22803 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 22804 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 22805 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 22806 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 22807 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 22808 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 22809 AliasConditionState = SOLD 22810 AliasConditionState = SOLD DAMAGED 22811 AliasConditionState = SOLD REALLYDAMAGED 22812 AliasConditionState = SOLD NIGHT 22813 AliasConditionState = SOLD NIGHT DAMAGED 22814 AliasConditionState = SOLD NIGHT REALLYDAMAGED 22815 AliasConditionState = SOLD SNOW 22816 AliasConditionState = SOLD SNOW DAMAGED 22817 AliasConditionState = SOLD SNOW REALLYDAMAGED 22818 AliasConditionState = SOLD NIGHT SNOW 22819 AliasConditionState = SOLD NIGHT SNOW DAMAGED 22820 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 22821 End 22822 22823 ; ------------------ the construction crane ------------ 22824 Draw = W3DModelDraw ModuleTag_03 22825 ; ----------------------------------------------------------- 22826 OkToChangeModelColor = Yes 22827 ; ----------------------------------------------------------- 22828 DefaultConditionState 22829 Model = ABWarFact_A1 22830 Animation = ABWarFact_A1.ABWarFact_A1 22831 AnimationMode = LOOP 22832 TransitionKey = TRANS_Idle 22833 End 22834 ConditionState = DAMAGED 22835 Model = ABWarFact_A1D 22836 Animation = ABWarFact_A1D.ABWarFact_A1D 22837 AnimationMode = LOOP 22838 TransitionKey = TRANS_IdleDamaged 22839 End 22840 ConditionState = REALLYDAMAGED RUBBLE 22841 Model = ABWarFact_A1E 22842 Animation = ABWarFact_A1E.ABWarFact_A1E 22843 AnimationMode = LOOP 22844 TransitionKey = TRANS_IdleReallyDamaged 22845 End 22846 22847 ; ----------------------------------------------------------- 22848 TransitionState = TRANS_Constructing TRANS_Idle 22849 Model = ABWarFact_A3 22850 Animation = ABWarFact_A3.ABWarFact_A3 22851 AnimationMode = ONCE 22852 Flags = MAINTAIN_FRAME_ACROSS_STATES 22853 End 22854 TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged 22855 Model = ABWarFact_A3D 22856 Animation = ABWarFact_A3D.ABWarFact_A3D 22857 AnimationMode = ONCE 22858 Flags = MAINTAIN_FRAME_ACROSS_STATES 22859 End 22860 TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged 22861 Model = ABWarFact_A3E 22862 Animation = ABWarFact_A3E.ABWarFact_A3E 22863 AnimationMode = ONCE 22864 Flags = MAINTAIN_FRAME_ACROSS_STATES 22865 End 22866 22867 ; ----------------------------------------------------------- 22868 ; bleah... RESTART_ANIM_WHEN_COMPLETE is a little hacky. 22869 ; these really should be LOOP, not ONCE, but you can't use 22870 ; LOOP in conjunction with WaitForStateToFinishIfPossible. 22871 ; this is a sleazy workaround to allow us to do so. (srj) 22872 ConditionState = ACTIVELY_CONSTRUCTING 22873 Model = ABWarFact_A3 22874 Animation = ABWarFact_A3.ABWarFact_A3 22875 AnimationMode = ONCE 22876 TransitionKey = TRANS_Constructing 22877 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 22878 End 22879 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 22880 Model = ABWarFact_A3D 22881 Animation = ABWarFact_A3D.ABWarFact_A3D 22882 AnimationMode = ONCE 22883 TransitionKey = TRANS_ConstructingDamaged 22884 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 22885 End 22886 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 22887 Model = ABWarFact_A3E 22888 Animation = ABWarFact_A3E.ABWarFact_A3E 22889 AnimationMode = ONCE 22890 TransitionKey = TRANS_ConstructingReallyDamaged 22891 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 22892 End 22893 ; ----------------------------------------------------------- 22894 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD 22895 Model = ABWarFact_A1 22896 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22897 End 22898 ConditionState = SOLD 22899 Model = NONE 22900 End 22901 End 22902 22903 ; ------------------ the construction conveyor belt ------------ 22904 Draw = W3DModelDraw ModuleTag_04 22905 OkToChangeModelColor = Yes 22906 DefaultConditionState 22907 Model = ABWarFact_A7 22908 Animation = ABWarFact_A7.ABWarFact_A7 22909 AnimationMode = MANUAL 22910 Flags = START_FRAME_FIRST 22911 End 22912 AliasConditionState = SNOW 22913 AliasConditionState = NIGHT 22914 AliasConditionState = SNOW NIGHT 22915 22916 ConditionState = SOLD 22917 Model = NONE 22918 End 22919 AliasConditionState = SNOW SOLD 22920 AliasConditionState = NIGHT SOLD 22921 AliasConditionState = SNOW NIGHT SOLD 22922 22923 22924 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22925 Model = ABWarFact_A7 22926 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22927 End 22928 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22929 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22930 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22931 22932 ConditionState = DAMAGED 22933 Model = ABWarFact_A7D 22934 Animation = ABWarFact_A7D.ABWarFact_A7D 22935 AnimationMode = MANUAL 22936 Flags = START_FRAME_FIRST 22937 End 22938 AliasConditionState = SNOW DAMAGED 22939 AliasConditionState = NIGHT DAMAGED 22940 AliasConditionState = SNOW NIGHT DAMAGED 22941 22942 ConditionState = REALLYDAMAGED RUBBLE 22943 Model = ABWarFact_A7E 22944 Animation = ABWarFact_A7E.ABWarFact_A7E 22945 AnimationMode = MANUAL 22946 Flags = START_FRAME_FIRST 22947 End 22948 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 22949 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 22950 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 22951 22952 ConditionState = ACTIVELY_CONSTRUCTING 22953 Model = ABWarFact_A7 22954 Animation = ABWarFact_A7.ABWarFact_A7 22955 AnimationMode = LOOP 22956 End 22957 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 22958 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 22959 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 22960 22961 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 22962 Model = ABWarFact_A7D 22963 Animation = ABWarFact_A7D.ABWarFact_A7D 22964 AnimationMode = LOOP 22965 End 22966 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED 22967 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED 22968 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED 22969 22970 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 22971 Model = ABWarFact_A7E 22972 Animation = ABWarFact_A7E.ABWarFact_A7E 22973 AnimationMode = LOOP 22974 End 22975 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 22976 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 22977 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 22978 22979 End 22980 22981 ; ------------ construction done flashing lights ---------- 22982 Draw = W3DModelDraw ModuleTag_05 22983 DefaultConditionState 22984 Model = None 22985 End 22986 ConditionState = SOLD 22987 Model = NONE 22988 End 22989 ConditionState = SOLD SNOW 22990 Model = NONE 22991 End 22992 ConditionState = SOLD NIGHT 22993 Model = NONE 22994 End 22995 ConditionState = SOLD NIGHT SNOW 22996 Model = NONE 22997 End 22998 ConditionState = CONSTRUCTION_COMPLETE 22999 Model = ABWarFact_A2 23000 Animation = ABWarFact_A2.ABWarFact_A2 23001 AnimationMode = LOOP 23002 Flags = START_FRAME_FIRST 23003 End 23004 End 23005 23006 ; ------------ construction-zone fence ----------------- 23007 Draw = W3DModelDraw ModuleTag_06 23008 AnimationsRequirePower = No 23009 DefaultConditionState 23010 Model = None 23011 TransitionKey = DOWN_DEFAULT 23012 End 23013 ConditionState = NIGHT 23014 Model = None 23015 TransitionKey = DOWN_DEFAULT 23016 End 23017 ConditionState = SNOW 23018 Model = None 23019 TransitionKey = DOWN_DEFAULT 23020 End 23021 ConditionState = SNOW NIGHT 23022 Model = None 23023 TransitionKey = DOWN_DEFAULT 23024 End 23025 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23026 Model = ABWarFact_A4 23027 Animation = ABWarFact_A4.ABWarFact_A4 23028 AnimationMode = MANUAL 23029 Flags = START_FRAME_LAST 23030 TransitionKey = UP_DAY 23031 ParticleSysBone = SmokeS01 SmokeBuildingSmall 23032 ParticleSysBone = SparksS01 LiveWireSparks02 23033 End 23034 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23035 Model = ABWarFact_A4N 23036 Animation = ABWarFact_A4N.ABWarFact_A4N 23037 AnimationMode = MANUAL 23038 Flags = START_FRAME_LAST 23039 TransitionKey = UP_NIGHT 23040 ParticleSysBone = SmokeS01 SmokeBuildingSmall 23041 ParticleSysBone = SparksS01 LiveWireSparks02 23042 End 23043 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23044 Model = ABWarFact_A4S 23045 Animation = ABWarFact_A4S.ABWarFact_A4S 23046 AnimationMode = MANUAL 23047 Flags = START_FRAME_LAST 23048 TransitionKey = UP_SNOW 23049 ParticleSysBone = SmokeS01 SmokeBuildingSmall 23050 ParticleSysBone = SparksS01 LiveWireSparks02 23051 End 23052 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23053 Model = ABWarFact_A4SN 23054 Animation = ABWarFact_A4SN.ABWarFact_A4SN 23055 AnimationMode = MANUAL 23056 Flags = START_FRAME_LAST 23057 TransitionKey = UP_SNOWNIGHT 23058 ParticleSysBone = SmokeS01 SmokeBuildingSmall 23059 ParticleSysBone = SparksS01 LiveWireSparks02 23060 End 23061 TransitionState = DOWN_DEFAULT UP_DAY 23062 Model = ABWarFact_A4 23063 Animation = ABWarFact_A4.ABWarFact_A4 23064 AnimationMode = ONCE 23065 AnimationSpeedFactorRange = 1.0 1.0 23066 Flags = START_FRAME_FIRST 23067 End 23068 TransitionState = DOWN_DEFAULT UP_NIGHT 23069 Model = ABWarFact_A4N 23070 Animation = ABWarFact_A4N.ABWarFact_A4N 23071 AnimationMode = ONCE 23072 AnimationSpeedFactorRange = 1.0 1.0 23073 Flags = START_FRAME_FIRST 23074 End 23075 TransitionState = DOWN_DEFAULT UP_SNOW 23076 Model = ABWarFact_A4S 23077 Animation = ABWarFact_A4S.ABWarFact_A4S 23078 AnimationMode = ONCE 23079 AnimationSpeedFactorRange = 1.0 1.0 23080 Flags = START_FRAME_FIRST 23081 End 23082 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23083 Model = ABWarFact_A4SN 23084 Animation = ABWarFact_A4SN.ABWarFact_A4SN 23085 AnimationMode = ONCE 23086 AnimationSpeedFactorRange = 1.0 1.0 23087 Flags = START_FRAME_FIRST 23088 End 23089 TransitionState = UP_DAY DOWN_DEFAULT 23090 Model = ABWarFact_A4 23091 Animation = ABWarFact_A4.ABWarFact_A4 23092 AnimationMode = ONCE_BACKWARDS 23093 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23094 Flags = START_FRAME_LAST 23095 End 23096 TransitionState = UP_NIGHT DOWN_DEFAULT 23097 Model = ABWarFact_A4N 23098 Animation = ABWarFact_A4N.ABWarFact_A4N 23099 AnimationMode = ONCE_BACKWARDS 23100 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23101 Flags = START_FRAME_LAST 23102 End 23103 TransitionState = UP_SNOW DOWN_DEFAULT 23104 Model = ABWarFact_A4S 23105 Animation = ABWarFact_A4S.ABWarFact_A4S 23106 AnimationMode = ONCE_BACKWARDS 23107 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23108 Flags = START_FRAME_LAST 23109 End 23110 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23111 Model = ABWarFact_A4SN 23112 Animation = ABWarFact_A4SN.ABWarFact_A4SN 23113 AnimationMode = ONCE_BACKWARDS 23114 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23115 Flags = START_FRAME_LAST 23116 End 23117 End 23118 23119 ; ------------ under-construction scaffolding ----------------- 23120 Draw = W3DModelDraw ModuleTag_07 23121 AnimationsRequirePower = No 23122 MinLODRequired = MEDIUM 23123 DefaultConditionState 23124 Model = None 23125 TransitionKey = DOWN_DEFAULT 23126 End 23127 ConditionState = NIGHT 23128 Model = None 23129 TransitionKey = DOWN_DEFAULT 23130 End 23131 ConditionState = SNOW 23132 Model = None 23133 TransitionKey = DOWN_DEFAULT 23134 End 23135 ConditionState = SNOW NIGHT 23136 Model = None 23137 TransitionKey = DOWN_DEFAULT 23138 End 23139 ConditionState = PARTIALLY_CONSTRUCTED 23140 Model = ABWarFact_A6 23141 Animation = ABWarFact_A6.ABWarFact_A6 23142 AnimationMode = MANUAL 23143 Flags = START_FRAME_LAST 23144 TransitionKey = UP_DAY 23145 ParticleSysBone = Sparks01 BuildUpBlueSpark 23146 ParticleSysBone = Sparks02 BuildUpBlueSpark 23147 ParticleSysBone = Sparks03 BuildUpBlueSpark 23148 ParticleSysBone = Sparks04 BuildUpBlueSpark 23149 ParticleSysBone = Sparks05 BuildUpBlueSpark 23150 ParticleSysBone = Sparks06 BuildUpBlueSpark 23151 End 23152 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 23153 Model = ABWarFact_A6N 23154 Animation = ABWarFact_A6N.ABWarFact_A6N 23155 AnimationMode = MANUAL 23156 Flags = START_FRAME_LAST 23157 TransitionKey = UP_NIGHT 23158 ParticleSysBone = Sparks01 BuildUpBlueSpark 23159 ParticleSysBone = Sparks02 BuildUpBlueSpark 23160 ParticleSysBone = Sparks03 BuildUpBlueSpark 23161 ParticleSysBone = Sparks04 BuildUpBlueSpark 23162 ParticleSysBone = Sparks05 BuildUpBlueSpark 23163 ParticleSysBone = Sparks06 BuildUpBlueSpark 23164 End 23165 ConditionState = SNOW PARTIALLY_CONSTRUCTED 23166 Model = ABWarFact_A6S 23167 Animation = ABWarFact_A6S.ABWarFact_A6S 23168 AnimationMode = MANUAL 23169 Flags = START_FRAME_LAST 23170 TransitionKey = UP_SNOW 23171 ParticleSysBone = Sparks01 BuildUpBlueSpark 23172 ParticleSysBone = Sparks02 BuildUpBlueSpark 23173 ParticleSysBone = Sparks03 BuildUpBlueSpark 23174 ParticleSysBone = Sparks04 BuildUpBlueSpark 23175 ParticleSysBone = Sparks05 BuildUpBlueSpark 23176 ParticleSysBone = Sparks06 BuildUpBlueSpark 23177 End 23178 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 23179 Model = ABWarFact_A6SN 23180 Animation = ABWarFact_A6SN.ABWarFact_A6SN 23181 AnimationMode = MANUAL 23182 Flags = START_FRAME_LAST 23183 TransitionKey = UP_SNOWNIGHT 23184 ParticleSysBone = Sparks01 BuildUpBlueSpark 23185 ParticleSysBone = Sparks02 BuildUpBlueSpark 23186 ParticleSysBone = Sparks03 BuildUpBlueSpark 23187 ParticleSysBone = Sparks04 BuildUpBlueSpark 23188 ParticleSysBone = Sparks05 BuildUpBlueSpark 23189 ParticleSysBone = Sparks06 BuildUpBlueSpark 23190 End 23191 TransitionState = DOWN_DEFAULT UP_DAY 23192 Model = ABWarFact_A6 23193 Animation = ABWarFact_A6.ABWarFact_A6 23194 AnimationMode = ONCE 23195 AnimationSpeedFactorRange = 1.0 1.0 23196 Flags = START_FRAME_FIRST 23197 End 23198 TransitionState = DOWN_DEFAULT UP_NIGHT 23199 Model = ABWarFact_A6N 23200 Animation = ABWarFact_A6N.ABWarFact_A6N 23201 AnimationMode = ONCE 23202 AnimationSpeedFactorRange = 1.0 1.0 23203 Flags = START_FRAME_FIRST 23204 End 23205 TransitionState = DOWN_DEFAULT UP_SNOW 23206 Model = ABWarFact_A6S 23207 Animation = ABWarFact_A6S.ABWarFact_A6S 23208 AnimationMode = ONCE 23209 AnimationSpeedFactorRange = 1.0 1.0 23210 Flags = START_FRAME_FIRST 23211 End 23212 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23213 Model = ABWarFact_A6SN 23214 Animation = ABWarFact_A6SN.ABWarFact_A6SN 23215 AnimationMode = ONCE 23216 AnimationSpeedFactorRange = 1.0 1.0 23217 Flags = START_FRAME_FIRST 23218 End 23219 TransitionState = UP_DAY DOWN_DEFAULT 23220 Model = ABWarFact_A6 23221 Animation = ABWarFact_A6.ABWarFact_A6 23222 AnimationMode = ONCE_BACKWARDS 23223 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23224 Flags = START_FRAME_LAST 23225 End 23226 TransitionState = UP_NIGHT DOWN_DEFAULT 23227 Model = ABWarFact_A6N 23228 Animation = ABWarFact_A6N.ABWarFact_A6N 23229 AnimationMode = ONCE_BACKWARDS 23230 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23231 Flags = START_FRAME_LAST 23232 End 23233 TransitionState = UP_SNOW DOWN_DEFAULT 23234 Model = ABWarFact_A6S 23235 Animation = ABWarFact_A6S.ABWarFact_A6S 23236 AnimationMode = ONCE_BACKWARDS 23237 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23238 Flags = START_FRAME_LAST 23239 End 23240 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23241 Model = ABWarFact_A6SN 23242 Animation = ABWarFact_A6SN.ABWarFact_A6SN 23243 AnimationMode = ONCE_BACKWARDS 23244 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23245 Flags = START_FRAME_LAST 23246 End 23247 End 23248 23249 ; ------------ being-constructed crane ----------------- 23250 Draw = W3DModelDraw ModuleTag_08 23251 AnimationsRequirePower = No 23252 DefaultConditionState 23253 Model = None 23254 TransitionKey = DOWN_DEFAULT 23255 End 23256 ConditionState = NIGHT 23257 Model = None 23258 TransitionKey = DOWN_DEFAULT 23259 End 23260 ConditionState = SNOW 23261 Model = None 23262 TransitionKey = DOWN_DEFAULT 23263 End 23264 ConditionState = SNOW NIGHT 23265 Model = None 23266 TransitionKey = DOWN_DEFAULT 23267 End 23268 ConditionState = SOLD 23269 Model = NONE 23270 End 23271 23272 ConditionState = ACTIVELY_BEING_CONSTRUCTED 23273 Model = ABWarFact_A5 23274 Animation = ABWarFact_A5.ABWarFact_A5 23275 AnimationMode = LOOP 23276 TransitionKey = UP_DAY 23277 End 23278 23279 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 23280 Model = ABWarFact_A5N 23281 Animation = ABWarFact_A5N.ABWarFact_A5N 23282 AnimationMode = LOOP 23283 TransitionKey = UP_NIGHT 23284 End 23285 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 23286 Model = ABWarFact_A5S 23287 Animation = ABWarFact_A5S.ABWarFact_A5S 23288 AnimationMode = LOOP 23289 TransitionKey = UP_SNOW 23290 End 23291 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 23292 Model = ABWarFact_A5SN 23293 Animation = ABWarFact_A5SN.ABWarFact_A5SN 23294 AnimationMode = LOOP 23295 TransitionKey = UP_SNOWNIGHT 23296 End 23297 TransitionState = DOWN_DEFAULT UP_DAY 23298 Model = ABWarFact_AB 23299 Animation = ABWarFact_AB.ABWarFact_AB 23300 AnimationMode = ONCE 23301 AnimationSpeedFactorRange = 1.0 1.0 23302 Flags = START_FRAME_FIRST 23303 End 23304 23305 TransitionState = DOWN_DEFAULT UP_NIGHT 23306 Model = ABWarFact_ABN 23307 Animation = ABWarFact_ABN.ABWarFact_ABN 23308 AnimationMode = ONCE 23309 AnimationSpeedFactorRange = 1.0 1.0 23310 Flags = START_FRAME_FIRST 23311 End 23312 TransitionState = DOWN_DEFAULT UP_SNOW 23313 Model = ABWarFact_ABS 23314 Animation = ABWarFact_ABS.ABWarFact_ABS 23315 AnimationMode = ONCE 23316 AnimationSpeedFactorRange = 1.0 1.0 23317 Flags = START_FRAME_FIRST 23318 End 23319 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23320 Model = ABWarFact_ABSN 23321 Animation = ABWarFact_ABSN.ABWarFact_ABSN 23322 AnimationMode = ONCE 23323 AnimationSpeedFactorRange = 1.0 1.0 23324 Flags = START_FRAME_FIRST 23325 End 23326 TransitionState = UP_DAY DOWN_DEFAULT 23327 Model = ABWarFact_AB 23328 Animation = ABWarFact_AB.ABWarFact_AB 23329 AnimationMode = ONCE_BACKWARDS 23330 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23331 Flags = START_FRAME_LAST 23332 End 23333 TransitionState = UP_NIGHT DOWN_DEFAULT 23334 Model = ABWarFact_ABN 23335 Animation = ABWarFact_ABN.ABWarFact_ABN 23336 AnimationMode = ONCE_BACKWARDS 23337 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23338 Flags = START_FRAME_LAST 23339 End 23340 TransitionState = UP_SNOW DOWN_DEFAULT 23341 Model = ABWarFact_ABS 23342 Animation = ABWarFact_ABS.ABWarFact_ABS 23343 AnimationMode = ONCE_BACKWARDS 23344 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23345 Flags = START_FRAME_LAST 23346 End 23347 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23348 Model = ABWarFact_ABSN 23349 Animation = ABWarFact_ABSN.ABWarFact_ABSN 23350 AnimationMode = ONCE_BACKWARDS 23351 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23352 Flags = START_FRAME_LAST 23353 End 23354 End 23355 23356 PlacementViewAngle = -135 23357 23358 ; ***DESIGN parameters *** 23359 DisplayName = OBJECT:WarFactory 23360 Side = America 23361 EditorSorting = STRUCTURE 23362 Prerequisites 23363 Object = AmericaSupplyCenter 23364 End 23365 BuildCost = 2000 23366 BuildTime = 15.0 ; in seconds 23367 23368 EnergyProduction = -1 23369 CommandSet = AmericaWarFactoryCommandSet 23370 VisionRange = 200.0 ; Shroud clearing distance 23371 ShroudClearingRange = 200 23372 ArmorSet 23373 Conditions = None 23374 Armor = StructureArmor 23375 DamageFX = StructureDamageFXNoShake 23376 End 23377 ExperienceValue = 200 200 200 200 ; Experience point value at each level 23378 23379 ; *** AUDIO Parameters *** 23380 VoiceSelect = WarFactoryUSASelect 23381 SoundDie = BuildingDie 23382 SoundOnDamaged = BuildingDamagedStateLight 23383 SoundOnReallyDamaged = BuildingDestroy 23384 23385 UnitSpecificSounds 23386 UnderConstruction = UnderConstructionLoop 23387 End 23388 23389 ; *** ENGINEERING Parameters *** 23390 RadarPriority = STRUCTURE 23391 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 23392 Body = StructureBody ModuleTag_09 23393 MaxHealth = 2000.0 23394 InitialHealth = 2000.0 23395 End 23396 Behavior = ProductionUpdate ModuleTag_10 23397 NumDoorAnimations = 1 23398 DoorOpeningTime = 3250 ;in mSeconds 23399 DoorWaitOpenTime = 3000 ;in mSeconds 23400 DoorCloseTime = 4000 ;in mSeconds 23401 ConstructionCompleteDuration = 1500 ;in mSeconds 23402 End 23403 Behavior = DefaultProductionExitUpdate ModuleTag_11 23404 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 23405 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 23406 End 23407 Behavior = RepairDockUpdate ModuleTag_12 23408 TimeForFullHeal = 5000 ;(in milliseconds) 23409 NumberApproachPositions = 5 23410 End 23411 Behavior = BaseRegenerateUpdate ModuleTag_13 23412 ;No data 23413 End 23414 23415 ;---- Lazy cheezy modules make the buildings cry. 23416 ; Behavior = SlowDeathBehavior ModuleTag_14 23417 ; DestructionDelay = 500 23418 ; FX = FINAL FX_StructureMediumDeath 23419 ; OCL = FINAL OCL_AmericaWarFactoryDebris 23420 ; End 23421 23422 Behavior = TransitionDamageFX ModuleTag_15 23423 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 23424 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23425 ;--------------------------------------------------------------------------------------- 23426 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23427 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 23428 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 23429 End 23430 23431 Behavior = CreateObjectDie ModuleTag_16 23432 CreationList = OCL_AmericanRangerDebris05 23433 ExemptStatus = UNDER_CONSTRUCTION 23434 End 23435 23436 Behavior = FlammableUpdate ModuleTag_18 23437 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23438 AflameDamageAmount = 5 ; taking this much damage... 23439 AflameDamageDelay = 500 ; this often. 23440 End 23441 23442 Behavior = CreateObjectDie ModuleTag_20 23443 CreationList = OCL_LargeStructureDebris 23444 End 23445 23446 Behavior = FXListDie ModuleTag_21 23447 DeathFX = FX_StructureMediumDeath 23448 End 23449 23450 Behavior = DestroyDie ModuleTag_22 23451 ;nothing 23452 End 23453 23454 Geometry = BOX 23455 GeometryMajorRadius = 53.0 23456 GeometryMinorRadius = 60.0 23457 GeometryHeight = 40.0 23458 GeometryIsSmall = No 23459 FactoryExitWidth = 25 ; How much space to leave for units exiting. 23460 Shadow = SHADOW_VOLUME 23461 BuildCompletion = PLACED_BY_PLAYER 23462 23463 End 23464 23465 ;------------------------------------------------------------------------------ 23466 ;GLA Arms Dealer 23467 Object GLAArmsDealer 23468 23469 ; *** ART Parameters *** 23470 SelectPortrait = SUArmsDealer_L 23471 ButtonImage = SUArmsDealer 23472 23473 ; ----------------- Main Building ------------------- 23474 Draw = W3DModelDraw ModuleTag_01 23475 OkToChangeModelColor = Yes 23476 ; day 23477 ConditionState = NONE 23478 Model = UBArmDeal 23479 Animation = UBArmDeal.UBArmDeal 23480 AnimationMode = LOOP 23481 ParticleSysBone = Smoke01 SmolderingSmoke 23482 ParticleSysBone = Steam01 SteamVent 23483 End 23484 ;damaged 23485 ConditionState = DAMAGED 23486 Model = UBArmDeal_D 23487 Animation = UBArmDeal_D.UBArmDeal_D 23488 AnimationMode = LOOP 23489 ParticleSysBone = Smoke01 SmolderingSmoke 23490 ; ParticleSysBone = Smoke02 SmolderingSmoke 23491 ; ParticleSysBone = Smoke03 SmolderingSmoke 23492 ; ParticleSysBone = Smoke04 SmolderingSmoke 23493 ; ParticleSysBone = Smoke05 SmolderingSmoke 23494 ; ParticleSysBone = Smoke06 SmolderingSmoke 23495 ; ParticleSysBone = Fire02 SmolderingFire 23496 ; ParticleSysBone = Fire03 SmolderingFire 23497 ; ParticleSysBone = Fire04 SmolderingFire 23498 ; ParticleSysBone = Fire05 SmolderingFire 23499 ; ParticleSysBone = Fire06 SmolderingFire 23500 End 23501 ;really damaged 23502 ConditionState = REALLYDAMAGED RUBBLE 23503 Model = UBArmDeal_E 23504 Animation = UBArmDeal_E.UBArmDeal_E 23505 AnimationMode = LOOP 23506 ParticleSysBone = Smoke01 SmolderingSmoke 23507 ; ParticleSysBone = Smoke02 SmolderingSmoke 23508 ; ParticleSysBone = Smoke03 SmolderingSmoke 23509 ; ParticleSysBone = Smoke04 SmolderingSmoke 23510 ; ParticleSysBone = Smoke05 SmokeFactionLarge 23511 ; ParticleSysBone = Smoke06 SmolderingSmoke 23512 ; ParticleSysBone = Smoke07 SmolderingSmoke 23513 ; ParticleSysBone = Fire02 SmolderingFire 23514 ; ParticleSysBone = Fire03 SmolderingFire 23515 ; ParticleSysBone = Fire04 SmolderingFire 23516 ; ParticleSysBone = Fire05 FireFactionLarge 23517 ; ParticleSysBone = Fire06 SmolderingFire 23518 ; ParticleSysBone = Fire07 SmolderingFire 23519 End 23520 23521 23522 ConditionState = SNOW 23523 Model = UBArmDeal_S 23524 Animation = UBArmDeal_S.UBArmDeal_S 23525 AnimationMode = LOOP 23526 ParticleSysBone = Smoke01 SmolderingSmoke 23527 ParticleSysBone = Steam01 SteamVent 23528 End 23529 ;damaged 23530 ConditionState = DAMAGED SNOW 23531 Model = UBArmDeal_DS 23532 Animation = UBArmDeal_DS.UBArmDeal_DS 23533 AnimationMode = LOOP 23534 ParticleSysBone = Smoke01 SmolderingSmoke 23535 ; ParticleSysBone = Smoke02 SmolderingSmoke 23536 ; ParticleSysBone = Smoke03 SmolderingSmoke 23537 ; ParticleSysBone = Smoke04 SmolderingSmoke 23538 ; ParticleSysBone = Smoke05 SmolderingSmoke 23539 ; ParticleSysBone = Smoke06 SmolderingSmoke 23540 ; ParticleSysBone = Fire02 SmolderingFire 23541 ; ParticleSysBone = Fire03 SmolderingFire 23542 ; ParticleSysBone = Fire04 SmolderingFire 23543 ; ParticleSysBone = Fire05 SmolderingFire 23544 ; ParticleSysBone = Fire06 SmolderingFire 23545 End 23546 ;really damaged 23547 ConditionState = REALLYDAMAGED RUBBLE SNOW 23548 Model = UBArmDeal_ES 23549 Animation = UBArmDeal_ES.UBArmDeal_ES 23550 AnimationMode = LOOP 23551 ParticleSysBone = Smoke01 SmolderingSmoke 23552 ; ParticleSysBone = Smoke02 SmolderingSmoke 23553 ; ParticleSysBone = Smoke03 SmolderingSmoke 23554 ; ParticleSysBone = Smoke04 SmolderingSmoke 23555 ; ParticleSysBone = Smoke05 SmokeFactionLarge 23556 ; ParticleSysBone = Smoke06 SmolderingSmoke 23557 ; ParticleSysBone = Smoke07 SmolderingSmoke 23558 ; ParticleSysBone = Fire02 SmolderingFire 23559 ; ParticleSysBone = Fire03 SmolderingFire 23560 ; ParticleSysBone = Fire04 SmolderingFire 23561 ; ParticleSysBone = Fire05 FireFactionLarge 23562 ; ParticleSysBone = Fire06 SmolderingFire 23563 ; ParticleSysBone = Fire07 SmolderingFire 23564 End 23565 23566 23567 ; night 23568 ConditionState = NIGHT 23569 Model = UBArmDeal_N 23570 Animation = UBArmDeal_N.UBArmDeal_N 23571 AnimationMode = LOOP 23572 ParticleSysBone = Smoke01 SmolderingSmoke 23573 ParticleSysBone = Steam01 SteamVent 23574 End 23575 ConditionState = DAMAGED NIGHT 23576 Model = UBArmDeal_DN 23577 Animation = UBArmDeal_DN.UBArmDeal_DN 23578 AnimationMode = LOOP 23579 ParticleSysBone = Smoke01 SmolderingSmoke 23580 End 23581 ConditionState = REALLYDAMAGED RUBBLE NIGHT 23582 Model = UBArmDeal_EN 23583 Animation = UBArmDeal_EN.UBArmDeal_EN 23584 AnimationMode = LOOP 23585 ParticleSysBone = Smoke01 SmolderingSmoke 23586 End 23587 23588 ; night snow 23589 ConditionState = NIGHT SNOW 23590 Model = UBArmDeal_NS 23591 Animation = UBArmDeal_NS.UBArmDeal_NS 23592 AnimationMode = LOOP 23593 ParticleSysBone = Smoke01 SmolderingSmoke 23594 ParticleSysBone = Steam01 SteamVent 23595 End 23596 ConditionState = DAMAGED NIGHT SNOW 23597 Model = UBArmDeal_DNS 23598 Animation = UBArmDeal_DNS.UBArmDeal_DNS 23599 AnimationMode = LOOP 23600 ParticleSysBone = Smoke01 SmolderingSmoke 23601 End 23602 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 23603 Model = UBArmDeal_ENS 23604 Animation = UBArmDeal_ENS.UBArmDeal_ENS 23605 AnimationMode = LOOP 23606 ParticleSysBone = Smoke01 SmolderingSmoke 23607 End 23608 23609 23610 ;************************************************************************************************************************** 23611 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 23612 ;for this draw module 23613 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23614 Model = UBArmDeal 23615 Animation = UBArmDeal.UBArmDeal 23616 AnimationMode = LOOP 23617 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23618 End 23619 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 23620 Model = UBArmDeal_D 23621 Animation = UBArmDeal_D.UBArmDeal_D 23622 AnimationMode = LOOP 23623 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23624 End 23625 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 23626 Model = UBArmDeal_E 23627 Animation = UBArmDeal_E.UBArmDeal_E 23628 AnimationMode = LOOP 23629 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23630 End 23631 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 23632 Model = UBArmDeal_N 23633 Animation = UBArmDeal_N.UBArmDeal_N 23634 AnimationMode = LOOP 23635 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23636 End 23637 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 23638 Model = UBArmDeal_DN 23639 Animation = UBArmDeal_DN.UBArmDeal_DN 23640 AnimationMode = LOOP 23641 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23642 End 23643 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 23644 Model = UBArmDeal_EN 23645 Animation = UBArmDeal_EN.UBArmDeal_EN 23646 AnimationMode = LOOP 23647 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23648 End 23649 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 23650 Model = UBArmDeal_S 23651 Animation = UBArmDeal_S.UBArmDeal_S 23652 AnimationMode = LOOP 23653 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23654 End 23655 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 23656 Model = UBArmDeal_DS 23657 Animation = UBArmDeal_DS.UBArmDeal_DS 23658 AnimationMode = LOOP 23659 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23660 End 23661 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 23662 Model = UBArmDeal_ES 23663 Animation = UBArmDeal_ES.UBArmDeal_ES 23664 AnimationMode = LOOP 23665 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23666 End 23667 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 23668 Model = UBArmDeal_NS 23669 Animation = UBArmDeal_NS.UBArmDeal_NS 23670 AnimationMode = LOOP 23671 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23672 End 23673 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 23674 Model = UBArmDeal_DNS 23675 Animation = UBArmDeal_DNS.UBArmDeal_DNS 23676 AnimationMode = LOOP 23677 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23678 End 23679 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 23680 Model = UBArmDeal_ENS 23681 Animation = UBArmDeal_ENS.UBArmDeal_ENS 23682 AnimationMode = LOOP 23683 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23684 End 23685 23686 ConditionState = AWAITING_CONSTRUCTION 23687 Model = NONE 23688 End 23689 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 23690 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 23691 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 23692 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 23693 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 23694 AliasConditionState = AWAITING_CONSTRUCTION SNOW 23695 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 23696 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 23697 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 23698 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 23699 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 23700 AliasConditionState = SOLD 23701 AliasConditionState = SOLD DAMAGED 23702 AliasConditionState = SOLD REALLYDAMAGED 23703 AliasConditionState = SOLD NIGHT 23704 AliasConditionState = SOLD NIGHT DAMAGED 23705 AliasConditionState = SOLD NIGHT REALLYDAMAGED 23706 AliasConditionState = SOLD SNOW 23707 AliasConditionState = SOLD SNOW DAMAGED 23708 AliasConditionState = SOLD SNOW REALLYDAMAGED 23709 AliasConditionState = SOLD NIGHT SNOW 23710 AliasConditionState = SOLD NIGHT SNOW DAMAGED 23711 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 23712 ;************************************************************************************************************************** 23713 23714 23715 End 23716 23717 ; ------------ construction-zone fence ----------------- 23718 Draw = W3DModelDraw ModuleTag_02 23719 AnimationsRequirePower = No 23720 DefaultConditionState 23721 Model = None 23722 TransitionKey = DOWN_DEFAULT 23723 End 23724 ConditionState = NIGHT 23725 Model = None 23726 TransitionKey = DOWN_DEFAULT 23727 End 23728 ConditionState = SNOW 23729 Model = None 23730 TransitionKey = DOWN_DEFAULT 23731 End 23732 ConditionState = SNOW NIGHT 23733 Model = None 23734 TransitionKey = DOWN_DEFAULT 23735 End 23736 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23737 Model = UBArmDeal_A4 23738 Animation = UBArmDeal_A4.UBArmDeal_A4 23739 AnimationMode = MANUAL 23740 Flags = START_FRAME_LAST 23741 TransitionKey = UP_DAY 23742 End 23743 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23744 Model = UBArmDeal_A4N 23745 Animation = UBArmDeal_A4N.UBArmDeal_A4N 23746 AnimationMode = MANUAL 23747 Flags = START_FRAME_LAST 23748 TransitionKey = UP_NIGHT 23749 End 23750 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23751 Model = UBArmDeal_A4S 23752 Animation = UBArmDeal_A4S.UBArmDeal_A4S 23753 AnimationMode = MANUAL 23754 Flags = START_FRAME_LAST 23755 TransitionKey = UP_SNOW 23756 End 23757 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23758 Model = UBArmDeal_A4SN 23759 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 23760 AnimationMode = MANUAL 23761 Flags = START_FRAME_LAST 23762 TransitionKey = UP_SNOWNIGHT 23763 End 23764 TransitionState = DOWN_DEFAULT UP_DAY 23765 Model = UBArmDeal_A4 23766 Animation = UBArmDeal_A4.UBArmDeal_A4 23767 AnimationMode = ONCE 23768 AnimationSpeedFactorRange = 1.0 1.0 23769 Flags = START_FRAME_FIRST 23770 End 23771 TransitionState = DOWN_DEFAULT UP_NIGHT 23772 Model = UBArmDeal_A4N 23773 Animation = UBArmDeal_A4N.UBArmDeal_A4N 23774 AnimationMode = ONCE 23775 AnimationSpeedFactorRange = 1.0 1.0 23776 Flags = START_FRAME_FIRST 23777 End 23778 TransitionState = DOWN_DEFAULT UP_SNOW 23779 Model = UBArmDeal_A4S 23780 ; @todo srj -- anim missing 23781 Animation = UBArmDeal_A4S.UBArmDeal_A4S 23782 AnimationMode = ONCE 23783 AnimationSpeedFactorRange = 1.0 1.0 23784 Flags = START_FRAME_FIRST 23785 End 23786 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23787 Model = UBArmDeal_A4SN 23788 ; @todo srj -- anim missing 23789 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 23790 AnimationMode = ONCE 23791 AnimationSpeedFactorRange = 1.0 1.0 23792 Flags = START_FRAME_FIRST 23793 End 23794 TransitionState = UP_DAY DOWN_DEFAULT 23795 Model = UBArmDeal_A4 23796 Animation = UBArmDeal_A4.UBArmDeal_A4 23797 AnimationMode = ONCE_BACKWARDS 23798 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23799 Flags = START_FRAME_LAST 23800 End 23801 TransitionState = UP_NIGHT DOWN_DEFAULT 23802 Model = UBArmDeal_A4N 23803 Animation = UBArmDeal_A4N.UBArmDeal_A4N 23804 AnimationMode = ONCE_BACKWARDS 23805 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23806 Flags = START_FRAME_LAST 23807 End 23808 23809 TransitionState = UP_SNOW DOWN_DEFAULT 23810 Model = UBArmDeal_A4S 23811 ; @todo srj -- anim missing 23812 Animation = UBArmDeal_A4S.UBArmDeal_A4S 23813 AnimationMode = ONCE_BACKWARDS 23814 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23815 Flags = START_FRAME_LAST 23816 End 23817 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23818 Model = UBArmDeal_A4SN 23819 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 23820 AnimationMode = ONCE_BACKWARDS 23821 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23822 Flags = START_FRAME_LAST 23823 End 23824 End 23825 23826 ; ------------ under-construction scaffolding ----------------- 23827 Draw = W3DModelDraw ModuleTag_03 23828 AnimationsRequirePower = No 23829 MinLODRequired = MEDIUM 23830 DefaultConditionState 23831 Model = None 23832 TransitionKey = DOWN_DEFAULT 23833 End 23834 ConditionState = NIGHT 23835 Model = None 23836 TransitionKey = DOWN_DEFAULT 23837 End 23838 ConditionState = SNOW 23839 Model = None 23840 TransitionKey = DOWN_DEFAULT 23841 End 23842 ConditionState = SNOW NIGHT 23843 Model = None 23844 TransitionKey = DOWN_DEFAULT 23845 End 23846 ConditionState = PARTIALLY_CONSTRUCTED 23847 Model = UBArmDeal_A6 23848 Animation = UBArmDeal_A6.UBArmDeal_A6 23849 AnimationMode = MANUAL 23850 Flags = START_FRAME_LAST 23851 TransitionKey = UP_DAY 23852 ParticleSysBone = Dust01 BuildingDust 23853 ParticleSysBone = Smoke01 BuildUpSmoke 23854 ParticleSysBone = Smoke02 BuildUpSmoke 23855 ParticleSysBone = Smoke03 BuildUpSmoke 23856 ParticleSysBone = Smoke04 BuildUpSmoke 23857 End 23858 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 23859 Model = UBArmDeal_A6N 23860 Animation = UBArmDeal_A6N.UBArmDeal_A6N 23861 AnimationMode = MANUAL 23862 Flags = START_FRAME_LAST 23863 TransitionKey = UP_NIGHT 23864 ParticleSysBone = Dust01 BuildingDust 23865 ParticleSysBone = Smoke01 BuildUpSmoke 23866 ParticleSysBone = Smoke02 BuildUpSmoke 23867 ParticleSysBone = Smoke03 BuildUpSmoke 23868 ParticleSysBone = Smoke04 BuildUpSmoke 23869 End 23870 ConditionState = SNOW PARTIALLY_CONSTRUCTED 23871 Model = UBArmDeal_A6S 23872 Animation = UBArmDeal_A6S.UBArmDeal_A6S 23873 AnimationMode = MANUAL 23874 Flags = START_FRAME_LAST 23875 TransitionKey = UP_SNOW 23876 ParticleSysBone = Dust01 BuildingSnowDust 23877 ParticleSysBone = Smoke01 BuildUpSnowSmoke 23878 ParticleSysBone = Smoke02 BuildUpSnowSmoke 23879 ParticleSysBone = Smoke03 BuildUpSnowSmoke 23880 ParticleSysBone = Smoke04 BuildUpSnowSmoke 23881 End 23882 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 23883 Model = UBArmDeal_A6SN 23884 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 23885 AnimationMode = MANUAL 23886 Flags = START_FRAME_LAST 23887 TransitionKey = UP_SNOWNIGHT 23888 ParticleSysBone = Dust01 BuildingNightSnowDust 23889 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 23890 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 23891 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 23892 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 23893 End 23894 TransitionState = DOWN_DEFAULT UP_DAY 23895 Model = UBArmDeal_A6 23896 Animation = UBArmDeal_A6.UBArmDeal_A6 23897 AnimationMode = ONCE 23898 AnimationSpeedFactorRange = 1.0 1.0 23899 Flags = START_FRAME_FIRST 23900 End 23901 TransitionState = DOWN_DEFAULT UP_NIGHT 23902 Model = UBArmDeal_A6N 23903 Animation = UBArmDeal_A6N.UBArmDeal_A6N 23904 AnimationMode = ONCE 23905 AnimationSpeedFactorRange = 1.0 1.0 23906 Flags = START_FRAME_FIRST 23907 End 23908 TransitionState = DOWN_DEFAULT UP_SNOW 23909 Model = UBArmDeal_A6S 23910 Animation = UBArmDeal_A6S.UBArmDeal_A6S 23911 AnimationMode = ONCE 23912 AnimationSpeedFactorRange = 1.0 1.0 23913 Flags = START_FRAME_FIRST 23914 End 23915 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23916 Model = UBArmDeal_A6SN 23917 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 23918 AnimationMode = ONCE 23919 AnimationSpeedFactorRange = 1.0 1.0 23920 Flags = START_FRAME_FIRST 23921 End 23922 TransitionState = UP_DAY DOWN_DEFAULT 23923 Model = UBArmDeal_A6 23924 Animation = UBArmDeal_A6.UBArmDeal_A6 23925 AnimationMode = ONCE_BACKWARDS 23926 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23927 Flags = START_FRAME_LAST 23928 End 23929 TransitionState = UP_NIGHT DOWN_DEFAULT 23930 Model = UBArmDeal_A6N 23931 Animation = UBArmDeal_A6N.UBArmDeal_A6N 23932 AnimationMode = ONCE_BACKWARDS 23933 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23934 Flags = START_FRAME_LAST 23935 End 23936 TransitionState = UP_SNOW DOWN_DEFAULT 23937 Model = UBArmDeal_A6S 23938 Animation = UBArmDeal_A6S.UBArmDeal_A6S 23939 AnimationMode = ONCE_BACKWARDS 23940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23941 Flags = START_FRAME_LAST 23942 End 23943 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23944 Model = UBArmDeal_A6SN 23945 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 23946 AnimationMode = ONCE_BACKWARDS 23947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23948 Flags = START_FRAME_LAST 23949 End 23950 End 23951 23952 ; ----------------- the door ----------------------- 23953 Draw = W3DModelDraw ModuleTag_04 23954 DefaultConditionState 23955 Model = UBArmDeal_A7 23956 Animation = UBArmDeal_A7.UBArmDeal_A7 23957 AnimationMode = MANUAL 23958 Flags = START_FRAME_FIRST 23959 End 23960 AliasConditionState = NIGHT 23961 AliasConditionState = SNOW 23962 AliasConditionState = NIGHT SNOW 23963 23964 ConditionState = DAMAGED 23965 Model = UBArmDeal_A7D 23966 Animation = UBArmDeal_A7D.UBArmDeal_A7D 23967 AnimationMode = MANUAL 23968 Flags = START_FRAME_FIRST 23969 End 23970 AliasConditionState = NIGHT DAMAGED 23971 AliasConditionState = SNOW DAMAGED 23972 AliasConditionState = SNOW NIGHT DAMAGED 23973 23974 ConditionState = REALLYDAMAGED RUBBLE 23975 Model = UBArmDeal_A7E 23976 Animation = UBArmDeal_A7E.UBArmDeal_A7E 23977 AnimationMode = MANUAL 23978 Flags = START_FRAME_FIRST 23979 End 23980 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 23981 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 23982 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 23983 23984 23985 23986 ConditionState = DOOR_1_OPENING 23987 Model = UBArmDeal_A7 23988 Animation = UBArmDeal_A7.UBArmDeal_A7 23989 AnimationMode = ONCE 23990 Flags = START_FRAME_FIRST 23991 End 23992 AliasConditionState = NIGHT DOOR_1_OPENING 23993 AliasConditionState = SNOW DOOR_1_OPENING 23994 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 23995 23996 ConditionState = DOOR_1_OPENING DAMAGED 23997 Model = UBArmDeal_A7D 23998 Animation = UBArmDeal_A7D.UBArmDeal_A7D 23999 AnimationMode = ONCE 24000 Flags = START_FRAME_FIRST 24001 End 24002 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 24003 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 24004 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 24005 24006 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 24007 Model = UBArmDeal_A7E 24008 Animation = UBArmDeal_A7E.UBArmDeal_A7E 24009 AnimationMode = ONCE 24010 Flags = START_FRAME_FIRST 24011 End 24012 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 24013 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 24014 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 24015 24016 24017 24018 ConditionState = DOOR_1_CLOSING 24019 Model = UBArmDeal_A7 24020 Animation = UBArmDeal_A7.UBArmDeal_A7 24021 AnimationMode = ONCE_BACKWARDS 24022 Flags = START_FRAME_LAST 24023 End 24024 AliasConditionState = NIGHT DOOR_1_CLOSING 24025 AliasConditionState = SNOW DOOR_1_CLOSING 24026 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 24027 24028 ConditionState = DOOR_1_CLOSING DAMAGED 24029 Model = UBArmDeal_A7D 24030 Animation = UBArmDeal_A7D.UBArmDeal_A7D 24031 AnimationMode = ONCE_BACKWARDS 24032 Flags = START_FRAME_LAST 24033 End 24034 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 24035 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 24036 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 24037 24038 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24039 Model = UBArmDeal_A7E 24040 Animation = UBArmDeal_A7E.UBArmDeal_A7E 24041 AnimationMode = ONCE_BACKWARDS 24042 Flags = START_FRAME_LAST 24043 End 24044 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24045 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24046 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24047 24048 24049 24050 ConditionState = DOOR_1_WAITING_OPEN 24051 Model = UBArmDeal_A7 24052 Animation = UBArmDeal_A7.UBArmDeal_A7 24053 AnimationMode = MANUAL 24054 Flags = START_FRAME_LAST 24055 End 24056 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 24057 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 24058 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 24059 24060 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 24061 Model = UBArmDeal_A7D 24062 Animation = UBArmDeal_A7D.UBArmDeal_A7D 24063 AnimationMode = MANUAL 24064 Flags = START_FRAME_LAST 24065 End 24066 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 24067 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 24068 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 24069 24070 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24071 Model = UBArmDeal_A7E 24072 Animation = UBArmDeal_A7E.UBArmDeal_A7E 24073 AnimationMode = MANUAL 24074 Flags = START_FRAME_LAST 24075 End 24076 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24077 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24078 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24079 24080 ;************************************************************************************************************************** 24081 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 24082 ;for this draw module 24083 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24084 Model = UBArmDeal_A7 24085 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24086 End 24087 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 24088 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 24089 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 24090 24091 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 24092 Model = UBArmDeal_A7D 24093 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24094 End 24095 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 24096 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 24097 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 24098 24099 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 24100 Model = UBArmDeal_A7E 24101 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24102 End 24103 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 24104 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 24105 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 24106 24107 ConditionState = AWAITING_CONSTRUCTION 24108 Model = NONE 24109 End 24110 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 24111 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 24112 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 24113 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 24114 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 24115 AliasConditionState = AWAITING_CONSTRUCTION SNOW 24116 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 24117 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 24118 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 24119 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 24120 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 24121 AliasConditionState = SOLD DAMAGED 24122 AliasConditionState = SOLD REALLYDAMAGED 24123 AliasConditionState = SOLD NIGHT 24124 AliasConditionState = SOLD NIGHT DAMAGED 24125 AliasConditionState = SOLD NIGHT REALLYDAMAGED 24126 AliasConditionState = SOLD SNOW 24127 AliasConditionState = SOLD SNOW DAMAGED 24128 AliasConditionState = SOLD SNOW REALLYDAMAGED 24129 AliasConditionState = SOLD NIGHT SNOW 24130 AliasConditionState = SOLD NIGHT SNOW DAMAGED 24131 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 24132 ;************************************************************************************************************************** 24133 24134 24135 End 24136 24137 PlacementViewAngle = -135 24138 24139 ; ***DESIGN parameters *** 24140 DisplayName = OBJECT:ArmsDealer 24141 Side = GLA 24142 EditorSorting = STRUCTURE 24143 Prerequisites 24144 Object = GLASupplyStash 24145 End 24146 BuildCost = 2000 24147 BuildTime = 25.0 ; in seconds 24148 EnergyProduction = 0 24149 CommandSet = GLAArmsDealerCommandSet 24150 VisionRange = 200.0 ; Shroud clearing distance 24151 ShroudClearingRange = 200 24152 ArmorSet 24153 Conditions = None 24154 Armor = StructureArmor 24155 DamageFX = StructureDamageFXNoShake 24156 End 24157 ExperienceValue = 200 200 200 200 ; Experience point value at each level 24158 24159 ; *** AUDIO Parameters *** 24160 VoiceSelect = WarFactoryGLASelect 24161 SoundDie = BuildingDie 24162 SoundOnDamaged = BuildingDamagedStateLight 24163 SoundOnReallyDamaged = BuildingDestroy 24164 24165 UnitSpecificSounds 24166 UnderConstruction = UnderConstructionLoop 24167 End 24168 24169 ; *** ENGINEERING Parameters *** 24170 RadarPriority = STRUCTURE 24171 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 24172 Body = StructureBody ModuleTag_05 24173 MaxHealth = 2000.0 24174 InitialHealth = 2000.0 24175 End 24176 24177 Behavior = RebuildHoleExposeDie ModuleTag_06 24178 HoleName = GLAHoleArmsDealer 24179 HoleMaxHealth = 500.0 24180 End 24181 Behavior = DestroyDie ModuleTag_07 24182 ;nothing 24183 End 24184 Behavior = CreateObjectDie ModuleTag_08 24185 CreationList = OCL_LargeStructureDebris 24186 End 24187 Behavior = FXListDie ModuleTag_09 24188 DeathFX = FX_StructureMediumDeath 24189 End 24190 Behavior = ProductionUpdate ModuleTag_10 24191 NumDoorAnimations = 1 24192 DoorOpeningTime = 2000 ;in mSeconds 24193 DoorWaitOpenTime = 3000 ;in mSeconds 24194 DoorCloseTime = 2000 ;in mSeconds 24195 ConstructionCompleteDuration = 1500 ;in mSeconds 24196 End 24197 Behavior = DefaultProductionExitUpdate ModuleTag_11 24198 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 24199 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML 24200 End 24201 Behavior = RepairDockUpdate ModuleTag_12 24202 TimeForFullHeal = 5000 ;(in milliseconds) 24203 NumberApproachPositions = 5 24204 End 24205 24206 Behavior = FlammableUpdate ModuleTag_14 24207 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 24208 AflameDamageAmount = 5 ; taking this much damage... 24209 AflameDamageDelay = 500 ; this often. 24210 End 24211 24212 Behavior = TransitionDamageFX ModuleTag_31 24213 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 24214 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24215 ;--------------------------------------------------------------------------------------- 24216 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24217 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 24218 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 24219 End 24220 24221 Geometry = BOX 24222 GeometryMajorRadius = 40.0 24223 GeometryMinorRadius = 62.0 24224 GeometryHeight = 25.0 24225 GeometryIsSmall = No 24226 FactoryExitWidth = 25 24227 Shadow = SHADOW_VOLUME 24228 BuildCompletion = PLACED_BY_PLAYER 24229 24230 End 24231 24232 24233 ;------------------------------------------------------------------------------ 24234 ObjectReskin GLAHoleArmsDealer GLAHole 24235 Draw = W3DModelDraw ModuleTag_01 24236 OkToChangeModelColor = Yes 24237 ConditionState = NONE 24238 Model = UBHole 24239 End 24240 ConditionState = DAMAGED 24241 Model = UBHole_D 24242 ParticleSysBone = Smoke01 SteamVent 24243 End 24244 ConditionState = REALLYDAMAGED 24245 Model = UBHole_E 24246 ParticleSysBone = Smoke01 SteamVent 24247 ParticleSysBone = Smoke02 SteamVent 24248 ParticleSysBone = Fire01 GLAPowerPlantFlame 24249 ParticleSysBone = Fire02 GLAPowerPlantFlame 24250 ParticleSysBone = Fire03 GLAPowerPlantFlame 24251 End 24252 End 24253 Draw = W3DModelDraw ModuleTag_02 24254 OkToChangeModelColor = Yes 24255 ConditionState = NONE 24256 Model = UBArmDeal_R 24257 ParticleSysBone = Smoke04 SmolderingSmoke 24258 ParticleSysBone = Smoke01 SmolderingSmoke 24259 ParticleSysBone = Smoke03 SmolderingSmoke 24260 End 24261 ConditionState = DAMAGED REALLYDAMAGED 24262 Model = UBArmDeal_R 24263 ParticleSysBone = Smoke04 SmolderingSmoke 24264 ParticleSysBone = Smoke01 SmolderingSmoke 24265 ParticleSysBone = Smoke03 SmolderingSmoke 24266 End 24267 End 24268 End 24269 24270 ;------------------------------------------------------------------------------ 24271 Object ChinaWarFactory 24272 24273 ; *** ART Parameters *** 24274 SelectPortrait = SNWarFact_L 24275 ButtonImage = SNWarFact 24276 24277 ; ------------ the main factory itself ----------------- 24278 Draw = W3DModelDraw ModuleTag_01 24279 OkToChangeModelColor = Yes 24280 ; day 24281 DefaultConditionState 24282 Model = NBWarFact 24283 End 24284 ConditionState = DAMAGED 24285 Model = NBWarFact_D 24286 ParticleSysBone = Smoke01 SmolderingSmoke 24287 ParticleSysBone = Smoke02 SmolderingSmoke 24288 ParticleSysBone = Smoke03 SmolderingSmoke 24289 ParticleSysBone = Smoke04 SmolderingSmoke 24290 ParticleSysBone = Smoke05 SmolderingSmoke 24291 ParticleSysBone = Fire01 SmolderingFire 24292 ParticleSysBone = Fire01 SmolderingFlameCore 24293 ParticleSysBone = Fire02 SmolderingFire 24294 ParticleSysBone = Fire02 SmolderingFlameCore 24295 End 24296 ConditionState = REALLYDAMAGED RUBBLE 24297 Model = NBWarFact_E 24298 ParticleSysBone = Smoke01 SmolderingSmoke 24299 ParticleSysBone = Smoke02 SmolderingSmoke 24300 ParticleSysBone = Smoke03 SmolderingSmoke 24301 ParticleSysBone = Smoke04 SmolderingSmoke 24302 ParticleSysBone = Smoke05 SmolderingSmoke 24303 ParticleSysBone = Smoke06 SmolderingSmoke 24304 ParticleSysBone = Smoke07 SmolderingSmoke 24305 ParticleSysBone = Fire01 SmolderingFire 24306 ParticleSysBone = Fire01 SmolderingFlameCore 24307 ParticleSysBone = Fire02 SmolderingFire 24308 ParticleSysBone = Fire02 SmolderingFlameCore 24309 ParticleSysBone = Fire03 SmolderingFire 24310 ParticleSysBone = Fire03 SmolderingFlameCore 24311 End 24312 24313 ConditionState = SNOW 24314 Model = NBWarFact_S 24315 End 24316 ConditionState = DAMAGED SNOW 24317 Model = NBWarFact_DS 24318 ParticleSysBone = Smoke01 SmolderingSmoke 24319 ParticleSysBone = Smoke02 SmolderingSmoke 24320 ParticleSysBone = Smoke03 SmolderingSmoke 24321 ParticleSysBone = Smoke04 SmolderingSmoke 24322 ParticleSysBone = Smoke05 SmolderingSmoke 24323 ParticleSysBone = Fire01 SmolderingFire 24324 ParticleSysBone = Fire01 SmolderingFlameCore 24325 ParticleSysBone = Fire02 SmolderingFire 24326 ParticleSysBone = Fire02 SmolderingFlameCore 24327 End 24328 ConditionState = REALLYDAMAGED RUBBLE SNOW 24329 Model = NBWarFact_ES 24330 ParticleSysBone = Smoke01 SmolderingSmoke 24331 ParticleSysBone = Smoke02 SmolderingSmoke 24332 ParticleSysBone = Smoke03 SmolderingSmoke 24333 ParticleSysBone = Smoke04 SmolderingSmoke 24334 ParticleSysBone = Smoke05 SmolderingSmoke 24335 ParticleSysBone = Smoke06 SmolderingSmoke 24336 ParticleSysBone = Smoke07 SmolderingSmoke 24337 ParticleSysBone = Fire01 SmolderingFire 24338 ParticleSysBone = Fire01 SmolderingFlameCore 24339 ParticleSysBone = Fire02 SmolderingFire 24340 ParticleSysBone = Fire02 SmolderingFlameCore 24341 ParticleSysBone = Fire03 SmolderingFire 24342 ParticleSysBone = Fire03 SmolderingFlameCore 24343 End 24344 24345 24346 ; night ********************************************** 24347 ConditionState = NIGHT 24348 Model = NBWarFact_N 24349 End 24350 ConditionState = DAMAGED NIGHT 24351 Model = NBWarFact_DN 24352 ParticleSysBone = Smoke01 SmolderingSmoke 24353 ParticleSysBone = Smoke02 SmolderingSmoke 24354 ParticleSysBone = Smoke03 SmolderingSmoke 24355 ParticleSysBone = Smoke04 SmolderingSmoke 24356 ParticleSysBone = Smoke05 SmolderingSmoke 24357 ParticleSysBone = Fire01 SmolderingFire 24358 ParticleSysBone = Fire01 SmolderingFlameCore 24359 ParticleSysBone = Fire02 SmolderingFire 24360 ParticleSysBone = Fire02 SmolderingFlameCore 24361 End 24362 ConditionState = REALLYDAMAGED RUBBLE NIGHT 24363 Model = NBWarFact_EN 24364 ParticleSysBone = Smoke01 SmolderingSmoke 24365 ParticleSysBone = Smoke02 SmolderingSmoke 24366 ParticleSysBone = Smoke03 SmolderingSmoke 24367 ParticleSysBone = Smoke04 SmolderingSmoke 24368 ParticleSysBone = Smoke05 SmolderingSmoke 24369 ParticleSysBone = Smoke06 SmolderingSmoke 24370 ParticleSysBone = Smoke07 SmolderingSmoke 24371 ParticleSysBone = Fire01 SmolderingFire 24372 ParticleSysBone = Fire01 SmolderingFlameCore 24373 ParticleSysBone = Fire02 SmolderingFire 24374 ParticleSysBone = Fire02 SmolderingFlameCore 24375 ParticleSysBone = Fire03 SmolderingFire 24376 ParticleSysBone = Fire03 SmolderingFlameCore 24377 End 24378 24379 ; night SNOW 24380 ConditionState = NIGHT SNOW 24381 Model = NBWarFact_NS 24382 End 24383 ConditionState = DAMAGED NIGHT SNOW 24384 Model = NBWarFact_DNS 24385 ParticleSysBone = Smoke01 SmolderingSmoke 24386 ParticleSysBone = Smoke02 SmolderingSmoke 24387 ParticleSysBone = Smoke03 SmolderingSmoke 24388 ParticleSysBone = Smoke04 SmolderingSmoke 24389 ParticleSysBone = Smoke05 SmolderingSmoke 24390 ParticleSysBone = Fire01 SmolderingFire 24391 ParticleSysBone = Fire01 SmolderingFlameCore 24392 ParticleSysBone = Fire02 SmolderingFire 24393 ParticleSysBone = Fire02 SmolderingFlameCore 24394 End 24395 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 24396 Model = NBWarFact_ENS 24397 ParticleSysBone = Smoke01 SmolderingSmoke 24398 ParticleSysBone = Smoke02 SmolderingSmoke 24399 ParticleSysBone = Smoke03 SmolderingSmoke 24400 ParticleSysBone = Smoke04 SmolderingSmoke 24401 ParticleSysBone = Smoke05 SmolderingSmoke 24402 ParticleSysBone = Smoke06 SmolderingSmoke 24403 ParticleSysBone = Smoke07 SmolderingSmoke 24404 ParticleSysBone = Fire01 SmolderingFire 24405 ParticleSysBone = Fire01 SmolderingFlameCore 24406 ParticleSysBone = Fire02 SmolderingFire 24407 ParticleSysBone = Fire02 SmolderingFlameCore 24408 ParticleSysBone = Fire03 SmolderingFire 24409 ParticleSysBone = Fire03 SmolderingFlameCore 24410 End 24411 24412 24413 ;************************************************************************************************************************** 24414 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 24415 ;for this draw module 24416 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24417 Model = NBWarFact 24418 ;Animation = NBWarFact.NBWarFact 24419 ;AnimationMode = LOOP 24420 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24421 End 24422 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 24423 Model = NBWarFact_D 24424 ;Animation = NBWarFact_D.NBWarFact_D 24425 ;AnimationMode = LOOP 24426 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24427 End 24428 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 24429 Model = NBWarFact_E 24430 ;Animation = NBWarFact_E.NBWarFact_E 24431 ;AnimationMode = LOOP 24432 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24433 End 24434 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 24435 Model = NBWarFact_N 24436 ;Animation = NBWarFact_N.NBWarFact_N 24437 ;AnimationMode = LOOP 24438 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24439 End 24440 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 24441 Model = NBWarFact_DN 24442 ;Animation = NBWarFact_DN.NBWarFact_DN 24443 ;AnimationMode = LOOP 24444 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24445 End 24446 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 24447 Model = NBWarFact_EN 24448 ;Animation = NBWarFact_EN.NBWarFact_EN 24449 ;AnimationMode = LOOP 24450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24451 End 24452 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 24453 Model = NBWarFact_S 24454 ;Animation = NBWarFact_S.NBWarFact_S 24455 ;AnimationMode = LOOP 24456 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24457 End 24458 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 24459 Model = NBWarFact_DS 24460 ;Animation = NBWarFact_DS.NBWarFact_DS 24461 ;AnimationMode = LOOP 24462 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24463 End 24464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 24465 Model = NBWarFact_ES 24466 ;Animation = NBWarFact_ES.NBWarFact_ES 24467 ;AnimationMode = LOOP 24468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24469 End 24470 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 24471 Model = NBWarFact_NS 24472 ;Animation = NBWarFact_NS.NBWarFact_NS 24473 ;AnimationMode = LOOP 24474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24475 End 24476 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 24477 Model = NBWarFact_DNS 24478 ;Animation = NBWarFact_DNS.NBWarFact_DNS 24479 ;AnimationMode = LOOP 24480 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24481 End 24482 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 24483 Model = NBWarFact_ENS 24484 ;Animation = NBWarFact_ENS.NBWarFact_ENS 24485 ;AnimationMode = LOOP 24486 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24487 End 24488 24489 ConditionState = AWAITING_CONSTRUCTION 24490 Model = NONE 24491 End 24492 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 24493 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 24494 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 24495 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 24496 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 24497 AliasConditionState = AWAITING_CONSTRUCTION SNOW 24498 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 24499 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 24500 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 24501 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 24502 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 24503 AliasConditionState = SOLD 24504 AliasConditionState = SOLD DAMAGED 24505 AliasConditionState = SOLD REALLYDAMAGED 24506 AliasConditionState = SOLD NIGHT 24507 AliasConditionState = SOLD NIGHT DAMAGED 24508 AliasConditionState = SOLD NIGHT REALLYDAMAGED 24509 AliasConditionState = SOLD SNOW 24510 AliasConditionState = SOLD SNOW DAMAGED 24511 AliasConditionState = SOLD SNOW REALLYDAMAGED 24512 AliasConditionState = SOLD NIGHT SNOW 24513 AliasConditionState = SOLD NIGHT SNOW DAMAGED 24514 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 24515 ;************************************************************************************************************************** 24516 24517 24518 End 24519 24520 ; ------------------ the construction crane ------------ 24521 Draw = W3DModelDraw ModuleTag_02 24522 OkToChangeModelColor = Yes 24523 ConditionState = None 24524 Model = NBWarFact_A1 24525 Animation = NBWarFact_A1.NBWarFact_A1 24526 AnimationMode = LOOP 24527 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 24528 End 24529 ConditionState = DAMAGED 24530 Model = NBWarFact_A1D 24531 Animation = NBWarFact_A1D.NBWarFact_A1D 24532 AnimationMode = LOOP 24533 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 24534 End 24535 ConditionState = REALLYDAMAGED RUBBLE 24536 Model = NBWarFact_A1E 24537 Animation = NBWarFact_A1E.NBWarFact_A1E 24538 AnimationMode = LOOP 24539 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 24540 End 24541 ConditionState = ACTIVELY_CONSTRUCTING 24542 Model = NBWarFact_A2 24543 Animation = NBWarFact_A2.NBWarFact_A2 24544 AnimationMode = ONCE 24545 TransitionKey = TransitionFinishBeforeSwitch 24546 End 24547 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 24548 Model = NBWarFact_A2D 24549 Animation = NBWarFact_A2D.NBWarFact_A2D 24550 AnimationMode = ONCE 24551 TransitionKey = TransitionFinishBeforeSwitch 24552 End 24553 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 24554 Model = NBWarFact_A2E 24555 Animation = NBWarFact_A2E.NBWarFact_A2E 24556 AnimationMode = ONCE 24557 TransitionKey = TransitionFinishBeforeSwitch 24558 End 24559 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24560 Model = NBWarFact_A1 24561 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24562 End 24563 ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE 24564 Model = NONE 24565 End 24566 End 24567 24568 24569 ; ------------ construction-zone fence ----------------- 24570 Draw = W3DModelDraw ModuleTag_03 24571 AnimationsRequirePower = No 24572 DefaultConditionState 24573 Model = None 24574 TransitionKey = DOWN_DEFAULT 24575 End 24576 ConditionState = NIGHT 24577 Model = None 24578 TransitionKey = DOWN_DEFAULT 24579 End 24580 ConditionState = SNOW 24581 Model = None 24582 TransitionKey = DOWN_DEFAULT 24583 End 24584 ConditionState = SNOW NIGHT 24585 Model = None 24586 TransitionKey = DOWN_DEFAULT 24587 End 24588 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24589 Model = NBWarFact_A4 24590 Animation = NBWarFact_A4.NBWarFact_A4 24591 AnimationMode = MANUAL 24592 Flags = START_FRAME_LAST 24593 TransitionKey = UP_DAY 24594 ParticleSysBone = Smoke01 SmolderingSmoke 24595 ParticleSysBone = Fire01 SmolderingFire 24596 ParticleSysBone = Smoke02 SmolderingSmoke 24597 ParticleSysBone = Fire02 SmolderingFire 24598 End 24599 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24600 Model = NBWarFact_A4N 24601 Animation = NBWarFact_A4N.NBWarFact_A4N 24602 AnimationMode = MANUAL 24603 Flags = START_FRAME_LAST 24604 TransitionKey = UP_NIGHT 24605 ParticleSysBone = Smoke01 SmolderingSmoke 24606 ParticleSysBone = Fire01 SmolderingFire 24607 ParticleSysBone = Smoke02 SmolderingSmoke 24608 ParticleSysBone = Fire02 SmolderingFire 24609 End 24610 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24611 Model = NBWarFact_A4S 24612 Animation = NBWarFact_A4S.NBWarFact_A4S 24613 AnimationMode = MANUAL 24614 Flags = START_FRAME_LAST 24615 TransitionKey = UP_SNOW 24616 ParticleSysBone = Smoke01 SmolderingSmoke 24617 ParticleSysBone = Fire01 SmolderingFire 24618 ParticleSysBone = Smoke02 SmolderingSmoke 24619 ParticleSysBone = Fire02 SmolderingFire 24620 End 24621 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24622 Model = NBWarFact_A4SN 24623 Animation = NBWarFact_A4SN.NBWarFact_A4SN 24624 AnimationMode = MANUAL 24625 Flags = START_FRAME_LAST 24626 TransitionKey = UP_SNOWNIGHT 24627 ParticleSysBone = Smoke01 SmolderingSmoke 24628 ParticleSysBone = Fire01 SmolderingFire 24629 ParticleSysBone = Smoke02 SmolderingSmoke 24630 ParticleSysBone = Fire02 SmolderingFire 24631 End 24632 TransitionState = DOWN_DEFAULT UP_DAY 24633 Model = NBWarFact_A4 24634 Animation = NBWarFact_A4.NBWarFact_A4 24635 AnimationMode = ONCE 24636 AnimationSpeedFactorRange = 1.0 1.0 24637 Flags = START_FRAME_FIRST 24638 End 24639 TransitionState = DOWN_DEFAULT UP_NIGHT 24640 Model = NBWarFact_A4N 24641 Animation = NBWarFact_A4N.NBWarFact_A4N 24642 AnimationMode = ONCE 24643 AnimationSpeedFactorRange = 1.0 1.0 24644 Flags = START_FRAME_FIRST 24645 End 24646 TransitionState = DOWN_DEFAULT UP_SNOW 24647 Model = NBWarFact_A4S 24648 Animation = NBWarFact_A4S.NBWarFact_A4S 24649 AnimationMode = ONCE 24650 AnimationSpeedFactorRange = 1.0 1.0 24651 Flags = START_FRAME_FIRST 24652 End 24653 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 24654 Model = NBWarFact_A4SN 24655 Animation = NBWarFact_A4SN.NBWarFact_A4SN 24656 AnimationMode = ONCE 24657 AnimationSpeedFactorRange = 1.0 1.0 24658 Flags = START_FRAME_FIRST 24659 End 24660 TransitionState = UP_DAY DOWN_DEFAULT 24661 Model = NBWarFact_A4 24662 Animation = NBWarFact_A4.NBWarFact_A4 24663 AnimationMode = ONCE_BACKWARDS 24664 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24665 Flags = START_FRAME_LAST 24666 End 24667 TransitionState = UP_NIGHT DOWN_DEFAULT 24668 Model = NBWarFact_A4N 24669 Animation = NBWarFact_A4N.NBWarFact_A4N 24670 AnimationMode = ONCE_BACKWARDS 24671 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24672 Flags = START_FRAME_LAST 24673 End 24674 TransitionState = UP_SNOW DOWN_DEFAULT 24675 Model = NBWarFact_A4S 24676 Animation = NBWarFact_A4S.NBWarFact_A4S 24677 AnimationMode = ONCE_BACKWARDS 24678 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24679 Flags = START_FRAME_LAST 24680 End 24681 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 24682 Model = NBWarFact_A4SN 24683 Animation = NBWarFact_A4SN.NBWarFact_A4SN 24684 AnimationMode = ONCE_BACKWARDS 24685 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24686 Flags = START_FRAME_LAST 24687 End 24688 End 24689 24690 ; ------------ under-construction scaffolding ----------------- 24691 Draw = W3DModelDraw ModuleTag_04 24692 AnimationsRequirePower = No 24693 MinLODRequired = MEDIUM 24694 DefaultConditionState 24695 Model = None 24696 TransitionKey = DOWN_DEFAULT 24697 End 24698 ConditionState = NIGHT 24699 Model = None 24700 TransitionKey = DOWN_DEFAULT 24701 End 24702 ConditionState = SNOW 24703 Model = None 24704 TransitionKey = DOWN_DEFAULT 24705 End 24706 ConditionState = SNOW NIGHT 24707 Model = None 24708 TransitionKey = DOWN_DEFAULT 24709 End 24710 ConditionState = PARTIALLY_CONSTRUCTED 24711 Model = NBWarFact_A6 24712 Animation = NBWarFact_A6.NBWarFact_A6 24713 AnimationMode = MANUAL 24714 Flags = START_FRAME_LAST 24715 TransitionKey = UP_DAY 24716 ParticleSysBone = Dust01 BuildingDustChina 24717 ParticleSysBone = Smoke01 BuildUpSmokeChina 24718 ParticleSysBone = Smoke02 BuildUpSmokeChina 24719 ParticleSysBone = Smoke03 BuildUpSmokeChina 24720 ParticleSysBone = Smoke04 BuildUpSmokeChina 24721 ParticleSysBone = Smoke05 BuildUpSmokeChina 24722 End 24723 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 24724 Model = NBWarFact_A6N 24725 Animation = NBWarFact_A6N.NBWarFact_A6N 24726 AnimationMode = MANUAL 24727 Flags = START_FRAME_LAST 24728 TransitionKey = UP_NIGHT 24729 ParticleSysBone = Dust01 BuildingDustChina 24730 ParticleSysBone = Smoke01 BuildUpSmokeChina 24731 ParticleSysBone = Smoke02 BuildUpSmokeChina 24732 ParticleSysBone = Smoke03 BuildUpSmokeChina 24733 ParticleSysBone = Smoke04 BuildUpSmokeChina 24734 ParticleSysBone = Smoke05 BuildUpSmokeChina 24735 End 24736 ConditionState = SNOW PARTIALLY_CONSTRUCTED 24737 Model = NBWarFact_A6S 24738 Animation = NBWarFact_A6S.NBWarFact_A6S 24739 AnimationMode = MANUAL 24740 Flags = START_FRAME_LAST 24741 TransitionKey = UP_SNOW 24742 ParticleSysBone = Dust01 BuildingSnowDust 24743 ParticleSysBone = Smoke01 BuildUpSnowSmoke 24744 ParticleSysBone = Smoke02 BuildUpSnowSmoke 24745 ParticleSysBone = Smoke03 BuildUpSnowSmoke 24746 ParticleSysBone = Smoke04 BuildUpSnowSmoke 24747 ParticleSysBone = Smoke05 BuildUpSnowSmoke 24748 End 24749 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 24750 Model = NBWarFact_A6SN 24751 Animation = NBWarFact_A6SN.NBWarFact_A6SN 24752 AnimationMode = MANUAL 24753 Flags = START_FRAME_LAST 24754 TransitionKey = UP_SNOWNIGHT 24755 ParticleSysBone = Dust01 BuildingNightSnowDust 24756 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 24757 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 24758 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 24759 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 24760 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 24761 End 24762 TransitionState = DOWN_DEFAULT UP_DAY 24763 Model = NBWarFact_A6 24764 Animation = NBWarFact_A6.NBWarFact_A6 24765 AnimationMode = ONCE 24766 AnimationSpeedFactorRange = 1.0 1.0 24767 Flags = START_FRAME_FIRST 24768 End 24769 TransitionState = DOWN_DEFAULT UP_NIGHT 24770 Model = NBWarFact_A6N 24771 Animation = NBWarFact_A6N.NBWarFact_A6N 24772 AnimationMode = ONCE 24773 AnimationSpeedFactorRange = 1.0 1.0 24774 Flags = START_FRAME_FIRST 24775 End 24776 TransitionState = DOWN_DEFAULT UP_SNOW 24777 Model = NBWarFact_A6S 24778 Animation = NBWarFact_A6S.NBWarFact_A6S 24779 AnimationMode = ONCE 24780 AnimationSpeedFactorRange = 1.0 1.0 24781 Flags = START_FRAME_FIRST 24782 End 24783 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 24784 Model = NBWarFact_A6SN 24785 Animation = NBWarFact_A6SN.NBWarFact_A6SN 24786 AnimationMode = ONCE 24787 AnimationSpeedFactorRange = 1.0 1.0 24788 Flags = START_FRAME_FIRST 24789 End 24790 TransitionState = UP_DAY DOWN_DEFAULT 24791 Model = NBWarFact_A6 24792 Animation = NBWarFact_A6.NBWarFact_A6 24793 AnimationMode = ONCE_BACKWARDS 24794 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24795 Flags = START_FRAME_LAST 24796 End 24797 TransitionState = UP_NIGHT DOWN_DEFAULT 24798 Model = NBWarFact_A6N 24799 Animation = NBWarFact_A6N.NBWarFact_A6N 24800 AnimationMode = ONCE_BACKWARDS 24801 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24802 Flags = START_FRAME_LAST 24803 End 24804 TransitionState = UP_SNOW DOWN_DEFAULT 24805 Model = NBWarFact_A6S 24806 Animation = NBWarFact_A6S.NBWarFact_A6S 24807 AnimationMode = ONCE_BACKWARDS 24808 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24809 Flags = START_FRAME_LAST 24810 End 24811 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 24812 Model = NBWarFact_A6SN 24813 Animation = NBWarFact_A6SN.NBWarFact_A6SN 24814 AnimationMode = ONCE_BACKWARDS 24815 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24816 Flags = START_FRAME_LAST 24817 End 24818 End 24819 24820 ; ------------------ the construction conveyor belt ------------ 24821 Draw = W3DModelDraw ModuleTag_05 24822 OkToChangeModelColor = Yes 24823 DefaultConditionState 24824 Model = NBWarFact_A7 24825 Animation = NBWarFact_A7.NBWarFact_A7 24826 AnimationMode = LOOP 24827 ; Flags = START_FRAME_FIRST 24828 End 24829 AliasConditionState = NIGHT 24830 AliasConditionState = SNOW 24831 AliasConditionState = SNOW NIGHT 24832 AliasConditionState = NIGHT DAMAGED 24833 AliasConditionState = SNOW DAMAGED 24834 AliasConditionState = SNOW NIGHT DAMAGED 24835 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 24836 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 24837 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 24838 24839 ConditionState = ACTIVELY_CONSTRUCTING 24840 Model = NBWarFact_A7 24841 Animation = NBWarFact_A7.NBWarFact_A7 24842 AnimationMode = LOOP 24843 ; Flags = START_FRAME_FIRST 24844 End 24845 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 24846 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 24847 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 24848 AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING 24849 AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING 24850 AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING 24851 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 24852 AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 24853 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 24854 24855 ;************************************************************************************************************************** 24856 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 24857 ;for this draw module 24858 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24859 Model = NBWarFact_A7 24860 Animation = NBWarFact_A7.NBWarFact_A7 24861 AnimationMode = LOOP 24862 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24863 End 24864 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 24865 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 24866 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 24867 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 24868 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 24869 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 24870 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 24871 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 24872 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 24873 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 24874 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 24875 24876 ConditionState = AWAITING_CONSTRUCTION 24877 Model = NONE 24878 End 24879 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 24880 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 24881 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 24882 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 24883 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 24884 AliasConditionState = AWAITING_CONSTRUCTION SNOW 24885 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 24886 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 24887 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 24888 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 24889 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 24890 AliasConditionState = SOLD DAMAGED 24891 AliasConditionState = SOLD REALLYDAMAGED 24892 AliasConditionState = SOLD NIGHT 24893 AliasConditionState = SOLD NIGHT DAMAGED 24894 AliasConditionState = SOLD NIGHT REALLYDAMAGED 24895 AliasConditionState = SOLD SNOW 24896 AliasConditionState = SOLD SNOW DAMAGED 24897 AliasConditionState = SOLD SNOW REALLYDAMAGED 24898 AliasConditionState = SOLD NIGHT SNOW 24899 AliasConditionState = SOLD NIGHT SNOW DAMAGED 24900 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 24901 ;************************************************************************************************************************** 24902 End 24903 24904 ; ----------------- the factory door ------------------- 24905 Draw = W3DModelDraw ModuleTag_06 24906 DefaultConditionState 24907 Model = NBWarFact_A8 24908 Animation = NBWarFact_A8.NBWarFact_A8 24909 AnimationMode = MANUAL 24910 Flags = START_FRAME_FIRST 24911 End 24912 AliasConditionState = NIGHT 24913 AliasConditionState = SNOW 24914 AliasConditionState = NIGHT SNOW 24915 24916 ConditionState = DAMAGED 24917 Model = NBWarFact_A8D 24918 Animation = NBWarFact_A8D.NBWarFact_A8D 24919 AnimationMode = MANUAL 24920 Flags = START_FRAME_FIRST 24921 End 24922 AliasConditionState = NIGHT DAMAGED 24923 AliasConditionState = SNOW DAMAGED 24924 AliasConditionState = NIGHT SNOW DAMAGED 24925 24926 ConditionState = REALLYDAMAGED RUBBLE 24927 Model = NBWarFact_A8E 24928 Animation = NBWarFact_A8E.NBWarFact_A8E 24929 AnimationMode = MANUAL 24930 Flags = START_FRAME_FIRST 24931 End 24932 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 24933 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 24934 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 24935 24936 ConditionState = DOOR_1_OPENING 24937 Model = NBWarFact_A8 24938 Animation = NBWarFact_A8.NBWarFact_A8 24939 AnimationMode = ONCE 24940 Flags = START_FRAME_FIRST 24941 End 24942 AliasConditionState = NIGHT DOOR_1_OPENING 24943 AliasConditionState = SNOW DOOR_1_OPENING 24944 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 24945 24946 24947 ConditionState = DOOR_1_OPENING DAMAGED 24948 Model = NBWarFact_A8D 24949 Animation = NBWarFact_A8D.NBWarFact_A8D 24950 AnimationMode = ONCE 24951 Flags = START_FRAME_FIRST 24952 End 24953 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 24954 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 24955 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 24956 24957 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 24958 Model = NBWarFact_A8E 24959 Animation = NBWarFact_A8E.NBWarFact_A8E 24960 AnimationMode = ONCE 24961 Flags = START_FRAME_FIRST 24962 End 24963 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 24964 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 24965 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 24966 24967 ConditionState = DOOR_1_CLOSING 24968 Model = NBWarFact_A8 24969 Animation = NBWarFact_A8.NBWarFact_A8 24970 AnimationMode = ONCE_BACKWARDS 24971 Flags = START_FRAME_LAST 24972 End 24973 AliasConditionState = NIGHT DOOR_1_CLOSING 24974 AliasConditionState = SNOW DOOR_1_CLOSING 24975 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 24976 24977 24978 ConditionState = DOOR_1_CLOSING DAMAGED 24979 Model = NBWarFact_A8D 24980 Animation = NBWarFact_A8D.NBWarFact_A8D 24981 AnimationMode = ONCE_BACKWARDS 24982 Flags = START_FRAME_LAST 24983 End 24984 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 24985 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 24986 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 24987 24988 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24989 Model = NBWarFact_A8E 24990 Animation = NBWarFact_A8E.NBWarFact_A8E 24991 AnimationMode = ONCE_BACKWARDS 24992 Flags = START_FRAME_LAST 24993 End 24994 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24995 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24996 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24997 24998 ConditionState = DOOR_1_WAITING_OPEN 24999 Model = NBWarFact_A8 25000 Animation = NBWarFact_A8.NBWarFact_A8 25001 AnimationMode = MANUAL 25002 Flags = START_FRAME_LAST 25003 End 25004 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 25005 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 25006 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 25007 25008 25009 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 25010 Model = NBWarFact_A8D 25011 Animation = NBWarFact_A8D.NBWarFact_A8D 25012 AnimationMode = MANUAL 25013 Flags = START_FRAME_LAST 25014 End 25015 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 25016 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 25017 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 25018 25019 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25020 Model = NBWarFact_A8E 25021 Animation = NBWarFact_A8E.NBWarFact_A8E 25022 AnimationMode = MANUAL 25023 Flags = START_FRAME_LAST 25024 End 25025 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25026 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25027 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25028 25029 25030 ;************************************************************************************************************************** 25031 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 25032 ;for this draw module 25033 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25034 Model = NBWarFact_A8 25035 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25036 End 25037 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 25038 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 25039 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 25040 25041 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 25042 Model = NBWarFact_A8D 25043 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25044 End 25045 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 25046 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 25047 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 25048 25049 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 25050 Model = NBWarFact_A8E 25051 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25052 End 25053 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 25054 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 25055 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 25056 25057 25058 25059 ConditionState = AWAITING_CONSTRUCTION 25060 Model = NONE 25061 End 25062 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 25063 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 25064 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 25065 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 25066 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 25067 AliasConditionState = AWAITING_CONSTRUCTION SNOW 25068 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 25069 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 25070 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 25071 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 25072 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 25073 AliasConditionState = SOLD 25074 AliasConditionState = SOLD DAMAGED 25075 AliasConditionState = SOLD REALLYDAMAGED 25076 AliasConditionState = SOLD NIGHT 25077 AliasConditionState = SOLD NIGHT DAMAGED 25078 AliasConditionState = SOLD NIGHT REALLYDAMAGED 25079 AliasConditionState = SOLD SNOW 25080 AliasConditionState = SOLD SNOW DAMAGED 25081 AliasConditionState = SOLD SNOW REALLYDAMAGED 25082 AliasConditionState = SOLD NIGHT SNOW 25083 AliasConditionState = SOLD NIGHT SNOW DAMAGED 25084 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 25085 ;************************************************************************************************************************** 25086 25087 25088 End 25089 25090 ; ------------ being-constructed crane ----------------- 25091 Draw = W3DModelDraw ModuleTag_07 25092 AnimationsRequirePower = No 25093 DefaultConditionState 25094 Model = None 25095 TransitionKey = DOWN_DEFAULT 25096 End 25097 ConditionState = NIGHT 25098 Model = None 25099 TransitionKey = DOWN_DEFAULT 25100 End 25101 ConditionState = SNOW 25102 Model = None 25103 TransitionKey = DOWN_DEFAULT 25104 End 25105 ConditionState = SNOW NIGHT 25106 Model = None 25107 TransitionKey = DOWN_DEFAULT 25108 End 25109 ConditionState = SOLD 25110 Model = NONE 25111 End 25112 25113 ConditionState = ACTIVELY_BEING_CONSTRUCTED 25114 Model = NBWarFact_A5 25115 Animation = NBWarFact_A5.NBWarFact_A5 25116 AnimationMode = LOOP 25117 TransitionKey = UP_DAY 25118 End 25119 25120 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 25121 Model = NBWarFact_A5N 25122 Animation = NBWarFact_A5N.NBWarFact_A5N 25123 AnimationMode = LOOP 25124 TransitionKey = UP_NIGHT 25125 End 25126 25127 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 25128 Model = NBWarFact_A5S 25129 Animation = NBWarFact_A5S.NBWarFact_A5S 25130 AnimationMode = LOOP 25131 TransitionKey = UP_SNOW 25132 End 25133 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 25134 Model = NBWarFact_A5SN 25135 Animation = NBWarFact_A5SN.NBWarFact_A5SN 25136 AnimationMode = LOOP 25137 TransitionKey = UP_SNOWNIGHT 25138 End 25139 TransitionState = DOWN_DEFAULT UP_DAY 25140 Model = NBWarFact_AB 25141 Animation = NBWarFact_AB.NBWarFact_AB 25142 AnimationMode = ONCE 25143 AnimationSpeedFactorRange = 1.0 1.0 25144 Flags = START_FRAME_FIRST 25145 End 25146 25147 TransitionState = DOWN_DEFAULT UP_NIGHT 25148 Model = NBWarFact_ABN 25149 Animation = NBWarFact_ABN.NBWarFact_ABN 25150 AnimationMode = ONCE 25151 AnimationSpeedFactorRange = 1.0 1.0 25152 Flags = START_FRAME_FIRST 25153 End 25154 TransitionState = DOWN_DEFAULT UP_SNOW 25155 Model = NBWarFact_ABS 25156 Animation = NBWarFact_ABS.NBWarFact_ABS 25157 AnimationMode = ONCE 25158 AnimationSpeedFactorRange = 1.0 1.0 25159 Flags = START_FRAME_FIRST 25160 End 25161 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 25162 Model = NBWarFact_ABSN 25163 Animation = NBWarFact_ABSN.NBWarFact_ABSN 25164 AnimationMode = ONCE 25165 AnimationSpeedFactorRange = 1.0 1.0 25166 Flags = START_FRAME_FIRST 25167 End 25168 TransitionState = UP_DAY DOWN_DEFAULT 25169 Model = NBWarFact_AB 25170 Animation = NBWarFact_AB.NBWarFact_AB 25171 AnimationMode = ONCE_BACKWARDS 25172 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25173 Flags = START_FRAME_LAST 25174 End 25175 TransitionState = UP_NIGHT DOWN_DEFAULT 25176 Model = NBWarFact_ABN 25177 Animation = NBWarFact_ABN.NBWarFact_ABN 25178 AnimationMode = ONCE_BACKWARDS 25179 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25180 Flags = START_FRAME_LAST 25181 End 25182 TransitionState = UP_SNOW DOWN_DEFAULT 25183 Model = NBWarFact_ABS 25184 Animation = NBWarFact_ABS.NBWarFact_ABS 25185 AnimationMode = ONCE_BACKWARDS 25186 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25187 Flags = START_FRAME_LAST 25188 End 25189 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 25190 Model = NBWarFact_ABSN 25191 Animation = NBWarFact_ABSN.NBWarFact_ABSN 25192 AnimationMode = ONCE_BACKWARDS 25193 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25194 Flags = START_FRAME_LAST 25195 End 25196 End 25197 25198 PlacementViewAngle = -135 25199 25200 ; ***DESIGN parameters *** 25201 DisplayName = OBJECT:WarFactory 25202 Side = China 25203 EditorSorting = STRUCTURE 25204 Prerequisites 25205 Object = ChinaSupplyCenter 25206 End 25207 BuildCost = 2000 25208 BuildTime = 15.0 ; in seconds 25209 EnergyProduction = -1 25210 CommandSet = ChinaWarFactoryCommandSet 25211 VisionRange = 200.0 ; Shroud clearing distance 25212 ShroudClearingRange = 200 25213 ArmorSet 25214 Conditions = None 25215 Armor = StructureArmor 25216 DamageFX = StructureDamageFXNoShake 25217 End 25218 ExperienceValue = 200 200 200 200 ; Experience point value at each level 25219 25220 ; *** AUDIO Parameters *** 25221 VoiceSelect = WarFactoryChinaSelect 25222 SoundDie = BuildingDie 25223 SoundOnDamaged = BuildingDamagedStateLight 25224 SoundOnReallyDamaged = BuildingDestroy 25225 25226 UnitSpecificSounds 25227 UnderConstruction = UnderConstructionLoop 25228 End 25229 25230 ; *** ENGINEERING Parameters *** 25231 RadarPriority = STRUCTURE 25232 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 25233 Body = StructureBody ModuleTag_08 25234 MaxHealth = 2000.0 25235 25236 InitialHealth = 2000.0 25237 End 25238 25239 Behavior = DestroyDie ModuleTag_09 25240 ;nothing 25241 End 25242 Behavior = CreateObjectDie ModuleTag_10 25243 CreationList = OCL_LargeStructureDebris 25244 End 25245 Behavior = FXListDie ModuleTag_11 25246 DeathFX = FX_StructureMediumDeath 25247 End 25248 25249 Behavior = ProductionUpdate ModuleTag_12 25250 NumDoorAnimations = 1 25251 DoorOpeningTime = 4000 ;in mSeconds 25252 DoorWaitOpenTime = 2000 ;in mSeconds 25253 DoorCloseTime = 5000 ;in mSeconds 25254 ConstructionCompleteDuration = 1500 ;in mSeconds 25255 End 25256 Behavior = DefaultProductionExitUpdate ModuleTag_13 25257 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 25258 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 25259 End 25260 Behavior = RepairDockUpdate ModuleTag_14 25261 TimeForFullHeal = 5000 ;(in milliseconds) 25262 NumberApproachPositions = 5 25263 End 25264 25265 Behavior = FlammableUpdate ModuleTag_16 25266 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 25267 AflameDamageAmount = 5 ; taking this much damage... 25268 AflameDamageDelay = 500 ; this often. 25269 End 25270 25271 Behavior = GenerateMinefieldBehavior ModuleTag_22 25272 TriggeredBy = Upgrade_ChinaMines 25273 MineName = ChinaStandardMine 25274 SmartBorder = Yes 25275 AlwaysCircular = Yes 25276 End 25277 25278 Behavior = TransitionDamageFX ModuleTag_23 25279 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 25280 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 25281 ;--------------------------------------------------------------------------------------- 25282 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 25283 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 25284 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 25285 End 25286 25287 Geometry = BOX 25288 GeometryMajorRadius = 57.0 25289 GeometryMinorRadius = 61.0 25290 GeometryHeight = 30.0 25291 GeometryIsSmall = No 25292 FactoryExitWidth = 25 25293 Shadow = SHADOW_VOLUME 25294 BuildCompletion = PLACED_BY_PLAYER 25295 25296 End 25297 25298 ;------------------------------------------------------------------------------ 25299 Object ChinaWall 25300 25301 ; *** ART Parameters *** 25302 SelectPortrait = SNWall_L 25303 ButtonImage = SNWall 25304 Draw = W3DModelDraw ModuleTag_01 25305 OkToChangeModelColor = Yes 25306 25307 ; day 25308 DefaultConditionState 25309 Model = NBWall02Y 25310 End 25311 ConditionState = DAMAGED 25312 Model = NBWall02Y_D 25313 End 25314 ConditionState = REALLYDAMAGED RUBBLE 25315 Model = NBWall02Y_E 25316 End 25317 25318 ConditionState = SNOW 25319 Model = NBWall02Y_S 25320 End 25321 ConditionState = DAMAGED SNOW 25322 Model = NBWall02Y_DS 25323 End 25324 ConditionState = REALLYDAMAGED RUBBLE SNOW 25325 Model = NBWall02Y_ES 25326 End 25327 25328 End 25329 25330 ; ***DESIGN parameters *** 25331 DisplayName = OBJECT:ConcreteWall 25332 Side = China 25333 EditorSorting = STRUCTURE 25334 25335 BuildCost = 100 25336 BuildTime = 2.0 ; in seconds 25337 VisionRange = 150.0 ; Shroud clearing distance 25338 ShroudClearingRange = 150 25339 ArmorSet 25340 Conditions = None 25341 Armor = StructureArmor 25342 DamageFX = StructureDamageFXNoShake 25343 End 25344 ExperienceValue = 50 50 50 50 ; Experience point value at each level 25345 25346 FenceWidth = 9 ; Spacing used by the fence tool in worldbuilder. 25347 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25348 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25349 25350 ; *** AUDIO Parameters *** 25351 VoiceSelect = NoSound 25352 25353 ; *** ENGINEERING Parameters *** 25354 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 25355 Body = StructureBody ModuleTag_02 25356 MaxHealth = 1000.0 25357 InitialHealth = 1000.0 25358 25359 End 25360 25361 Behavior = DestroyDie ModuleTag_03 25362 ; none 25363 End 25364 Behavior = CreateObjectDie ModuleTag_04 25365 CreationList = OCL_GenericWallSegmentDebris 25366 End 25367 Behavior = FXListDie ModuleTag_05 25368 DeathFX = FX_GenericWallSegmentDeath 25369 End 25370 25371 Geometry = BOX 25372 GeometryMajorRadius = 4.0 25373 GeometryMinorRadius = 6.0 25374 GeometryHeight = 12.0 25375 GeometryIsSmall = No 25376 Shadow = SHADOW_VOLUME 25377 BuildCompletion = PLACED_BY_PLAYER 25378 25379 End 25380 25381 ;------------------------------------------------------------------------------ 25382 Object AmericaWall 25383 25384 ; *** ART Parameters *** 25385 SelectPortrait = SAFence_L 25386 ButtonImage = SAFence 25387 Draw = W3DModelDraw ModuleTag_01 25388 OkToChangeModelColor = Yes 25389 25390 ; day 25391 ConditionState = NONE 25392 Model = ABSecWallY 25393 End 25394 ConditionState = DAMAGED 25395 Model = ABSecWallY_D 25396 ParticleSysBone = SparkS01 SparksSmall 25397 End 25398 ConditionState = REALLYDAMAGED RUBBLE 25399 Model = ABSecWallY_E 25400 Animation = ABSecWallY_E.ABSecWallY_E 25401 AnimationMode = LOOP 25402 ParticleSysBone = SparkM01 SparksMedium 25403 ParticleSysBone = SparkM02 SparksMedium 25404 End 25405 End 25406 25407 ; ***DESIGN parameters *** 25408 DisplayName = OBJECT:SecurityFence 25409 Side = America 25410 EditorSorting = STRUCTURE 25411 25412 BuildCost = 100 25413 BuildTime = 1.0 ; in seconds 25414 VisionRange = 150.0 ; Shroud clearing distance 25415 ShroudClearingRange = 150 25416 ArmorSet 25417 Conditions = None 25418 Armor = WallArmor 25419 DamageFX = StructureDamageFXNoShake 25420 End 25421 ExperienceValue = 50 50 50 50 ; Experience point value at each level 25422 25423 FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder. 25424 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25425 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25426 25427 ; *** AUDIO Parameters *** 25428 VoiceSelect = NoSound 25429 25430 ; *** ENGINEERING Parameters *** 25431 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE DEFENSIVE_WALL 25432 Body = StructureBody ModuleTag_02 25433 MaxHealth = 1000.0 25434 InitialHealth = 1000.0 25435 End 25436 25437 Behavior = DestroyDie ModuleTag_03 25438 DeathTypes = ALL -TOPPLED 25439 End 25440 Behavior = CreateObjectDie ModuleTag_04 25441 DeathTypes = ALL -TOPPLED 25442 CreationList = OCL_GenericWallSegmentDebris 25443 End 25444 Behavior = FXListDie ModuleTag_05 25445 DeathTypes = ALL -TOPPLED 25446 DeathFX = FX_GenericWallSegmentDeath 25447 End 25448 25449 Geometry = BOX 25450 GeometryMajorRadius = 14.0 25451 GeometryMinorRadius = 3.0 25452 GeometryHeight = 20.0 25453 GeometryIsSmall = No 25454 Shadow = SHADOW_VOLUME 25455 BuildCompletion = PLACED_BY_PLAYER 25456 25457 End 25458 25459 ;------------------------------------------------------------------------------ 25460 ;Added for the Hub piece 25461 Object AmericaWallHub 25462 25463 ; *** ART Parameters *** 25464 SelectPortrait = SAFence_L 25465 ButtonImage = SAFence 25466 Draw = W3DModelDraw ModuleTag_01 25467 OkToChangeModelColor = Yes 25468 25469 ; day 25470 ConditionState = NONE 25471 Model = ABSecWallX 25472 End 25473 ConditionState = DAMAGED 25474 Model = ABSecWallX_D 25475 ParticleSysBone = SparkS01 SparksSmall 25476 End 25477 ConditionState = REALLYDAMAGED RUBBLE 25478 Model = ABSecWallX_E 25479 ParticleSysBone = SmokeM01 SmokeFactionMedium 25480 ;ParticleSysBone = FireM01 FireFactionMedium 25481 ParticleSysBone = SparkM01 SparksMedium 25482 End 25483 End 25484 25485 ; ***DESIGN parameters *** 25486 DisplayName = OBJECT:Wall 25487 Side = America 25488 EditorSorting = STRUCTURE 25489 Prerequisites 25490 Object = AmericaBarracks 25491 End 25492 BuildCost = 50 25493 BuildTime = 2.0 ; in seconds 25494 VisionRange = 150.0 ; Shroud clearing distance 25495 ShroudClearingRange = 150 25496 ArmorSet 25497 Conditions = None 25498 Armor = StructureArmor 25499 DamageFX = StructureDamageFXNoShake 25500 End 25501 ExperienceValue = 50 50 50 50 ; Experience point value at each level 25502 25503 FenceWidth = 6 ; Spacing used by the fence tool in worldbuilder. 25504 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25505 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25506 25507 ; *** AUDIO Parameters *** 25508 VoiceSelect = NoSound 25509 25510 ; *** ENGINEERING Parameters *** 25511 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 25512 Body = StructureBody ModuleTag_02 25513 MaxHealth = 100.0 25514 InitialHealth = 100.0 25515 End 25516 25517 Behavior = DestroyDie ModuleTag_03 25518 DeathTypes = ALL -TOPPLED 25519 End 25520 Behavior = CreateObjectDie ModuleTag_04 25521 DeathTypes = ALL -TOPPLED 25522 CreationList = OCL_GenericWallSegmentDebris 25523 End 25524 Behavior = FXListDie ModuleTag_05 25525 DeathTypes = ALL -TOPPLED 25526 DeathFX = FX_GenericWallSegmentDeath 25527 End 25528 25529 Geometry = BOX 25530 GeometryMajorRadius = 3.0 25531 GeometryMinorRadius = 4.0 25532 GeometryHeight = 20.0 25533 GeometryIsSmall = No 25534 Shadow = SHADOW_VOLUME 25535 BuildCompletion = PLACED_BY_PLAYER 25536 25537 End 25538 25539 ;------------------------------------------------------------------------------ 25540 Object GLAWall 25541 25542 ; *** ART Parameters *** 25543 SelectPortrait = SUBarricade_L 25544 ButtonImage = SUBarricade 25545 Draw = W3DModelDraw ModuleTag_01 25546 OkToChangeModelColor = Yes 25547 25548 ; day 25549 ConditionState = NONE 25550 Model = UBBurnBarrY 25551 ParticleSysBone = Fire01 FireBurningBarricade02 25552 ParticleSysBone = Fire02 FireBurningBarricade02 25553 ParticleSysBone = Smoke01 SmokeBurningBarricade02 25554 ParticleSysBone = Smoke02 SmokeBurningBarricade02 25555 End 25556 ConditionState = DAMAGED 25557 Model = UBBurnBarrY_D 25558 End 25559 ConditionState = REALLYDAMAGED RUBBLE 25560 Model = UBBurnBarrY_E 25561 End 25562 End 25563 25564 ; ***DESIGN parameters *** 25565 DisplayName = OBJECT:BurningBarricade 25566 Side = GLA 25567 EditorSorting = STRUCTURE 25568 25569 BuildCost = 100 25570 BuildTime = 1.0 ; in seconds 25571 VisionRange = 150.0 ; Shroud clearing distance 25572 ShroudClearingRange = 150 25573 ArmorSet 25574 Conditions = None 25575 Armor = StructureArmor 25576 DamageFX = StructureDamageFXNoShake 25577 End 25578 ExperienceValue = 50 50 50 50 ; Experience point value at each level 25579 25580 FenceWidth = 28 ; Spacing used by the fence tool in worldbuilder. 25581 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25582 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25583 25584 ; *** AUDIO Parameters *** 25585 VoiceSelect = NoSound 25586 25587 ; *** ENGINEERING Parameters *** 25588 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 25589 Body = StructureBody ModuleTag_02 25590 MaxHealth = 1000.0 25591 InitialHealth = 1000.0 25592 End 25593 25594 Behavior = DestroyDie ModuleTag_03 25595 ; none 25596 End 25597 Behavior = CreateObjectDie ModuleTag_04 25598 CreationList = OCL_GenericWallSegmentDebris 25599 End 25600 Behavior = FXListDie ModuleTag_05 25601 DeathFX = FX_GenericWallSegmentDeath 25602 End 25603 25604 Geometry = BOX 25605 GeometryMajorRadius = 11.0 25606 GeometryMinorRadius = 8.0 25607 GeometryHeight = 12.0 25608 GeometryIsSmall = No 25609 Shadow = SHADOW_VOLUME 25610 BuildCompletion = PLACED_BY_PLAYER 25611 25612 End 25613 25614 ;------------------------------------------------------------------------------ 25615 ;Added for the Hub piece 25616 Object GLAWallHub 25617 25618 ; *** ART Parameters *** 25619 SelectPortrait = SUBarricade_L 25620 ButtonImage = SUBarricade 25621 Draw = W3DModelDraw ModuleTag_01 25622 OkToChangeModelColor = Yes 25623 25624 ; day 25625 ConditionState = NONE 25626 Model = UBBurnBarrX 25627 ParticleSysBone = Fire01 FireBurningBarricade02 25628 ParticleSysBone = Smoke01 SmokeBurningBarricade02 25629 ParticleSysBone = Smoke02 SmokeBurningBarricade02 25630 End 25631 ConditionState = DAMAGED 25632 Model = UBBurnBarrX_D 25633 End 25634 ConditionState = REALLYDAMAGED RUBBLE 25635 Model = UBBurnBarrX_E 25636 End 25637 End 25638 25639 ; ***DESIGN parameters *** 25640 DisplayName = OBJECT:Wall 25641 Side = GLA 25642 EditorSorting = STRUCTURE 25643 Prerequisites 25644 Object = GLABarracks 25645 End 25646 BuildCost = 20 25647 BuildTime = 1.0 ; in seconds 25648 VisionRange = 150.0 ; Shroud clearing distance 25649 ShroudClearingRange = 150 25650 ArmorSet 25651 Conditions = None 25652 Armor = StructureArmor 25653 DamageFX = StructureDamageFXNoShake 25654 End 25655 ExperienceValue = 50 50 50 50 ; Experience point value at each level 25656 25657 FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. 25658 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25659 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25660 25661 ; *** AUDIO Parameters *** 25662 VoiceSelect = NoSound 25663 25664 ; *** ENGINEERING Parameters *** 25665 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 25666 Body = StructureBody ModuleTag_02 25667 MaxHealth = 100.0 25668 InitialHealth = 100.0 25669 End 25670 25671 Behavior = DestroyDie ModuleTag_03 25672 ; none 25673 End 25674 Behavior = CreateObjectDie ModuleTag_04 25675 CreationList = OCL_GenericWallSegmentDebris 25676 End 25677 Behavior = FXListDie ModuleTag_05 25678 DeathFX = FX_GenericWallSegmentDeath 25679 End 25680 25681 Geometry = BOX 25682 GeometryMajorRadius = 4.0 25683 GeometryMinorRadius = 6.0 25684 GeometryHeight = 12.0 25685 GeometryIsSmall = No 25686 Shadow = SHADOW_VOLUME 25687 BuildCompletion = PLACED_BY_PLAYER 25688 25689 End 25690 25691 ;------------------------------------------------------------------------------ 25692 ;Added for the Hub piece 25693 Object ChinaWallHub 25694 25695 ; *** ART Parameters *** 25696 Draw = W3DModelDraw ModuleTag_01 25697 OkToChangeModelColor = Yes 25698 25699 ; day 25700 ConditionState = NONE 25701 Model = NBWall02X 25702 End 25703 ConditionState = DAMAGED 25704 Model = NBWall02X_D 25705 End 25706 ConditionState = REALLYDAMAGED RUBBLE 25707 Model = NBWall02X_E 25708 End 25709 25710 ConditionState = SNOW 25711 Model = NBWall02X_S 25712 End 25713 ConditionState = DAMAGED SNOW 25714 Model = NBWall02X_DS 25715 End 25716 ConditionState = REALLYDAMAGED RUBBLE SNOW 25717 Model = NBWall02X_ES 25718 End 25719 End 25720 25721 ; ***DESIGN parameters *** 25722 DisplayName = OBJECT:Wall 25723 Side = China 25724 EditorSorting = STRUCTURE 25725 Prerequisites 25726 Object = ChinaBarracks 25727 End 25728 BuildCost = 50 25729 BuildTime = 1.0 ; in seconds 25730 VisionRange = 150.0 ; Shroud clearing distance 25731 ShroudClearingRange = 150 25732 ArmorSet 25733 Conditions = None 25734 Armor = WallArmor 25735 DamageFX = StructureDamageFXNoShake 25736 End 25737 25738 FenceWidth = 12 ; Spacing used by the fence tool in worldbuilder. 25739 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25740 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25741 25742 ; *** AUDIO Parameters *** 25743 VoiceSelect = NoSound 25744 25745 ; *** ENGINEERING Parameters *** 25746 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 25747 Body = StructureBody ModuleTag_02 25748 MaxHealth = 100.0 25749 InitialHealth = 100.0 25750 End 25751 25752 Behavior = DestroyDie ModuleTag_03 25753 ; none 25754 End 25755 Behavior = CreateObjectDie ModuleTag_04 25756 CreationList = OCL_GenericWallSegmentDebris 25757 End 25758 Behavior = FXListDie ModuleTag_05 25759 DeathFX = FX_GenericWallSegmentDeath 25760 End 25761 25762 Geometry = BOX 25763 GeometryMajorRadius = 4.0 25764 GeometryMinorRadius = 6.0 25765 GeometryHeight = 12.0 25766 GeometryIsSmall = No 25767 Shadow = SHADOW_VOLUME 25768 BuildCompletion = PLACED_BY_PLAYER 25769 25770 End 25771 25772 ;------------------------------------------------------------------------------ 25773 Object GLATrap 25774 25775 ; *** ART Parameters *** 25776 Draw = W3DModelDraw ModuleTag_01 25777 OkToChangeModelColor = Yes 25778 ConditionState = NONE 25779 Model = NBWall 25780 End 25781 End 25782 25783 ; ***DESIGN parameters *** 25784 DisplayName = OBJECT:TankTrap 25785 Side = GLA 25786 EditorSorting = STRUCTURE 25787 Prerequisites 25788 Object = GLABarracks 25789 End 25790 BuildCost = 50 25791 BuildTime = 1.0 ; in seconds 25792 EnergyProduction = 0 25793 VisionRange = 150.0 ; Shroud clearing distance 25794 ShroudClearingRange = 150 25795 ArmorSet 25796 Conditions = None 25797 Armor = StructureArmor 25798 DamageFX = StructureDamageFXNoShake 25799 End 25800 25801 FenceWidth = 14 ; Spacing used by the fence tool in worldbuilder. 25802 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 25803 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 25804 25805 ; *** AUDIO Parameters *** 25806 VoiceSelect = NoSound 25807 25808 UnitSpecificSounds 25809 UnderConstruction = UnderConstructionLoop 25810 End 25811 25812 ; *** ENGINEERING Parameters *** 25813 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 25814 Body = StructureBody ModuleTag_02 25815 MaxHealth = 100.0 25816 InitialHealth = 100.0 25817 End 25818 Behavior = DestroyDie ModuleTag_03 25819 ;nothing 25820 End 25821 Behavior = CreateObjectDie ModuleTag_04 25822 CreationList = OCL_GenericWallSegmentDebris 25823 End 25824 Behavior = FXListDie ModuleTag_05 25825 DeathFX = FX_GenericWallSegmentDeath 25826 End 25827 Geometry = BOX 25828 GeometryMajorRadius = 7.0 25829 GeometryMinorRadius = 7.0 25830 GeometryHeight = 9.0 25831 GeometryIsSmall = No 25832 Shadow = SHADOW_VOLUME 25833 BuildCompletion = PLACED_BY_PLAYER 25834 25835 End 25836 25837 ;------------------------------------------------------------------------------ 25838 Object ChinaMoat 25839 25840 ; *** ART Parameters *** 25841 Draw = W3DModelDraw ModuleTag_01 25842 OkToChangeModelColor = Yes 25843 ConditionState = NONE 25844 Model = TempBldgSm 25845 End 25846 End 25847 25848 ; ***DESIGN parameters *** 25849 DisplayName = OBJECT:Moat 25850 Side = China 25851 EditorSorting = STRUCTURE 25852 BuildCost = 100 25853 BuildTime = 2.0 ; in seconds 25854 EnergyProduction = 0 25855 VisionRange = 50.0 ; Shroud clearing distance 25856 ShroudClearingRange = 50 25857 ArmorSet 25858 Conditions = None 25859 Armor = StructureArmor 25860 DamageFX = StructureDamageFXNoShake 25861 End 25862 25863 ; *** AUDIO Parameters *** 25864 VoiceSelect = NoSound 25865 25866 ; *** ENGINEERING Parameters *** 25867 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD 25868 Body = StructureBody ModuleTag_02 25869 MaxHealth = 1000.0 25870 InitialHealth = 1000.0 25871 End 25872 Behavior = DestroyDie ModuleTag_03 25873 ;nothing 25874 End 25875 Behavior = CreateObjectDie ModuleTag_04 25876 CreationList = OCL_SmallStructureDebris 25877 End 25878 Behavior = FXListDie ModuleTag_05 25879 DeathFX = FX_SmallStructureDeath 25880 End 25881 Geometry = BOX 25882 GeometryMajorRadius = 7.0 25883 GeometryMinorRadius = 7.0 25884 GeometryHeight = 9.0 25885 GeometryIsSmall = Yes 25886 Shadow = SHADOW_VOLUME 25887 BuildCompletion = PLACED_BY_PLAYER 25888 25889 End 25890 25891 ;------------------------------------------------------------------------------ 25892 Object PatriotBinaryDataStream 25893 ; *** ART Parameters *** 25894 Draw = W3DLaserDraw ModuleTag_01 25895 Texture = EXBinaryStream.tga 25896 NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 25897 InnerBeamWidth = 4 ;The total width of beam 25898 InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) 25899 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 25900 ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) 25901 Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 25902 ArcHeight = 30.0 ;The height of the arc 25903 SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio 25904 TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 25905 End 25906 25907 KindOf = IMMOBILE 25908 ClientUpdate = LaserUpdate ModuleTag_02 25909 ;nothing 25910 End 25911 25912 ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state. 25913 Behavior = DeletionUpdate ModuleTag_03 25914 MinLifetime = 600 ; min lifetime in msec 25915 MaxLifetime = 600 ; max lifetime in msec 25916 End 25917 End 25918 25919 ;------------------------------------------------------------------------------ 25920 Object AmericaPatriotBattery 25921 25922 ; *** ART Parameters *** 25923 SelectPortrait = SAPatriot_L 25924 ButtonImage = SAPatriot 25925 Draw = W3DModelDraw ModuleTag_01 25926 25927 OkToChangeModelColor = Yes 25928 25929 DefaultConditionState 25930 Model = ABPatriot 25931 Turret = TURRET01 25932 TurretPitch = TURRETEL 25933 WeaponLaunchBone = PRIMARY WeaponA 25934 WeaponLaunchBone = SECONDARY WeaponA 25935 WeaponLaunchBone = TERTIARY WeaponA 25936 WeaponFireFXBone = PRIMARY WeaponA 25937 WeaponFireFXBone = SECONDARY WeaponA 25938 WeaponFireFXBone = TERTIARY WeaponA 25939 End 25940 AliasConditionState = NIGHT 25941 25942 ConditionState = DAMAGED 25943 Model = ABPatriot_D 25944 End 25945 AliasConditionState = DAMAGED NIGHT 25946 25947 ConditionState = REALLYDAMAGED RUBBLE 25948 Model = ABPatriot_E 25949 End 25950 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 25951 25952 25953 ConditionState = SNOW 25954 Model = ABPatriot_S 25955 End 25956 AliasConditionState = SNOW NIGHT 25957 25958 ConditionState = DAMAGED SNOW 25959 Model = ABPatriot_DS 25960 End 25961 AliasConditionState = SNOW NIGHT DAMAGED 25962 25963 ConditionState = REALLYDAMAGED RUBBLE SNOW 25964 Model = ABPatriot_ES 25965 End 25966 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 25967 25968 ;************************************************************************************************************************** 25969 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 25970 ;for this draw module 25971 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25972 Model = ABPatriot 25973 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25974 End 25975 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 25976 25977 25978 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 25979 Model = ABPatriot_S 25980 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25981 End 25982 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 25983 25984 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 25985 Model = ABPatriot_D 25986 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25987 End 25988 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 25989 25990 25991 25992 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 25993 Model = ABPatriot_DS 25994 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25995 End 25996 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 25997 25998 25999 26000 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 26001 Model = ABPatriot_E 26002 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26003 End 26004 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 26005 26006 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 26007 Model = ABPatriot_ES 26008 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26009 End 26010 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 26011 26012 26013 26014 ConditionState = AWAITING_CONSTRUCTION 26015 Model = NONE 26016 End 26017 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 26018 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 26019 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 26020 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 26021 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 26022 AliasConditionState = AWAITING_CONSTRUCTION SNOW 26023 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 26024 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 26025 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 26026 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 26027 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 26028 AliasConditionState = SOLD DAMAGED 26029 AliasConditionState = SOLD REALLYDAMAGED 26030 AliasConditionState = SOLD NIGHT 26031 AliasConditionState = SOLD NIGHT DAMAGED 26032 AliasConditionState = SOLD NIGHT REALLYDAMAGED 26033 AliasConditionState = SOLD SNOW 26034 AliasConditionState = SOLD SNOW DAMAGED 26035 AliasConditionState = SOLD SNOW REALLYDAMAGED 26036 AliasConditionState = SOLD NIGHT SNOW 26037 AliasConditionState = SOLD NIGHT SNOW DAMAGED 26038 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 26039 ;************************************************************************************************************************** 26040 26041 26042 26043 End 26044 26045 ; ------------ construction-zone fence ----------------- 26046 Draw = W3DModelDraw ModuleTag_02 26047 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 26048 DefaultConditionState 26049 Model = None 26050 TransitionKey = DOWN_DEFAULT 26051 End 26052 ConditionState = NIGHT 26053 Model = None 26054 TransitionKey = DOWN_DEFAULT 26055 End 26056 ConditionState = SNOW 26057 Model = None 26058 TransitionKey = DOWN_DEFAULT 26059 End 26060 ConditionState = SNOW NIGHT 26061 Model = None 26062 TransitionKey = DOWN_DEFAULT 26063 End 26064 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26065 Model = ABPatriot_A4 26066 Animation = ABPatriot_A4.ABPatriot_A4 26067 AnimationMode = MANUAL 26068 Flags = START_FRAME_LAST 26069 TransitionKey = UP_DAY 26070 End 26071 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26072 Model = ABPatriot_A4N 26073 Animation = ABPatriot_A4N.ABPatriot_A4N 26074 AnimationMode = MANUAL 26075 Flags = START_FRAME_LAST 26076 TransitionKey = UP_NIGHT 26077 End 26078 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26079 Model = ABPatriot_A4S 26080 Animation = ABPatriot_A4S.ABPatriot_A4S 26081 AnimationMode = MANUAL 26082 Flags = START_FRAME_LAST 26083 TransitionKey = UP_SNOW 26084 End 26085 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26086 Model = ABPatriot_A4SN 26087 Animation = ABPatriot_A4SN.ABPatriot_A4SN 26088 AnimationMode = MANUAL 26089 Flags = START_FRAME_LAST 26090 TransitionKey = UP_SNOWNIGHT 26091 End 26092 TransitionState = DOWN_DEFAULT UP_DAY 26093 Model = ABPatriot_A4 26094 Animation = ABPatriot_A4.ABPatriot_A4 26095 AnimationMode = ONCE 26096 AnimationSpeedFactorRange = 1.0 1.0 26097 Flags = START_FRAME_FIRST 26098 End 26099 TransitionState = DOWN_DEFAULT UP_NIGHT 26100 Model = ABPatriot_A4N 26101 Animation = ABPatriot_A4N.ABPatriot_A4N 26102 AnimationMode = ONCE 26103 AnimationSpeedFactorRange = 1.0 1.0 26104 Flags = START_FRAME_FIRST 26105 End 26106 TransitionState = DOWN_DEFAULT UP_SNOW 26107 Model = ABPatriot_A4S 26108 Animation = ABPatriot_A4S.ABPatriot_A4S 26109 AnimationMode = ONCE 26110 AnimationSpeedFactorRange = 1.0 1.0 26111 Flags = START_FRAME_FIRST 26112 End 26113 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 26114 Model = ABPatriot_A4SN 26115 Animation = ABPatriot_A4SN.ABPatriot_A4SN 26116 AnimationMode = ONCE 26117 AnimationSpeedFactorRange = 1.0 1.0 26118 Flags = START_FRAME_FIRST 26119 End 26120 TransitionState = UP_DAY DOWN_DEFAULT 26121 Model = ABPatriot_A4 26122 Animation = ABPatriot_A4.ABPatriot_A4 26123 AnimationMode = ONCE_BACKWARDS 26124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26125 Flags = START_FRAME_LAST 26126 End 26127 TransitionState = UP_NIGHT DOWN_DEFAULT 26128 Model = ABPatriot_A4N 26129 Animation = ABPatriot_A4N.ABPatriot_A4N 26130 AnimationMode = ONCE_BACKWARDS 26131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26132 Flags = START_FRAME_LAST 26133 End 26134 TransitionState = UP_SNOW DOWN_DEFAULT 26135 Model = ABPatriot_A4S 26136 Animation = ABPatriot_A4S.ABPatriot_A4S 26137 AnimationMode = ONCE_BACKWARDS 26138 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26139 Flags = START_FRAME_LAST 26140 End 26141 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 26142 Model = ABPatriot_A4SN 26143 Animation = ABPatriot_A4SN.ABPatriot_A4SN 26144 AnimationMode = ONCE_BACKWARDS 26145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26146 Flags = START_FRAME_LAST 26147 End 26148 End 26149 26150 ; ------------ under-construction scaffolding ----------------- 26151 Draw = W3DModelDraw ModuleTag_03 26152 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 26153 MinLODRequired = MEDIUM 26154 DefaultConditionState 26155 Model = None 26156 TransitionKey = DOWN_DEFAULT 26157 End 26158 ConditionState = NIGHT 26159 Model = None 26160 TransitionKey = DOWN_DEFAULT 26161 End 26162 ConditionState = SNOW 26163 Model = None 26164 TransitionKey = DOWN_DEFAULT 26165 End 26166 ConditionState = SNOW NIGHT 26167 Model = None 26168 TransitionKey = DOWN_DEFAULT 26169 End 26170 ConditionState = PARTIALLY_CONSTRUCTED 26171 Model = ABPatriot_A6 26172 Animation = ABPatriot_A6.ABPatriot_A6 26173 AnimationMode = MANUAL 26174 Flags = START_FRAME_LAST 26175 TransitionKey = UP_DAY 26176 ParticleSysBone = Sparks01 BuildUpBlueSpark 26177 ParticleSysBone = Sparks02 BuildUpBlueSpark 26178 End 26179 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 26180 Model = ABPatriot_A6N 26181 Animation = ABPatriot_A6N.ABPatriot_A6N 26182 AnimationMode = MANUAL 26183 Flags = START_FRAME_LAST 26184 TransitionKey = UP_NIGHT 26185 ParticleSysBone = Sparks01 BuildUpBlueSpark 26186 ParticleSysBone = Sparks02 BuildUpBlueSpark 26187 End 26188 ConditionState = SNOW PARTIALLY_CONSTRUCTED 26189 Model = ABPatriot_A6S 26190 Animation = ABPatriot_A6S.ABPatriot_A6S 26191 AnimationMode = MANUAL 26192 Flags = START_FRAME_LAST 26193 TransitionKey = UP_SNOW 26194 ParticleSysBone = Sparks01 BuildUpBlueSpark 26195 ParticleSysBone = Sparks02 BuildUpBlueSpark 26196 End 26197 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 26198 Model = ABPatriot_A6SN 26199 Animation = ABPatriot_A6SN.ABPatriot_A6SN 26200 AnimationMode = MANUAL 26201 Flags = START_FRAME_LAST 26202 TransitionKey = UP_SNOWNIGHT 26203 ParticleSysBone = Sparks01 BuildUpBlueSpark 26204 ParticleSysBone = Sparks02 BuildUpBlueSpark 26205 End 26206 TransitionState = DOWN_DEFAULT UP_DAY 26207 Model = ABPatriot_A6 26208 Animation = ABPatriot_A6.ABPatriot_A6 26209 AnimationMode = ONCE 26210 AnimationSpeedFactorRange = 1.0 1.0 26211 Flags = START_FRAME_FIRST 26212 End 26213 TransitionState = DOWN_DEFAULT UP_NIGHT 26214 Model = ABPatriot_A6N 26215 Animation = ABPatriot_A6N.ABPatriot_A6N 26216 AnimationMode = ONCE 26217 AnimationSpeedFactorRange = 1.0 1.0 26218 Flags = START_FRAME_FIRST 26219 End 26220 TransitionState = DOWN_DEFAULT UP_SNOW 26221 Model = ABPatriot_A6S 26222 Animation = ABPatriot_A6S.ABPatriot_A6S 26223 AnimationMode = ONCE 26224 AnimationSpeedFactorRange = 1.0 1.0 26225 Flags = START_FRAME_FIRST 26226 End 26227 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 26228 Model = ABPatriot_A6SN 26229 Animation = ABPatriot_A6SN.ABPatriot_A6SN 26230 AnimationMode = ONCE 26231 AnimationSpeedFactorRange = 1.0 1.0 26232 Flags = START_FRAME_FIRST 26233 End 26234 TransitionState = UP_DAY DOWN_DEFAULT 26235 Model = ABPatriot_A6 26236 Animation = ABPatriot_A6.ABPatriot_A6 26237 AnimationMode = ONCE_BACKWARDS 26238 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26239 Flags = START_FRAME_LAST 26240 End 26241 TransitionState = UP_NIGHT DOWN_DEFAULT 26242 Model = ABPatriot_A6N 26243 Animation = ABPatriot_A6N.ABPatriot_A6N 26244 AnimationMode = ONCE_BACKWARDS 26245 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26246 Flags = START_FRAME_LAST 26247 End 26248 TransitionState = UP_SNOW DOWN_DEFAULT 26249 Model = ABPatriot_A6S 26250 Animation = ABPatriot_A6S.ABPatriot_A6S 26251 AnimationMode = ONCE_BACKWARDS 26252 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26253 Flags = START_FRAME_LAST 26254 End 26255 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 26256 Model = ABPatriot_A6SN 26257 Animation = ABPatriot_A6SN.ABPatriot_A6SN 26258 AnimationMode = ONCE_BACKWARDS 26259 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26260 Flags = START_FRAME_LAST 26261 End 26262 End 26263 26264 PlacementViewAngle = -45 26265 26266 ; ***DESIGN parameters *** 26267 DisplayName = OBJECT:PatriotBattery 26268 Side = America 26269 EditorSorting = STRUCTURE 26270 Prerequisites 26271 Object = AmericaPowerPlant 26272 End 26273 BuildCost = 1000 26274 BuildTime = 25.0 ; in seconds 26275 EnergyProduction = -3 26276 WeaponSet 26277 Conditions = None 26278 Weapon = PRIMARY PatriotMissileWeapon 26279 Weapon = SECONDARY PatriotMissileAssistWeapon 26280 Weapon = TERTIARY PatriotMissileWeaponAir 26281 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 26282 AutoChooseSources = SECONDARY NONE 26283 AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT 26284 PreferredAgainst = PRIMARY VEHICLE INFANTRY 26285 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 26286 PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT 26287 ShareWeaponReloadTime = Yes 26288 End 26289 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 26290 ShroudClearingRange = 360 26291 ArmorSet 26292 Conditions = None 26293 Armor = BaseDefenseArmor 26294 DamageFX = StructureDamageFXNoShake 26295 End 26296 CommandSet = AmericaPatriotBatteryCommandSet 26297 ExperienceValue = 200 200 200 200 ; Experience point value at each level 26298 26299 ;Behavior = AIUpdateInterface ModuleTag_20 26300 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 26301 ; MoodAttackCheckRate = 250 26302 ;End 26303 26304 ; *** AUDIO Parameters *** 26305 VoiceSelect = PatriotBatterySelect 26306 SoundDie = BuildingDie 26307 SoundOnDamaged = BuildingDamagedStateLight 26308 SoundOnReallyDamaged = BuildingDestroy 26309 26310 UnitSpecificSounds 26311 UnderConstruction = UnderConstructionLoop 26312 End 26313 26314 UnitSpecificSounds 26315 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 26316 TurretMoveStart = NoSound 26317 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 26318 End 26319 26320 ; *** ENGINEERING Parameters *** 26321 RadarPriority = STRUCTURE 26322 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 26323 Body = StructureBody ModuleTag_04 26324 MaxHealth = 1000.0 26325 InitialHealth = 1000.0 26326 End 26327 26328 Behavior = StealthDetectorUpdate ModuleTag_13 26329 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 26330 DetectionRange = 200 ;Dustin, enable this for independant balancing! 26331 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 26332 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 26333 End 26334 26335 Behavior = BaseRegenerateUpdate ModuleTag_05 26336 ;No data 26337 End 26338 Behavior = AIUpdateInterface ModuleTag_06 26339 Turret 26340 TurretTurnRate = 180 // turn rate, in degrees per sec 26341 TurretPitchRate = 180 26342 AllowsPitch = Yes 26343 NaturalTurretPitch = 45 26344 GroundUnitPitch = 40 26345 MinPhysicalPitch = -20 26346 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 26347 MinIdleScanInterval = 250 ; in milliseconds 26348 MaxIdleScanInterval = 250 ; in milliseconds 26349 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 26350 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 26351 End 26352 26353 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 26354 MoodAttackCheckRate = 250 26355 End 26356 26357 Behavior = AssistedTargetingUpdate ModuleTag_07 26358 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 26359 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 26360 LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me 26361 LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target 26362 End 26363 26364 Behavior = DestroyDie ModuleTag_08 26365 ;nothing 26366 End 26367 Behavior = CreateObjectDie ModuleTag_09 26368 CreationList = OCL_AmericanRangerDebris03 26369 ExemptStatus = UNDER_CONSTRUCTION 26370 End 26371 Behavior = FXListDie ModuleTag_10 26372 DeathFX = FX_StructureTinyDeath 26373 End 26374 26375 Behavior = FlammableUpdate ModuleTag_12 26376 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26377 AflameDamageAmount = 5 ; taking this much damage... 26378 AflameDamageDelay = 500 ; this often. 26379 End 26380 26381 Behavior = TransitionDamageFX ModuleTag_14 26382 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 26383 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 26384 ;--------------------------------------------------------------------------------------- 26385 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 26386 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 26387 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 26388 End 26389 26390 Geometry = CYLINDER 26391 GeometryMajorRadius = 12.0 26392 GeometryMinorRadius = 1.0 26393 GeometryHeight = 14.0 26394 GeometryIsSmall = No 26395 Shadow = SHADOW_VOLUME 26396 BuildCompletion = PLACED_BY_PLAYER 26397 26398 End 26399 26400 ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini 26401 ;------------------------------------------------------------------------------ 26402 Object PatriotMissile 26403 26404 ; *** ART Parameters *** 26405 Draw = W3DModelDraw ModuleTag_01 26406 OkToChangeModelColor = Yes 26407 ConditionState = NONE 26408 Model = AVRaptor_M 26409 End 26410 End 26411 26412 ; ***DESIGN parameters *** 26413 DisplayName = OBJECT:PatriotMissile 26414 EditorSorting = VEHICLE 26415 VisionRange = 300.0 26416 ShroudClearingRange = 0 26417 26418 ; *** ENGINEERING Parameters *** 26419 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 26420 Body = ActiveBody ModuleTag_02 26421 MaxHealth = 100.0 26422 InitialHealth = 100.0 26423 End 26424 26425 ; ---- begin Projectile death behaviors 26426 Behavior = InstantDeathBehavior DeathModuleTag_01 26427 DeathTypes = NONE +DETONATED 26428 ; we detonated normally. 26429 ; no FX, just quiet destroy ourselves 26430 End 26431 Behavior = InstantDeathBehavior DeathModuleTag_02 26432 DeathTypes = NONE +LASERED 26433 ; shot down by laser. 26434 FX = FX_GenericMissileDisintegrate 26435 OCL = OCL_GenericMissileDisintegrate 26436 End 26437 Behavior = InstantDeathBehavior DeathModuleTag_03 26438 DeathTypes = ALL -LASERED -DETONATED 26439 ; shot down by nonlaser. 26440 FX = FX_GenericMissileDeath 26441 End 26442 ; ---- end Projectile death behaviors 26443 26444 Behavior = PhysicsBehavior ModuleTag_04 26445 Mass = 1 26446 End 26447 Behavior = MissileAIUpdate ModuleTag_05 26448 TryToFollowTarget = Yes 26449 FuelLifetime = 10000 26450 InitialVelocity = 50 ; in dist/sec 26451 IgnitionDelay = 0 26452 DistanceToTravelBeforeTurning = 5 26453 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 26454 End 26455 Locomotor = SET_NORMAL PatriotMissileLocomotor 26456 Geometry = Sphere 26457 GeometryIsSmall = Yes 26458 GeometryMajorRadius = 2.0 26459 26460 End 26461 ;------------------------------------------------------------------------------ 26462 Object ChinaBunker 26463 26464 ; *** ART Parameters *** 26465 SelectPortrait = SNBunker_L 26466 ButtonImage = SNBunker 26467 Draw = W3DModelDraw ModuleTag_01 26468 OkToChangeModelColor = Yes 26469 26470 26471 ;day 26472 ConditionState = NONE 26473 Model = NBBunker 26474 End 26475 ConditionState = DAMAGED 26476 Model = NBBunker_D 26477 ParticleSysBone = Fire01 SmolderingFire 26478 ParticleSysBone = Smoke01 SmolderingSmoke 26479 ParticleSysBone = Fire01 SmolderingFlameCore 26480 ParticleSysBone = Fire02 SmolderingFire 26481 ParticleSysBone = Smoke02 SmolderingSmoke 26482 ParticleSysBone = Fire02 SmolderingFlameCore 26483 End 26484 ConditionState = REALLYDAMAGED RUBBLE 26485 Model = NBBunker_E 26486 ParticleSysBone = Fire01 SmolderingFire 26487 ParticleSysBone = Fire01 SmolderingFlameCore 26488 ParticleSysBone = Fire02 SmolderingFire 26489 ParticleSysBone = Fire02 SmolderingFlameCore 26490 ParticleSysBone = Fire03 SmolderingFire 26491 ParticleSysBone = Fire03 SmolderingFlameCore 26492 ParticleSysBone = Fire04 SmolderingFire 26493 ParticleSysBone = Fire04 SmolderingFlameCore 26494 ParticleSysBone = Fire05 SmolderingFire 26495 ParticleSysBone = Fire05 SmolderingFlameCore 26496 ParticleSysBone = Smoke01 SmolderingSmoke 26497 ParticleSysBone = Smoke02 SmolderingSmoke 26498 ParticleSysBone = Smoke03 SmolderingSmoke 26499 ParticleSysBone = Smoke04 SmolderingSmoke 26500 ParticleSysBone = Smoke05 SmolderingSmoke 26501 End 26502 26503 ConditionState = GARRISONED 26504 Model = NBBunker_G 26505 End 26506 ConditionState = DAMAGED GARRISONED 26507 Model = NBBunker_DG 26508 ParticleSysBone = Fire01 SmolderingFire 26509 ParticleSysBone = Smoke01 SmolderingSmoke 26510 ParticleSysBone = Fire01 SmolderingFlameCore 26511 ParticleSysBone = Fire02 SmolderingFire 26512 ParticleSysBone = Smoke02 SmolderingSmoke 26513 ParticleSysBone = Fire02 SmolderingFlameCore 26514 End 26515 ConditionState = REALLYDAMAGED RUBBLE GARRISONED 26516 Model = NBBunker_EG 26517 ParticleSysBone = Fire01 SmolderingFire 26518 ParticleSysBone = Fire01 SmolderingFlameCore 26519 ParticleSysBone = Fire02 SmolderingFire 26520 ParticleSysBone = Fire02 SmolderingFlameCore 26521 ParticleSysBone = Fire03 SmolderingFire 26522 ParticleSysBone = Fire03 SmolderingFlameCore 26523 ParticleSysBone = Fire04 SmolderingFire 26524 ParticleSysBone = Fire04 SmolderingFlameCore 26525 ParticleSysBone = Fire05 SmolderingFire 26526 ParticleSysBone = Fire05 SmolderingFlameCore 26527 ParticleSysBone = Smoke01 SmolderingSmoke 26528 ParticleSysBone = Smoke02 SmolderingSmoke 26529 ParticleSysBone = Smoke03 SmolderingSmoke 26530 ParticleSysBone = Smoke04 SmolderingSmoke 26531 ParticleSysBone = Smoke05 SmolderingSmoke 26532 End 26533 26534 26535 26536 ConditionState = SNOW 26537 Model = NBBunker_S 26538 End 26539 ConditionState = DAMAGED SNOW 26540 Model = NBBunker_DS 26541 ParticleSysBone = Fire01 SmolderingFire 26542 ParticleSysBone = Smoke01 SmolderingSmoke 26543 ParticleSysBone = Fire01 SmolderingFlameCore 26544 ParticleSysBone = Fire02 SmolderingFire 26545 ParticleSysBone = Smoke02 SmolderingSmoke 26546 ParticleSysBone = Fire02 SmolderingFlameCore 26547 End 26548 ConditionState = REALLYDAMAGED RUBBLE SNOW 26549 Model = NBBunker_ES 26550 ParticleSysBone = Fire01 SmolderingFire 26551 ParticleSysBone = Fire01 SmolderingFlameCore 26552 ParticleSysBone = Fire02 SmolderingFire 26553 ParticleSysBone = Fire02 SmolderingFlameCore 26554 ParticleSysBone = Fire03 SmolderingFire 26555 ParticleSysBone = Fire03 SmolderingFlameCore 26556 ParticleSysBone = Fire04 SmolderingFire 26557 ParticleSysBone = Fire04 SmolderingFlameCore 26558 ParticleSysBone = Fire05 SmolderingFire 26559 ParticleSysBone = Fire05 SmolderingFlameCore 26560 ParticleSysBone = Smoke01 SmolderingSmoke 26561 ParticleSysBone = Smoke02 SmolderingSmoke 26562 ParticleSysBone = Smoke03 SmolderingSmoke 26563 ParticleSysBone = Smoke04 SmolderingSmoke 26564 ParticleSysBone = Smoke05 SmolderingSmoke 26565 End 26566 26567 26568 ConditionState = SNOW GARRISONED 26569 Model = NBBunker_SG 26570 End 26571 ConditionState = DAMAGED SNOW GARRISONED 26572 Model = NBBunker_DSG 26573 ParticleSysBone = Fire01 SmolderingFire 26574 ParticleSysBone = Smoke01 SmolderingSmoke 26575 ParticleSysBone = Fire01 SmolderingFlameCore 26576 ParticleSysBone = Fire02 SmolderingFire 26577 ParticleSysBone = Smoke02 SmolderingSmoke 26578 ParticleSysBone = Fire02 SmolderingFlameCore 26579 End 26580 ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED 26581 Model = NBBunker_ESG 26582 ParticleSysBone = Fire01 SmolderingFire 26583 ParticleSysBone = Fire01 SmolderingFlameCore 26584 ParticleSysBone = Fire02 SmolderingFire 26585 ParticleSysBone = Fire02 SmolderingFlameCore 26586 ParticleSysBone = Fire03 SmolderingFire 26587 ParticleSysBone = Fire03 SmolderingFlameCore 26588 ParticleSysBone = Fire04 SmolderingFire 26589 ParticleSysBone = Fire04 SmolderingFlameCore 26590 ParticleSysBone = Fire05 SmolderingFire 26591 ParticleSysBone = Fire05 SmolderingFlameCore 26592 ParticleSysBone = Smoke01 SmolderingSmoke 26593 ParticleSysBone = Smoke02 SmolderingSmoke 26594 ParticleSysBone = Smoke03 SmolderingSmoke 26595 ParticleSysBone = Smoke04 SmolderingSmoke 26596 ParticleSysBone = Smoke05 SmolderingSmoke 26597 End 26598 26599 26600 26601 26602 ;night 26603 ConditionState = NIGHT 26604 Model = NBBunker_N 26605 End 26606 ConditionState = DAMAGED NIGHT 26607 Model = NBBunker_DN 26608 ParticleSysBone = Fire01 SmolderingFire 26609 ParticleSysBone = Smoke01 SmolderingSmoke 26610 ParticleSysBone = Fire01 SmolderingFlameCore 26611 ParticleSysBone = Fire02 SmolderingFire 26612 ParticleSysBone = Smoke02 SmolderingSmoke 26613 ParticleSysBone = Fire02 SmolderingFlameCore 26614 End 26615 ConditionState = REALLYDAMAGED RUBBLE NIGHT 26616 Model = NBBunker_EN 26617 ParticleSysBone = Fire01 SmolderingFire 26618 ParticleSysBone = Fire01 SmolderingFlameCore 26619 ParticleSysBone = Fire02 SmolderingFire 26620 ParticleSysBone = Fire02 SmolderingFlameCore 26621 ParticleSysBone = Fire03 SmolderingFire 26622 ParticleSysBone = Fire03 SmolderingFlameCore 26623 ParticleSysBone = Fire04 SmolderingFire 26624 ParticleSysBone = Fire04 SmolderingFlameCore 26625 ParticleSysBone = Fire05 SmolderingFire 26626 ParticleSysBone = Fire05 SmolderingFlameCore 26627 ParticleSysBone = Smoke01 SmolderingSmoke 26628 ParticleSysBone = Smoke02 SmolderingSmoke 26629 ParticleSysBone = Smoke03 SmolderingSmoke 26630 ParticleSysBone = Smoke04 SmolderingSmoke 26631 ParticleSysBone = Smoke05 SmolderingSmoke 26632 End 26633 26634 ;night 26635 ConditionState = NIGHT GARRISONED 26636 Model = NBBunker_NG 26637 End 26638 ConditionState = DAMAGED NIGHT GARRISONED 26639 Model = NBBunker_DNG 26640 ParticleSysBone = Fire01 SmolderingFire 26641 ParticleSysBone = Smoke01 SmolderingSmoke 26642 ParticleSysBone = Fire01 SmolderingFlameCore 26643 ParticleSysBone = Fire02 SmolderingFire 26644 ParticleSysBone = Smoke02 SmolderingSmoke 26645 ParticleSysBone = Fire02 SmolderingFlameCore 26646 End 26647 ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED 26648 Model = NBBunker_ENG 26649 ParticleSysBone = Fire01 SmolderingFire 26650 ParticleSysBone = Fire01 SmolderingFlameCore 26651 ParticleSysBone = Fire02 SmolderingFire 26652 ParticleSysBone = Fire02 SmolderingFlameCore 26653 ParticleSysBone = Fire03 SmolderingFire 26654 ParticleSysBone = Fire03 SmolderingFlameCore 26655 ParticleSysBone = Fire04 SmolderingFire 26656 ParticleSysBone = Fire04 SmolderingFlameCore 26657 ParticleSysBone = Fire05 SmolderingFire 26658 ParticleSysBone = Fire05 SmolderingFlameCore 26659 ParticleSysBone = Smoke01 SmolderingSmoke 26660 ParticleSysBone = Smoke02 SmolderingSmoke 26661 ParticleSysBone = Smoke03 SmolderingSmoke 26662 ParticleSysBone = Smoke04 SmolderingSmoke 26663 ParticleSysBone = Smoke05 SmolderingSmoke 26664 End 26665 26666 26667 26668 26669 ;night snow 26670 ConditionState = NIGHT SNOW 26671 Model = NBBunker_NS 26672 End 26673 ConditionState = DAMAGED NIGHT SNOW 26674 Model = NBBunker_DNS 26675 ParticleSysBone = Fire01 SmolderingFire 26676 ParticleSysBone = Smoke01 SmolderingSmoke 26677 ParticleSysBone = Fire01 SmolderingFlameCore 26678 ParticleSysBone = Fire02 SmolderingFire 26679 ParticleSysBone = Smoke02 SmolderingSmoke 26680 ParticleSysBone = Fire02 SmolderingFlameCore 26681 End 26682 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 26683 Model = NBBunker_ENS 26684 ParticleSysBone = Fire01 SmolderingFire 26685 ParticleSysBone = Fire01 SmolderingFlameCore 26686 ParticleSysBone = Fire02 SmolderingFire 26687 ParticleSysBone = Fire02 SmolderingFlameCore 26688 ParticleSysBone = Fire03 SmolderingFire 26689 ParticleSysBone = Fire03 SmolderingFlameCore 26690 ParticleSysBone = Fire04 SmolderingFire 26691 ParticleSysBone = Fire04 SmolderingFlameCore 26692 ParticleSysBone = Fire05 SmolderingFire 26693 ParticleSysBone = Fire05 SmolderingFlameCore 26694 ParticleSysBone = Smoke01 SmolderingSmoke 26695 ParticleSysBone = Smoke02 SmolderingSmoke 26696 ParticleSysBone = Smoke03 SmolderingSmoke 26697 ParticleSysBone = Smoke04 SmolderingSmoke 26698 ParticleSysBone = Smoke05 SmolderingSmoke 26699 End 26700 26701 26702 ;night snow 26703 ConditionState = NIGHT SNOW GARRISONED 26704 Model = NBBunker_NSG 26705 End 26706 ConditionState = DAMAGED NIGHT SNOW GARRISONED 26707 Model = NBBunker_DNSG 26708 ParticleSysBone = Fire01 SmolderingFire 26709 ParticleSysBone = Smoke01 SmolderingSmoke 26710 ParticleSysBone = Fire01 SmolderingFlameCore 26711 ParticleSysBone = Fire02 SmolderingFire 26712 ParticleSysBone = Smoke02 SmolderingSmoke 26713 ParticleSysBone = Fire02 SmolderingFlameCore 26714 End 26715 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED 26716 Model = NBBunker_ENSG 26717 ParticleSysBone = Fire01 SmolderingFire 26718 ParticleSysBone = Fire01 SmolderingFlameCore 26719 ParticleSysBone = Fire02 SmolderingFire 26720 ParticleSysBone = Fire02 SmolderingFlameCore 26721 ParticleSysBone = Fire03 SmolderingFire 26722 ParticleSysBone = Fire03 SmolderingFlameCore 26723 ParticleSysBone = Fire04 SmolderingFire 26724 ParticleSysBone = Fire04 SmolderingFlameCore 26725 ParticleSysBone = Fire05 SmolderingFire 26726 ParticleSysBone = Fire05 SmolderingFlameCore 26727 ParticleSysBone = Smoke01 SmolderingSmoke 26728 ParticleSysBone = Smoke02 SmolderingSmoke 26729 ParticleSysBone = Smoke03 SmolderingSmoke 26730 ParticleSysBone = Smoke04 SmolderingSmoke 26731 ParticleSysBone = Smoke05 SmolderingSmoke 26732 End 26733 26734 26735 ;************************************************************************************************************************** 26736 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 26737 ;for this draw module 26738 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26739 Model = NBBunker 26740 ;Animation = NBBunker.NBBunker 26741 ;AnimationMode = LOOP 26742 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26743 End 26744 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 26745 Model = NBBunker_D 26746 ;Animation = NBBunker_D.NBBunker_D 26747 ;AnimationMode = LOOP 26748 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26749 End 26750 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 26751 Model = NBBunker_E 26752 ;Animation = NBBunker_E.NBBunker_E 26753 ;AnimationMode = LOOP 26754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26755 End 26756 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 26757 Model = NBBunker_N 26758 ;Animation = NBBunker_N.NBBunker_N 26759 ;AnimationMode = LOOP 26760 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26761 End 26762 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 26763 Model = NBBunker_DN 26764 ;Animation = NBBunker_DN.NBBunker_DN 26765 ;AnimationMode = LOOP 26766 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26767 End 26768 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 26769 Model = NBBunker_EN 26770 ;Animation = NBBunker_EN.NBBunker_EN 26771 ;AnimationMode = LOOP 26772 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26773 End 26774 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 26775 Model = NBBunker_S 26776 ;Animation = NBBunker_S.NBBunker_S 26777 ;AnimationMode = LOOP 26778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26779 End 26780 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 26781 Model = NBBunker_DS 26782 ;Animation = NBBunker_DS.NBBunker_DS 26783 ;AnimationMode = LOOP 26784 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26785 End 26786 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 26787 Model = NBBunker_ES 26788 ;Animation = NBBunker_ES.NBBunker_ES 26789 ;AnimationMode = LOOP 26790 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26791 End 26792 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 26793 Model = NBBunker_NS 26794 ;Animation = NBBunker_NS.NBBunker_NS 26795 ;AnimationMode = LOOP 26796 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26797 End 26798 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 26799 Model = NBBunker_DNS 26800 ;Animation = NBBunker_DNS.NBBunker_DNS 26801 ;AnimationMode = LOOP 26802 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26803 End 26804 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 26805 Model = NBBunker_ENS 26806 ; Animation = NBBunker_ENS.NBBunker_ENS 26807 ; AnimationMode = LOOP 26808 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26809 End 26810 26811 ConditionState = AWAITING_CONSTRUCTION 26812 Model = NONE 26813 End 26814 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 26815 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 26816 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 26817 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 26818 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 26819 AliasConditionState = AWAITING_CONSTRUCTION SNOW 26820 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 26821 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 26822 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 26823 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 26824 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 26825 AliasConditionState = SOLD 26826 AliasConditionState = SOLD DAMAGED 26827 AliasConditionState = SOLD REALLYDAMAGED 26828 AliasConditionState = SOLD NIGHT 26829 AliasConditionState = SOLD NIGHT DAMAGED 26830 AliasConditionState = SOLD NIGHT REALLYDAMAGED 26831 AliasConditionState = SOLD SNOW 26832 AliasConditionState = SOLD SNOW DAMAGED 26833 AliasConditionState = SOLD SNOW REALLYDAMAGED 26834 AliasConditionState = SOLD NIGHT SNOW 26835 AliasConditionState = SOLD NIGHT SNOW DAMAGED 26836 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 26837 AliasConditionState = SOLD GARRISONED 26838 AliasConditionState = SOLD DAMAGED GARRISONED 26839 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 26840 AliasConditionState = SOLD NIGHT GARRISONED 26841 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 26842 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 26843 AliasConditionState = SOLD SNOW GARRISONED 26844 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 26845 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 26846 AliasConditionState = SOLD NIGHT SNOW GARRISONED 26847 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 26848 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 26849 ;************************************************************************************************************************** 26850 26851 26852 End 26853 26854 ; ------------ construction-zone fence ----------------- 26855 Draw = W3DModelDraw ModuleTag_02 26856 AnimationsRequirePower = No 26857 DefaultConditionState 26858 Model = None 26859 TransitionKey = DOWN_DEFAULT 26860 End 26861 ConditionState = NIGHT 26862 Model = None 26863 TransitionKey = DOWN_DEFAULT 26864 End 26865 ConditionState = SNOW 26866 Model = None 26867 TransitionKey = DOWN_DEFAULT 26868 End 26869 ConditionState = SNOW NIGHT 26870 Model = None 26871 TransitionKey = DOWN_DEFAULT 26872 End 26873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26874 Model = NBBunker_A4 26875 Animation = NBBunker_A4.NBBunker_A4 26876 AnimationMode = MANUAL 26877 Flags = START_FRAME_LAST 26878 TransitionKey = UP_DAY 26879 End 26880 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26881 Model = NBBunker_A4N 26882 Animation = NBBunker_A4N.NBBunker_A4N 26883 AnimationMode = MANUAL 26884 Flags = START_FRAME_LAST 26885 TransitionKey = UP_NIGHT 26886 End 26887 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26888 Model = NBBunker_A4S 26889 Animation = NBBunker_A4S.NBBunker_A4S 26890 AnimationMode = MANUAL 26891 Flags = START_FRAME_LAST 26892 TransitionKey = UP_SNOW 26893 End 26894 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26895 Model = NBBunker_A4SN 26896 Animation = NBBunker_A4SN.NBBunker_A4SN 26897 AnimationMode = MANUAL 26898 Flags = START_FRAME_LAST 26899 TransitionKey = UP_SNOWNIGHT 26900 End 26901 TransitionState = DOWN_DEFAULT UP_DAY 26902 Model = NBBunker_A4 26903 Animation = NBBunker_A4.NBBunker_A4 26904 AnimationMode = ONCE 26905 AnimationSpeedFactorRange = 1.0 1.0 26906 Flags = START_FRAME_FIRST 26907 End 26908 TransitionState = DOWN_DEFAULT UP_NIGHT 26909 Model = NBBunker_A4N 26910 Animation = NBBunker_A4N.NBBunker_A4N 26911 AnimationMode = ONCE 26912 AnimationSpeedFactorRange = 1.0 1.0 26913 Flags = START_FRAME_FIRST 26914 End 26915 TransitionState = DOWN_DEFAULT UP_SNOW 26916 Model = NBBunker_A4S 26917 Animation = NBBunker_A4S.NBBunker_A4S 26918 AnimationMode = ONCE 26919 AnimationSpeedFactorRange = 1.0 1.0 26920 Flags = START_FRAME_FIRST 26921 End 26922 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 26923 Model = NBBunker_A4SN 26924 Animation = NBBunker_A4SN.NBBunker_A4SN 26925 AnimationMode = ONCE 26926 AnimationSpeedFactorRange = 1.0 1.0 26927 Flags = START_FRAME_FIRST 26928 End 26929 TransitionState = UP_DAY DOWN_DEFAULT 26930 Model = NBBunker_A4 26931 Animation = NBBunker_A4.NBBunker_A4 26932 AnimationMode = ONCE_BACKWARDS 26933 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26934 Flags = START_FRAME_LAST 26935 End 26936 TransitionState = UP_NIGHT DOWN_DEFAULT 26937 Model = NBBunker_A4N 26938 Animation = NBBunker_A4N.NBBunker_A4N 26939 AnimationMode = ONCE_BACKWARDS 26940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26941 Flags = START_FRAME_LAST 26942 End 26943 TransitionState = UP_SNOW DOWN_DEFAULT 26944 Model = NBBunker_A4S 26945 Animation = NBBunker_A4S.NBBunker_A4S 26946 AnimationMode = ONCE_BACKWARDS 26947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26948 Flags = START_FRAME_LAST 26949 End 26950 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 26951 Model = NBBunker_A4SN 26952 Animation = NBBunker_A4SN.NBBunker_A4SN 26953 AnimationMode = ONCE_BACKWARDS 26954 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26955 Flags = START_FRAME_LAST 26956 End 26957 End 26958 26959 ; ------------ under-construction scaffolding ----------------- 26960 Draw = W3DModelDraw ModuleTag_03 26961 AnimationsRequirePower = No 26962 MinLODRequired = MEDIUM 26963 DefaultConditionState 26964 Model = None 26965 TransitionKey = DOWN_DEFAULT 26966 End 26967 ConditionState = NIGHT 26968 Model = None 26969 TransitionKey = DOWN_DEFAULT 26970 End 26971 ConditionState = SNOW 26972 Model = None 26973 TransitionKey = DOWN_DEFAULT 26974 End 26975 ConditionState = SNOW NIGHT 26976 Model = None 26977 TransitionKey = DOWN_DEFAULT 26978 End 26979 ConditionState = PARTIALLY_CONSTRUCTED 26980 Model = NBBunker_A6 26981 Animation = NBBunker_A6.NBBunker_A6 26982 AnimationMode = MANUAL 26983 Flags = START_FRAME_LAST 26984 TransitionKey = UP_DAY 26985 ParticleSysBone = Smoke01 BuildUpSmokeChina 26986 ParticleSysBone = Smoke02 BuildUpSmokeChina 26987 ParticleSysBone = Smoke03 BuildUpSmokeChina 26988 ParticleSysBone = Smoke04 BuildUpSmokeChina 26989 End 26990 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 26991 Model = NBBunker_A6N 26992 Animation = NBBunker_A6N.NBBunker_A6N 26993 AnimationMode = MANUAL 26994 Flags = START_FRAME_LAST 26995 TransitionKey = UP_NIGHT 26996 ParticleSysBone = Smoke01 BuildUpSmokeChina 26997 ParticleSysBone = Smoke02 BuildUpSmokeChina 26998 ParticleSysBone = Smoke03 BuildUpSmokeChina 26999 ParticleSysBone = Smoke04 BuildUpSmokeChina 27000 End 27001 ConditionState = SNOW PARTIALLY_CONSTRUCTED 27002 Model = NBBunker_A6S 27003 Animation = NBBunker_A6S.NBBunker_A6S 27004 AnimationMode = MANUAL 27005 Flags = START_FRAME_LAST 27006 TransitionKey = UP_SNOW 27007 ParticleSysBone = Smoke01 BuildUpSnowSmoke 27008 ParticleSysBone = Smoke02 BuildUpSnowSmoke 27009 ParticleSysBone = Smoke03 BuildUpSnowSmoke 27010 ParticleSysBone = Smoke04 BuildUpSnowSmoke 27011 End 27012 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 27013 Model = NBBunker_A6SN 27014 Animation = NBBunker_A6SN.NBBunker_A6SN 27015 AnimationMode = MANUAL 27016 Flags = START_FRAME_LAST 27017 TransitionKey = UP_SNOWNIGHT 27018 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 27019 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 27020 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 27021 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 27022 End 27023 TransitionState = DOWN_DEFAULT UP_DAY 27024 Model = NBBunker_A6 27025 Animation = NBBunker_A6.NBBunker_A6 27026 AnimationMode = ONCE 27027 AnimationSpeedFactorRange = 1.0 1.0 27028 Flags = START_FRAME_FIRST 27029 End 27030 TransitionState = DOWN_DEFAULT UP_NIGHT 27031 Model = NBBunker_A6N 27032 Animation = NBBunker_A6N.NBBunker_A6N 27033 AnimationMode = ONCE 27034 AnimationSpeedFactorRange = 1.0 1.0 27035 Flags = START_FRAME_FIRST 27036 End 27037 TransitionState = DOWN_DEFAULT UP_SNOW 27038 Model = NBBunker_A6S 27039 Animation = NBBunker_A6S.NBBunker_A6S 27040 AnimationMode = ONCE 27041 AnimationSpeedFactorRange = 1.0 1.0 27042 Flags = START_FRAME_FIRST 27043 End 27044 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27045 Model = NBBunker_A6SN 27046 Animation = NBBunker_A6SN.NBBunker_A6SN 27047 AnimationMode = ONCE 27048 AnimationSpeedFactorRange = 1.0 1.0 27049 Flags = START_FRAME_FIRST 27050 End 27051 TransitionState = UP_DAY DOWN_DEFAULT 27052 Model = NBBunker_A6 27053 Animation = NBBunker_A6.NBBunker_A6 27054 AnimationMode = ONCE_BACKWARDS 27055 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27056 Flags = START_FRAME_LAST 27057 End 27058 TransitionState = UP_NIGHT DOWN_DEFAULT 27059 Model = NBBunker_A6N 27060 Animation = NBBunker_A6N.NBBunker_A6N 27061 AnimationMode = ONCE_BACKWARDS 27062 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27063 Flags = START_FRAME_LAST 27064 End 27065 TransitionState = UP_SNOW DOWN_DEFAULT 27066 Model = NBBunker_A6S 27067 Animation = NBBunker_A6S.NBBunker_A6S 27068 AnimationMode = ONCE_BACKWARDS 27069 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27070 Flags = START_FRAME_LAST 27071 End 27072 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27073 Model = NBBunker_A6SN 27074 Animation = NBBunker_A6SN.NBBunker_A6SN 27075 AnimationMode = ONCE_BACKWARDS 27076 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27077 Flags = START_FRAME_LAST 27078 End 27079 End 27080 27081 ; ------------ being-constructed crane ----------------- 27082 Draw = W3DModelDraw ModuleTag_04 27083 AnimationsRequirePower = No 27084 DefaultConditionState 27085 Model = None 27086 TransitionKey = DOWN_DEFAULT 27087 End 27088 ConditionState = NIGHT 27089 Model = None 27090 TransitionKey = DOWN_DEFAULT 27091 End 27092 ConditionState = SNOW 27093 Model = None 27094 TransitionKey = DOWN_DEFAULT 27095 End 27096 ConditionState = SNOW NIGHT 27097 Model = None 27098 TransitionKey = DOWN_DEFAULT 27099 End 27100 ConditionState = SOLD 27101 Model = NONE 27102 End 27103 27104 ConditionState = ACTIVELY_BEING_CONSTRUCTED 27105 Model = NBBunker_A5 27106 Animation = NBBunker_A5.NBBunker_A5 27107 AnimationMode = LOOP 27108 TransitionKey = UP_DAY 27109 End 27110 27111 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 27112 Model = NBBunker_A5N 27113 Animation = NBBunker_A5N.NBBunker_A5N 27114 AnimationMode = LOOP 27115 TransitionKey = UP_NIGHT 27116 End 27117 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 27118 Model = NBBunker_A5S 27119 Animation = NBBunker_A5S.NBBunker_A5S 27120 AnimationMode = LOOP 27121 TransitionKey = UP_SNOW 27122 End 27123 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 27124 Model = NBBunker_A5SN 27125 Animation = NBBunker_A5SN.NBBunker_A5SN 27126 AnimationMode = LOOP 27127 TransitionKey = UP_SNOWNIGHT 27128 End 27129 TransitionState = DOWN_DEFAULT UP_DAY 27130 Model = NBBunker_AB 27131 Animation = NBBunker_AB.NBBunker_AB 27132 AnimationMode = ONCE 27133 AnimationSpeedFactorRange = 1.0 1.0 27134 Flags = START_FRAME_FIRST 27135 End 27136 27137 TransitionState = DOWN_DEFAULT UP_NIGHT 27138 Model = NBBunker_ABN 27139 Animation = NBBunker_ABN.NBBunker_ABN 27140 AnimationMode = ONCE 27141 AnimationSpeedFactorRange = 1.0 1.0 27142 Flags = START_FRAME_FIRST 27143 End 27144 TransitionState = DOWN_DEFAULT UP_SNOW 27145 Model = NBBunker_ABS 27146 Animation = NBBunker_ABS.NBBunker_ABS 27147 AnimationMode = ONCE 27148 AnimationSpeedFactorRange = 1.0 1.0 27149 Flags = START_FRAME_FIRST 27150 End 27151 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27152 Model = NBBunker_ABSN 27153 Animation = NBBunker_ABSN.NBBunker_ABSN 27154 AnimationMode = ONCE 27155 AnimationSpeedFactorRange = 1.0 1.0 27156 Flags = START_FRAME_FIRST 27157 End 27158 TransitionState = UP_DAY DOWN_DEFAULT 27159 Model = NBBunker_AB 27160 Animation = NBBunker_AB.NBBunker_AB 27161 AnimationMode = ONCE_BACKWARDS 27162 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27163 Flags = START_FRAME_LAST 27164 End 27165 TransitionState = UP_NIGHT DOWN_DEFAULT 27166 Model = NBBunker_ABN 27167 Animation = NBBunker_ABN.NBBunker_ABN 27168 AnimationMode = ONCE_BACKWARDS 27169 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27170 Flags = START_FRAME_LAST 27171 End 27172 TransitionState = UP_SNOW DOWN_DEFAULT 27173 Model = NBBunker_ABS 27174 Animation = NBBunker_ABS.NBBunker_ABS 27175 AnimationMode = ONCE_BACKWARDS 27176 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27177 Flags = START_FRAME_LAST 27178 End 27179 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27180 Model = NBBunker_ABSN 27181 Animation = NBBunker_ABSN.NBBunker_ABSN 27182 AnimationMode = ONCE_BACKWARDS 27183 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27184 Flags = START_FRAME_LAST 27185 End 27186 End 27187 27188 PlacementViewAngle = -135 27189 27190 ; ***DESIGN parameters *** 27191 DisplayName = OBJECT:Bunker 27192 Side = China 27193 EditorSorting = STRUCTURE 27194 Prerequisites 27195 Object = ChinaBarracks 27196 End 27197 BuildCost = 400 27198 BuildTime = 5.0 ; in seconds 27199 EnergyProduction = 0 27200 VisionRange = 300.0 ; Shroud clearing distance 27201 ShroudClearingRange = 200 27202 ArmorSet 27203 Conditions = None 27204 Armor = StructureArmor 27205 DamageFX = StructureDamageFXNoShake 27206 End 27207 CommandSet = ChinaBunkerCommandSet 27208 27209 ; *** AUDIO Parameters *** 27210 VoiceSelect = BunkerSelect 27211 SoundDie = BuildingDie 27212 SoundOnDamaged = BuildingDamagedStateLight 27213 SoundOnReallyDamaged = BuildingDestroy 27214 27215 UnitSpecificSounds 27216 UnderConstruction = UnderConstructionLoop 27217 End 27218 27219 ; *** ENGINEERING Parameters *** 27220 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 27221 Body = StructureBody ModuleTag_05 27222 MaxHealth = 1000.0 27223 InitialHealth = 1000.0 27224 End 27225 ; Behavior = FXListDie ModuleTag_07 27226 ; DeathFX = FX_SmallStructureDeath 27227 ; End 27228 27229 ExperienceValue = 20 20 20 20 ; Experience point value at each level 27230 27231 Behavior = GarrisonContain ModuleTag_08 27232 ContainMax = 5 27233 EnterSound = GarrisonEnter 27234 ExitSound = GarrisonExit 27235 ImmuneToClearBuildingAttacks = Yes 27236 End 27237 27238 Behavior = GenerateMinefieldBehavior ModuleTag_09 27239 TriggeredBy = Upgrade_ChinaMines 27240 MineName = ChinaStandardMine 27241 SmartBorder = Yes 27242 AlwaysCircular = Yes 27243 End 27244 27245 Behavior = ProductionUpdate ModuleTag_10 27246 ; nothing, but is required if we have any Object-level Upgrades! 27247 End 27248 27249 Behavior = FlammableUpdate ModuleTag_12 27250 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27251 AflameDamageAmount = 5 ; taking this much damage... 27252 AflameDamageDelay = 500 ; this often. 27253 End 27254 27255 Behavior = CreateObjectDie ModuleTag_13 27256 CreationList = OCL_LargeStructureDebris 27257 End 27258 Behavior = FXListDie ModuleTag_14 27259 DeathFX = FX_StructureSmallDeath 27260 End 27261 Behavior = DestroyDie ModuleTag_06 27262 ;nothing 27263 End 27264 27265 Behavior = TransitionDamageFX ModuleTag_15 27266 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 27267 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27268 ;--------------------------------------------------------------------------------------- 27269 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27270 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27271 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27272 End 27273 27274 Geometry = BOX 27275 GeometryMajorRadius = 16.0 27276 GeometryMinorRadius = 16.0 27277 GeometryHeight = 20.0 27278 GeometryIsSmall = No 27279 Shadow = SHADOW_VOLUME 27280 BuildCompletion = PLACED_BY_PLAYER 27281 27282 End 27283 27284 ;------------------------------------------------------------------------------ 27285 Object ChinaPropagandaCenter 27286 27287 ; *** ART Parameters *** 27288 SelectPortrait = SNPropCentr_L 27289 ButtonImage = SNPropCentr 27290 Draw = W3DModelDraw ModuleTag_01 27291 OkToChangeModelColor = Yes 27292 ;day 27293 ConditionState = NONE 27294 Model = NBPCenter 27295 Animation = NBPCenter.NBPCenter 27296 AnimationMode = LOOP 27297 End 27298 ConditionState = DAMAGED 27299 Model = NBPCenter_D 27300 Animation = NBPCenter_D.NBPCenter_D 27301 AnimationMode = LOOP 27302 ParticleSysBone = Smoke01 SmolderingSmoke 27303 ParticleSysBone = Smoke02 SmolderingSmoke 27304 ParticleSysBone = Smoke03 SmolderingSmoke 27305 ParticleSysBone = Fire01 SmolderingFire 27306 End 27307 ConditionState = REALLYDAMAGED RUBBLE 27308 Model = NBPCenter_E 27309 Animation = NBPCenter_E.NBPCenter_E 27310 AnimationMode = LOOP 27311 ParticleSysBone = Smoke01 SmolderingSmoke 27312 ParticleSysBone = Smoke02 SmolderingSmoke 27313 ; ParticleSysBone = Smoke03 SmolderingSmoke 27314 ParticleSysBone = Smoke04 SmolderingSmoke 27315 ParticleSysBone = Smoke05 SmolderingSmoke 27316 ParticleSysBone = Smoke06 SmolderingSmoke 27317 ParticleSysBone = Fire01 SmolderingFire 27318 ParticleSysBone = Fire02 SmolderingFire 27319 ParticleSysBone = Fire03 SmolderingFire 27320 ; ParticleSysBone = Spark01 27321 End 27322 27323 ;night 27324 ConditionState = NIGHT 27325 Model = NBPCenter_N 27326 Animation = NBPCenter_N.NBPCenter_N 27327 AnimationMode = LOOP 27328 End 27329 ;damaged 27330 ConditionState = DAMAGED NIGHT 27331 Model = NBPCenter_DN 27332 Animation = NBPCenter_DN.NBPCenter_DN 27333 AnimationMode = LOOP 27334 ParticleSysBone = Smoke01 SmolderingSmoke 27335 ParticleSysBone = Smoke02 SmolderingSmoke 27336 ParticleSysBone = Smoke03 SmolderingSmoke 27337 ParticleSysBone = Fire01 SmolderingFire 27338 End 27339 ;reallydamaged 27340 ConditionState = REALLYDAMAGED RUBBLE NIGHT 27341 Model = NBPCenter_EN 27342 Animation = NBPCenter_EN.NBPCenter_EN 27343 AnimationMode = LOOP 27344 ParticleSysBone = Smoke01 SmolderingSmoke 27345 ParticleSysBone = Smoke02 SmolderingSmoke 27346 ; ParticleSysBone = Smoke03 SmolderingSmoke 27347 ParticleSysBone = Smoke04 SmolderingSmoke 27348 ParticleSysBone = Smoke05 SmolderingSmoke 27349 ParticleSysBone = Smoke06 SmolderingSmoke 27350 ParticleSysBone = Fire01 SmolderingFire 27351 ParticleSysBone = Fire02 SmolderingFire 27352 ParticleSysBone = Fire03 SmolderingFire 27353 ; ParticleSysBone = Spark01 27354 End 27355 27356 ConditionState = SNOW 27357 Model = NBPCenter_S 27358 Animation = NBPCenter_S.NBPCenter_S 27359 AnimationMode = LOOP 27360 End 27361 ;damaged 27362 ConditionState = DAMAGED SNOW 27363 Model = NBPCenter_DS 27364 Animation = NBPCenter_DS.NBPCenter_DS 27365 AnimationMode = LOOP 27366 ParticleSysBone = Smoke01 SmolderingSmoke 27367 ParticleSysBone = Smoke02 SmolderingSmoke 27368 ParticleSysBone = Smoke03 SmolderingSmoke 27369 ParticleSysBone = Fire01 SmolderingFire 27370 End 27371 ;reallydamaged 27372 ConditionState = REALLYDAMAGED RUBBLE SNOW 27373 Model = NBPCenter_ES 27374 Animation = NBPCenter_ES.NBPCenter_ES 27375 AnimationMode = LOOP 27376 ParticleSysBone = Smoke01 SmolderingSmoke 27377 ParticleSysBone = Smoke02 SmolderingSmoke 27378 ; ParticleSysBone = Smoke03 SmolderingSmoke 27379 ParticleSysBone = Smoke04 SmolderingSmoke 27380 ParticleSysBone = Smoke05 SmolderingSmoke 27381 ParticleSysBone = Smoke06 SmolderingSmoke 27382 ParticleSysBone = Fire01 SmolderingFire 27383 ParticleSysBone = Fire02 SmolderingFire 27384 ParticleSysBone = Fire03 SmolderingFire 27385 ; ParticleSysBone = Spark01 27386 End 27387 27388 ;night 27389 ConditionState = NIGHT SNOW 27390 Model = NBPCenter_NS 27391 Animation = NBPCenter_NS.NBPCenter_NS 27392 AnimationMode = LOOP 27393 End 27394 ;damaged 27395 ConditionState = DAMAGED NIGHT SNOW 27396 Model = NBPCenter_DNS 27397 Animation = NBPCenter_DNS.NBPCenter_DNS 27398 AnimationMode = LOOP 27399 ParticleSysBone = Smoke01 SmolderingSmoke 27400 ParticleSysBone = Smoke02 SmolderingSmoke 27401 ParticleSysBone = Smoke03 SmolderingSmoke 27402 ParticleSysBone = Fire01 SmolderingFire 27403 End 27404 ;reallydamaged 27405 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 27406 Model = NBPCenter_ENS 27407 Animation = NBPCenter_ENS.NBPCenter_ENS 27408 AnimationMode = LOOP 27409 ParticleSysBone = Smoke01 SmolderingSmoke 27410 ParticleSysBone = Smoke02 SmolderingSmoke 27411 ; ParticleSysBone = Smoke03 SmolderingSmoke 27412 ParticleSysBone = Smoke04 SmolderingSmoke 27413 ParticleSysBone = Smoke05 SmolderingSmoke 27414 ParticleSysBone = Smoke06 SmolderingSmoke 27415 ParticleSysBone = Fire01 SmolderingFire 27416 ParticleSysBone = Fire02 SmolderingFire 27417 ParticleSysBone = Fire03 SmolderingFire 27418 ; ParticleSysBone = Spark01 27419 End 27420 27421 27422 27423 ;************************************************************************************************************************** 27424 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 27425 ;for this draw module 27426 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27427 Model = NBPCenter 27428 Animation = NBPCenter.NBPCenter 27429 AnimationMode = LOOP 27430 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27431 End 27432 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 27433 Model = NBPCenter_D 27434 Animation = NBPCenter_D.NBPCenter_D 27435 AnimationMode = LOOP 27436 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27437 End 27438 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 27439 Model = NBPCenter_E 27440 Animation = NBPCenter_E.NBPCenter_E 27441 AnimationMode = LOOP 27442 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27443 End 27444 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 27445 Model = NBPCenter_N 27446 Animation = NBPCenter_N.NBPCenter_N 27447 AnimationMode = LOOP 27448 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27449 End 27450 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 27451 Model = NBPCenter_DN 27452 Animation = NBPCenter_DN.NBPCenter_DN 27453 AnimationMode = LOOP 27454 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27455 End 27456 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 27457 Model = NBPCenter_EN 27458 Animation = NBPCenter_EN.NBPCenter_EN 27459 AnimationMode = LOOP 27460 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27461 End 27462 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 27463 Model = NBPCenter_S 27464 Animation = NBPCenter_S.NBPCenter_S 27465 AnimationMode = LOOP 27466 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27467 End 27468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 27469 Model = NBPCenter_DS 27470 Animation = NBPCenter_DS.NBPCenter_DS 27471 AnimationMode = LOOP 27472 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27473 End 27474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 27475 Model = NBPCenter_ES 27476 Animation = NBPCenter_ES.NBPCenter_ES 27477 AnimationMode = LOOP 27478 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27479 End 27480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 27481 Model = NBPCenter_NS 27482 Animation = NBPCenter_NS.NBPCenter_NS 27483 AnimationMode = LOOP 27484 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27485 End 27486 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 27487 Model = NBPCenter_DNS 27488 Animation = NBPCenter_DNS.NBPCenter_DNS 27489 AnimationMode = LOOP 27490 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27491 End 27492 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 27493 Model = NBPCenter_ENS 27494 Animation = NBPCenter_ENS.NBPCenter_ENS 27495 AnimationMode = LOOP 27496 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27497 End 27498 27499 ConditionState = AWAITING_CONSTRUCTION 27500 Model = NONE 27501 End 27502 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 27503 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 27504 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 27505 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 27506 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 27507 AliasConditionState = AWAITING_CONSTRUCTION SNOW 27508 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 27509 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 27510 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 27511 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 27512 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 27513 AliasConditionState = SOLD 27514 AliasConditionState = SOLD DAMAGED 27515 AliasConditionState = SOLD REALLYDAMAGED 27516 AliasConditionState = SOLD NIGHT 27517 AliasConditionState = SOLD NIGHT DAMAGED 27518 AliasConditionState = SOLD NIGHT REALLYDAMAGED 27519 AliasConditionState = SOLD SNOW 27520 AliasConditionState = SOLD SNOW DAMAGED 27521 AliasConditionState = SOLD SNOW REALLYDAMAGED 27522 AliasConditionState = SOLD NIGHT SNOW 27523 AliasConditionState = SOLD NIGHT SNOW DAMAGED 27524 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 27525 ;************************************************************************************************************************** 27526 27527 27528 27529 27530 End 27531 27532 ; ----------------- the factory door ------------------- 27533 Draw = W3DModelDraw ModuleTag_02 27534 DefaultConditionState 27535 Model = NBPCenter_A1 27536 Animation = NBPCenter_A1.NBPCenter_A1 27537 AnimationMode = MANUAL 27538 Flags = START_FRAME_FIRST 27539 End 27540 AliasConditionState = NIGHT 27541 AliasConditionState = SNOW 27542 AliasConditionState = NIGHT SNOW 27543 AliasConditionState = NIGHT DAMAGED 27544 AliasConditionState = SNOW DAMAGED 27545 AliasConditionState = NIGHT SNOW DAMAGED 27546 AliasConditionState = NIGHT REALLYDAMAGED 27547 AliasConditionState = SNOW REALLYDAMAGED 27548 AliasConditionState = NIGHT SNOW REALLYDAMAGED 27549 27550 27551 ConditionState = AWAITING_CONSTRUCTION 27552 Model = NONE 27553 End 27554 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 27555 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE 27556 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 27557 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 27558 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE 27559 AliasConditionState = AWAITING_CONSTRUCTION SNOW 27560 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 27561 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE 27562 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 27563 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 27564 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE 27565 AliasConditionState = SOLD 27566 AliasConditionState = SOLD DAMAGED 27567 AliasConditionState = SOLD REALLYDAMAGED 27568 AliasConditionState = SOLD NIGHT 27569 AliasConditionState = SOLD NIGHT DAMAGED 27570 AliasConditionState = SOLD NIGHT REALLYDAMAGED 27571 AliasConditionState = SOLD SNOW 27572 AliasConditionState = SOLD SNOW DAMAGED 27573 AliasConditionState = SOLD SNOW REALLYDAMAGED 27574 AliasConditionState = SOLD NIGHT SNOW 27575 AliasConditionState = SOLD NIGHT SNOW DAMAGED 27576 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 27577 27578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27579 Model = NBPCenter_A1 27580 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27581 End 27582 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27583 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27584 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27585 AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27586 AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27587 AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27588 AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27589 AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27590 AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27591 27592 ; ConditionState = DAMAGED 27593 ; Model = NBPCenter_A1D 27594 ; Animation = NBPCenter_A1D.NBPCenter_A1D 27595 ; AnimationMode = MANUAL 27596 ; Flags = START_FRAME_FIRST 27597 ; End 27598 ; ConditionState = REALLYDAMAGED RUBBLE 27599 ; Model = NBPCenter_A1E 27600 ; Animation = NBPCenter_A1E.NBPCenter_A1E 27601 ; AnimationMode = MANUAL 27602 ; Flags = START_FRAME_FIRST 27603 ; End 27604 27605 ConditionState = DOOR_1_OPENING 27606 Model = NBPCenter_A1 27607 Animation = NBPCenter_A1.NBPCenter_A1 27608 AnimationMode = ONCE 27609 Flags = START_FRAME_FIRST 27610 End 27611 AliasConditionState = NIGHT DOOR_1_OPENING 27612 AliasConditionState = SNOW DOOR_1_OPENING 27613 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 27614 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 27615 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 27616 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 27617 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING 27618 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING 27619 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING 27620 27621 27622 ; ConditionState = DOOR_1_OPENING DAMAGED 27623 ; Model = NBPCenter_A1D 27624 ; Animation = NBPCenter_A1D.NBPCenter_A1D 27625 ; AnimationMode = ONCE 27626 ; Flags = START_FRAME_FIRST 27627 ; End 27628 ; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 27629 ; Model = NBPCenter_A1E 27630 ; Animation = NBPCenter_A1E.NBPCenter_A1E 27631 ; AnimationMode = ONCE 27632 ; Flags = START_FRAME_FIRST 27633 ; End 27634 27635 ConditionState = DOOR_1_CLOSING 27636 Model = NBPCenter_A1 27637 Animation = NBPCenter_A1.NBPCenter_A1 27638 AnimationMode = ONCE_BACKWARDS 27639 Flags = START_FRAME_LAST 27640 End 27641 AliasConditionState = NIGHT DOOR_1_CLOSING 27642 AliasConditionState = SNOW DOOR_1_CLOSING 27643 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 27644 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 27645 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 27646 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 27647 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING 27648 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING 27649 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING 27650 27651 ; ConditionState = DOOR_1_CLOSING DAMAGED 27652 ; Model = NBPCenter_A1D 27653 ; Animation = NBPCenter_A1D.NBPCenter_A1D 27654 ; AnimationMode = ONCE_BACKWARDS 27655 ; Flags = START_FRAME_LAST 27656 ; End 27657 ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 27658 ; Model = NBPCenter_A1E 27659 ; Animation = NBPCenter_A1E.NBPCenter_A1E 27660 ; AnimationMode = ONCE_BACKWARDS 27661 ; Flags = START_FRAME_LAST 27662 ; End 27663 27664 ConditionState = DOOR_1_WAITING_OPEN 27665 Model = NBPCenter_A1 27666 Animation = NBPCenter_A1.NBPCenter_A1 27667 AnimationMode = MANUAL 27668 Flags = START_FRAME_LAST 27669 End 27670 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 27671 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 27672 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 27673 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 27674 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 27675 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 27676 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN 27677 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 27678 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 27679 27680 ; ConditionState = DOOR_1_WAITING_OPEN DAMAGED 27681 ; Model = NBPCenter_A1D 27682 ; Animation = NBPCenter_A1D.NBPCenter_A1D 27683 ; AnimationMode = MANUAL 27684 ; Flags = START_FRAME_LAST 27685 ; End 27686 ; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 27687 ; Model = NBPCenter_A1E 27688 ; Animation = NBPCenter_A1E.NBPCenter_A1E 27689 ; AnimationMode = MANUAL 27690 ; Flags = START_FRAME_LAST 27691 ; End 27692 End 27693 27694 ; -------- spreading propaganda flashing lights ---------- 27695 Draw = W3DModelDraw ModuleTag_03 27696 DefaultConditionState 27697 Model = None 27698 End 27699 ConditionState = SOLD 27700 Model = NONE 27701 End 27702 ConditionState = SOLD SNOW 27703 Model = NONE 27704 End 27705 ConditionState = SOLD NIGHT 27706 Model = NONE 27707 End 27708 ConditionState = SOLD NIGHT SNOW 27709 Model = NONE 27710 End 27711 ConditionState = CONSTRUCTION_COMPLETE 27712 Model = NBPCenter_A2 27713 Animation = NBPCenter_A2.NBPCenter_A2 27714 AnimationMode = LOOP 27715 Flags = START_FRAME_FIRST 27716 End 27717 End 27718 27719 ; ------------ construction-zone fence ----------------- 27720 Draw = W3DModelDraw ModuleTag_04 27721 AnimationsRequirePower = No 27722 DefaultConditionState 27723 Model = None 27724 TransitionKey = DOWN_DEFAULT 27725 End 27726 ConditionState = NIGHT 27727 Model = None 27728 TransitionKey = DOWN_DEFAULT 27729 End 27730 ConditionState = SNOW 27731 Model = None 27732 TransitionKey = DOWN_DEFAULT 27733 End 27734 ConditionState = SNOW NIGHT 27735 Model = None 27736 TransitionKey = DOWN_DEFAULT 27737 End 27738 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27739 Model = NBPCenter_A4 27740 Animation = NBPCenter_A4.NBPCenter_A4 27741 AnimationMode = MANUAL 27742 Flags = START_FRAME_LAST 27743 TransitionKey = UP_DAY 27744 End 27745 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27746 Model = NBPCenter_A4N 27747 Animation = NBPCenter_A4N.NBPCenter_A4N 27748 AnimationMode = MANUAL 27749 Flags = START_FRAME_LAST 27750 TransitionKey = UP_NIGHT 27751 End 27752 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27753 Model = NBPCenter_A4S 27754 Animation = NBPCenter_A4S.NBPCenter_A4S 27755 AnimationMode = MANUAL 27756 Flags = START_FRAME_LAST 27757 TransitionKey = UP_SNOW 27758 End 27759 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27760 Model = NBPCenter_A4SN 27761 Animation = NBPCenter_A4SN.NBPCenter_A4SN 27762 AnimationMode = MANUAL 27763 Flags = START_FRAME_LAST 27764 TransitionKey = UP_SNOWNIGHT 27765 End 27766 TransitionState = DOWN_DEFAULT UP_DAY 27767 Model = NBPCenter_A4 27768 Animation = NBPCenter_A4.NBPCenter_A4 27769 AnimationMode = ONCE 27770 AnimationSpeedFactorRange = 1.0 1.0 27771 Flags = START_FRAME_FIRST 27772 End 27773 TransitionState = DOWN_DEFAULT UP_NIGHT 27774 Model = NBPCenter_A4N 27775 Animation = NBPCenter_A4N.NBPCenter_A4N 27776 AnimationMode = ONCE 27777 AnimationSpeedFactorRange = 1.0 1.0 27778 Flags = START_FRAME_FIRST 27779 End 27780 27781 TransitionState = DOWN_DEFAULT UP_SNOW 27782 Model = NBPCenter_A4S 27783 Animation = NBPCenter_A4S.NBPCenter_A4S 27784 AnimationMode = ONCE 27785 AnimationSpeedFactorRange = 1.0 1.0 27786 Flags = START_FRAME_FIRST 27787 End 27788 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27789 Model = NBPCenter_A4SN 27790 Animation = NBPCenter_A4SN.NBPCenter_A4SN 27791 AnimationMode = ONCE 27792 AnimationSpeedFactorRange = 1.0 1.0 27793 Flags = START_FRAME_FIRST 27794 End 27795 TransitionState = UP_DAY DOWN_DEFAULT 27796 Model = NBPCenter_A4 27797 Animation = NBPCenter_A4.NBPCenter_A4 27798 AnimationMode = ONCE_BACKWARDS 27799 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27800 Flags = START_FRAME_LAST 27801 End 27802 TransitionState = UP_NIGHT DOWN_DEFAULT 27803 Model = NBPCenter_A4N 27804 Animation = NBPCenter_A4N.NBPCenter_A4N 27805 AnimationMode = ONCE_BACKWARDS 27806 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27807 Flags = START_FRAME_LAST 27808 End 27809 TransitionState = UP_SNOW DOWN_DEFAULT 27810 Model = NBPCenter_A4S 27811 Animation = NBPCenter_A4S.NBPCenter_A4S 27812 AnimationMode = ONCE_BACKWARDS 27813 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27814 Flags = START_FRAME_LAST 27815 End 27816 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27817 Model = NBPCenter_A4SN 27818 Animation = NBPCenter_A4SN.NBPCenter_A4SN 27819 AnimationMode = ONCE_BACKWARDS 27820 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27821 Flags = START_FRAME_LAST 27822 End 27823 End 27824 27825 ; ------------ under-construction scaffolding ----------------- 27826 Draw = W3DModelDraw ModuleTag_05 27827 AnimationsRequirePower = No 27828 MinLODRequired = MEDIUM 27829 DefaultConditionState 27830 Model = None 27831 TransitionKey = DOWN_DEFAULT 27832 End 27833 ConditionState = NIGHT 27834 Model = None 27835 TransitionKey = DOWN_DEFAULT 27836 End 27837 ConditionState = SNOW 27838 Model = None 27839 TransitionKey = DOWN_DEFAULT 27840 End 27841 ConditionState = SNOW NIGHT 27842 Model = None 27843 TransitionKey = DOWN_DEFAULT 27844 End 27845 ConditionState = PARTIALLY_CONSTRUCTED 27846 Model = NBPCenter_A6 27847 Animation = NBPCenter_A6.NBPCenter_A6 27848 AnimationMode = MANUAL 27849 Flags = START_FRAME_LAST 27850 TransitionKey = UP_DAY 27851 ParticleSysBone = Dust01 BuildingDustChina 27852 ParticleSysBone = Smoke01 BuildUpSmokeChina 27853 ParticleSysBone = Smoke02 BuildUpSmokeChina 27854 ParticleSysBone = Smoke03 BuildUpSmokeChina 27855 ParticleSysBone = Smoke04 BuildUpSmokeChina 27856 End 27857 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 27858 Model = NBPCenter_A6N 27859 Animation = NBPCenter_A6N.NBPCenter_A6N 27860 AnimationMode = MANUAL 27861 Flags = START_FRAME_LAST 27862 TransitionKey = UP_NIGHT 27863 ParticleSysBone = Dust01 BuildingDustChina 27864 ParticleSysBone = Smoke01 BuildUpSmokeChina 27865 ParticleSysBone = Smoke02 BuildUpSmokeChina 27866 ParticleSysBone = Smoke03 BuildUpSmokeChina 27867 ParticleSysBone = Smoke04 BuildUpSmokeChina 27868 End 27869 ConditionState = SNOW PARTIALLY_CONSTRUCTED 27870 Model = NBPCenter_A6S 27871 Animation = NBPCenter_A6S.NBPCenter_A6S 27872 AnimationMode = MANUAL 27873 Flags = START_FRAME_LAST 27874 TransitionKey = UP_SNOW 27875 ParticleSysBone = Dust01 BuildingSnowDust 27876 ParticleSysBone = Smoke01 BuildUpSnowSmoke 27877 ParticleSysBone = Smoke02 BuildUpSnowSmoke 27878 ParticleSysBone = Smoke03 BuildUpSnowSmoke 27879 ParticleSysBone = Smoke04 BuildUpSnowSmoke 27880 End 27881 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 27882 Model = NBPCenter_A6SN 27883 Animation = NBPCenter_A6SN.NBPCenter_A6SN 27884 AnimationMode = MANUAL 27885 Flags = START_FRAME_LAST 27886 TransitionKey = UP_SNOWNIGHT 27887 ParticleSysBone = Dust01 BuildingNightSnowDust 27888 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 27889 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 27890 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 27891 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 27892 End 27893 TransitionState = DOWN_DEFAULT UP_DAY 27894 Model = NBPCenter_A6 27895 Animation = NBPCenter_A6.NBPCenter_A6 27896 AnimationMode = ONCE 27897 AnimationSpeedFactorRange = 1.0 1.0 27898 Flags = START_FRAME_FIRST 27899 End 27900 TransitionState = DOWN_DEFAULT UP_NIGHT 27901 Model = NBPCenter_A6N 27902 Animation = NBPCenter_A6N.NBPCenter_A6N 27903 AnimationMode = ONCE 27904 AnimationSpeedFactorRange = 1.0 1.0 27905 Flags = START_FRAME_FIRST 27906 End 27907 TransitionState = DOWN_DEFAULT UP_SNOW 27908 Model = NBPCenter_A6S 27909 Animation = NBPCenter_A6S.NBPCenter_A6S 27910 AnimationMode = ONCE 27911 AnimationSpeedFactorRange = 1.0 1.0 27912 Flags = START_FRAME_FIRST 27913 End 27914 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27915 Model = NBPCenter_A6SN 27916 Animation = NBPCenter_A6SN.NBPCenter_A6SN 27917 AnimationMode = ONCE 27918 AnimationSpeedFactorRange = 1.0 1.0 27919 Flags = START_FRAME_FIRST 27920 End 27921 TransitionState = UP_DAY DOWN_DEFAULT 27922 Model = NBPCenter_A6 27923 Animation = NBPCenter_A6.NBPCenter_A6 27924 AnimationMode = ONCE_BACKWARDS 27925 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27926 Flags = START_FRAME_LAST 27927 End 27928 TransitionState = UP_NIGHT DOWN_DEFAULT 27929 Model = NBPCenter_A6N 27930 Animation = NBPCenter_A6N.NBPCenter_A6N 27931 AnimationMode = ONCE_BACKWARDS 27932 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27933 Flags = START_FRAME_LAST 27934 End 27935 TransitionState = UP_SNOW DOWN_DEFAULT 27936 Model = NBPCenter_A6S 27937 Animation = NBPCenter_A6S.NBPCenter_A6S 27938 AnimationMode = ONCE_BACKWARDS 27939 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27940 Flags = START_FRAME_LAST 27941 End 27942 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27943 Model = NBPCenter_A6SN 27944 Animation = NBPCenter_A6SN.NBPCenter_A6SN 27945 AnimationMode = ONCE_BACKWARDS 27946 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27947 Flags = START_FRAME_LAST 27948 End 27949 End 27950 27951 ; ------------ being-constructed crane ----------------- 27952 Draw = W3DModelDraw ModuleTag_06 27953 AnimationsRequirePower = No 27954 DefaultConditionState 27955 Model = None 27956 TransitionKey = DOWN_DEFAULT 27957 End 27958 ConditionState = NIGHT 27959 Model = None 27960 TransitionKey = DOWN_DEFAULT 27961 End 27962 ConditionState = SNOW 27963 Model = None 27964 TransitionKey = DOWN_DEFAULT 27965 End 27966 ConditionState = SNOW NIGHT 27967 Model = None 27968 TransitionKey = DOWN_DEFAULT 27969 End 27970 ConditionState = SOLD 27971 Model = NONE 27972 End 27973 27974 ConditionState = ACTIVELY_BEING_CONSTRUCTED 27975 Model = NBPCenter_A5 27976 Animation = NBPCenter_A5.NBPCenter_A5 27977 AnimationMode = LOOP 27978 TransitionKey = UP_DAY 27979 End 27980 27981 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 27982 Model = NBPCenter_A5N 27983 Animation = NBPCenter_A5N.NBPCenter_A5N 27984 AnimationMode = LOOP 27985 TransitionKey = UP_NIGHT 27986 End 27987 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 27988 Model = NBPCenter_A5S 27989 Animation = NBPCenter_A5S.NBPCenter_A5S 27990 AnimationMode = LOOP 27991 TransitionKey = UP_SNOW 27992 End 27993 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 27994 Model = NBPCenter_A5SN 27995 Animation = NBPCenter_A5SN.NBPCenter_A5SN 27996 AnimationMode = LOOP 27997 TransitionKey = UP_SNOWNIGHT 27998 End 27999 TransitionState = DOWN_DEFAULT UP_DAY 28000 Model = NBPCenter_AB 28001 Animation = NBPCenter_AB.NBPCenter_AB 28002 AnimationMode = ONCE 28003 AnimationSpeedFactorRange = 1.0 1.0 28004 Flags = START_FRAME_FIRST 28005 End 28006 28007 TransitionState = DOWN_DEFAULT UP_NIGHT 28008 Model = NBPCenter_ABN 28009 Animation = NBPCenter_ABN.NBPCenter_ABN 28010 AnimationMode = ONCE 28011 AnimationSpeedFactorRange = 1.0 1.0 28012 Flags = START_FRAME_FIRST 28013 End 28014 TransitionState = DOWN_DEFAULT UP_SNOW 28015 Model = NBPCenter_ABS 28016 Animation = NBPCenter_ABS.NBPCenter_ABS 28017 AnimationMode = ONCE 28018 AnimationSpeedFactorRange = 1.0 1.0 28019 Flags = START_FRAME_FIRST 28020 End 28021 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 28022 Model = NBPCenter_ABSN 28023 Animation = NBPCenter_ABSN.NBPCenter_ABSN 28024 AnimationMode = ONCE 28025 AnimationSpeedFactorRange = 1.0 1.0 28026 Flags = START_FRAME_FIRST 28027 End 28028 TransitionState = UP_DAY DOWN_DEFAULT 28029 Model = NBPCenter_AB 28030 Animation = NBPCenter_AB.NBPCenter_AB 28031 AnimationMode = ONCE_BACKWARDS 28032 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28033 Flags = START_FRAME_LAST 28034 End 28035 TransitionState = UP_NIGHT DOWN_DEFAULT 28036 Model = NBPCenter_ABN 28037 Animation = NBPCenter_ABN.NBPCenter_ABN 28038 AnimationMode = ONCE_BACKWARDS 28039 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28040 Flags = START_FRAME_LAST 28041 End 28042 TransitionState = UP_SNOW DOWN_DEFAULT 28043 Model = NBPCenter_ABS 28044 Animation = NBPCenter_ABS.NBPCenter_ABS 28045 AnimationMode = ONCE_BACKWARDS 28046 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28047 Flags = START_FRAME_LAST 28048 End 28049 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 28050 Model = NBPCenter_ABSN 28051 Animation = NBPCenter_ABSN.NBPCenter_ABSN 28052 AnimationMode = ONCE_BACKWARDS 28053 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28054 Flags = START_FRAME_LAST 28055 End 28056 End 28057 28058 PlacementViewAngle = -45 28059 28060 ; ***DESIGN parameters *** 28061 DisplayName = OBJECT:PropagandaCenter 28062 Side = China 28063 EditorSorting = STRUCTURE 28064 Prerequisites 28065 Object = ChinaWarFactory 28066 End 28067 BuildCost = 2000 28068 BuildTime = 45.0 ; in seconds 28069 EnergyProduction = -2 28070 VisionRange = 200.0 ; Shroud clearing distance 28071 ShroudClearingRange = 200 28072 ArmorSet 28073 Conditions = None 28074 Armor = StructureArmor 28075 DamageFX = StructureDamageFXNoShake 28076 End 28077 CommandSet = ChinaPropagandaCenterCommandSet 28078 ExperienceValue = 200 200 200 200 ; Experience point value at each level 28079 28080 28081 ; *** AUDIO Parameters *** 28082 VoiceSelect = PropagandaCenterSelect 28083 SoundDie = BuildingDie 28084 SoundOnDamaged = BuildingDamagedStateLight 28085 SoundOnReallyDamaged = BuildingDestroy 28086 28087 UnitSpecificSounds 28088 UnderConstruction = UnderConstructionLoop 28089 End 28090 28091 ; *** ENGINEERING Parameters *** 28092 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY 28093 Body = StructureBody ModuleTag_07 28094 MaxHealth = 1000.0 28095 InitialHealth = 1000.0 28096 End 28097 Behavior = ProductionUpdate ModuleTag_10 28098 ;<NO DATA> 28099 End 28100 Behavior = DestroyDie ModuleTag_12 28101 ;<NO DATA> 28102 End 28103 Behavior = FXListDie ModuleTag_14 28104 DeathFX = FX_StructureMediumDeath 28105 End 28106 Behavior = GenerateMinefieldBehavior ModuleTag_15 28107 TriggeredBy = Upgrade_ChinaMines 28108 MineName = ChinaStandardMine 28109 SmartBorder = Yes 28110 AlwaysCircular = Yes 28111 End 28112 28113 Behavior = FlammableUpdate ModuleTag_17 28114 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28115 AflameDamageAmount = 5 ; taking this much damage... 28116 AflameDamageDelay = 500 ; this often. 28117 End 28118 28119 Behavior = TransitionDamageFX ModuleTag_18 28120 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 28121 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28122 ;--------------------------------------------------------------------------------------- 28123 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28124 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 28125 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 28126 End 28127 28128 Geometry = BOX 28129 GeometryMajorRadius = 33.0 28130 GeometryMinorRadius = 57.0 28131 GeometryHeight = 40.0 28132 GeometryIsSmall = No 28133 Shadow = SHADOW_VOLUME 28134 BuildCompletion = PLACED_BY_PLAYER 28135 28136 End 28137 28138 ;------------------------------------------------------------------------------ 28139 Object ChinaGattlingCannon 28140 28141 ; *** ART Parameters *** 28142 SelectPortrait = SNGatTower_L 28143 ButtonImage = SNGatTower 28144 UpgradeCameo1 = Upgrade_ChinaChainGuns 28145 Draw = W3DModelDraw ModuleTag_01 28146 OkToChangeModelColor = Yes 28147 28148 ;--------------------- IDLE -------------------------------------------------- 28149 ;------------------------------------------------------------------------------- 28150 28151 ; DAY 28152 DefaultConditionState 28153 Model = NBGattling 28154 Animation = NBGattling_A2.NBGattling_A2 28155 AnimationMode = MANUAL 28156 Turret = TURRET 28157 TurretPitch = TURRETEL 28158 WeaponFireFXBone = PRIMARY Muzzle 28159 WeaponMuzzleFlash = PRIMARY MuzzleFX 28160 WeaponFireFXBone = SECONDARY Muzzle 28161 WeaponMuzzleFlash = SECONDARY MuzzleFX 28162 End 28163 ConditionState = DAMAGED 28164 Model = NBGattling_D 28165 Animation = NBGattling_A2.NBGattling_A2 28166 AnimationMode = MANUAL 28167 Turret = TURRET 28168 TurretPitch = TURRETEL 28169 WeaponFireFXBone = PRIMARY Muzzle 28170 WeaponMuzzleFlash = PRIMARY MuzzleFX 28171 WeaponFireFXBone = SECONDARY Muzzle 28172 WeaponMuzzleFlash = SECONDARY MuzzleFX 28173 ParticleSysBone = SmokeM01 SmokeFactionMedium 28174 ParticleSysBone = SparkM01 SparksMedium 28175 End 28176 ConditionState = REALLYDAMAGED RUBBLE 28177 Model = NBGattling_E 28178 Animation = NBGattling_A2.NBGattling_A2 28179 AnimationMode = MANUAL 28180 Turret = TURRET 28181 TurretPitch = TURRETEL 28182 WeaponFireFXBone = PRIMARY Muzzle 28183 WeaponMuzzleFlash = PRIMARY MuzzleFX 28184 WeaponFireFXBone = SECONDARY Muzzle 28185 WeaponMuzzleFlash = SECONDARY MuzzleFX 28186 ParticleSysBone = Smoke01 SmokeFactionMedium 28187 ParticleSysBone = Smoke02 SmokeFactionMedium 28188 ParticleSysBone = Smoke03 SmokeFactionMedium 28189 ParticleSysBone = SparkM01 SparksMedium 28190 ParticleSysBone = SparkM02 SparksMedium 28191 End 28192 28193 28194 28195 ; NIGHT --------------------------------------------------------------- 28196 ConditionState = NIGHT 28197 Model = NBGattling_N 28198 Animation = NBGattling_A2.NBGattling_A2 28199 AnimationMode = MANUAL 28200 Turret = TURRET 28201 TurretPitch = TURRETEL 28202 WeaponFireFXBone = PRIMARY Muzzle 28203 WeaponMuzzleFlash = PRIMARY MuzzleFX 28204 WeaponFireFXBone = SECONDARY Muzzle 28205 WeaponMuzzleFlash = SECONDARY MuzzleFX 28206 End 28207 ConditionState = DAMAGED NIGHT 28208 Model = NBGattling_DN 28209 Animation = NBGattling_A2.NBGattling_A2 28210 AnimationMode = MANUAL 28211 Turret = TURRET 28212 TurretPitch = TURRETEL 28213 WeaponFireFXBone = PRIMARY Muzzle 28214 WeaponMuzzleFlash = PRIMARY MuzzleFX 28215 WeaponFireFXBone = SECONDARY Muzzle 28216 WeaponMuzzleFlash = SECONDARY MuzzleFX 28217 ParticleSysBone = SmokeM01 SmokeFactionMedium 28218 ParticleSysBone = SparkM01 SparksMedium 28219 End 28220 ConditionState = REALLYDAMAGED RUBBLE NIGHT 28221 Model = NBGattling_EN 28222 Animation = NBGattling_A2.NBGattling_A2 28223 AnimationMode = MANUAL 28224 Turret = TURRET 28225 TurretPitch = TURRETEL 28226 WeaponFireFXBone = PRIMARY Muzzle 28227 WeaponMuzzleFlash = PRIMARY MuzzleFX 28228 WeaponFireFXBone = SECONDARY Muzzle 28229 WeaponMuzzleFlash = SECONDARY MuzzleFX 28230 ParticleSysBone = Smoke01 SmokeFactionMedium 28231 ParticleSysBone = Smoke02 SmokeFactionMedium 28232 ParticleSysBone = Smoke03 SmokeFactionMedium 28233 ParticleSysBone = SparkM01 SparksMedium 28234 ParticleSysBone = SparkM02 SparksMedium 28235 End 28236 28237 28238 ;SNOW --------------------------------------------------------------- 28239 ConditionState = SNOW 28240 Model = NBGattling_S 28241 Animation = NBGattling_A2.NBGattling_A2 28242 AnimationMode = MANUAL 28243 Turret = TURRET 28244 TurretPitch = TURRETEL 28245 WeaponFireFXBone = PRIMARY Muzzle 28246 WeaponMuzzleFlash = PRIMARY MuzzleFX 28247 WeaponFireFXBone = SECONDARY Muzzle 28248 WeaponMuzzleFlash = SECONDARY MuzzleFX 28249 End 28250 28251 ConditionState = DAMAGED SNOW 28252 Model = NBGattling_DS 28253 Animation = NBGattling_A2.NBGattling_A2 28254 AnimationMode = MANUAL 28255 Turret = TURRET 28256 TurretPitch = TURRETEL 28257 WeaponFireFXBone = PRIMARY Muzzle 28258 WeaponMuzzleFlash = PRIMARY MuzzleFX 28259 WeaponFireFXBone = SECONDARY Muzzle 28260 WeaponMuzzleFlash = SECONDARY MuzzleFX 28261 ParticleSysBone = SmokeM01 SmokeFactionMedium 28262 ParticleSysBone = SparkM01 SparksMedium 28263 End 28264 28265 ConditionState = REALLYDAMAGED RUBBLE SNOW 28266 Model = NBGattling_ES 28267 Animation = NBGattling_A2.NBGattling_A2 28268 AnimationMode = MANUAL 28269 Turret = TURRET 28270 TurretPitch = TURRETEL 28271 WeaponFireFXBone = PRIMARY Muzzle 28272 WeaponMuzzleFlash = PRIMARY MuzzleFX 28273 WeaponFireFXBone = SECONDARY Muzzle 28274 WeaponMuzzleFlash = SECONDARY MuzzleFX 28275 ParticleSysBone = Smoke01 SmokeFactionMedium 28276 ParticleSysBone = Smoke02 SmokeFactionMedium 28277 ParticleSysBone = Smoke03 SmokeFactionMedium 28278 ParticleSysBone = SparkM01 SparksMedium 28279 ParticleSysBone = SparkM02 SparksMedium 28280 End 28281 28282 28283 ; NIGHT SNOW --------------------------------------------------------------- 28284 ConditionState = NIGHT SNOW 28285 Model = NBGattling_NS 28286 Animation = NBGattling_A2.NBGattling_A2 28287 AnimationMode = MANUAL 28288 Turret = TURRET 28289 TurretPitch = TURRETEL 28290 WeaponFireFXBone = PRIMARY Muzzle 28291 WeaponMuzzleFlash = PRIMARY MuzzleFX 28292 WeaponFireFXBone = SECONDARY Muzzle 28293 WeaponMuzzleFlash = SECONDARY MuzzleFX 28294 End 28295 28296 ConditionState = DAMAGED NIGHT SNOW 28297 Model = NBGattling_DNS 28298 Animation = NBGattling_A2.NBGattling_A2 28299 AnimationMode = MANUAL 28300 Turret = TURRET 28301 TurretPitch = TURRETEL 28302 WeaponFireFXBone = PRIMARY Muzzle 28303 WeaponMuzzleFlash = PRIMARY MuzzleFX 28304 WeaponFireFXBone = SECONDARY Muzzle 28305 WeaponMuzzleFlash = SECONDARY MuzzleFX 28306 ParticleSysBone = SmokeM01 SmokeFactionMedium 28307 ParticleSysBone = SparkM01 SparksMedium 28308 End 28309 28310 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 28311 Model = NBGattling_ENS 28312 Animation = NBGattling_A2.NBGattling_A2 28313 AnimationMode = MANUAL 28314 Turret = TURRET 28315 TurretPitch = TURRETEL 28316 WeaponFireFXBone = PRIMARY Muzzle 28317 WeaponMuzzleFlash = PRIMARY MuzzleFX 28318 WeaponFireFXBone = SECONDARY Muzzle 28319 WeaponMuzzleFlash = SECONDARY MuzzleFX 28320 ParticleSysBone = Smoke01 SmokeFactionMedium 28321 ParticleSysBone = Smoke02 SmokeFactionMedium 28322 ParticleSysBone = Smoke03 SmokeFactionMedium 28323 ParticleSysBone = SparkM01 SparksMedium 28324 ParticleSysBone = SparkM02 SparksMedium 28325 End 28326 28327 28328 28329 ;---------------- ATTACKING ---------------------------------- 28330 ;------------------------------------------------------------- 28331 ; DAY 28332 ConditionState = ATTACKING 28333 Model = NBGattling 28334 Animation = NBGattling_A2.NBGattling_A2 28335 AnimationMode = LOOP 28336 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28337 End 28338 ConditionState = ATTACKING DAMAGED 28339 Model = NBGattling_D 28340 Animation = NBGattling_A2.NBGattling_A2 28341 AnimationMode = LOOP 28342 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28343 End 28344 ConditionState = ATTACKING REALLYDAMAGED 28345 Model = NBGattling_E 28346 Animation = NBGattling_A2.NBGattling_A2 28347 AnimationMode = LOOP 28348 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28349 End 28350 28351 28352 28353 ;NIGHT --------------------------------------------------------------- 28354 ConditionState = ATTACKING NIGHT 28355 Model = NBGattling_N 28356 Animation = NBGattling_A2.NBGattling_A2 28357 AnimationMode = LOOP 28358 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28359 End 28360 28361 ConditionState = ATTACKING DAMAGED NIGHT 28362 Model = NBGattling_DN 28363 Animation = NBGattling_A2.NBGattling_A2 28364 AnimationMode = LOOP 28365 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28366 End 28367 28368 ConditionState = ATTACKING REALLYDAMAGED NIGHT 28369 Model = NBGattling_EN 28370 Animation = NBGattling_A2.NBGattling_A2 28371 AnimationMode = LOOP 28372 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28373 End 28374 28375 28376 28377 28378 ;SNOW --------------------------------------------------------------- 28379 ConditionState = ATTACKING SNOW 28380 Model = NBGattling_S 28381 Animation = NBGattling_A2.NBGattling_A2 28382 AnimationMode = LOOP 28383 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28384 End 28385 28386 ConditionState = ATTACKING DAMAGED SNOW 28387 Model = NBGattling_DS 28388 Animation = NBGattling_A2.NBGattling_A2 28389 AnimationMode = LOOP 28390 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28391 End 28392 28393 ConditionState = ATTACKING REALLYDAMAGED SNOW 28394 Model = NBGattling_ES 28395 Animation = NBGattling_A2.NBGattling_A2 28396 AnimationMode = LOOP 28397 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28398 End 28399 28400 28401 28402 ;SNOW NIGHT --------------------------------------------------------------- 28403 ConditionState = ATTACKING NIGHT SNOW 28404 Model = NBGattling_NS 28405 Animation = NBGattling_A2.NBGattling_A2 28406 AnimationMode = LOOP 28407 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28408 End 28409 28410 ConditionState = ATTACKING DAMAGED SNOW NIGHT 28411 Model = NBGattling_DNS 28412 Animation = NBGattling_A2.NBGattling_A2 28413 AnimationMode = LOOP 28414 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28415 End 28416 28417 ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW 28418 Model = NBGattling_ENS 28419 Animation = NBGattling_A2.NBGattling_A2 28420 AnimationMode = LOOP 28421 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 28422 End 28423 28424 ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- 28425 ;------------------------------------------------------------- 28426 ; DAY 28427 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 28428 Model = NBGattling 28429 Animation = NBGattling_A2.NBGattling_A2 28430 AnimationMode = LOOP 28431 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28432 End 28433 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING 28434 Model = NBGattling_D 28435 Animation = NBGattling_A2.NBGattling_A2 28436 AnimationMode = LOOP 28437 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28438 End 28439 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 28440 Model = NBGattling_E 28441 Animation = NBGattling_A2.NBGattling_A2 28442 AnimationMode = LOOP 28443 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28444 End 28445 28446 28447 28448 ;NIGHT --------------------------------------------------------------- 28449 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING 28450 Model = NBGattling_N 28451 Animation = NBGattling_A2.NBGattling_A2 28452 AnimationMode = LOOP 28453 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28454 End 28455 28456 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING 28457 Model = NBGattling_DN 28458 Animation = NBGattling_A2.NBGattling_A2 28459 AnimationMode = LOOP 28460 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28461 End 28462 28463 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING 28464 Model = NBGattling_EN 28465 Animation = NBGattling_A2.NBGattling_A2 28466 AnimationMode = LOOP 28467 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28468 End 28469 28470 28471 28472 28473 ;SNOW --------------------------------------------------------------- 28474 ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING 28475 Model = NBGattling_S 28476 Animation = NBGattling_A2.NBGattling_A2 28477 AnimationMode = LOOP 28478 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28479 End 28480 28481 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING 28482 Model = NBGattling_DS 28483 Animation = NBGattling_A2.NBGattling_A2 28484 AnimationMode = LOOP 28485 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28486 End 28487 28488 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING 28489 Model = NBGattling_ES 28490 Animation = NBGattling_A2.NBGattling_A2 28491 AnimationMode = LOOP 28492 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28493 End 28494 28495 28496 28497 ;SNOW NIGHT --------------------------------------------------------------- 28498 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING 28499 Model = NBGattling_NS 28500 Animation = NBGattling_A2.NBGattling_A2 28501 AnimationMode = LOOP 28502 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28503 End 28504 28505 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING 28506 Model = NBGattling_DNS 28507 Animation = NBGattling_A2.NBGattling_A2 28508 AnimationMode = LOOP 28509 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28510 End 28511 28512 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING 28513 Model = NBGattling_ENS 28514 Animation = NBGattling_A2.NBGattling_A2 28515 AnimationMode = LOOP 28516 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 28517 End 28518 28519 28520 28521 28522 ;------------- CONTINUOUS_FIRE_MEAN ------------------------ 28523 ;----------------------------------------------------------- 28524 ;DAY 28525 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 28526 Model = NBGattling 28527 Animation = NBGattling_A2.NBGattling_A2 28528 AnimationMode = LOOP 28529 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28530 End 28531 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING 28532 Model = NBGattling_D 28533 Animation = NBGattling_A2.NBGattling_A2 28534 AnimationMode = LOOP 28535 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28536 End 28537 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 28538 Model = NBGattling_E 28539 Animation = NBGattling_A2.NBGattling_A2 28540 AnimationMode = LOOP 28541 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28542 End 28543 28544 28545 28546 ;NIGHT --------------------------------------------------------------- 28547 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING 28548 Model = NBGattling_N 28549 Animation = NBGattling_A2.NBGattling_A2 28550 AnimationMode = LOOP 28551 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28552 End 28553 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING 28554 Model = NBGattling_DN 28555 Animation = NBGattling_A2.NBGattling_A2 28556 AnimationMode = LOOP 28557 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28558 End 28559 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING 28560 Model = NBGattling_EN 28561 Animation = NBGattling_A2.NBGattling_A2 28562 AnimationMode = LOOP 28563 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 28564 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28565 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28566 End 28567 28568 28569 ;SNOW --------------------------------------------------------------- 28570 ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING 28571 Model = NBGattling_S 28572 Animation = NBGattling_A2.NBGattling_A2 28573 AnimationMode = LOOP 28574 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28575 End 28576 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING 28577 Model = NBGattling_DS 28578 Animation = NBGattling_A2.NBGattling_A2 28579 AnimationMode = LOOP 28580 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28581 End 28582 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING 28583 Model = NBGattling_ES 28584 Animation = NBGattling_A2.NBGattling_A2 28585 AnimationMode = LOOP 28586 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 28587 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28588 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28589 End 28590 28591 28592 ;NIGHT SNOW --------------------------------------------------------------- 28593 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING 28594 Model = NBGattling_NS 28595 Animation = NBGattling_A2.NBGattling_A2 28596 AnimationMode = LOOP 28597 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28598 End 28599 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING 28600 Model = NBGattling_DNS 28601 Animation = NBGattling_A2.NBGattling_A2 28602 AnimationMode = LOOP 28603 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28604 End 28605 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING 28606 Model = NBGattling_ENS 28607 Animation = NBGattling_A2.NBGattling_A2 28608 AnimationMode = LOOP 28609 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 28610 End 28611 28612 28613 28614 28615 28616 28617 ;------------- CONTINUOUS_FIRE_FAST ------------------------ 28618 ;DAY 28619 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 28620 Model = NBGattling 28621 Animation = NBGattling_A2.NBGattling_A2 28622 AnimationMode = LOOP 28623 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28624 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28625 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28626 End 28627 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING 28628 Model = NBGattling_D 28629 Animation = NBGattling_A2.NBGattling_A2 28630 AnimationMode = LOOP 28631 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28632 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28633 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28634 End 28635 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 28636 Model = NBGattling_E 28637 Animation = NBGattling_A2.NBGattling_A2 28638 AnimationMode = LOOP 28639 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28640 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28641 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28642 End 28643 28644 28645 28646 ;NIGHT --------------------------------------------------------------- 28647 ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING 28648 Model = NBGattling_N 28649 Animation = NBGattling_A2.NBGattling_A2 28650 AnimationMode = LOOP 28651 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28652 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28653 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28654 End 28655 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING 28656 Model = NBGattling_DN 28657 Animation = NBGattling_A2.NBGattling_A2 28658 AnimationMode = LOOP 28659 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28660 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28661 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28662 End 28663 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING 28664 Model = NBGattling_EN 28665 Animation = NBGattling_A2.NBGattling_A2 28666 AnimationMode = LOOP 28667 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28668 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28669 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28670 End 28671 28672 28673 ;SNOW --------------------------------------------------------------- 28674 ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING 28675 Model = NBGattling_S 28676 Animation = NBGattling_A2.NBGattling_A2 28677 AnimationMode = LOOP 28678 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28679 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28680 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28681 End 28682 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING 28683 Model = NBGattling_NS 28684 Animation = NBGattling_A2.NBGattling_A2 28685 AnimationMode = LOOP 28686 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28687 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28688 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28689 End 28690 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING 28691 Model = NBGattling_ES 28692 Animation = NBGattling_A2.NBGattling_A2 28693 AnimationMode = LOOP 28694 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28695 End 28696 28697 28698 ;NIGHT SNOW --------------------------------------------------------------- 28699 ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING 28700 Model = NBGattling_NS 28701 Animation = NBGattling_A2.NBGattling_A2 28702 28703 AnimationMode = LOOP 28704 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28705 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28706 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28707 End 28708 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING 28709 Model = NBGattling_DNS 28710 Animation = NBGattling_A2.NBGattling_A2 28711 AnimationMode = LOOP 28712 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28713 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28714 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28715 End 28716 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING 28717 Model = NBGattling_ENS 28718 Animation = NBGattling_A2.NBGattling_A2 28719 AnimationMode = LOOP 28720 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 28721 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 28722 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 28723 End 28724 28725 28726 28727 28728 ;************************************************************************************************************************** 28729 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 28730 ;for this draw module 28731 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28732 Model = NBGattling 28733 Animation = NBGattling_A2.NBGattling_A2 28734 AnimationMode = LOOP 28735 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28736 End 28737 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 28738 Model = NBGattling_D 28739 Animation = NBGattling_A2.NBGattling_A2 28740 AnimationMode = LOOP 28741 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28742 End 28743 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 28744 Model = NBGattling_E 28745 Animation = NBGattling_A2.NBGattling_A2 28746 AnimationMode = LOOP 28747 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28748 End 28749 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 28750 Model = NBGattling_N 28751 Animation = NBGattling_A2.NBGattling_A2 28752 AnimationMode = LOOP 28753 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28754 End 28755 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 28756 Model = NBGattling_DN 28757 Animation = NBGattling_A2.NBGattling_A2 28758 AnimationMode = LOOP 28759 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28760 End 28761 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 28762 Model = NBGattling_EN 28763 Animation = NBGattling_A2.NBGattling_A2 28764 AnimationMode = LOOP 28765 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28766 End 28767 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 28768 Model = NBGattling_S 28769 Animation = NBGattling_A2.NBGattling_A2 28770 AnimationMode = LOOP 28771 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28772 End 28773 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 28774 Model = NBGattling_DS 28775 Animation = NBGattling_A2.NBGattling_A2 28776 AnimationMode = LOOP 28777 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28778 End 28779 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 28780 Model = NBGattling_ES 28781 Animation = NBGattling_A2.NBGattling_A2 28782 AnimationMode = LOOP 28783 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28784 End 28785 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 28786 Model = NBGattling_NS 28787 Animation = NBGattling_A2.NBGattling_A2 28788 AnimationMode = LOOP 28789 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28790 End 28791 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 28792 Model = NBGattling_DNS 28793 Animation = NBGattling_A2.NBGattling_A2 28794 AnimationMode = LOOP 28795 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28796 End 28797 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 28798 Model = NBGattling_ENS 28799 Animation = NBGattling_A2.NBGattling_A2 28800 AnimationMode = LOOP 28801 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28802 End 28803 28804 ConditionState = AWAITING_CONSTRUCTION 28805 Model = NONE 28806 End 28807 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 28808 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 28809 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 28810 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 28811 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 28812 AliasConditionState = AWAITING_CONSTRUCTION SNOW 28813 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 28814 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 28815 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 28816 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 28817 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 28818 AliasConditionState = SOLD 28819 AliasConditionState = SOLD DAMAGED 28820 AliasConditionState = SOLD REALLYDAMAGED 28821 AliasConditionState = SOLD NIGHT 28822 AliasConditionState = SOLD NIGHT DAMAGED 28823 AliasConditionState = SOLD NIGHT REALLYDAMAGED 28824 AliasConditionState = SOLD SNOW 28825 AliasConditionState = SOLD SNOW DAMAGED 28826 AliasConditionState = SOLD SNOW REALLYDAMAGED 28827 AliasConditionState = SOLD NIGHT SNOW 28828 AliasConditionState = SOLD NIGHT SNOW DAMAGED 28829 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 28830 ;************************************************************************************************************************** 28831 28832 End 28833 28834 28835 28836 28837 ; ------------ construction-zone fence ----------------- 28838 Draw = W3DModelDraw ModuleTag_02 28839 AnimationsRequirePower = No 28840 28841 DefaultConditionState 28842 Model = None 28843 TransitionKey = DOWN_DEFAULT 28844 End 28845 ConditionState = NIGHT 28846 Model = None 28847 TransitionKey = DOWN_DEFAULT 28848 End 28849 ConditionState = SNOW 28850 Model = None 28851 TransitionKey = DOWN_DEFAULT 28852 End 28853 ConditionState = SNOW NIGHT 28854 Model = None 28855 TransitionKey = DOWN_DEFAULT 28856 End 28857 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28858 Model = NBGattling_A4 28859 Animation = NBGattling_A4.NBGattling_A4 28860 AnimationMode = MANUAL 28861 Flags = START_FRAME_LAST 28862 TransitionKey = UP_DAY 28863 End 28864 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28865 Model = NBGattling_A4N 28866 Animation = NBGattling_A4N.NBGattling_A4N 28867 AnimationMode = MANUAL 28868 Flags = START_FRAME_LAST 28869 TransitionKey = UP_NIGHT 28870 End 28871 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28872 Model = NBGattling_A4S 28873 Animation = NBGattling_A4S.NBGattling_A4S 28874 AnimationMode = MANUAL 28875 Flags = START_FRAME_LAST 28876 TransitionKey = UP_SNOW 28877 End 28878 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28879 Model = NBGattling_A4SN 28880 Animation = NBGattling_A4SN.NBGattling_A4SN 28881 AnimationMode = MANUAL 28882 Flags = START_FRAME_LAST 28883 TransitionKey = UP_SNOWNIGHT 28884 End 28885 TransitionState = DOWN_DEFAULT UP_DAY 28886 Model = NBGattling_A4 28887 Animation = NBGattling_A4.NBGattling_A4 28888 AnimationMode = ONCE 28889 AnimationSpeedFactorRange = 1.0 1.0 28890 Flags = START_FRAME_FIRST 28891 End 28892 TransitionState = DOWN_DEFAULT UP_NIGHT 28893 Model = NBGattling_A4N 28894 Animation = NBGattling_A4N.NBGattling_A4N 28895 AnimationMode = ONCE 28896 AnimationSpeedFactorRange = 1.0 1.0 28897 Flags = START_FRAME_FIRST 28898 End 28899 TransitionState = DOWN_DEFAULT UP_SNOW 28900 Model = NBGattling_A4S 28901 Animation = NBGattling_A4S.NBGattling_A4S 28902 AnimationMode = ONCE 28903 AnimationSpeedFactorRange = 1.0 1.0 28904 Flags = START_FRAME_FIRST 28905 End 28906 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 28907 Model = NBGattling_A4SN 28908 Animation = NBGattling_A4SN.NBGattling_A4SN 28909 AnimationMode = ONCE 28910 AnimationSpeedFactorRange = 1.0 1.0 28911 Flags = START_FRAME_FIRST 28912 End 28913 TransitionState = UP_DAY DOWN_DEFAULT 28914 Model = NBGattling_A4 28915 Animation = NBGattling_A4.NBGattling_A4 28916 AnimationMode = ONCE_BACKWARDS 28917 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28918 Flags = START_FRAME_LAST 28919 End 28920 TransitionState = UP_NIGHT DOWN_DEFAULT 28921 Model = NBGattling_A4N 28922 Animation = NBGattling_A4N.NBGattling_A4N 28923 AnimationMode = ONCE_BACKWARDS 28924 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28925 Flags = START_FRAME_LAST 28926 End 28927 TransitionState = UP_SNOW DOWN_DEFAULT 28928 Model = NBGattling_A4S 28929 Animation = NBGattling_A4S.NBGattling_A4S 28930 AnimationMode = ONCE_BACKWARDS 28931 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28932 Flags = START_FRAME_LAST 28933 End 28934 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 28935 Model = NBGattling_A4SN 28936 Animation = NBGattling_A4SN.NBGattling_A4SN 28937 AnimationMode = ONCE_BACKWARDS 28938 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28939 Flags = START_FRAME_LAST 28940 End 28941 End 28942 28943 ; ------------ under-construction scaffolding ----------------- 28944 Draw = W3DModelDraw ModuleTag_03 28945 AnimationsRequirePower = No 28946 MinLODRequired = MEDIUM 28947 DefaultConditionState 28948 Model = None 28949 TransitionKey = DOWN_DEFAULT 28950 End 28951 ConditionState = NIGHT 28952 Model = None 28953 TransitionKey = DOWN_DEFAULT 28954 End 28955 ConditionState = SNOW 28956 Model = None 28957 TransitionKey = DOWN_DEFAULT 28958 End 28959 ConditionState = SNOW NIGHT 28960 Model = None 28961 TransitionKey = DOWN_DEFAULT 28962 End 28963 ConditionState = PARTIALLY_CONSTRUCTED 28964 Model = NBGattling_A6 28965 Animation = NBGattling_A6.NBGattling_A6 28966 AnimationMode = MANUAL 28967 Flags = START_FRAME_LAST 28968 TransitionKey = UP_DAY 28969 ParticleSysBone = Smoke01 BuildUpSmokeChina 28970 ParticleSysBone = Smoke02 BuildUpSmokeChina 28971 ParticleSysBone = Smoke03 BuildUpSmokeChina 28972 End 28973 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 28974 Model = NBGattling_A6N 28975 Animation = NBGattling_A6N.NBGattling_A6N 28976 AnimationMode = MANUAL 28977 Flags = START_FRAME_LAST 28978 TransitionKey = UP_NIGHT 28979 ParticleSysBone = Smoke01 BuildUpSmokeChina 28980 ParticleSysBone = Smoke02 BuildUpSmokeChina 28981 ParticleSysBone = Smoke03 BuildUpSmokeChina 28982 End 28983 ConditionState = SNOW PARTIALLY_CONSTRUCTED 28984 Model = NBGattling_A6S 28985 Animation = NBGattling_A6S.NBGattling_A6S 28986 AnimationMode = MANUAL 28987 Flags = START_FRAME_LAST 28988 TransitionKey = UP_SNOW 28989 ParticleSysBone = Smoke01 BuildUpSnowSmoke 28990 ParticleSysBone = Smoke02 BuildUpSnowSmoke 28991 ParticleSysBone = Smoke03 BuildUpSnowSmoke 28992 End 28993 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 28994 Model = NBGattling_A6SN 28995 Animation = NBGattling_A6SN.NBGattling_A6SN 28996 AnimationMode = MANUAL 28997 Flags = START_FRAME_LAST 28998 TransitionKey = UP_SNOWNIGHT 28999 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 29000 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 29001 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 29002 End 29003 TransitionState = DOWN_DEFAULT UP_DAY 29004 Model = NBGattling_A6 29005 Animation = NBGattling_A6.NBGattling_A6 29006 AnimationMode = ONCE 29007 AnimationSpeedFactorRange = 1.0 1.0 29008 Flags = START_FRAME_FIRST 29009 End 29010 TransitionState = DOWN_DEFAULT UP_NIGHT 29011 Model = NBGattling_A6N 29012 Animation = NBGattling_A6N.NBGattling_A6N 29013 AnimationMode = ONCE 29014 AnimationSpeedFactorRange = 1.0 1.0 29015 Flags = START_FRAME_FIRST 29016 End 29017 TransitionState = DOWN_DEFAULT UP_SNOW 29018 Model = NBGattling_A6S 29019 Animation = NBGattling_A6S.NBGattling_A6S 29020 AnimationMode = ONCE 29021 AnimationSpeedFactorRange = 1.0 1.0 29022 Flags = START_FRAME_FIRST 29023 End 29024 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 29025 Model = NBGattling_A6SN 29026 Animation = NBGattling_A6SN.NBGattling_A6SN 29027 AnimationMode = ONCE 29028 AnimationSpeedFactorRange = 1.0 1.0 29029 Flags = START_FRAME_FIRST 29030 End 29031 TransitionState = UP_DAY DOWN_DEFAULT 29032 Model = NBGattling_A6 29033 Animation = NBGattling_A6.NBGattling_A6 29034 AnimationMode = ONCE_BACKWARDS 29035 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29036 Flags = START_FRAME_LAST 29037 End 29038 TransitionState = UP_NIGHT DOWN_DEFAULT 29039 Model = NBGattling_A6N 29040 Animation = NBGattling_A6N.NBGattling_A6N 29041 AnimationMode = ONCE_BACKWARDS 29042 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29043 Flags = START_FRAME_LAST 29044 End 29045 TransitionState = UP_SNOW DOWN_DEFAULT 29046 Model = NBGattling_A6S 29047 Animation = NBGattling_A6S.NBGattling_A6S 29048 AnimationMode = ONCE_BACKWARDS 29049 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29050 Flags = START_FRAME_LAST 29051 End 29052 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 29053 Model = NBGattling_A6SN 29054 Animation = NBGattling_A6SN.NBGattling_A6SN 29055 AnimationMode = ONCE_BACKWARDS 29056 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29057 Flags = START_FRAME_LAST 29058 End 29059 End 29060 29061 PlacementViewAngle = -45 29062 29063 ; ***DESIGN parameters *** 29064 DisplayName = OBJECT:GattlingCannon 29065 Side = China 29066 EditorSorting = STRUCTURE 29067 Prerequisites 29068 Object = ChinaPowerPlant 29069 End 29070 BuildCost = 1200 29071 BuildTime = 25.0 ; in seconds 29072 EnergyProduction = -3 29073 29074 ExperienceValue = 200 200 200 200 ; Experience point value at each level 29075 29076 WeaponSet 29077 Conditions = None 29078 Weapon = PRIMARY GattlingBuildingGun 29079 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 29080 Weapon = SECONDARY GattlingBuildingGunAir 29081 AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT 29082 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 29083 End 29084 29085 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 29086 ShroudClearingRange = 360 29087 29088 ArmorSet 29089 Conditions = None 29090 Armor = BaseDefenseArmor 29091 DamageFX = StructureDamageFXNoShake 29092 End 29093 CommandSet = ChinaGattlingCannonCommandSet 29094 29095 ;Behavior = AIUpdateInterface ModuleTag_20 29096 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 29097 ; MoodAttackCheckRate = 250 29098 ;End 29099 29100 ; *** AUDIO Parameters *** 29101 VoiceSelect = GattlingCannonSelect 29102 SoundDie = BuildingDie 29103 SoundOnDamaged = BuildingDamagedStateLight 29104 SoundOnReallyDamaged = BuildingDestroy 29105 29106 UnitSpecificSounds 29107 UnderConstruction = UnderConstructionLoop 29108 VoiceRapidFire = NoSound 29109 End 29110 29111 UnitSpecificSounds 29112 TurretMoveStart = NoSound 29113 TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud 29114 End 29115 29116 ; *** ENGINEERING Parameters *** 29117 RadarPriority = STRUCTURE 29118 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 29119 Body = StructureBody ModuleTag_05 29120 MaxHealth = 1000.0 29121 InitialHealth = 1000.0 29122 End 29123 29124 Behavior = StealthDetectorUpdate ModuleTag_13 29125 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 29126 DetectionRange = 200 ;Dustin, enable this for independant balancing! 29127 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 29128 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 29129 End 29130 29131 Behavior = GenerateMinefieldBehavior ModuleTag_04 29132 TriggeredBy = Upgrade_ChinaMines 29133 MineName = ChinaStandardMine 29134 SmartBorder = Yes 29135 AlwaysCircular = Yes 29136 End 29137 29138 Behavior = AIUpdateInterface ModuleTag_06 29139 Turret 29140 ControlledWeaponSlots = PRIMARY SECONDARY 29141 TurretTurnRate = 180 // turn rate, in degrees per sec 29142 TurretPitchRate = 180 29143 AllowsPitch = Yes 29144 FiresWhileTurning = Yes 29145 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 29146 MinIdleScanInterval = 250 ; in milliseconds 29147 MaxIdleScanInterval = 250 ; in milliseconds 29148 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 29149 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 29150 End 29151 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 29152 MoodAttackCheckRate = 250 29153 End 29154 29155 Behavior = ProductionUpdate ModuleTag_07 29156 ; nothing, but is required if we have any Object-level Upgrades! 29157 End 29158 29159 Behavior = DestroyDie ModuleTag_08 29160 ;nothing 29161 End 29162 Behavior = FXListDie ModuleTag_09 29163 DeathFX = FX_StructureTinyDeath 29164 End 29165 29166 Behavior = ProductionUpdate ModuleTag_10 29167 ; nothing 29168 End 29169 29170 Behavior = CreateObjectDie ModuleTag_11 29171 CreationList = OCL_LargeStructureDebris 29172 End 29173 29174 Behavior = FlammableUpdate ModuleTag_12 29175 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 29176 AflameDamageAmount = 5 ; taking this much damage... 29177 AflameDamageDelay = 500 ; this often. 29178 End 29179 29180 Behavior = TransitionDamageFX ModuleTag_14 29181 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 29182 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 29183 ;--------------------------------------------------------------------------------------- 29184 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 29185 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 29186 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 29187 End 29188 29189 Behavior = WeaponBonusUpgrade ModuleTag_15 29190 TriggeredBy = Upgrade_ChinaChainGuns 29191 End 29192 29193 Geometry = BOX 29194 GeometryMajorRadius = 8.0 29195 GeometryMinorRadius = 8.0 29196 GeometryHeight = 20.0 29197 GeometryIsSmall = No 29198 Shadow = SHADOW_VOLUME 29199 BuildCompletion = PLACED_BY_PLAYER 29200 29201 End 29202 29203 ;------------------------------------------------------------------------------ 29204 Object GLABurningBarrier 29205 29206 ; *** ART Parameters *** 29207 SelectPortrait = SUBarricade_L 29208 ButtonImage = SUBarricade 29209 Draw = W3DModelDraw ModuleTag_01 29210 OkToChangeModelColor = Yes 29211 29212 ; day 29213 ConditionState = NONE 29214 Model = UBBurnBarr 29215 End 29216 ConditionState = ENEMYNEAR 29217 Model = UBBurnBarr 29218 ParticleSysBone = Fire01 FireBurningBarricade01 29219 ParticleSysBone = Fire02 FireBurningBarricade01 29220 ParticleSysBone = Fire03 FireBurningBarricade01 29221 ParticleSysBone = Fire04 FireBurningBarricade01 29222 ParticleSysBone = Smoke01 SmokeBurningBarricade01 29223 ParticleSysBone = Smoke02 SmokeBurningBarricade01 29224 ParticleSysBone = Smoke03 SmokeBurningBarricade01 29225 ParticleSysBone = Smoke04 SmokeBurningBarricade01 29226 End 29227 29228 ConditionState = DAMAGED 29229 Model = UBBurnBarr_D 29230 End 29231 ConditionState = DAMAGED ENEMYNEAR 29232 Model = UBBurnBarr_D 29233 ParticleSysBone = Fire01 FireBurningBarricade01 29234 ParticleSysBone = Fire02 FireBurningBarricade01 29235 ParticleSysBone = Fire03 FireBurningBarricade01 29236 ParticleSysBone = Fire04 FireBurningBarricade01 29237 ParticleSysBone = Fire05 FireBurningBarricade01 29238 ParticleSysBone = Fire06 FireBurningBarricade01 29239 ParticleSysBone = Fire07 FireBurningBarricade01 29240 ParticleSysBone = Smoke01 SmokeBurningBarricade01 29241 ParticleSysBone = Smoke02 SmokeBurningBarricade01 29242 ParticleSysBone = Smoke03 SmokeBurningBarricade01 29243 ParticleSysBone = Smoke04 SmokeBurningBarricade01 29244 ParticleSysBone = Smoke05 SmokeBurningBarricade01 29245 ParticleSysBone = Smoke06 SmokeBurningBarricade01 29246 ParticleSysBone = Smoke07 SmokeBurningBarricade01 29247 End 29248 29249 ConditionState = REALLYDAMAGED RUBBLE 29250 Model = UBBurnBarr_E 29251 End 29252 ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR 29253 Model = UBBurnBarr_E 29254 ParticleSysBone = Fire01 FireBurningBarricade01 29255 ParticleSysBone = Fire02 FireBurningBarricade01 29256 ParticleSysBone = Fire03 FireBurningBarricade01 29257 ParticleSysBone = Fire04 FireBurningBarricade01 29258 ParticleSysBone = Fire05 FireBurningBarricade01 29259 ParticleSysBone = Fire06 FireBurningBarricade01 29260 ParticleSysBone = Fire07 FireBurningBarricade01 29261 ParticleSysBone = Smoke01 SmokeBurningBarricade01 29262 ParticleSysBone = Smoke02 SmokeBurningBarricade01 29263 ParticleSysBone = Smoke03 SmokeBurningBarricade01 29264 ParticleSysBone = Smoke04 SmokeBurningBarricade01 29265 ParticleSysBone = Smoke05 SmokeBurningBarricade01 29266 ParticleSysBone = Smoke06 SmokeBurningBarricade01 29267 ParticleSysBone = Smoke07 SmokeBurningBarricade01 29268 End 29269 End 29270 29271 ; ***DESIGN parameters *** 29272 DisplayName = OBJECT:BurningBarricade 29273 Side = GLA 29274 EditorSorting = STRUCTURE 29275 Prerequisites 29276 Object = GLABarracks 29277 End 29278 BuildCost = 50 29279 BuildTime = 2.0 ; in seconds 29280 VisionRange = 50.0 ; Shroud clearing distance 29281 ShroudClearingRange = 50 29282 ArmorSet 29283 Conditions = None 29284 Armor = WallArmor 29285 DamageFX = StructureDamageFXNoShake 29286 End 29287 29288 FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder. 29289 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 29290 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 29291 29292 ; *** AUDIO Parameters *** 29293 VoiceSelect = NoSound 29294 29295 ; *** ENGINEERING Parameters *** 29296 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 29297 Body = StructureBody ModuleTag_02 29298 MaxHealth = 1000.0 29299 InitialHealth = 1000.0 29300 End 29301 29302 Behavior = EnemyNearUpdate ModuleTag_03 29303 ;nothing 29304 End 29305 29306 Behavior = DestroyDie ModuleTag_04 29307 ;nothing 29308 End 29309 Behavior = CreateObjectDie ModuleTag_05 29310 CreationList = OCL_SmallStructureDebris 29311 End 29312 Behavior = FXListDie ModuleTag_06 29313 DeathFX = FX_SmallStructureDeath 29314 End 29315 Geometry = BOX 29316 GeometryMajorRadius = 21.0 29317 GeometryMinorRadius = 7.0 29318 GeometryHeight = 4.0 29319 GeometryIsSmall = No 29320 Shadow = SHADOW_VOLUME 29321 BuildCompletion = PLACED_BY_PLAYER 29322 29323 End 29324 29325 ;------------------------------------------------------------------------------ 29326 Object AmericaCheckpoint 29327 29328 ; *** ART Parameters *** 29329 Draw = W3DModelDraw ModuleTag_01 29330 OkToChangeModelColor = Yes 29331 29332 ConditionState = NONE 29333 Model = PMChkPnt02 29334 End 29335 29336 29337 ConditionState = DOOR_1_OPENING 29338 29339 ; Model = NBPTower_E ;PLACE HOLDER 29340 ; Animation = NBPTower_E.NBPTower_E ;PLACE HOLDER 29341 29342 Model = PMChkPnt02 ;REAL THING 29343 Animation = PMChkPnt02.PMChkPnt02 ;REAL THING 29344 AnimationMode = ONCE 29345 Flags = START_FRAME_FIRST 29346 End 29347 29348 ConditionState = DOOR_1_CLOSING 29349 Model = PMChkPnt02 29350 Animation = PMChkPnt02.PMChkPnt02 29351 AnimationMode = ONCE_BACKWARDS 29352 Flags = START_FRAME_LAST 29353 End 29354 29355 29356 End 29357 29358 ; ***DESIGN parameters *** 29359 DisplayName = OBJECT:Checkpoint 29360 Side = America 29361 EditorSorting = STRUCTURE 29362 29363 Prerequisites 29364 Object = AmericaCommandCenter 29365 Object = AmericaBarracks 29366 Object = AmericaPowerPlant 29367 End 29368 29369 BuildCost = 100 29370 BuildTime = 5.0 ; in seconds 29371 VisionRange = 100.0 ; Shroud clearing distance 29372 ShroudClearingRange = 100 29373 29374 ArmorSet 29375 Conditions = None 29376 Armor = WallArmor 29377 DamageFX = StructureDamageFXNoShake 29378 End 29379 29380 ; *** AUDIO Parameters *** 29381 VoiceSelect = NoSound 29382 29383 ; *** ENGINEERING Parameters *** 29384 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE 29385 Body = StructureBody ModuleTag_02 29386 MaxHealth = 1000.0 29387 InitialHealth = 1000.0 29388 End 29389 29390 Behavior = CheckpointUpdate ModuleTag_03 29391 ;nothing 29392 End 29393 29394 Behavior = DestroyDie ModuleTag_04 29395 ;nothing 29396 End 29397 29398 Behavior = CreateObjectDie ModuleTag_05 29399 CreationList = OCL_SmallStructureDebris 29400 End 29401 29402 Behavior = FXListDie ModuleTag_06 29403 DeathFX = FX_SmallStructureDeath 29404 End 29405 29406 Behavior = FlammableUpdate ModuleTag_08 29407 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 29408 AflameDamageAmount = 5 ; taking this much damage... 29409 AflameDamageDelay = 500 ; this often. 29410 End 29411 29412 Geometry = BOX 29413 GeometryMajorRadius = 3.0 29414 GeometryMinorRadius = 26.0 29415 GeometryHeight = 20.0 29416 GeometryIsSmall = No 29417 Shadow = SHADOW_VOLUME 29418 BuildCompletion = PLACED_BY_PLAYER 29419 29420 End 29421 29422 ;--------------------------------------------------------------------- 29423 Object GLAStingerSiteNoHole 29424 29425 ; *** ART Parameters *** 29426 SelectPortrait = SUStinger_L 29427 ButtonImage = SUStinger 29428 Draw = W3DModelDraw ModuleTag_01 29429 OkToChangeModelColor = Yes 29430 29431 ; day ************************************ 29432 ConditionState = NONE 29433 Model = UBStingerS 29434 End 29435 29436 ConditionState = DAMAGED 29437 Model = UBStingerS_D 29438 End 29439 29440 ConditionState = REALLYDAMAGED RUBBLE 29441 Model = UBStingerS_E 29442 End 29443 29444 ConditionState = AWAITING_CONSTRUCTION 29445 Model = None 29446 End 29447 29448 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29449 Model = UBStingerS 29450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29451 End 29452 29453 29454 ; day snow ************************************ 29455 ConditionState = SNOW 29456 Model = UBStingerS_S 29457 End 29458 29459 ConditionState = DAMAGED SNOW 29460 Model = UBStingerS_DS 29461 End 29462 29463 ConditionState = REALLYDAMAGED RUBBLE SNOW 29464 Model = UBStingerS_ES 29465 End 29466 29467 ConditionState = AWAITING_CONSTRUCTION SNOW 29468 Model = None 29469 End 29470 29471 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 29472 Model = UBStingerS_S 29473 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29474 End 29475 29476 ; night ********************************** 29477 ConditionState = NIGHT 29478 Model = UBStingerS_N 29479 End 29480 29481 ConditionState = DAMAGED NIGHT 29482 Model = UBStingerS_DN 29483 End 29484 29485 ConditionState = REALLYDAMAGED RUBBLE NIGHT 29486 Model = UBStingerS_EN 29487 End 29488 29489 ConditionState = AWAITING_CONSTRUCTION NIGHT 29490 Model = None 29491 End 29492 29493 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 29494 Model = UBStingerS_N 29495 Animation = None 29496 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29497 End 29498 29499 29500 ; night snow ********************************** 29501 ConditionState = NIGHT SNOW 29502 Model = UBStingerS_NS 29503 End 29504 29505 ConditionState = DAMAGED NIGHT SNOW 29506 Model = UBStingerS_DNS 29507 End 29508 29509 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 29510 Model = UBStingerS_ENS 29511 End 29512 29513 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 29514 Model = None 29515 End 29516 29517 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 29518 Model = UBStingerS_NS 29519 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29520 End 29521 29522 29523 29524 29525 ConditionState = SOLD 29526 Model = None 29527 End 29528 29529 ConditionState = SOLD SNOW 29530 Model = NONE 29531 End 29532 29533 ConditionState = SOLD NIGHT 29534 Model = NONE 29535 End 29536 29537 ConditionState = SOLD NIGHT SNOW 29538 Model = NONE 29539 End 29540 29541 End 29542 ; ------------ construction-zone fence ----------------- 29543 Draw = W3DModelDraw ModuleTag_02 29544 AnimationsRequirePower = No 29545 DefaultConditionState 29546 Model = None 29547 TransitionKey = DOWN_DEFAULT 29548 End 29549 ConditionState = NIGHT 29550 Model = None 29551 TransitionKey = DOWN_DEFAULT 29552 End 29553 ConditionState = SNOW 29554 Model = None 29555 TransitionKey = DOWN_DEFAULT 29556 End 29557 ConditionState = SNOW NIGHT 29558 Model = None 29559 TransitionKey = DOWN_DEFAULT 29560 End 29561 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29562 Model = UBStingerS_A4 29563 Animation = UBStingerS_A4.UBStingerS_A4 29564 AnimationMode = MANUAL 29565 Flags = START_FRAME_LAST 29566 TransitionKey = UP_DAY 29567 End 29568 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29569 Model = UBStingerS_A4N 29570 Animation = UBStingerS_A4N.UBStingerS_A4N 29571 AnimationMode = MANUAL 29572 Flags = START_FRAME_LAST 29573 TransitionKey = UP_NIGHT 29574 End 29575 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29576 Model = UBStingerS_A4S 29577 Animation = UBStingerS_A4S.UBStingerS_A4S 29578 AnimationMode = MANUAL 29579 Flags = START_FRAME_LAST 29580 TransitionKey = UP_SNOW 29581 End 29582 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29583 Model = UBStingerS_A4SN 29584 Animation = UBStingerS_A4SN.UBStingerS_A4SN 29585 AnimationMode = MANUAL 29586 Flags = START_FRAME_LAST 29587 TransitionKey = UP_SNOWNIGHT 29588 End 29589 TransitionState = DOWN_DEFAULT UP_DAY 29590 Model = UBStingerS_A4 29591 Animation = UBStingerS_A4.UBStingerS_A4 29592 AnimationMode = ONCE 29593 AnimationSpeedFactorRange = 1.0 1.0 29594 Flags = START_FRAME_FIRST 29595 End 29596 TransitionState = DOWN_DEFAULT UP_NIGHT 29597 Model = UBStingerS_A4N 29598 Animation = UBStingerS_A4N.UBStingerS_A4N 29599 AnimationMode = ONCE 29600 AnimationSpeedFactorRange = 1.0 1.0 29601 Flags = START_FRAME_FIRST 29602 End 29603 TransitionState = DOWN_DEFAULT UP_SNOW 29604 Model = UBStingerS_A4S 29605 Animation = UBStingerS_A4S.UBStingerS_A4S 29606 AnimationMode = ONCE 29607 AnimationSpeedFactorRange = 1.0 1.0 29608 Flags = START_FRAME_FIRST 29609 End 29610 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 29611 Model = UBStingerS_A4SN 29612 Animation = UBStingerS_A4SN.UBStingerS_A4SN 29613 AnimationMode = ONCE 29614 AnimationSpeedFactorRange = 1.0 1.0 29615 Flags = START_FRAME_FIRST 29616 End 29617 TransitionState = UP_DAY DOWN_DEFAULT 29618 Model = UBStingerS_A4 29619 Animation = UBStingerS_A4.UBStingerS_A4 29620 AnimationMode = ONCE_BACKWARDS 29621 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29622 Flags = START_FRAME_LAST 29623 End 29624 TransitionState = UP_NIGHT DOWN_DEFAULT 29625 Model = UBStingerS_A4N 29626 Animation = UBStingerS_A4N.UBStingerS_A4N 29627 AnimationMode = ONCE_BACKWARDS 29628 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29629 Flags = START_FRAME_LAST 29630 End 29631 TransitionState = UP_SNOW DOWN_DEFAULT 29632 Model = UBStingerS_A4S 29633 Animation = UBStingerS_A4S.UBStingerS_A4S 29634 AnimationMode = ONCE_BACKWARDS 29635 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29636 Flags = START_FRAME_LAST 29637 End 29638 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 29639 Model = UBStingerS_A4SN 29640 Animation = UBStingerS_A4SN.UBStingerS_A4SN 29641 AnimationMode = ONCE_BACKWARDS 29642 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29643 Flags = START_FRAME_LAST 29644 End 29645 End 29646 29647 ; ------------ under-construction scaffolding ----------------- 29648 Draw = W3DModelDraw ModuleTag_03 29649 AnimationsRequirePower = No 29650 MinLODRequired = MEDIUM 29651 DefaultConditionState 29652 Model = None 29653 TransitionKey = DOWN_DEFAULT 29654 End 29655 ConditionState = NIGHT 29656 Model = None 29657 TransitionKey = DOWN_DEFAULT 29658 End 29659 ConditionState = SNOW 29660 Model = None 29661 TransitionKey = DOWN_DEFAULT 29662 End 29663 ConditionState = SNOW NIGHT 29664 Model = None 29665 TransitionKey = DOWN_DEFAULT 29666 End 29667 ConditionState = PARTIALLY_CONSTRUCTED 29668 Model = UBStingerS_A6 29669 Animation = UBStingerS_A6.UBStingerS_A6 29670 AnimationMode = MANUAL 29671 Flags = START_FRAME_LAST 29672 TransitionKey = UP_DAY 29673 ParticleSysBone = Smoke01 BuildUpSmoke 29674 ParticleSysBone = Smoke02 BuildUpSmoke 29675 ParticleSysBone = Smoke03 BuildUpSmoke 29676 End 29677 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 29678 Model = UBStingerS_A6N 29679 Animation = UBStingerS_A6N.UBStingerS_A6N 29680 AnimationMode = MANUAL 29681 Flags = START_FRAME_LAST 29682 TransitionKey = UP_NIGHT 29683 ParticleSysBone = Smoke01 BuildUpSmoke 29684 ParticleSysBone = Smoke02 BuildUpSmoke 29685 ParticleSysBone = Smoke03 BuildUpSmoke 29686 End 29687 ConditionState = SNOW PARTIALLY_CONSTRUCTED 29688 Model = UBStingerS_A6S 29689 Animation = UBStingerS_A6S.UBStingerS_A6S 29690 AnimationMode = MANUAL 29691 Flags = START_FRAME_LAST 29692 TransitionKey = UP_SNOW 29693 ParticleSysBone = Smoke01 BuildUpSnowSmoke 29694 ParticleSysBone = Smoke02 BuildUpSnowSmoke 29695 ParticleSysBone = Smoke03 BuildUpSnowSmoke 29696 End 29697 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 29698 Model = UBStingerS_A6SN 29699 Animation = UBStingerS_A6SN.UBStingerS_A6SN 29700 AnimationMode = MANUAL 29701 Flags = START_FRAME_LAST 29702 TransitionKey = UP_SNOWNIGHT 29703 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 29704 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 29705 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 29706 End 29707 TransitionState = DOWN_DEFAULT UP_DAY 29708 Model = UBStingerS_A6 29709 Animation = UBStingerS_A6.UBStingerS_A6 29710 AnimationMode = ONCE 29711 AnimationSpeedFactorRange = 1.0 1.0 29712 Flags = START_FRAME_FIRST 29713 End 29714 TransitionState = DOWN_DEFAULT UP_NIGHT 29715 Model = UBStingerS_A6N 29716 Animation = UBStingerS_A6N.UBStingerS_A6N 29717 AnimationMode = ONCE 29718 AnimationSpeedFactorRange = 1.0 1.0 29719 Flags = START_FRAME_FIRST 29720 End 29721 TransitionState = DOWN_DEFAULT UP_SNOW 29722 Model = UBStingerS_A6S 29723 Animation = UBStingerS_A6S.UBStingerS_A6S 29724 AnimationMode = ONCE 29725 AnimationSpeedFactorRange = 1.0 1.0 29726 Flags = START_FRAME_FIRST 29727 End 29728 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 29729 Model = UBStingerS_A6SN 29730 Animation = UBStingerS_A6SN.UBStingerS_A6SN 29731 AnimationMode = ONCE 29732 AnimationSpeedFactorRange = 1.0 1.0 29733 Flags = START_FRAME_FIRST 29734 End 29735 TransitionState = UP_DAY DOWN_DEFAULT 29736 Model = UBStingerS_A6 29737 Animation = UBStingerS_A6.UBStingerS_A6 29738 AnimationMode = ONCE_BACKWARDS 29739 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29740 Flags = START_FRAME_LAST 29741 End 29742 TransitionState = UP_NIGHT DOWN_DEFAULT 29743 Model = UBStingerS_A6N 29744 Animation = UBStingerS_A6N.UBStingerS_A6N 29745 AnimationMode = ONCE_BACKWARDS 29746 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29747 Flags = START_FRAME_LAST 29748 End 29749 TransitionState = UP_SNOW DOWN_DEFAULT 29750 Model = UBStingerS_A6S 29751 Animation = UBStingerS_A6S.UBStingerS_A6S 29752 AnimationMode = ONCE_BACKWARDS 29753 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29754 Flags = START_FRAME_LAST 29755 End 29756 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 29757 Model = UBStingerS_A6SN 29758 Animation = UBStingerS_A6SN.UBStingerS_A6SN 29759 AnimationMode = ONCE_BACKWARDS 29760 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29761 Flags = START_FRAME_LAST 29762 End 29763 End 29764 29765 PlacementViewAngle = -45 29766 29767 ; ***DESIGN parameters *** 29768 DisplayName = OBJECT:StingerSite 29769 Side = GLA 29770 EditorSorting = STRUCTURE 29771 Prerequisites 29772 Object = GLABarracks 29773 End 29774 BuildCost = 900 29775 BuildTime = 25.0 ; in seconds 29776 EnergyProduction = 0 29777 VisionRange = 600.0 ; Shroud clearing distance 29778 ShroudClearingRange = 400 29779 ArmorSet 29780 Conditions = None 29781 Armor = StingerSiteArmor 29782 DamageFX = StructureDamageFXNoShake 29783 End 29784 CommandSet = GLAStingerSiteCommandSet 29785 ExperienceValue = 200 200 200 200 ; Experience point value at each level 29786 29787 ; *** AUDIO Parameters *** 29788 VoiceSelect = StingerSiteSelect 29789 SoundDie = BuildingDie 29790 SoundOnDamaged = BuildingDamagedStateLight 29791 SoundOnReallyDamaged = BuildingDestroy 29792 29793 UnitSpecificSounds 29794 UnderConstruction = UnderConstructionLoop 29795 End 29796 29797 ; *** ENGINEERING Parameters *** 29798 RadarPriority = STRUCTURE 29799 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE 29800 29801 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 29802 MaxHealth = 1000.0 29803 InitialHealth = 1000.0 29804 ;**Careful with these damage types -- because area damage types will already 29805 ;**damage slaves. 29806 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION 29807 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to 29808 End 29809 29810 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 29811 SpawnPointBoneName = SpawnPoint 29812 End 29813 29814 Behavior = SpawnBehavior ModuleTag_06 29815 SpawnNumber = 3 29816 SpawnReplaceDelay = 30000 ;msec 29817 SpawnTemplateName = GLAInfantryStingerSoldier 29818 CanReclaimOrphans = No 29819 SpawnedRequireSpawner = Yes 29820 End 29821 29822 Behavior = DestroyDie ModuleTag_09 29823 ;<NO DATA> 29824 End 29825 Behavior = CreateObjectDie ModuleTag_10 29826 CreationList = OCL_ABStingerSiteDebris 29827 End 29828 Behavior = FXListDie ModuleTag_11 29829 DeathFX = FX_StructureSmallDeath 29830 End 29831 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 29832 DeathWeapon = StingerSiteDeathConcussion 29833 StartsActive = Yes 29834 End 29835 29836 Behavior = FlammableUpdate ModuleTag_15 29837 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 29838 AflameDamageAmount = 5 ; taking this much damage... 29839 AflameDamageDelay = 500 ; this often. 29840 End 29841 29842 Behavior = TransitionDamageFX ModuleTag_16 29843 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 29844 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 29845 ;--------------------------------------------------------------------------------------- 29846 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 29847 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 29848 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 29849 End 29850 29851 Geometry = CYLINDER 29852 GeometryMajorRadius = 36.0 29853 GeometryHeight = 9.0 29854 GeometryIsSmall = No 29855 Shadow = SHADOW_VOLUME 29856 BuildCompletion = PLACED_BY_PLAYER 29857 29858 End 29859 29860 29861 ;------------------------------------------------------------------------------ 29862 ;---------------------Eddited by [wog]colonel(01/01/05)----------------------- 29863 ;------------------------------------------------------------------------------ 29864 29865 ;------------------------------------------------------------------------------ 29866 Object CommandandControl 29867 29868 ; *** ART Parameters *** 29869 SelectPortrait = T5 29870 ButtonImage = T5 29871 Draw = W3DModelDraw ModuleTag_01 29872 OkToChangeModelColor = Yes 29873 29874 ; day 29875 ConditionState = NONE 29876 Model = CBNSpypost 29877 End 29878 ; damaged 29879 ConditionState = DAMAGED 29880 Model = CBNSpypost_D 29881 End 29882 ; reallydamaged 29883 ConditionState = REALLYDAMAGED 29884 Model = CBNSpypost_E 29885 End 29886 ; rubble 29887 ConditionState = RUBBLE 29888 Model = CBNSpypost_R 29889 End 29890 29891 ; day garrisoned 29892 ConditionState = GARRISONED 29893 Model = CBNSpypost 29894 End 29895 ; damaged 29896 ConditionState = DAMAGED GARRISONED 29897 Model = CBNSpypost_D 29898 End 29899 29900 ; night 29901 ConditionState = NIGHT 29902 Model = CBNSpypost 29903 End 29904 ; damaged 29905 ConditionState = DAMAGED NIGHT 29906 Model = CBNSpypost_D 29907 End 29908 ; reallydamaged 29909 ConditionState = REALLYDAMAGED NIGHT 29910 Model = CBNSpypost_E 29911 End 29912 ; rubble 29913 ConditionState = RUBBLE NIGHT 29914 Model = CBNSpypost_R 29915 End 29916 29917 ; night garrisoned 29918 ConditionState = NIGHT GARRISONED 29919 Model = CBNSpypost 29920 End 29921 ; damaged 29922 ConditionState = DAMAGED NIGHT GARRISONED 29923 Model = CBNSpypost_D 29924 End 29925 29926 29927 ; snow 29928 ConditionState = SNOW 29929 Model = CBNSpypost 29930 End 29931 ; damaged 29932 ConditionState = DAMAGED SNOW 29933 Model = CBNSpypost_D 29934 End 29935 ; reallydamaged 29936 ConditionState = REALLYDAMAGED SNOW 29937 Model = CBNSpypost_E 29938 End 29939 ; rubble 29940 ConditionState = RUBBLE SNOW 29941 Model = CBNSpypost_R 29942 End 29943 29944 ; snow garrisoned 29945 ConditionState = SNOW GARRISONED 29946 Model = CBNSpypost 29947 End 29948 ; damaged 29949 ConditionState = DAMAGED SNOW GARRISONED 29950 Model = CBNSpypost_D 29951 End 29952 29953 ; Snow night 29954 ConditionState = SNOW NIGHT 29955 Model = CBNSpypost 29956 End 29957 ; damaged 29958 ConditionState = DAMAGED SNOW NIGHT 29959 Model = CBNSpypost_D 29960 End 29961 ; reallydamaged 29962 ConditionState = REALLYDAMAGED SNOW NIGHT 29963 Model = CBNSpypost_E 29964 End 29965 ; rubble 29966 ConditionState = RUBBLE SNOW NIGHT 29967 Model = CBNSpypost_R 29968 End 29969 29970 ; Snow night garrisoned 29971 ConditionState = NIGHT SNOW GARRISONED 29972 Model = CBNSpypost 29973 End 29974 ; damaged 29975 ConditionState = DAMAGED SNOW NIGHT GARRISONED 29976 Model = CBNSpypost_D 29977 End 29978 29979 29980 ;************************************************************************************************************************** 29981 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 29982 ;for this draw module 29983 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29984 Model = CBNSpypost 29985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29986 End 29987 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 29988 Model = CBNSpypost_D 29989 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29990 End 29991 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 29992 Model = CBNSpypost_E 29993 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29994 End 29995 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 29996 Model = CBNSpypost 29997 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29998 End 29999 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 30000 Model = CBNSpypost_D 30001 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30002 End 30003 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 30004 Model = CBNSpypost_E 30005 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30006 End 30007 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 30008 Model = CBNSpypost 30009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30010 End 30011 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 30012 Model = CBNSpypost_D 30013 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30014 End 30015 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 30016 Model = CBNSpypost_E 30017 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30018 End 30019 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 30020 Model = CBNSpypost 30021 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30022 End 30023 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 30024 Model = CBNSpypost_D 30025 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30026 End 30027 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 30028 Model = CBNSpypost_E 30029 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30030 End 30031 30032 ConditionState = AWAITING_CONSTRUCTION 30033 Model = NONE 30034 End 30035 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 30036 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 30037 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 30038 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 30039 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 30040 AliasConditionState = AWAITING_CONSTRUCTION SNOW 30041 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 30042 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 30043 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 30044 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 30045 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 30046 AliasConditionState = SOLD 30047 AliasConditionState = SOLD DAMAGED 30048 AliasConditionState = SOLD REALLYDAMAGED 30049 AliasConditionState = SOLD NIGHT 30050 AliasConditionState = SOLD NIGHT DAMAGED 30051 AliasConditionState = SOLD NIGHT REALLYDAMAGED 30052 AliasConditionState = SOLD SNOW 30053 AliasConditionState = SOLD SNOW DAMAGED 30054 AliasConditionState = SOLD SNOW REALLYDAMAGED 30055 AliasConditionState = SOLD NIGHT SNOW 30056 AliasConditionState = SOLD NIGHT SNOW DAMAGED 30057 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 30058 AliasConditionState = SOLD GARRISONED 30059 AliasConditionState = SOLD DAMAGED GARRISONED 30060 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 30061 AliasConditionState = SOLD NIGHT GARRISONED 30062 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 30063 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 30064 AliasConditionState = SOLD SNOW GARRISONED 30065 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 30066 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 30067 AliasConditionState = SOLD NIGHT SNOW GARRISONED 30068 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 30069 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 30070 ;************************************************************************************************************************** 30071 30072 30073 End 30074 30075 ; ------------ construction-zone fence ----------------- 30076 Draw = W3DModelDraw ModuleTag_02 30077 AnimationsRequirePower = No 30078 DefaultConditionState 30079 Model = None 30080 TransitionKey = DOWN_DEFAULT 30081 End 30082 ConditionState = NIGHT 30083 Model = None 30084 TransitionKey = DOWN_DEFAULT 30085 End 30086 ConditionState = SNOW 30087 Model = None 30088 TransitionKey = DOWN_DEFAULT 30089 End 30090 ConditionState = SNOW NIGHT 30091 Model = None 30092 TransitionKey = DOWN_DEFAULT 30093 End 30094 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30095 Model = NBBunker_A4 30096 Animation = NBBunker_A4.NBBunker_A4 30097 AnimationMode = MANUAL 30098 Flags = START_FRAME_LAST 30099 TransitionKey = UP_DAY 30100 End 30101 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30102 Model = NBBunker_A4N 30103 Animation = NBBunker_A4N.NBBunker_A4N 30104 AnimationMode = MANUAL 30105 Flags = START_FRAME_LAST 30106 TransitionKey = UP_NIGHT 30107 End 30108 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30109 Model = NBBunker_A4S 30110 Animation = NBBunker_A4S.NBBunker_A4S 30111 AnimationMode = MANUAL 30112 Flags = START_FRAME_LAST 30113 TransitionKey = UP_SNOW 30114 End 30115 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30116 Model = NBBunker_A4SN 30117 Animation = NBBunker_A4SN.NBBunker_A4SN 30118 AnimationMode = MANUAL 30119 Flags = START_FRAME_LAST 30120 TransitionKey = UP_SNOWNIGHT 30121 End 30122 TransitionState = DOWN_DEFAULT UP_DAY 30123 Model = NBBunker_A4 30124 Animation = NBBunker_A4.NBBunker_A4 30125 AnimationMode = ONCE 30126 AnimationSpeedFactorRange = 1.0 1.0 30127 Flags = START_FRAME_FIRST 30128 End 30129 TransitionState = DOWN_DEFAULT UP_NIGHT 30130 Model = NBBunker_A4N 30131 Animation = NBBunker_A4N.NBBunker_A4N 30132 AnimationMode = ONCE 30133 AnimationSpeedFactorRange = 1.0 1.0 30134 Flags = START_FRAME_FIRST 30135 End 30136 TransitionState = DOWN_DEFAULT UP_SNOW 30137 Model = NBBunker_A4S 30138 Animation = NBBunker_A4S.NBBunker_A4S 30139 AnimationMode = ONCE 30140 AnimationSpeedFactorRange = 1.0 1.0 30141 Flags = START_FRAME_FIRST 30142 End 30143 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30144 Model = NBBunker_A4SN 30145 Animation = NBBunker_A4SN.NBBunker_A4SN 30146 AnimationMode = ONCE 30147 AnimationSpeedFactorRange = 1.0 1.0 30148 Flags = START_FRAME_FIRST 30149 End 30150 TransitionState = UP_DAY DOWN_DEFAULT 30151 Model = NBBunker_A4 30152 Animation = NBBunker_A4.NBBunker_A4 30153 AnimationMode = ONCE_BACKWARDS 30154 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30155 Flags = START_FRAME_LAST 30156 End 30157 TransitionState = UP_NIGHT DOWN_DEFAULT 30158 Model = NBBunker_A4N 30159 Animation = NBBunker_A4N.NBBunker_A4N 30160 AnimationMode = ONCE_BACKWARDS 30161 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30162 Flags = START_FRAME_LAST 30163 End 30164 TransitionState = UP_SNOW DOWN_DEFAULT 30165 Model = NBBunker_A4S 30166 Animation = NBBunker_A4S.NBBunker_A4S 30167 AnimationMode = ONCE_BACKWARDS 30168 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30169 Flags = START_FRAME_LAST 30170 End 30171 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30172 Model = NBBunker_A4SN 30173 Animation = NBBunker_A4SN.NBBunker_A4SN 30174 AnimationMode = ONCE_BACKWARDS 30175 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30176 Flags = START_FRAME_LAST 30177 End 30178 End 30179 30180 ; ------------ under-construction scaffolding ----------------- 30181 Draw = W3DModelDraw ModuleTag_03 30182 AnimationsRequirePower = No 30183 MinLODRequired = MEDIUM 30184 DefaultConditionState 30185 Model = None 30186 TransitionKey = DOWN_DEFAULT 30187 End 30188 ConditionState = NIGHT 30189 Model = None 30190 TransitionKey = DOWN_DEFAULT 30191 End 30192 ConditionState = SNOW 30193 Model = None 30194 TransitionKey = DOWN_DEFAULT 30195 End 30196 ConditionState = SNOW NIGHT 30197 Model = None 30198 TransitionKey = DOWN_DEFAULT 30199 End 30200 ConditionState = PARTIALLY_CONSTRUCTED 30201 Model = NBBunker_A6 30202 Animation = NBBunker_A6.NBBunker_A6 30203 AnimationMode = MANUAL 30204 Flags = START_FRAME_LAST 30205 TransitionKey = UP_DAY 30206 ParticleSysBone = Smoke01 BuildUpSmokeChina 30207 ParticleSysBone = Smoke02 BuildUpSmokeChina 30208 ParticleSysBone = Smoke03 BuildUpSmokeChina 30209 ParticleSysBone = Smoke04 BuildUpSmokeChina 30210 End 30211 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 30212 Model = NBBunker_A6N 30213 Animation = NBBunker_A6N.NBBunker_A6N 30214 AnimationMode = MANUAL 30215 Flags = START_FRAME_LAST 30216 TransitionKey = UP_NIGHT 30217 ParticleSysBone = Smoke01 BuildUpSmokeChina 30218 ParticleSysBone = Smoke02 BuildUpSmokeChina 30219 ParticleSysBone = Smoke03 BuildUpSmokeChina 30220 ParticleSysBone = Smoke04 BuildUpSmokeChina 30221 End 30222 ConditionState = SNOW PARTIALLY_CONSTRUCTED 30223 Model = NBBunker_A6S 30224 Animation = NBBunker_A6S.NBBunker_A6S 30225 AnimationMode = MANUAL 30226 Flags = START_FRAME_LAST 30227 TransitionKey = UP_SNOW 30228 ParticleSysBone = Smoke01 BuildUpSnowSmoke 30229 ParticleSysBone = Smoke02 BuildUpSnowSmoke 30230 ParticleSysBone = Smoke03 BuildUpSnowSmoke 30231 ParticleSysBone = Smoke04 BuildUpSnowSmoke 30232 End 30233 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 30234 Model = NBBunker_A6SN 30235 Animation = NBBunker_A6SN.NBBunker_A6SN 30236 AnimationMode = MANUAL 30237 Flags = START_FRAME_LAST 30238 TransitionKey = UP_SNOWNIGHT 30239 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 30240 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 30241 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 30242 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 30243 End 30244 TransitionState = DOWN_DEFAULT UP_DAY 30245 Model = NBBunker_A6 30246 Animation = NBBunker_A6.NBBunker_A6 30247 AnimationMode = ONCE 30248 AnimationSpeedFactorRange = 1.0 1.0 30249 Flags = START_FRAME_FIRST 30250 End 30251 TransitionState = DOWN_DEFAULT UP_NIGHT 30252 Model = NBBunker_A6N 30253 Animation = NBBunker_A6N.NBBunker_A6N 30254 AnimationMode = ONCE 30255 AnimationSpeedFactorRange = 1.0 1.0 30256 Flags = START_FRAME_FIRST 30257 End 30258 TransitionState = DOWN_DEFAULT UP_SNOW 30259 Model = NBBunker_A6S 30260 Animation = NBBunker_A6S.NBBunker_A6S 30261 AnimationMode = ONCE 30262 AnimationSpeedFactorRange = 1.0 1.0 30263 Flags = START_FRAME_FIRST 30264 End 30265 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30266 Model = NBBunker_A6SN 30267 Animation = NBBunker_A6SN.NBBunker_A6SN 30268 AnimationMode = ONCE 30269 AnimationSpeedFactorRange = 1.0 1.0 30270 Flags = START_FRAME_FIRST 30271 End 30272 TransitionState = UP_DAY DOWN_DEFAULT 30273 Model = NBBunker_A6 30274 Animation = NBBunker_A6.NBBunker_A6 30275 AnimationMode = ONCE_BACKWARDS 30276 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30277 Flags = START_FRAME_LAST 30278 End 30279 TransitionState = UP_NIGHT DOWN_DEFAULT 30280 Model = NBBunker_A6N 30281 Animation = NBBunker_A6N.NBBunker_A6N 30282 AnimationMode = ONCE_BACKWARDS 30283 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30284 Flags = START_FRAME_LAST 30285 End 30286 TransitionState = UP_SNOW DOWN_DEFAULT 30287 Model = NBBunker_A6S 30288 Animation = NBBunker_A6S.NBBunker_A6S 30289 AnimationMode = ONCE_BACKWARDS 30290 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30291 Flags = START_FRAME_LAST 30292 End 30293 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30294 Model = NBBunker_A6SN 30295 Animation = NBBunker_A6SN.NBBunker_A6SN 30296 AnimationMode = ONCE_BACKWARDS 30297 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30298 Flags = START_FRAME_LAST 30299 End 30300 End 30301 30302 ; ------------ being-constructed crane ----------------- 30303 Draw = W3DModelDraw ModuleTag_04 30304 AnimationsRequirePower = No 30305 DefaultConditionState 30306 Model = None 30307 TransitionKey = DOWN_DEFAULT 30308 End 30309 ConditionState = NIGHT 30310 Model = None 30311 TransitionKey = DOWN_DEFAULT 30312 End 30313 ConditionState = SNOW 30314 Model = None 30315 TransitionKey = DOWN_DEFAULT 30316 End 30317 ConditionState = SNOW NIGHT 30318 Model = None 30319 TransitionKey = DOWN_DEFAULT 30320 End 30321 ConditionState = SOLD 30322 Model = NONE 30323 End 30324 30325 ConditionState = ACTIVELY_BEING_CONSTRUCTED 30326 Model = NBBunker_A5 30327 Animation = NBBunker_A5.NBBunker_A5 30328 AnimationMode = LOOP 30329 TransitionKey = UP_DAY 30330 End 30331 30332 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 30333 Model = NBBunker_A5N 30334 Animation = NBBunker_A5N.NBBunker_A5N 30335 AnimationMode = LOOP 30336 TransitionKey = UP_NIGHT 30337 End 30338 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 30339 Model = NBBunker_A5S 30340 Animation = NBBunker_A5S.NBBunker_A5S 30341 AnimationMode = LOOP 30342 TransitionKey = UP_SNOW 30343 End 30344 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 30345 Model = NBBunker_A5N 30346 Animation = NBBunker_A5N.NBBunker_A5N 30347 AnimationMode = LOOP 30348 TransitionKey = UP_SNOWNIGHT 30349 End 30350 TransitionState = DOWN_DEFAULT UP_DAY 30351 Model = NBBunker_AB 30352 Animation = NBBunker_AB.NBBunker_AB 30353 AnimationMode = ONCE 30354 AnimationSpeedFactorRange = 1.0 1.0 30355 Flags = START_FRAME_FIRST 30356 End 30357 30358 TransitionState = DOWN_DEFAULT UP_NIGHT 30359 Model = NBBunker_ABN 30360 Animation = NBBunker_ABN.NBBunker_ABN 30361 AnimationMode = ONCE 30362 AnimationSpeedFactorRange = 1.0 1.0 30363 Flags = START_FRAME_FIRST 30364 End 30365 TransitionState = DOWN_DEFAULT UP_SNOW 30366 Model = NBBunker_ABS 30367 Animation = NBBunker_ABS.NBBunker_ABS 30368 AnimationMode = ONCE 30369 AnimationSpeedFactorRange = 1.0 1.0 30370 Flags = START_FRAME_FIRST 30371 End 30372 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30373 Model = NBBunker_ABSN 30374 Animation = NBBunker_ABSN.NBBunker_ABSN 30375 AnimationMode = ONCE 30376 AnimationSpeedFactorRange = 1.0 1.0 30377 Flags = START_FRAME_FIRST 30378 End 30379 TransitionState = UP_DAY DOWN_DEFAULT 30380 Model = NBBunker_AB 30381 Animation = NBBunker_AB.NBBunker_AB 30382 AnimationMode = ONCE_BACKWARDS 30383 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30384 Flags = START_FRAME_LAST 30385 End 30386 TransitionState = UP_NIGHT DOWN_DEFAULT 30387 Model = NBBunker_ABN 30388 Animation = NBBunker_ABN.NBBunker_ABN 30389 AnimationMode = ONCE_BACKWARDS 30390 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30391 Flags = START_FRAME_LAST 30392 End 30393 TransitionState = UP_SNOW DOWN_DEFAULT 30394 Model = NBBunker_ABS 30395 Animation = NBBunker_ABS.NBBunker_ABS 30396 AnimationMode = ONCE_BACKWARDS 30397 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30398 Flags = START_FRAME_LAST 30399 End 30400 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30401 Model = NBBunker_ABSN 30402 Animation = NBBunker_ABSN.NBBunker_ABSN 30403 AnimationMode = ONCE_BACKWARDS 30404 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30405 Flags = START_FRAME_LAST 30406 End 30407 End 30408 30409 PlacementViewAngle = -45 30410 30411 ; *** AUDIO Parameters *** 30412 SoundDie = BuildingDie 30413 SoundOnDamaged = BuildingDamagedStateLight 30414 SoundOnReallyDamaged = BuildingDestroy 30415 30416 UnitSpecificSounds 30417 UnderConstruction = UnderConstructionLoop 30418 End 30419 30420 ; ***DESIGN parameters *** 30421 DisplayName = OBJECT:CommandandControl 30422 Side = China 30423 EditorSorting = STRUCTURE 30424 Prerequisites 30425 Object = ChinaPropagandaCenter 30426 End 30427 30428 BuildCost = 3000 30429 BuildTime = 30.0 ; in seconds 30430 EnergyProduction = -5 30431 EnergyBonus = 0 ; for the overcharge bonus 30432 VisionRange = 300.0 ; Shroud clearing distance 30433 ShroudClearingRange = 300 30434 ArmorSet 30435 Conditions = None 30436 Armor = StructureArmor 30437 DamageFX = StructureDamageFXNoShake 30438 End 30439 MaxSimultaneousOfType = 1 30440 CommandSet = CandCCommandSet 30441 ExperienceValue = 100 100 100 100 ; Experience point value at each level 30442 30443 ; *** ENGINEERING Parameters *** 30444 RadarPriority = STRUCTURE 30445 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE 30446 Body = StructureBody ModuleTag_04 30447 MaxHealth = 2000.0 30448 InitialHealth = 2000.0 30449 End 30450 30451 Behavior = ProductionUpdate ModuleTag_05 30452 ; nothing 30453 End 30454 30455 30456 Behavior = TransitionDamageFX ModuleTag_06 30457 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30458 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30459 ;--------------------------------------------------------------------------------------- 30460 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30461 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30462 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30463 ;--------------------------------------------------------------------------------------- 30464 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30465 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30466 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30467 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30468 End 30469 30470 ;Behavior = DestroyDie ModuleTag_03 30471 ; ;nothing 30472 ;End 30473 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 30474 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 30475 ; buildings automatically stick around because GarrisonContain has it's own DieModule 30476 Behavior = KeepObjectDie ModuleTag_IWantRubble 30477 End 30478 Behavior = StealthDetectorUpdate ModuleTag_16 30479 DetectionRate = 30000 ; how often to rescan for stealthed things in my sight (msec) 30480 InitiallyDisabled = No ; only will be active when search & destroy plan active. 30481 DetectionRange = 50000 ;Dustin, enable this for independant balancing! 30482 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 30483 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 30484 End 30485 Behavior = FlammableUpdate ModuleTag_05 30486 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30487 FlameDamageExpiration = 2000 ;in a span of this long 30488 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30489 AflameDamageAmount = 25 ; taking this much damage... 30490 AflameDamageDelay = 500 ; this often. 30491 End 30492 30493 30494 Behavior = FXListDie ModuleTag_10 30495 DeathFX = FX_StructureTinyDeath 30496 End 30497 30498 Behavior = GarrisonContain ModuleTag_03 30499 ContainMax = 6 30500 EnterSound = GarrisonEnter 30501 ExitSound = GarrisonExit 30502 End 30503 30504 30505 Geometry = BOX 30506 GeometryMajorRadius = 40.0 30507 GeometryMinorRadius = 66.0 30508 GeometryHeight = 120.0 30509 GeometryIsSmall = No 30510 Shadow = SHADOW_VOLUME 30511 End 30512 30513 ;------------------------------------------------------------------------------ 30514 30515 30516 Object GLAAirfield 30517 30518 ; *** ART Parameters *** 30519 SelectPortrait = T4 30520 ButtonImage = T4 30521 Draw = W3DModelDraw ModuleTag_01 30522 30523 ExtraPublicBone = Runway1Parking1 30524 ExtraPublicBone = Runway1Parking2 30525 ExtraPublicBone = Runway2Parking3 30526 ExtraPublicBone = Runway2Parking4 30527 ExtraPublicBone = Runway1Park1Han 30528 ExtraPublicBone = Runway1Park2Han 30529 ExtraPublicBone = Runway2Park3Han 30530 ExtraPublicBone = Runway2Park4Han 30531 ExtraPublicBone = Runway1Prep1 30532 ExtraPublicBone = Runway1Prep2 30533 ExtraPublicBone = Runway2Prep1 30534 ExtraPublicBone = Runway2Prep2 30535 ExtraPublicBone = RunwayStart1 30536 ExtraPublicBone = RunwayStart2 30537 ExtraPublicBone = RunwayEnd1 30538 ExtraPublicBone = RunwayEnd2 30539 ExtraPublicBone = HeliPark01 30540 30541 OkToChangeModelColor = Yes 30542 30543 ; day ******************************************** 30544 DefaultConditionState 30545 Model = UBAIRF 30546 Animation = UBAIRF.UBAIRF 30547 AnimationMode = LOOP 30548 End 30549 30550 30551 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30552 Model = UBAIRF 30553 Animation = UBAIRF.UBAIRF 30554 AnimationMode = LOOP 30555 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30556 End 30557 30558 ConditionState = DOOR_1_OPENING 30559 End 30560 30561 ConditionState = DOOR_1_CLOSING 30562 End 30563 30564 ConditionState = DOOR_1_WAITING_OPEN 30565 End 30566 30567 30568 ; ----------------- door #2 ------------------- 30569 30570 30571 ConditionState = DOOR_2_OPENING 30572 30573 End 30574 30575 ConditionState = DOOR_2_CLOSING 30576 30577 End 30578 30579 ConditionState = DOOR_2_WAITING_OPEN 30580 30581 End 30582 30583 30584 30585 30586 30587 ConditionState = DOOR_3_OPENING 30588 30589 End 30590 30591 ConditionState = DOOR_3_CLOSING 30592 30593 End 30594 30595 ConditionState = DOOR_3_WAITING_OPEN 30596 30597 End 30598 30599 30600 30601 30602 ConditionState = DOOR_4_OPENING 30603 30604 End 30605 30606 30607 ConditionState = DOOR_4_CLOSING 30608 30609 End 30610 30611 30612 ConditionState = DOOR_4_WAITING_OPEN 30613 30614 End 30615 End 30616 PlacementViewAngle = -45 30617 30618 ; ***DESIGN parameters *** 30619 DisplayName = OBJECT:Airfield 30620 Side = GLA 30621 EditorSorting = STRUCTURE 30622 BuildCost = 300 30623 BuildTime = 10.0 ; in seconds 30624 EnergyProduction = 0 30625 Prerequisites 30626 Object = GLASupplyStash 30627 Object = GLAArmsDealer 30628 End 30629 CommandSet = GLAAirfieldCommandSet 30630 VisionRange = 200.0 ; Shroud clearing distance 30631 ShroudClearingRange = 200 30632 ArmorSet 30633 Conditions = None 30634 Armor = StructureArmor 30635 DamageFX = StructureDamageFXNoShake 30636 End 30637 ExperienceValue = 150 150 150 150 ; Experience point value at each level 30638 30639 ; *** AUDIO Parameters *** 30640 SoundDie = BuildingDie 30641 SoundOnDamaged = BuildingDamagedStateLight 30642 SoundOnReallyDamaged = BuildingDestroy 30643 30644 UnitSpecificSounds 30645 UnderConstruction = UnderConstructionLoop 30646 End 30647 30648 ; *** ENGINEERING Parameters *** 30649 RadarPriority = STRUCTURE 30650 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 30651 Body = StructureBody ModuleTag_10 30652 MaxHealth = 1500.0 30653 InitialHealth = 1500.0 30654 End 30655 30656 Behavior = ParkingPlaceBehavior ModuleTag_11 30657 HealAmountPerSecond = 10 30658 NumRows = 1 30659 30660 NumCols = 1 30661 HasRunways = Yes 30662 ApproachHeight = 50 30663 End 30664 30665 Behavior = ProductionUpdate ModuleTag_12 30666 NumDoorAnimations = 4 30667 DoorOpeningTime = 1 ;in mSeconds 30668 DoorWaitOpenTime = 1 ;in mSeconds 30669 DoorCloseTime = 1 ;in mSeconds 30670 ConstructionCompleteDuration = 1000 ;in mSeconds 30671 End 30672 Behavior = BaseRegenerateUpdate ModuleTag_13 30673 ;No data 30674 End 30675 30676 Behavior = DestroyDie ModuleTag_14 30677 ;nothing 30678 End 30679 Behavior = CreateObjectDie ModuleTag_15 30680 CreationList = OCL_ABPowerPlantExplode 30681 End 30682 30683 Behavior = FXListDie ModuleTag_17 30684 DeathFX = FX_StructureMediumDeath 30685 End 30686 30687 Behavior = FlammableUpdate ModuleTag_19 30688 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30689 AflameDamageAmount = 5 ; taking this much damage... 30690 AflameDamageDelay = 500 ; this often. 30691 End 30692 30693 Behavior = TransitionDamageFX ModuleTag_31 30694 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 30695 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 30696 ;--------------------------------------------------------------------------------------- 30697 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 30698 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 30699 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 30700 End 30701 30702 Geometry = BOX 30703 GeometryMajorRadius = 60.0 30704 GeometryMinorRadius = 50.0 30705 GeometryHeight = 25.0 30706 GeometryIsSmall = No 30707 FactoryExitWidth = 25 30708 Shadow = SHADOW_VOLUME 30709 BuildCompletion = PLACED_BY_PLAYER 30710 30711 End 30712 30713 30714 30715 ;------------------------------------------------------------------------------ 30716 Object ChinaSAMBattery 30717 30718 ; *** ART Parameters *** 30719 Buildable = yes 30720 SelectPortrait = T3 30721 ButtonImage = T3 30722 Draw = W3DModelDraw ModuleTag_01 30723 30724 OkToChangeModelColor = Yes 30725 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY TERTIARY; WeaponLaunchBone will be shown/hidden, not just used for firing offset 30726 30727 DefaultConditionState 30728 Model = NBSAM 30729 Turret = TURRET01 30730 TurretPitch = TURRETEL 30731 WeaponHideShowBone = PRIMARY MISSILE01 30732 WeaponLaunchBone = PRIMARY WeaponA01 30733 WeaponFireFXBone = PRIMARY WeaponA01 30734 End 30735 AliasConditionState = NIGHT 30736 30737 ConditionState = DAMAGED 30738 Model = NBSAM 30739 End 30740 AliasConditionState = DAMAGED NIGHT 30741 30742 ConditionState = REALLYDAMAGED RUBBLE 30743 Model = NBSAM 30744 End 30745 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 30746 30747 30748 ConditionState = SNOW 30749 Model = NBSAM 30750 End 30751 AliasConditionState = SNOW NIGHT 30752 30753 ConditionState = DAMAGED SNOW 30754 Model = NBSAM 30755 End 30756 AliasConditionState = SNOW NIGHT DAMAGED 30757 30758 ConditionState = REALLYDAMAGED RUBBLE SNOW 30759 Model = NBSAM 30760 End 30761 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 30762 30763 ;************************************************************************************************************************** 30764 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 30765 ;for this draw module 30766 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30767 Model = NBSAM 30768 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30769 End 30770 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 30771 30772 30773 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 30774 Model = NBSAM 30775 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30776 End 30777 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 30778 30779 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 30780 Model = NBSAM 30781 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30782 End 30783 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 30784 30785 30786 30787 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 30788 Model = NBSAM 30789 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30790 End 30791 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 30792 30793 30794 30795 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 30796 Model = NBSAM 30797 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30798 End 30799 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 30800 30801 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 30802 Model = NBSAM 30803 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30804 End 30805 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 30806 30807 30808 30809 ConditionState = AWAITING_CONSTRUCTION 30810 Model = NONE 30811 End 30812 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 30813 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 30814 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 30815 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 30816 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 30817 AliasConditionState = AWAITING_CONSTRUCTION SNOW 30818 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 30819 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 30820 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 30821 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 30822 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 30823 AliasConditionState = SOLD DAMAGED 30824 AliasConditionState = SOLD REALLYDAMAGED 30825 AliasConditionState = SOLD NIGHT 30826 AliasConditionState = SOLD NIGHT DAMAGED 30827 AliasConditionState = SOLD NIGHT REALLYDAMAGED 30828 AliasConditionState = SOLD SNOW 30829 AliasConditionState = SOLD SNOW DAMAGED 30830 AliasConditionState = SOLD SNOW REALLYDAMAGED 30831 AliasConditionState = SOLD NIGHT SNOW 30832 AliasConditionState = SOLD NIGHT SNOW DAMAGED 30833 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 30834 ;************************************************************************************************************************** 30835 30836 30837 30838 End 30839 30840 ; ------------ construction-zone fence ----------------- 30841 Draw = W3DModelDraw ModuleTag_02 30842 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 30843 DefaultConditionState 30844 Model = None 30845 TransitionKey = DOWN_DEFAULT 30846 End 30847 ConditionState = NIGHT 30848 Model = None 30849 TransitionKey = DOWN_DEFAULT 30850 End 30851 ConditionState = SNOW 30852 Model = None 30853 TransitionKey = DOWN_DEFAULT 30854 End 30855 ConditionState = SNOW NIGHT 30856 Model = None 30857 TransitionKey = DOWN_DEFAULT 30858 End 30859 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30860 Model = ABPatriot_A4 30861 Animation = ABPatriot_A4.ABPatriot_A4 30862 AnimationMode = MANUAL 30863 Flags = START_FRAME_LAST 30864 TransitionKey = UP_DAY 30865 End 30866 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30867 Model = ABPatriot_A4N 30868 Animation = ABPatriot_A4N.ABPatriot_A4N 30869 AnimationMode = MANUAL 30870 Flags = START_FRAME_LAST 30871 TransitionKey = UP_NIGHT 30872 End 30873 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30874 Model = ABPatriot_A4S 30875 Animation = ABPatriot_A4S.ABPatriot_A4S 30876 AnimationMode = MANUAL 30877 Flags = START_FRAME_LAST 30878 TransitionKey = UP_SNOW 30879 End 30880 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30881 Model = ABPatriot_A4SN 30882 Animation = ABPatriot_A4SN.ABPatriot_A4SN 30883 AnimationMode = MANUAL 30884 Flags = START_FRAME_LAST 30885 TransitionKey = UP_SNOWNIGHT 30886 End 30887 TransitionState = DOWN_DEFAULT UP_DAY 30888 Model = ABPatriot_A4 30889 Animation = ABPatriot_A4.ABPatriot_A4 30890 AnimationMode = ONCE 30891 AnimationSpeedFactorRange = 1.0 1.0 30892 Flags = START_FRAME_FIRST 30893 End 30894 TransitionState = DOWN_DEFAULT UP_NIGHT 30895 Model = ABPatriot_A4N 30896 Animation = ABPatriot_A4N.ABPatriot_A4N 30897 AnimationMode = ONCE 30898 AnimationSpeedFactorRange = 1.0 1.0 30899 Flags = START_FRAME_FIRST 30900 End 30901 TransitionState = DOWN_DEFAULT UP_SNOW 30902 Model = ABPatriot_A4S 30903 Animation = ABPatriot_A4S.ABPatriot_A4S 30904 AnimationMode = ONCE 30905 AnimationSpeedFactorRange = 1.0 1.0 30906 Flags = START_FRAME_FIRST 30907 End 30908 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30909 Model = ABPatriot_A4SN 30910 Animation = ABPatriot_A4SN.ABPatriot_A4SN 30911 AnimationMode = ONCE 30912 AnimationSpeedFactorRange = 1.0 1.0 30913 Flags = START_FRAME_FIRST 30914 End 30915 TransitionState = UP_DAY DOWN_DEFAULT 30916 Model = ABPatriot_A4 30917 Animation = ABPatriot_A4.ABPatriot_A4 30918 AnimationMode = ONCE_BACKWARDS 30919 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30920 Flags = START_FRAME_LAST 30921 End 30922 TransitionState = UP_NIGHT DOWN_DEFAULT 30923 Model = ABPatriot_A4N 30924 Animation = ABPatriot_A4N.ABPatriot_A4N 30925 AnimationMode = ONCE_BACKWARDS 30926 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30927 Flags = START_FRAME_LAST 30928 End 30929 TransitionState = UP_SNOW DOWN_DEFAULT 30930 Model = ABPatriot_A4S 30931 Animation = ABPatriot_A4S.ABPatriot_A4S 30932 AnimationMode = ONCE_BACKWARDS 30933 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30934 Flags = START_FRAME_LAST 30935 End 30936 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30937 Model = ABPatriot_A4SN 30938 Animation = ABPatriot_A4SN.ABPatriot_A4SN 30939 AnimationMode = ONCE_BACKWARDS 30940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30941 Flags = START_FRAME_LAST 30942 End 30943 End 30944 30945 ; ------------ under-construction scaffolding ----------------- 30946 Draw = W3DModelDraw ModuleTag_03 30947 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 30948 MinLODRequired = MEDIUM 30949 DefaultConditionState 30950 Model = None 30951 TransitionKey = DOWN_DEFAULT 30952 End 30953 ConditionState = NIGHT 30954 Model = None 30955 TransitionKey = DOWN_DEFAULT 30956 End 30957 ConditionState = SNOW 30958 Model = None 30959 TransitionKey = DOWN_DEFAULT 30960 End 30961 ConditionState = SNOW NIGHT 30962 Model = None 30963 TransitionKey = DOWN_DEFAULT 30964 End 30965 ConditionState = PARTIALLY_CONSTRUCTED 30966 Model = ABPatriot_A6 30967 Animation = ABPatriot_A6.ABPatriot_A6 30968 AnimationMode = MANUAL 30969 Flags = START_FRAME_LAST 30970 TransitionKey = UP_DAY 30971 ParticleSysBone = Sparks01 BuildUpBlueSpark 30972 ParticleSysBone = Sparks02 BuildUpBlueSpark 30973 End 30974 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 30975 Model = ABPatriot_A6N 30976 Animation = ABPatriot_A6N.ABPatriot_A6N 30977 AnimationMode = MANUAL 30978 Flags = START_FRAME_LAST 30979 TransitionKey = UP_NIGHT 30980 ParticleSysBone = Sparks01 BuildUpBlueSpark 30981 ParticleSysBone = Sparks02 BuildUpBlueSpark 30982 End 30983 ConditionState = SNOW PARTIALLY_CONSTRUCTED 30984 Model = ABPatriot_A6S 30985 Animation = ABPatriot_A6S.ABPatriot_A6S 30986 AnimationMode = MANUAL 30987 Flags = START_FRAME_LAST 30988 TransitionKey = UP_SNOW 30989 ParticleSysBone = Sparks01 BuildUpBlueSpark 30990 ParticleSysBone = Sparks02 BuildUpBlueSpark 30991 End 30992 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 30993 Model = ABPatriot_A6SN 30994 Animation = ABPatriot_A6SN.ABPatriot_A6SN 30995 AnimationMode = MANUAL 30996 Flags = START_FRAME_LAST 30997 TransitionKey = UP_SNOWNIGHT 30998 ParticleSysBone = Sparks01 BuildUpBlueSpark 30999 ParticleSysBone = Sparks02 BuildUpBlueSpark 31000 End 31001 TransitionState = DOWN_DEFAULT UP_DAY 31002 Model = ABPatriot_A6 31003 Animation = ABPatriot_A6.ABPatriot_A6 31004 AnimationMode = ONCE 31005 AnimationSpeedFactorRange = 1.0 1.0 31006 Flags = START_FRAME_FIRST 31007 End 31008 TransitionState = DOWN_DEFAULT UP_NIGHT 31009 Model = ABPatriot_A6N 31010 Animation = ABPatriot_A6N.ABPatriot_A6N 31011 AnimationMode = ONCE 31012 AnimationSpeedFactorRange = 1.0 1.0 31013 Flags = START_FRAME_FIRST 31014 End 31015 TransitionState = DOWN_DEFAULT UP_SNOW 31016 Model = ABPatriot_A6S 31017 Animation = ABPatriot_A6S.ABPatriot_A6S 31018 AnimationMode = ONCE 31019 AnimationSpeedFactorRange = 1.0 1.0 31020 Flags = START_FRAME_FIRST 31021 End 31022 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 31023 Model = ABPatriot_A6SN 31024 Animation = ABPatriot_A6SN.ABPatriot_A6SN 31025 AnimationMode = ONCE 31026 AnimationSpeedFactorRange = 1.0 1.0 31027 Flags = START_FRAME_FIRST 31028 End 31029 TransitionState = UP_DAY DOWN_DEFAULT 31030 Model = ABPatriot_A6 31031 Animation = ABPatriot_A6.ABPatriot_A6 31032 AnimationMode = ONCE_BACKWARDS 31033 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31034 Flags = START_FRAME_LAST 31035 End 31036 TransitionState = UP_NIGHT DOWN_DEFAULT 31037 Model = ABPatriot_A6N 31038 Animation = ABPatriot_A6N.ABPatriot_A6N 31039 AnimationMode = ONCE_BACKWARDS 31040 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31041 Flags = START_FRAME_LAST 31042 End 31043 TransitionState = UP_SNOW DOWN_DEFAULT 31044 Model = ABPatriot_A6S 31045 Animation = ABPatriot_A6S.ABPatriot_A6S 31046 AnimationMode = ONCE_BACKWARDS 31047 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31048 Flags = START_FRAME_LAST 31049 End 31050 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 31051 Model = ABPatriot_A6SN 31052 Animation = ABPatriot_A6SN.ABPatriot_A6SN 31053 AnimationMode = ONCE_BACKWARDS 31054 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31055 Flags = START_FRAME_LAST 31056 End 31057 End 31058 31059 PlacementViewAngle = -45 31060 31061 ; ***DESIGN parameters *** 31062 DisplayName = OBJECT:SAMBattery 31063 Side = GLA 31064 EditorSorting = STRUCTURE 31065 Prerequisites 31066 Object = GLASupplyStash 31067 Object = GLAPalace 31068 Science = SCIENCE_MarauderTank 31069 End 31070 BuildCost = 1000 31071 BuildTime = 15.0 ; in seconds 31072 EnergyProduction = -1 31073 WeaponSet 31074 Conditions = None 31075 Weapon = PRIMARY SAMMissileWeaponAir 31076 End 31077 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 31078 ShroudClearingRange = 360 31079 ArmorSet 31080 Conditions = None 31081 Armor = BaseDefenseArmor 31082 DamageFX = StructureDamageFXNoShake 31083 End 31084 CommandSet = AmericaPatriotBatteryCommandSet 31085 ExperienceValue = 200 200 200 200 ; Experience point value at each level 31086 31087 ;Behavior = AIUpdateInterface ModuleTag_20 31088 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 31089 ; MoodAttackCheckRate = 250 31090 ;End 31091 31092 ; *** AUDIO Parameters *** 31093 VoiceSelect = PatriotBatterySelect 31094 SoundDie = BuildingDie 31095 SoundOnDamaged = BuildingDamagedStateLight 31096 SoundOnReallyDamaged = BuildingDestroy 31097 31098 UnitSpecificSounds 31099 UnderConstruction = UnderConstructionLoop 31100 End 31101 31102 UnitSpecificSounds 31103 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 31104 TurretMoveStart = NoSound 31105 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 31106 End 31107 31108 ; *** ENGINEERING Parameters *** 31109 RadarPriority = STRUCTURE 31110 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 31111 Body = StructureBody ModuleTag_04 31112 MaxHealth = 500.0 31113 InitialHealth = 500.0 31114 End 31115 31116 Behavior = StealthDetectorUpdate ModuleTag_13 31117 DetectionRate = 0 ; how often to rescan for stealthed things in my sight (msec) 31118 DetectionRange = 0 ;Dustin, enable this for independant balancing! 31119 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 31120 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 31121 End 31122 31123 Behavior = BaseRegenerateUpdate ModuleTag_05 31124 ;No data 31125 End 31126 Behavior = AIUpdateInterface ModuleTag_06 31127 Turret 31128 TurretTurnRate = 180 // turn rate, in degrees per sec 31129 TurretPitchRate = 180 31130 AllowsPitch = Yes 31131 NaturalTurretPitch = 45 31132 GroundUnitPitch = 40 31133 MinPhysicalPitch = -20 31134 ControlledWeaponSlots = PRIMARY 31135 MinIdleScanInterval = 250 ; in milliseconds 31136 MaxIdleScanInterval = 250 ; in milliseconds 31137 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 31138 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 31139 End 31140 31141 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 31142 MoodAttackCheckRate = 250 31143 End 31144 31145 31146 Behavior = DestroyDie ModuleTag_08 31147 ;nothing 31148 End 31149 31150 Behavior = FXListDie ModuleTag_10 31151 DeathFX = FX_StructureTinyDeath 31152 End 31153 31154 Behavior = FlammableUpdate ModuleTag_12 31155 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31156 AflameDamageAmount = 5 ; taking this much damage... 31157 AflameDamageDelay = 500 ; this often. 31158 End 31159 31160 Behavior = TransitionDamageFX ModuleTag_14 31161 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 31162 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 31163 ;--------------------------------------------------------------------------------------- 31164 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 31165 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 31166 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 31167 End 31168 31169 Geometry = CYLINDER 31170 GeometryMajorRadius = 12.0 31171 GeometryMinorRadius = 1.0 31172 GeometryHeight = 14.0 31173 GeometryIsSmall = No 31174 Shadow = SHADOW_VOLUME 31175 BuildCompletion = PLACED_BY_PLAYER 31176 31177 End 31178 31179 31180 Object SAMMissile 31181 31182 ; *** ART Parameters *** 31183 Draw = W3DModelDraw ModuleTag_01 31184 OkToChangeModelColor = Yes 31185 ConditionState = NONE 31186 Model = NBSAM_M 31187 End 31188 End 31189 31190 ; ***DESIGN parameters *** 31191 DisplayName = OBJECT:PatriotMissile 31192 EditorSorting = VEHICLE 31193 VisionRange = 300.0 31194 ShroudClearingRange = 0 31195 31196 ; *** ENGINEERING Parameters *** 31197 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 31198 Body = ActiveBody ModuleTag_02 31199 MaxHealth = 100.0 31200 InitialHealth = 100.0 31201 End 31202 31203 ; ---- begin Projectile death behaviors 31204 Behavior = InstantDeathBehavior DeathModuleTag_01 31205 DeathTypes = NONE +DETONATED 31206 ; we detonated normally. 31207 ; no FX, just quiet destroy ourselves 31208 End 31209 Behavior = InstantDeathBehavior DeathModuleTag_02 31210 DeathTypes = NONE +LASERED 31211 ; shot down by laser. 31212 FX = FX_GenericMissileDisintegrate 31213 OCL = OCL_GenericMissileDisintegrate 31214 End 31215 Behavior = InstantDeathBehavior DeathModuleTag_03 31216 DeathTypes = ALL -LASERED -DETONATED 31217 ; shot down by nonlaser. 31218 FX = FX_GenericMissileDeath 31219 End 31220 ; ---- end Projectile death behaviors 31221 31222 Behavior = PhysicsBehavior ModuleTag_04 31223 Mass = 1 31224 End 31225 Behavior = MissileAIUpdate ModuleTag_05 31226 TryToFollowTarget = Yes 31227 FuelLifetime = 10000 31228 InitialVelocity = 50 ; in dist/sec 31229 IgnitionDelay = 0 31230 DistanceToTravelBeforeTurning = 5 31231 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 31232 End 31233 Locomotor = SET_NORMAL PatriotMissileLocomotor 31234 Geometry = Sphere 31235 GeometryIsSmall = Yes 31236 GeometryMajorRadius = 2.0 31237 31238 End 31239 31240 ;------------------------------------------------------------------------------ 31241 Object GLABurningBarrier 31242 31243 ; *** ART Parameters *** 31244 SelectPortrait = SUBarricade 31245 ButtonImage = SUBarricade_L 31246 Draw = W3DModelDraw ModuleTag_01 31247 OkToChangeModelColor = Yes 31248 31249 ; day 31250 ConditionState = NONE 31251 Model = UBBurnBarr 31252 End 31253 ConditionState = ENEMYNEAR 31254 Model = UBBurnBarr 31255 ParticleSysBone = Fire01 FireBurningBarricade01 31256 ParticleSysBone = Fire02 FireBurningBarricade01 31257 ParticleSysBone = Fire03 FireBurningBarricade01 31258 ParticleSysBone = Fire04 FireBurningBarricade01 31259 ParticleSysBone = Smoke01 SmokeBurningBarricade01 31260 ParticleSysBone = Smoke02 SmokeBurningBarricade01 31261 ParticleSysBone = Smoke03 SmokeBurningBarricade01 31262 ParticleSysBone = Smoke04 SmokeBurningBarricade01 31263 End 31264 31265 ConditionState = DAMAGED 31266 Model = UBBurnBarr_D 31267 End 31268 ConditionState = DAMAGED ENEMYNEAR 31269 Model = UBBurnBarr_D 31270 ParticleSysBone = Fire01 FireBurningBarricade01 31271 ParticleSysBone = Fire02 FireBurningBarricade01 31272 ParticleSysBone = Fire03 FireBurningBarricade01 31273 ParticleSysBone = Fire04 FireBurningBarricade01 31274 ParticleSysBone = Fire05 FireBurningBarricade01 31275 ParticleSysBone = Fire06 FireBurningBarricade01 31276 ParticleSysBone = Fire07 FireBurningBarricade01 31277 ParticleSysBone = Smoke01 SmokeBurningBarricade01 31278 ParticleSysBone = Smoke02 SmokeBurningBarricade01 31279 ParticleSysBone = Smoke03 SmokeBurningBarricade01 31280 ParticleSysBone = Smoke04 SmokeBurningBarricade01 31281 ParticleSysBone = Smoke05 SmokeBurningBarricade01 31282 ParticleSysBone = Smoke06 SmokeBurningBarricade01 31283 ParticleSysBone = Smoke07 SmokeBurningBarricade01 31284 End 31285 31286 ConditionState = REALLYDAMAGED RUBBLE 31287 Model = UBBurnBarr_E 31288 End 31289 ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR 31290 Model = UBBurnBarr_E 31291 ParticleSysBone = Fire01 FireBurningBarricade01 31292 ParticleSysBone = Fire02 FireBurningBarricade01 31293 ParticleSysBone = Fire03 FireBurningBarricade01 31294 ParticleSysBone = Fire04 FireBurningBarricade01 31295 ParticleSysBone = Fire05 FireBurningBarricade01 31296 ParticleSysBone = Fire06 FireBurningBarricade01 31297 ParticleSysBone = Fire07 FireBurningBarricade01 31298 ParticleSysBone = Smoke01 SmokeBurningBarricade01 31299 ParticleSysBone = Smoke02 SmokeBurningBarricade01 31300 ParticleSysBone = Smoke03 SmokeBurningBarricade01 31301 ParticleSysBone = Smoke04 SmokeBurningBarricade01 31302 ParticleSysBone = Smoke05 SmokeBurningBarricade01 31303 ParticleSysBone = Smoke06 SmokeBurningBarricade01 31304 ParticleSysBone = Smoke07 SmokeBurningBarricade01 31305 End 31306 End 31307 31308 ; ***DESIGN parameters *** 31309 DisplayName = OBJECT:BurningBarricade 31310 Side = GLA 31311 EditorSorting = STRUCTURE 31312 Prerequisites 31313 Object = GLABarracks 31314 End 31315 BuildCost = 50 31316 BuildTime = 2.0 ; in seconds 31317 VisionRange = 50.0 ; Shroud clearing distance 31318 ShroudClearingRange = 50 31319 ArmorSet 31320 Conditions = None 31321 Armor = WallArmor 31322 DamageFX = StructureDamageFXNoShake 31323 End 31324 31325 FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder. 31326 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 31327 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 31328 31329 ; *** AUDIO Parameters *** 31330 VoiceSelect = NoSound 31331 31332 ; *** ENGINEERING Parameters *** 31333 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE DEFENSIVE_WALL 31334 Body = StructureBody ModuleTag_02 31335 MaxHealth = 1000.0 31336 InitialHealth = 1000.0 31337 End 31338 31339 Behavior = EnemyNearUpdate ModuleTag_03 31340 ;nothing 31341 End 31342 31343 Behavior = DestroyDie ModuleTag_04 31344 ;nothing 31345 End 31346 Behavior = CreateObjectDie ModuleTag_05 31347 CreationList = OCL_SmallStructureDebris 31348 End 31349 Behavior = FXListDie ModuleTag_06 31350 DeathFX = FX_SmallStructureDeath 31351 End 31352 Geometry = BOX 31353 GeometryMajorRadius = 21.0 31354 GeometryMinorRadius = 7.0 31355 GeometryHeight = 4.0 31356 GeometryIsSmall = No 31357 Shadow = SHADOW_VOLUME 31358 BuildCompletion = PLACED_BY_PLAYER 31359 31360 End 31361 31362 31363 Object GLAOilDerrick 31364 31365 ; *** ART Parameters *** 31366 SelectPortrait = T22 31367 ButtonImage = T22 31368 ; ========================= Main Model =============================== 31369 Draw = W3DModelDraw ModuleTag_01 31370 OkToChangeModelColor = Yes 31371 31372 ; DAY ************************************************************** 31373 ConditionState = NONE 31374 Model = ZBODerrick 31375 Animation = ZBODerrick.ZBODerrick 31376 AnimationMode = LOOP 31377 End 31378 31379 ; DAMAGED ********************************************************** 31380 ConditionState = DAMAGED 31381 Model = ZBODerrick_D 31382 Animation = ZBODerrick_D.ZBODerrick_D 31383 AnimationMode = LOOP 31384 End 31385 31386 ; REALLYDAMAGED **************************************************** 31387 ConditionState = REALLYDAMAGED 31388 Model = ZBODerrick_E 31389 Animation = ZBODerrick_E.ZBODerrick_E 31390 AnimationMode = LOOP 31391 End 31392 31393 ; RUBBLE *********************************************************** 31394 ConditionState = RUBBLE 31395 Model = ZBODerrick_R 31396 End 31397 31398 ; NIGHT ************************************************************ 31399 ConditionState = NIGHT 31400 Model = ZBODerrick_N 31401 Animation = ZBODerrick_N.ZBODerrick_N 31402 AnimationMode = LOOP 31403 End 31404 31405 ; NIGHT DAMAGED **************************************************** 31406 ConditionState = DAMAGED NIGHT 31407 Model = ZBODerrick_DN 31408 Animation = ZBODerrick_DN.ZBODerrick_DN 31409 AnimationMode = LOOP 31410 End 31411 31412 ; NIGHT REALLYDAMAGED ********************************************** 31413 ConditionState = REALLYDAMAGED NIGHT 31414 Model = ZBODerrick_EN 31415 Animation = ZBODerrick_EN.ZBODerrick_EN 31416 AnimationMode = LOOP 31417 End 31418 31419 ; NIGHT RUBBLE ***************************************************** 31420 ConditionState = NIGHT RUBBLE 31421 Model = ZBODerrick_R 31422 End 31423 31424 ; SNOW ************************************************************* 31425 ConditionState = SNOW 31426 Model = ZBODerrick_S 31427 Animation = ZBODerrick_S.ZBODerrick_S 31428 AnimationMode = LOOP 31429 End 31430 31431 ; SNOW DAMAGED ***************************************************** 31432 ConditionState = DAMAGED SNOW 31433 Model = ZBODerrick_DS 31434 Animation = ZBODerrick_DS.ZBODerrick_DS 31435 AnimationMode = LOOP 31436 End 31437 31438 ; SNOW REALLYDAMAGED *********************************************** 31439 ConditionState = REALLYDAMAGED SNOW 31440 Model = ZBODerrick_ES 31441 Animation = ZBODerrick_ES.ZBODerrick_ES 31442 AnimationMode = LOOP 31443 End 31444 31445 ; SNOW RUBBLE ****************************************************** 31446 ConditionState = SNOW RUBBLE 31447 Model = ZBODerrick_RS 31448 End 31449 31450 ; SNOW NIGHT ******************************************************* 31451 ConditionState = SNOW NIGHT 31452 Model = ZBODerrick_NS 31453 Animation = ZBODerrick_NS.ZBODerrick_NS 31454 AnimationMode = LOOP 31455 End 31456 31457 ; SNOW NIGHT DAMAGED *********************************************** 31458 ConditionState = SNOW NIGHT DAMAGED 31459 Model = ZBODerrick_DNS 31460 Animation = ZBODerrick_DNS.ZBODerrick_DNS 31461 AnimationMode = LOOP 31462 End 31463 31464 ; SNOW NIGHT REALLYDAMAGED ***************************************** 31465 ConditionState = SNOW NIGHT REALLYDAMAGED 31466 Model = ZBODerrick_ENS 31467 Animation = ZBODerrick_EN.ZBODerrick_ENS 31468 AnimationMode = LOOP 31469 End 31470 31471 ; SNOW NIGHT RUBBLE ************************************************ 31472 ConditionState = SNOW NIGHT RUBBLE 31473 Model = ZBODerrick_RS 31474 End 31475 31476 End 31477 31478 ; ========================= Flag Model =============================== 31479 Draw = W3DModelDraw ModuleTag_02 31480 OkToChangeModelColor = Yes 31481 31482 ; DEFAULT & DAMAGED ************************************************ 31483 ConditionState = NONE 31484 Model = ZBODerrick_F 31485 Animation = ZBODerrick_F.ZBODerrick_F 31486 AnimationMode = LOOP 31487 End 31488 AliasConditionState = DAMAGED 31489 31490 ; REALLYDAMAGED***************************************************** 31491 ConditionState = REALLYDAMAGED 31492 Model = ZBODerrick_FE 31493 Animation = ZBODerrick_FE.ZBODerrick_FE 31494 AnimationMode = LOOP 31495 End 31496 31497 ; RUBBLE *********************************************************** 31498 ConditionState = RUBBLE 31499 Model = None 31500 End 31501 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31502 Model = ZBODerrick 31503 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31504 End 31505 End 31506 ; ------------ New Animations fence ----------------- 31507 Draw = W3DModelDraw ModuleTag_LightingAnimations 31508 AnimationsRequirePower = No 31509 31510 DefaultConditionState 31511 Model = ZBODerrick_A1 31512 Animation = ZBODerrick_A1.ZBODerrick_A1 31513 AnimationMode = LOOP 31514 End 31515 31516 ConditionState = DAMAGED 31517 Model = ZBODerrick_A1D 31518 Animation = ZBODerrick_A1D.ZBODerrick_A1D 31519 AnimationMode = LOOP 31520 End 31521 31522 ConditionState = REALLYDAMAGED 31523 Model = ZBODerrick_A1E 31524 Animation = ZBODerrick_A1E.ZBODerrick_A1E 31525 AnimationMode = LOOP 31526 End 31527 31528 ConditionState = RUBBLE 31529 Model = NONE 31530 End 31531 31532 End 31533 31534 ; *** AUDIO Parameters *** 31535 SoundDie = BuildingDie 31536 SoundOnDamaged = BuildingDamagedStateLight 31537 SoundOnReallyDamaged = BuildingDestroy 31538 31539 31540 ; ***DESIGN parameters *** 31541 DisplayName = OBJECT:OilDerrick 31542 Side = GLA 31543 EditorSorting = STRUCTURE 31544 31545 BuildCost = 2000 31546 BuildTime = 30.0 ; in seconds 31547 EnergyProduction = 0 31548 VisionRange = 100.0 ; Shroud clearing distance 31549 ShroudClearingRange = 100 31550 ArmorSet 31551 Conditions = None 31552 Armor = StructureArmor 31553 DamageFX = StructureDamageFXNoShake 31554 End 31555 CommandSet = OilDerrickCommandSet 31556 ExperienceValue = 300 300 300 300 ; Experience point value at each level 31557 ; *** AUDIO Parameters *** 31558 VoiceSelect = StrategyCenterSelect 31559 SoundDie = BuildingDie 31560 SoundOnDamaged = BuildingDamagedStateLight 31561 SoundOnReallyDamaged = BuildingDestroy 31562 31563 UnitSpecificSounds 31564 UnderConstruction = UnderConstructionLoop 31565 End 31566 ; *** ENGINEERING Parameters *** 31567 RadarPriority = STRUCTURE 31568 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE 31569 Body = ActiveBody ModuleTag_03 31570 MaxHealth = 1000.0 31571 InitialHealth = 1000.0 31572 End 31573 Behavior = ProductionUpdate ModuleTag_05 31574 ; nothing 31575 End 31576 Behavior = AutoDepositUpdate ModuleTag_04 31577 DepositTiming = 12000 ; in milliseconds 31578 DepositAmount = 100 ; cash amount to deposit every Deposit Timings 31579 End 31580 31581 Behavior = FlammableUpdate ModuleTag_05 31582 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... 31583 FlameDamageExpiration = 2000 ; in a span of this long 31584 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31585 AflameDamageAmount = 25 ; taking this much damage... 31586 AflameDamageDelay = 500 ; this often. 31587 End 31588 31589 Behavior = FXListDie ModuleTag_07 31590 DeathFX = WeaponFX_OilWellDetonation 31591 End 31592 Behavior = DestroyDie ModuleTag_07 31593 ;nothing 31594 End 31595 Behavior = CreateObjectDie ModuleTag_08 31596 CreationList = OCL_LargeStructureDebris 31597 End 31598 31599 Behavior = TransitionDamageFX ModuleTag_08 31600 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 31601 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31602 ;--------------------------------------------------------------------------------------- 31603 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31604 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31605 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31606 End 31607 31608 31609 Geometry = BOX 31610 GeometryMajorRadius = 23.0 31611 GeometryMinorRadius = 21.0 31612 GeometryHeight = 30.0 31613 GeometryIsSmall = No 31614 Shadow = SHADOW_VOLUME 31615 31616 31617 End 31618 Object USAAdvLab 31619 31620 ; *** ART Parameters *** 31621 SelectPortrait = T27 31622 ButtonImage = T27 31623 Draw = W3DModelDraw ModuleTag_01 31624 OkToChangeModelColor = Yes 31625 31626 31627 ConditionState = NONE 31628 Model = ABADVLAB 31629 Animation = ABADVLAB.ABADVLAB 31630 AnimationMode = LOOP 31631 End 31632 31633 ConditionState = DAMAGED 31634 Model = ABADVLAB 31635 Animation = ABADVLAB.ABADVLAB 31636 AnimationMode = LOOP 31637 End 31638 31639 ConditionState = REALLYDAMAGED 31640 Model = ABADVLAB 31641 Animation = ABADVLAB.ABADVLAB 31642 AnimationMode = LOOP 31643 End 31644 31645 ConditionState = RUBBLE 31646 Model = CBChemBunk_R 31647 End 31648 31649 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31650 Model = ABADVLAB 31651 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31652 End 31653 End 31654 31655 ; ***DESIGN parameters *** 31656 DisplayName = OBJECT:Advlab 31657 Side = America 31658 EditorSorting = STRUCTURE 31659 Prerequisites 31660 Object = AmericaStrategyCenter 31661 End 31662 BuildCost = 3000 31663 BuildTime = 50.0 ; in seconds 31664 EnergyProduction = -10 31665 VisionRange = 500.0 ; Shroud clearing distance 31666 ShroudClearingRange = 500 31667 31668 MaxSimultaneousOfType = 1 31669 31670 ArmorSet 31671 Conditions = None 31672 Armor = StructureArmor 31673 DamageFX = StructureDamageFXNoShake 31674 End 31675 MaxSimultaneousOfType = 1 31676 CommandSet = USAAdvLabCommandSet 31677 ExperienceValue = 300 300 300 300 ; Experience point value at each level 31678 31679 ; *** AUDIO Parameters *** 31680 VoiceSelect = StrategyCenterSelect 31681 SoundDie = BuildingDie 31682 SoundOnDamaged = BuildingDamagedStateLight 31683 SoundOnReallyDamaged = BuildingDestroy 31684 31685 UnitSpecificSounds 31686 UnderConstruction = UnderConstructionLoop 31687 End 31688 31689 31690 ; *** ENGINEERING Parameters *** 31691 RadarPriority = STRUCTURE 31692 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE 31693 Body = StructureBody ModuleTag_04 31694 MaxHealth = 2000.0 31695 InitialHealth = 2000.0 31696 End 31697 31698 Behavior = ProductionUpdate ModuleTag_05 31699 ; nothing 31700 End 31701 31702 31703 Behavior = TransitionDamageFX ModuleTag_06 31704 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31705 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31706 ;--------------------------------------------------------------------------------------- 31707 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31708 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31709 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31710 ;--------------------------------------------------------------------------------------- 31711 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31712 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31713 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31714 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31715 End 31716 31717 ;Behavior = DestroyDie ModuleTag_03 31718 ; ;nothing 31719 ;End 31720 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 31721 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 31722 ; buildings automatically stick around because GarrisonContain has it's own DieModule 31723 Behavior = KeepObjectDie ModuleTag_IWantRubble 31724 End 31725 Behavior = StealthDetectorUpdate ModuleTag_16 31726 DetectionRate = 30000 ; how often to rescan for stealthed things in my sight (msec) 31727 InitiallyDisabled = No ; only will be active when search & destroy plan active. 31728 DetectionRange = 50000 ;Dustin, enable this for independant balancing! 31729 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 31730 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 31731 End 31732 Behavior = FlammableUpdate ModuleTag_05 31733 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31734 FlameDamageExpiration = 2000 ;in a span of this long 31735 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31736 AflameDamageAmount = 25 ; taking this much damage... 31737 AflameDamageDelay = 500 ; this often. 31738 End 31739 31740 31741 Behavior = FXListDie ModuleTag_10 31742 DeathFX = FX_StructureTinyDeath 31743 End 31744 31745 31746 Geometry = BOX 31747 GeometryMajorRadius = 40.0 31748 GeometryMinorRadius = 66.0 31749 GeometryHeight = 120.0 31750 GeometryIsSmall = No 31751 Shadow = SHADOW_VOLUME 31752 End 31753 ;--------------------------------------------------------------------------------- 31754 31755 Object GLAToxinBunker 31756 31757 ; *** ART Parameters *** 31758 SelectPortrait = SSChemBunk_L 31759 ButtonImage = SUToxinBunker 31760 Draw = W3DModelDraw ModuleTag_01 31761 OkToChangeModelColor = Yes 31762 31763 31764 ; day 31765 ConditionState = NONE 31766 Model = CBChemBunk 31767 End 31768 ConditionState = DAMAGED 31769 Model = CBChemBunk_D 31770 End 31771 ConditionState = REALLYDAMAGED 31772 Model = CBChemBunk_E 31773 End 31774 ConditionState = RUBBLE 31775 Model = CBChemBunk_R 31776 End 31777 31778 31779 ; night 31780 ConditionState = NIGHT 31781 Model = CBChemBunk_N 31782 End 31783 ConditionState = DAMAGED NIGHT 31784 Model = CBChemBunk_DN 31785 End 31786 ConditionState = REALLYDAMAGED NIGHT 31787 Model = CBChemBunk_EN 31788 End 31789 ConditionState = RUBBLE NIGHT 31790 Model = CBChemBunk_RN 31791 End 31792 31793 31794 ; Snow 31795 ConditionState = SNOW 31796 Model = CBChemBunk_S 31797 End 31798 ConditionState = DAMAGED SNOW 31799 Model = CBChemBunk_DS 31800 End 31801 ConditionState = REALLYDAMAGED SNOW 31802 Model = CBChemBunk_ES 31803 End 31804 ConditionState = RUBBLE SNOW 31805 Model = CBChemBunk_RS 31806 End 31807 31808 31809 31810 ; night snow 31811 ConditionState = SNOW NIGHT 31812 Model = CBChemBunk_SN 31813 End 31814 ConditionState = DAMAGED SNOW NIGHT 31815 Model = CBChemBunk_DSN 31816 End 31817 ConditionState = REALLYDAMAGED SNOW NIGHT 31818 Model = CBChemBunk_ESN 31819 End 31820 ConditionState = RUBBLE SNOW NIGHT 31821 Model = CBChemBunk_RSN 31822 End 31823 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31824 Model = CBChemBunk 31825 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31826 End 31827 End 31828 31829 ; ***DESIGN parameters *** 31830 DisplayName = OBJECT:ToxinBunker 31831 Side = GLA 31832 EditorSorting = STRUCTURE 31833 Prerequisites 31834 Object = GLAPalace 31835 End 31836 BuildCost = 2000 31837 BuildTime = 30.0 ; in seconds 31838 EnergyProduction = 0 31839 VisionRange = 300.0 ; Shroud clearing distance 31840 ShroudClearingRange = 300 31841 ArmorSet 31842 Conditions = None 31843 Armor = HoleArmor 31844 DamageFX = StructureDamageFXNoShake 31845 End 31846 CommandSet = GLAToxinBunkerCommandSet 31847 ExperienceValue = 300 300 300 300 ; Experience point value at each level 31848 31849 ; *** AUDIO Parameters *** 31850 SoundDie = BuildingDie 31851 SoundOnDamaged = BuildingDamagedStateLight 31852 SoundOnReallyDamaged = BuildingDestroy 31853 SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop 31854 SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop 31855 31856 UnitSpecificSounds 31857 UnderConstruction = UnderConstructionLoop 31858 End 31859 31860 ; *** ENGINEERING Parameters *** 31861 RadarPriority = STRUCTURE 31862 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE 31863 Body = StructureBody ModuleTag_04 31864 MaxHealth = 2000.0 31865 InitialHealth = 2000.0 31866 End 31867 31868 Behavior = StealthDetectorUpdate ModuleTag_13 31869 DetectionRate = 0 ; how often to rescan for stealthed things in my sight (msec) 31870 DetectionRange = 0 ;Dustin, enable this for independant balancing! 31871 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 31872 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 31873 End 31874 31875 Behavior = BaseRegenerateUpdate ModuleTag_05 31876 ;No data 31877 End 31878 Behavior = AIUpdateInterface ModuleTag_06 31879 Turret 31880 TurretTurnRate = 180 // turn rate, in degrees per sec 31881 TurretPitchRate = 180 31882 AllowsPitch = Yes 31883 NaturalTurretPitch = 45 31884 GroundUnitPitch = 40 31885 MinPhysicalPitch = -20 31886 ControlledWeaponSlots = PRIMARY 31887 MinIdleScanInterval = 250 ; in milliseconds 31888 MaxIdleScanInterval = 250 ; in milliseconds 31889 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 31890 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 31891 End 31892 31893 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 31894 MoodAttackCheckRate = 250 31895 End 31896 31897 31898 Behavior = DestroyDie ModuleTag_08 31899 ;nothing 31900 End 31901 31902 Behavior = CreateObjectDie ModuleTag_16 31903 CreationList = OCL_AmericanRangerDebris05 31904 ExemptStatus = UNDER_CONSTRUCTION 31905 End 31906 31907 31908 Behavior = FXListDie ModuleTag_10 31909 DeathFX = FX_StructureTinyDeath 31910 End 31911 31912 Behavior = FlammableUpdate ModuleTag_12 31913 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31914 AflameDamageAmount = 5 ; taking this much damage... 31915 AflameDamageDelay = 500 ; this often. 31916 End 31917 31918 Behavior = TransitionDamageFX ModuleTag_14 31919 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 31920 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 31921 ;--------------------------------------------------------------------------------------- 31922 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 31923 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 31924 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 31925 End 31926 31927 Geometry = CYLINDER 31928 GeometryMajorRadius = 12.0 31929 GeometryMinorRadius = 1.0 31930 GeometryHeight = 14.0 31931 GeometryIsSmall = No 31932 Shadow = SHADOW_VOLUME 31933 BuildCompletion = PLACED_BY_PLAYER 31934 31935 End 31936 ;---------------------------------------------------------------------------------------------- 31937 31938 Object AmericaNavalyard 31939 31940 ; *** ART Parameters *** 31941 SelectPortrait = T26 31942 ButtonImage = T26 31943 31944 ; ------------ the main factory itself ----------------- 31945 Draw = W3DModelDraw ModuleTag_01 31946 OkToChangeModelColor = Yes 31947 ; day ************************************************** 31948 DefaultConditionState 31949 Model = navalyard 31950 Animation = navalyard.navalyard 31951 AnimationMode = LOOP 31952 ParticleSysBone = Smoke01 SteamVent 31953 ParticleSysBone = Smoke02 SteamVent 31954 End 31955 31956 ConditionState = OVER_WATER 31957 Model = navalyard 31958 Animation = navalyard.navalyard 31959 AnimationMode = LOOP 31960 ParticleSysBone = Smoke01 SteamVent 31961 ParticleSysBone = Smoke02 SteamVent 31962 End 31963 31964 ConditionState = DOOR_1_OPENING 31965 Model = navalyard_open 31966 Animation = navalyard_open.navalyard_open 31967 AnimationMode = ONCE 31968 Flags = START_FRAME_FIRST 31969 End 31970 31971 ConditionState = DOOR_1_CLOSING 31972 Model = navalyard_open 31973 Animation = navalyard_open.navalyard_open 31974 AnimationMode = ONCE_BACKWARDS 31975 Flags = START_FRAME_LAST 31976 End 31977 31978 ConditionState = DOOR_1_WAITING_OPEN 31979 Model = navalyard_open 31980 ; Animation = NONE 31981 ; AnimationMode = NONE 31982 Flags = START_FRAME_LAST 31983 End 31984 ConditionState = DAMAGED 31985 Model = Navalyard 31986 Animation = Navalyard.Navalyard 31987 AnimationMode = LOOP 31988 End 31989 ConditionState = REALLYDAMAGED RUBBLE 31990 Model = Navalyard 31991 Animation = Navalyard.Navalyard 31992 AnimationMode = LOOP 31993 End 31994 31995 31996 31997 End 31998 31999 32000 PlacementViewAngle = -135 32001 32002 ; ***DESIGN parameters *** 32003 DisplayName = OBJECT:Navalyard 32004 Side = America 32005 EditorSorting = STRUCTURE 32006 Prerequisites 32007 ; Object = AmericaSupplyCenter 32008 End 32009 BuildCost = 2000 32010 BuildTime = 15.0 ; in seconds 32011 32012 EnergyProduction = -1 32013 CommandSet = AmericaNavalyardCommandSet 32014 VisionRange = 200.0 ; Shroud clearing distance 32015 ShroudClearingRange = 200 32016 ArmorSet 32017 Conditions = None 32018 Armor = StructureArmor 32019 DamageFX = StructureDamageFXNoShake 32020 End 32021 ExperienceValue = 200 200 200 200 ; Experience point value at each level 32022 32023 ; *** AUDIO Parameters *** 32024 VoiceSelect = WarFactoryUSASelect 32025 SoundDie = BuildingDie 32026 SoundOnDamaged = BuildingDamagedStateLight 32027 SoundOnReallyDamaged = BuildingDestroy 32028 32029 UnitSpecificSounds 32030 UnderConstruction = UnderConstructionLoop 32031 End 32032 32033 ; *** ENGINEERING Parameters *** 32034 RadarPriority = STRUCTURE 32035 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 32036 32037 ;------------ADD-------------------------------------- 32038 ; Locomotor = SET_NORMAL NavalyardLocomotor 32039 ; END 32040 ;---------------------------------------------------- 32041 32042 Body = StructureBody ModuleTag_09 32043 MaxHealth = 2000.0 32044 InitialHealth = 2000.0 32045 End 32046 Behavior = ProductionUpdate ModuleTag_10 32047 NumDoorAnimations = 1 32048 DoorOpeningTime = 3250 ;in mSeconds 32049 DoorWaitOpenTime = 3000 ;in mSeconds 32050 DoorCloseTime = 4000 ;in mSeconds 32051 ConstructionCompleteDuration = 1500 ;in mSeconds 32052 End 32053 Behavior = DefaultProductionExitUpdate ModuleTag_11 32054 UnitCreatePoint = X: 100.0 Y:-0.0 Z:0.0 32055 NaturalRallyPoint = X: 370.0 Y:0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 32056 End 32057 Behavior = RepairDockUpdate ModuleTag_12 32058 TimeForFullHeal = 5000 ;(in milliseconds) 32059 NumberApproachPositions = 5 32060 End 32061 Behavior = BaseRegenerateUpdate ModuleTag_13 32062 ;No data 32063 End 32064 32065 ;---- Lazy cheezy modules make the buildings cry. 32066 ; Behavior = SlowDeathBehavior ModuleTag_14 32067 ; DestructionDelay = 500 32068 ; FX = FINAL FX_StructureMediumDeath 32069 ; OCL = FINAL OCL_AmericaWarFactoryDebris 32070 ; End 32071 32072 Behavior = TransitionDamageFX ModuleTag_15 32073 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 32074 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 32075 ;--------------------------------------------------------------------------------------- 32076 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 32077 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 32078 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 32079 End 32080 32081 Behavior = CreateObjectDie ModuleTag_16 32082 CreationList = OCL_AmericanRangerDebris05 32083 ExemptStatus = UNDER_CONSTRUCTION 32084 End 32085 32086 Behavior = FlammableUpdate ModuleTag_18 32087 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32088 AflameDamageAmount = 5 ; taking this much damage... 32089 AflameDamageDelay = 500 ; this often. 32090 End 32091 32092 Behavior = CreateObjectDie ModuleTag_20 32093 CreationList = OCL_LargeStructureDebris 32094 End 32095 32096 Behavior = FXListDie ModuleTag_21 32097 DeathFX = FX_StructureMediumDeath 32098 End 32099 32100 Behavior = DestroyDie ModuleTag_22 32101 ;nothing 32102 End 32103 32104 Geometry = BOX 32105 GeometryMajorRadius = 0.001;53.0 32106 GeometryMinorRadius = 0.001;60.0 32107 GeometryHeight = 40.0 32108 GeometryIsSmall = No 32109 FactoryExitWidth = 25 ; How much space to leave for units exiting. 32110 Shadow = SHADOW_VOLUME 32111 BuildCompletion = PLACED_BY_PLAYER 32112 32113 End 32114 32115 32116 32117 ;------------------------------------------------------------------------------ 32118 ;---------------------Eddited by [wog]colonel(01/01/05)----------------------- 32119 ;------------------------------------------------------------------------------ 32120 32121 Object ChinaNavalyard 32122 32123 ; *** ART Parameters *** 32124 SelectPortrait = T26 32125 ButtonImage = T26 32126 32127 ; ------------ the main factory itself ----------------- 32128 Draw = W3DModelDraw ModuleTag_01 32129 OkToChangeModelColor = Yes 32130 ; day ************************************************** 32131 DefaultConditionState 32132 Model = avnar 32133 Animation = avnar.avnar 32134 AnimationMode = LOOP 32135 32136 End 32137 32138 ConditionState = OVER_WATER 32139 Model = avnar 32140 Animation = avnar.avnar 32141 AnimationMode = LOOP 32142 32143 End 32144 32145 32146 ConditionState = DAMAGED 32147 Model = avnar 32148 Animation = avnar.avnar 32149 AnimationMode = LOOP 32150 End 32151 ConditionState = REALLYDAMAGED RUBBLE 32152 Model = avnar 32153 Animation = avnar.avnar 32154 AnimationMode = LOOP 32155 End 32156 32157 32158 ; night ************************************************* 32159 ConditionState = NIGHT 32160 Model = avnar 32161 Animation = avnar.avnar 32162 AnimationMode = LOOP 32163 End 32164 ConditionState = DAMAGED NIGHT 32165 Model = avnar 32166 Animation = avnar.avnar 32167 AnimationMode = LOOP 32168 End 32169 ConditionState = REALLYDAMAGED RUBBLE NIGHT 32170 Model = avnar 32171 Animation = avnar.avnar 32172 AnimationMode = LOOP 32173 End 32174 32175 ; snow ************************************************* 32176 ConditionState = SNOW 32177 Model = avnar 32178 Animation = avnar.avnar 32179 AnimationMode = LOOP 32180 End 32181 ConditionState = DAMAGED SNOW 32182 Model = avnar 32183 Animation = avnar.avnar 32184 AnimationMode = LOOP 32185 End 32186 ConditionState = REALLYDAMAGED RUBBLE SNOW 32187 Model = avnar 32188 Animation = avnar.avnar 32189 AnimationMode = LOOP 32190 End 32191 32192 32193 ; night snow ************************************************* 32194 ConditionState = NIGHT SNOW 32195 Model = avnar 32196 Animation = avnar.avnar 32197 AnimationMode = LOOP 32198 End 32199 ConditionState = DAMAGED NIGHT SNOW 32200 Model = avnar 32201 Animation = avnar.avnar 32202 AnimationMode = LOOP 32203 End 32204 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 32205 Model = avnar 32206 Animation = avnar.avnar 32207 AnimationMode = LOOP 32208 End 32209 32210 32211 ;************************************************************************************************************************** 32212 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 32213 ;for this draw module 32214 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32215 Model = avnar 32216 Animation = avnar.avnar 32217 AnimationMode = LOOP 32218 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32219 End 32220 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 32221 Model = avnar 32222 Animation = avnar.avnar 32223 AnimationMode = LOOP 32224 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32225 End 32226 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 32227 Model = avnar 32228 Animation = avnar.avnar 32229 AnimationMode = LOOP 32230 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32231 End 32232 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 32233 Model = avnar 32234 Animation = avnar.avnar 32235 AnimationMode = LOOP 32236 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32237 End 32238 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 32239 Model = avnar 32240 Animation = avnar.avnar 32241 AnimationMode = LOOP 32242 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32243 End 32244 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 32245 Model = avnar 32246 Animation = avnar.avnar 32247 AnimationMode = LOOP 32248 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32249 End 32250 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 32251 Model = avnar 32252 Animation = avnar.avnar 32253 AnimationMode = LOOP 32254 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32255 End 32256 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 32257 Model = avnar 32258 Animation = avnar.avnar 32259 AnimationMode = LOOP 32260 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32261 End 32262 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 32263 Model = avnar 32264 Animation = avnar.avnar 32265 AnimationMode = LOOP 32266 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32267 End 32268 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 32269 Model = avnar 32270 Animation = avnar.avnar 32271 AnimationMode = LOOP 32272 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32273 End 32274 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 32275 Model = avnar 32276 Animation = avnar.avnar 32277 AnimationMode = LOOP 32278 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32279 End 32280 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 32281 Model = avnar 32282 Animation = avnar.avnar 32283 AnimationMode = LOOP 32284 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32285 End 32286 32287 ConditionState = AWAITING_CONSTRUCTION 32288 Model = NONE 32289 End 32290 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 32291 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 32292 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 32293 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 32294 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 32295 AliasConditionState = AWAITING_CONSTRUCTION SNOW 32296 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 32297 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 32298 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 32299 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 32300 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 32301 AliasConditionState = SOLD 32302 AliasConditionState = SOLD DAMAGED 32303 AliasConditionState = SOLD REALLYDAMAGED 32304 AliasConditionState = SOLD NIGHT 32305 AliasConditionState = SOLD NIGHT DAMAGED 32306 AliasConditionState = SOLD NIGHT REALLYDAMAGED 32307 AliasConditionState = SOLD SNOW 32308 AliasConditionState = SOLD SNOW DAMAGED 32309 AliasConditionState = SOLD SNOW REALLYDAMAGED 32310 AliasConditionState = SOLD NIGHT SNOW 32311 AliasConditionState = SOLD NIGHT SNOW DAMAGED 32312 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 32313 ;************************************************************************************************************************** 32314 32315 32316 End 32317 32318 ; ----------------- the factory door ------------------- 32319 Draw = W3DModelDraw ModuleTag_02 32320 DefaultConditionState 32321 Model = Navalyard_A8 32322 Animation = Navalyard_A8.Navalyard_A8 32323 AnimationMode = MANUAL 32324 Flags = START_FRAME_FIRST 32325 End 32326 AliasConditionState = NIGHT 32327 AliasConditionState = SNOW 32328 AliasConditionState = SNOW NIGHT 32329 32330 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32331 Model = Navalyard_A8 32332 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32333 End 32334 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32335 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32336 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32337 32338 ConditionState = DAMAGED 32339 Model = Navalyard_A8 32340 Animation = Navalyard_A8.Navalyard_A8 32341 AnimationMode = MANUAL 32342 Flags = START_FRAME_FIRST 32343 End 32344 AliasConditionState = NIGHT DAMAGED 32345 AliasConditionState = SNOW DAMAGED 32346 AliasConditionState = SNOW NIGHT DAMAGED 32347 32348 ConditionState = REALLYDAMAGED RUBBLE 32349 Model = Navalyard_A8 32350 Animation = Navalyard_A8.Navalyard_A8 32351 AnimationMode = MANUAL 32352 Flags = START_FRAME_FIRST 32353 End 32354 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 32355 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 32356 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 32357 32358 ConditionState = DOOR_1_OPENING 32359 Model = Navalyard_A8 32360 Animation = Navalyard_A8.Navalyard_A8 32361 AnimationMode = ONCE 32362 Flags = START_FRAME_FIRST 32363 End 32364 AliasConditionState = NIGHT DOOR_1_OPENING 32365 AliasConditionState = SNOW DOOR_1_OPENING 32366 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 32367 32368 ConditionState = DOOR_1_OPENING DAMAGED 32369 Model = Navalyard_A8 32370 Animation = Navalyard_A8.Navalyard_A8 32371 AnimationMode = ONCE 32372 Flags = START_FRAME_FIRST 32373 End 32374 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 32375 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 32376 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 32377 32378 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 32379 Model = Navalyard_A8 32380 Animation = Navalyard_A8.Navalyard_A8 32381 AnimationMode = ONCE 32382 Flags = START_FRAME_FIRST 32383 End 32384 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 32385 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 32386 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 32387 32388 ConditionState = DOOR_1_CLOSING 32389 Model = Navalyard_A8 32390 Animation = Navalyard_A8.Navalyard_A8 32391 AnimationMode = ONCE_BACKWARDS 32392 Flags = START_FRAME_LAST 32393 End 32394 AliasConditionState = NIGHT DOOR_1_CLOSING 32395 AliasConditionState = SNOW DOOR_1_CLOSING 32396 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 32397 32398 32399 ConditionState = DOOR_1_CLOSING DAMAGED 32400 Model = Navalyard_A8 32401 Animation = Navalyard_A8.Navalyard_A8 32402 AnimationMode = ONCE_BACKWARDS 32403 Flags = START_FRAME_LAST 32404 End 32405 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 32406 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 32407 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 32408 32409 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 32410 Model = Navalyard_A8 32411 Animation = Navalyard_A8.Navalyard_A8 32412 AnimationMode = ONCE_BACKWARDS 32413 Flags = START_FRAME_LAST 32414 End 32415 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 32416 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 32417 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 32418 32419 ConditionState = DOOR_1_WAITING_OPEN 32420 Model = Navalyard_A8 32421 Animation = Navalyard_A8.Navalyard_A8 32422 AnimationMode = MANUAL 32423 Flags = START_FRAME_LAST 32424 End 32425 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 32426 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 32427 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 32428 32429 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 32430 Model = Navalyard_A8 32431 Animation = Navalyard_A8.Navalyard_A8 32432 AnimationMode = MANUAL 32433 Flags = START_FRAME_LAST 32434 End 32435 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 32436 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 32437 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 32438 32439 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 32440 Model = Navalyard_A8 32441 Animation = Navalyard_A8.Navalyard_A8 32442 AnimationMode = MANUAL 32443 Flags = START_FRAME_LAST 32444 End 32445 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 32446 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 32447 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 32448 32449 ConditionState = AWAITING_CONSTRUCTION 32450 Model = NONE 32451 End 32452 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 32453 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 32454 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 32455 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 32456 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 32457 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 32458 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 32459 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 32460 AliasConditionState = SOLD 32461 AliasConditionState = SOLD DAMAGED 32462 AliasConditionState = SOLD REALLYDAMAGED 32463 AliasConditionState = SOLD NIGHT 32464 AliasConditionState = SOLD NIGHT DAMAGED 32465 AliasConditionState = SOLD NIGHT REALLYDAMAGED 32466 AliasConditionState = SOLD SNOW 32467 AliasConditionState = SOLD SNOW DAMAGED 32468 AliasConditionState = SOLD SNOW REALLYDAMAGED 32469 AliasConditionState = SOLD NIGHT SNOW 32470 AliasConditionState = SOLD NIGHT SNOW DAMAGED 32471 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 32472 End 32473 32474 32475 ; ------------ construction-zone fence ----------------- 32476 Draw = W3DModelDraw ModuleTag_06 32477 AnimationsRequirePower = No 32478 DefaultConditionState 32479 Model = None 32480 TransitionKey = DOWN_DEFAULT 32481 End 32482 ConditionState = NIGHT 32483 Model = None 32484 TransitionKey = DOWN_DEFAULT 32485 End 32486 ConditionState = SNOW 32487 Model = None 32488 TransitionKey = DOWN_DEFAULT 32489 End 32490 ConditionState = SNOW NIGHT 32491 Model = None 32492 TransitionKey = DOWN_DEFAULT 32493 End 32494 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32495 Model = Navalyard_A4 32496 Animation = Navalyard_A4.Navalyard_A4 32497 AnimationMode = MANUAL 32498 Flags = START_FRAME_LAST 32499 TransitionKey = UP_DAY 32500 ParticleSysBone = SmokeS01 SmokeBuildingSmall 32501 ParticleSysBone = SparksS01 LiveWireSparks02 32502 End 32503 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32504 Model = Navalyard_A4 32505 Animation = Navalyard_A4.ABWarFact_A4 32506 AnimationMode = MANUAL 32507 Flags = START_FRAME_LAST 32508 TransitionKey = UP_NIGHT 32509 ParticleSysBone = SmokeS01 SmokeBuildingSmall 32510 ParticleSysBone = SparksS01 LiveWireSparks02 32511 End 32512 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32513 Model = Navalyard_A4 32514 Animation = Navalyard_A4.Navalyard_A4 32515 AnimationMode = MANUAL 32516 Flags = START_FRAME_LAST 32517 TransitionKey = UP_SNOW 32518 ParticleSysBone = SmokeS01 SmokeBuildingSmall 32519 ParticleSysBone = SparksS01 LiveWireSparks02 32520 End 32521 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32522 Model = Navalyard_A4 32523 Animation = Navalyard_A4.Navalyard_A4 32524 AnimationMode = MANUAL 32525 Flags = START_FRAME_LAST 32526 TransitionKey = UP_SNOWNIGHT 32527 ParticleSysBone = SmokeS01 SmokeBuildingSmall 32528 ParticleSysBone = SparksS01 LiveWireSparks02 32529 End 32530 TransitionState = DOWN_DEFAULT UP_DAY 32531 Model = Navalyard_A4 32532 Animation = Navalyard_A4.Navalyard_A4 32533 AnimationMode = ONCE 32534 AnimationSpeedFactorRange = 1.0 1.0 32535 Flags = START_FRAME_FIRST 32536 End 32537 TransitionState = DOWN_DEFAULT UP_NIGHT 32538 Model = Navalyard_A4 32539 Animation = Navalyard_A4.Navalyard_A4 32540 AnimationMode = ONCE 32541 AnimationSpeedFactorRange = 1.0 1.0 32542 Flags = START_FRAME_FIRST 32543 End 32544 TransitionState = DOWN_DEFAULT UP_SNOW 32545 Model = Navalyard_A4 32546 Animation = Navalyard_A4.Navalyard_A4 32547 AnimationMode = ONCE 32548 AnimationSpeedFactorRange = 1.0 1.0 32549 Flags = START_FRAME_FIRST 32550 End 32551 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 32552 Model = Navalyard_A4 32553 Animation = Navalyard_A4.Navalyard_A4 32554 AnimationMode = ONCE 32555 AnimationSpeedFactorRange = 1.0 1.0 32556 Flags = START_FRAME_FIRST 32557 End 32558 TransitionState = UP_DAY DOWN_DEFAULT 32559 Model = Navalyard_A4 32560 Animation = Navalyard_A4.Navalyard_A4 32561 AnimationMode = ONCE_BACKWARDS 32562 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32563 Flags = START_FRAME_LAST 32564 End 32565 TransitionState = UP_NIGHT DOWN_DEFAULT 32566 Model = Navalyard_A4 32567 Animation = Navalyard_A4.Navalyard_A4 32568 AnimationMode = ONCE_BACKWARDS 32569 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32570 Flags = START_FRAME_LAST 32571 End 32572 TransitionState = UP_SNOW DOWN_DEFAULT 32573 Model = Navalyard_A4 32574 Animation = Navalyard_A4.Navalyard_A4 32575 AnimationMode = ONCE_BACKWARDS 32576 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32577 Flags = START_FRAME_LAST 32578 End 32579 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 32580 Model = Navalyard_A4 32581 Animation = Navalyard_A4.Navalyard_A4 32582 AnimationMode = ONCE_BACKWARDS 32583 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32584 Flags = START_FRAME_LAST 32585 End 32586 End 32587 32588 ; ------------ under-construction scaffolding ----------------- 32589 Draw = W3DModelDraw ModuleTag_07 32590 AnimationsRequirePower = No 32591 MinLODRequired = MEDIUM 32592 DefaultConditionState 32593 Model = None 32594 TransitionKey = DOWN_DEFAULT 32595 End 32596 ConditionState = NIGHT 32597 Model = None 32598 TransitionKey = DOWN_DEFAULT 32599 End 32600 ConditionState = SNOW 32601 Model = None 32602 TransitionKey = DOWN_DEFAULT 32603 End 32604 ConditionState = SNOW NIGHT 32605 Model = None 32606 TransitionKey = DOWN_DEFAULT 32607 End 32608 ConditionState = PARTIALLY_CONSTRUCTED 32609 Model = Navalyard_A6 32610 Animation = Navalyard_A6.Navalyard_A6 32611 AnimationMode = MANUAL 32612 Flags = START_FRAME_LAST 32613 TransitionKey = UP_DAY 32614 ParticleSysBone = Sparks01 BuildUpBlueSpark 32615 ParticleSysBone = Sparks02 BuildUpBlueSpark 32616 ParticleSysBone = Sparks03 BuildUpBlueSpark 32617 ParticleSysBone = Sparks04 BuildUpBlueSpark 32618 ParticleSysBone = Sparks05 BuildUpBlueSpark 32619 ParticleSysBone = Sparks06 BuildUpBlueSpark 32620 End 32621 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 32622 Model = Navalyard_A6 32623 Animation = Navalyard_A6.Navalyard_A6 32624 AnimationMode = MANUAL 32625 Flags = START_FRAME_LAST 32626 TransitionKey = UP_NIGHT 32627 ParticleSysBone = Sparks01 BuildUpBlueSpark 32628 ParticleSysBone = Sparks02 BuildUpBlueSpark 32629 ParticleSysBone = Sparks03 BuildUpBlueSpark 32630 ParticleSysBone = Sparks04 BuildUpBlueSpark 32631 ParticleSysBone = Sparks05 BuildUpBlueSpark 32632 ParticleSysBone = Sparks06 BuildUpBlueSpark 32633 End 32634 ConditionState = SNOW PARTIALLY_CONSTRUCTED 32635 Model = Navalyard_A6 32636 Animation = Navalyard_A6.Navalyard_A6 32637 AnimationMode = MANUAL 32638 Flags = START_FRAME_LAST 32639 TransitionKey = UP_SNOW 32640 ParticleSysBone = Sparks01 BuildUpBlueSpark 32641 ParticleSysBone = Sparks02 BuildUpBlueSpark 32642 ParticleSysBone = Sparks03 BuildUpBlueSpark 32643 ParticleSysBone = Sparks04 BuildUpBlueSpark 32644 ParticleSysBone = Sparks05 BuildUpBlueSpark 32645 ParticleSysBone = Sparks06 BuildUpBlueSpark 32646 End 32647 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 32648 Model = Navalyard_A6 32649 Animation = Navalyard_A6.Navalyard_A6 32650 AnimationMode = MANUAL 32651 Flags = START_FRAME_LAST 32652 TransitionKey = UP_SNOWNIGHT 32653 ParticleSysBone = Sparks01 BuildUpBlueSpark 32654 ParticleSysBone = Sparks02 BuildUpBlueSpark 32655 ParticleSysBone = Sparks03 BuildUpBlueSpark 32656 ParticleSysBone = Sparks04 BuildUpBlueSpark 32657 ParticleSysBone = Sparks05 BuildUpBlueSpark 32658 ParticleSysBone = Sparks06 BuildUpBlueSpark 32659 End 32660 TransitionState = DOWN_DEFAULT UP_DAY 32661 Model = Navalyard_A6 32662 Animation = Navalyard_A6.Navalyard_A6 32663 AnimationMode = ONCE 32664 AnimationSpeedFactorRange = 1.0 1.0 32665 Flags = START_FRAME_FIRST 32666 End 32667 TransitionState = DOWN_DEFAULT UP_NIGHT 32668 Model = Navalyard_A6 32669 Animation = Navalyard_A6.Navalyard_A6 32670 AnimationMode = ONCE 32671 AnimationSpeedFactorRange = 1.0 1.0 32672 Flags = START_FRAME_FIRST 32673 End 32674 TransitionState = DOWN_DEFAULT UP_SNOW 32675 Model = Navalyard_A6 32676 Animation = Navalyard_A6.Navalyard_A6 32677 AnimationMode = ONCE 32678 AnimationSpeedFactorRange = 1.0 1.0 32679 Flags = START_FRAME_FIRST 32680 End 32681 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 32682 Model = Navalyard_A6 32683 Animation = Navalyard_A6.Navalyard_A6 32684 AnimationMode = ONCE 32685 AnimationSpeedFactorRange = 1.0 1.0 32686 Flags = START_FRAME_FIRST 32687 End 32688 TransitionState = UP_DAY DOWN_DEFAULT 32689 Model = Navalyard_A6 32690 Animation = Navalyard_A6.Navalyard_A6 32691 AnimationMode = ONCE_BACKWARDS 32692 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32693 Flags = START_FRAME_LAST 32694 End 32695 TransitionState = UP_NIGHT DOWN_DEFAULT 32696 Model = Navalyard_A6 32697 Animation = Navalyard_A6.Navalyard_A6 32698 AnimationMode = ONCE_BACKWARDS 32699 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32700 Flags = START_FRAME_LAST 32701 End 32702 TransitionState = UP_SNOW DOWN_DEFAULT 32703 Model = Navalyard_A6 32704 Animation = Navalyard_A6.Navalyard_A6 32705 AnimationMode = ONCE_BACKWARDS 32706 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32707 Flags = START_FRAME_LAST 32708 End 32709 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 32710 Model = Navalyard_A6 32711 Animation = Navalyard_A6.Navalyard_A6 32712 AnimationMode = ONCE_BACKWARDS 32713 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32714 Flags = START_FRAME_LAST 32715 End 32716 End 32717 32718 ; ------------ being-constructed crane ----------------- 32719 Draw = W3DModelDraw ModuleTag_08 32720 AnimationsRequirePower = No 32721 DefaultConditionState 32722 Model = None 32723 TransitionKey = DOWN_DEFAULT 32724 End 32725 ConditionState = NIGHT 32726 Model = None 32727 TransitionKey = DOWN_DEFAULT 32728 End 32729 ConditionState = SNOW 32730 Model = None 32731 TransitionKey = DOWN_DEFAULT 32732 End 32733 ConditionState = SNOW NIGHT 32734 Model = None 32735 TransitionKey = DOWN_DEFAULT 32736 End 32737 ConditionState = SOLD 32738 Model = NONE 32739 End 32740 32741 ConditionState = ACTIVELY_BEING_CONSTRUCTED 32742 Model = Navalyard_A5 32743 Animation = Navalyard_A5.Navalyard_A5 32744 AnimationMode = LOOP 32745 TransitionKey = UP_DAY 32746 End 32747 32748 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 32749 Model = Navalyard_A5 32750 Animation = Navalyard_A5.Navalyard_A5 32751 AnimationMode = LOOP 32752 TransitionKey = UP_NIGHT 32753 End 32754 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 32755 Model = Navalyard_A5 32756 Animation = Navalyard_A5.Navalyard_A5 32757 AnimationMode = LOOP 32758 TransitionKey = UP_SNOW 32759 End 32760 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 32761 Model = Navalyard_A5 32762 Animation = Navalyard_A5.Navalyard_A5 32763 AnimationMode = LOOP 32764 TransitionKey = UP_SNOWNIGHT 32765 End 32766 32767 End 32768 32769 PlacementViewAngle = -135 32770 32771 ; ***DESIGN parameters *** 32772 DisplayName = OBJECT:Navalyard 32773 Side = China 32774 EditorSorting = STRUCTURE 32775 Prerequisites 32776 ; Object = AmericaSupplyCenter 32777 End 32778 BuildCost = 2000 32779 BuildTime = 15.0 ; in seconds 32780 32781 EnergyProduction = -1 32782 CommandSet = ChinaNavalyardCommandSet 32783 VisionRange = 200.0 ; Shroud clearing distance 32784 ShroudClearingRange = 200 32785 ArmorSet 32786 Conditions = None 32787 Armor = StructureArmor 32788 DamageFX = StructureDamageFXNoShake 32789 End 32790 ExperienceValue = 200 200 200 200 ; Experience point value at each level 32791 32792 ; *** AUDIO Parameters *** 32793 VoiceSelect = WarFactoryUSASelect 32794 SoundDie = BuildingDie 32795 SoundOnDamaged = BuildingDamagedStateLight 32796 SoundOnReallyDamaged = BuildingDestroy 32797 32798 UnitSpecificSounds 32799 UnderConstruction = UnderConstructionLoop 32800 End 32801 32802 ; *** ENGINEERING Parameters *** 32803 RadarPriority = STRUCTURE 32804 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 32805 32806 ;------------ADD-------------------------------------- 32807 ; Locomotor = SET_NORMAL NavalyardLocomotor 32808 ; END 32809 ;---------------------------------------------------- 32810 32811 Body = StructureBody ModuleTag_09 32812 MaxHealth = 2000.0 32813 InitialHealth = 2000.0 32814 End 32815 Behavior = ProductionUpdate ModuleTag_10 32816 NumDoorAnimations = 1 32817 DoorOpeningTime = 3250 ;in mSeconds 32818 DoorWaitOpenTime = 3000 ;in mSeconds 32819 DoorCloseTime = 4000 ;in mSeconds 32820 ConstructionCompleteDuration = 1500 ;in mSeconds 32821 End 32822 Behavior = DefaultProductionExitUpdate ModuleTag_11 32823 UnitCreatePoint = X: 32.0 Y:-0.0 Z:0.0 32824 NaturalRallyPoint = X: 170.0 Y:0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 32825 End 32826 Behavior = RepairDockUpdate ModuleTag_12 32827 TimeForFullHeal = 5000 ;(in milliseconds) 32828 NumberApproachPositions = 5 32829 End 32830 Behavior = BaseRegenerateUpdate ModuleTag_13 32831 ;No data 32832 End 32833 32834 ;---- Lazy cheezy modules make the buildings cry. 32835 ; Behavior = SlowDeathBehavior ModuleTag_14 32836 ; DestructionDelay = 500 32837 ; FX = FINAL FX_StructureMediumDeath 32838 ; OCL = FINAL OCL_AmericaWarFactoryDebris 32839 ; End 32840 32841 Behavior = TransitionDamageFX ModuleTag_15 32842 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 32843 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 32844 ;--------------------------------------------------------------------------------------- 32845 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 32846 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 32847 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 32848 End 32849 32850 Behavior = CreateObjectDie ModuleTag_16 32851 CreationList = OCL_AmericanRangerDebris05 32852 ExemptStatus = UNDER_CONSTRUCTION 32853 End 32854 32855 Behavior = FlammableUpdate ModuleTag_18 32856 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32857 AflameDamageAmount = 5 ; taking this much damage... 32858 AflameDamageDelay = 500 ; this often. 32859 End 32860 32861 Behavior = CreateObjectDie ModuleTag_20 32862 CreationList = OCL_LargeStructureDebris 32863 End 32864 32865 Behavior = FXListDie ModuleTag_21 32866 DeathFX = FX_StructureMediumDeath 32867 End 32868 32869 Behavior = DestroyDie ModuleTag_22 32870 ;nothing 32871 End 32872 32873 Geometry = BOX 32874 GeometryMajorRadius = 0.001;53.0 32875 GeometryMinorRadius = 0.001;60.0 32876 GeometryHeight = 40.0 32877 GeometryIsSmall = No 32878 FactoryExitWidth = 25 ; How much space to leave for units exiting. 32879 Shadow = SHADOW_VOLUME 32880 BuildCompletion = PLACED_BY_PLAYER 32881 32882 End 32883 32884 32885 ;------------------------------------------------------- 32886 32887 Object GLANavalyard 32888 32889 ; *** ART Parameters *** 32890 SelectPortrait = T26 32891 ButtonImage = T26 32892 32893 ; ------------ the main factory itself ----------------- 32894 Draw = W3DModelDraw ModuleTag_01 32895 OkToChangeModelColor = Yes 32896 ; day ************************************************** 32897 DefaultConditionState 32898 Model = uvnar 32899 Animation = uvnar.uvnar 32900 AnimationMode = LOOP 32901 32902 End 32903 32904 ConditionState = OVER_WATER 32905 Model = uvnar 32906 Animation = uvnar.uvnar 32907 AnimationMode = LOOP 32908 32909 End 32910 32911 32912 ConditionState = DAMAGED 32913 Model = uvnar 32914 Animation = uvnar.uvnar 32915 AnimationMode = LOOP 32916 End 32917 ConditionState = REALLYDAMAGED RUBBLE 32918 Model = uvnar 32919 Animation = uvnar.uvnar 32920 AnimationMode = LOOP 32921 End 32922 32923 32924 ; night ************************************************* 32925 ConditionState = NIGHT 32926 Model = uvnar 32927 Animation = uvnar.uvnar 32928 AnimationMode = LOOP 32929 End 32930 ConditionState = DAMAGED NIGHT 32931 Model = uvnar 32932 Animation = uvnar.uvnar 32933 AnimationMode = LOOP 32934 End 32935 ConditionState = REALLYDAMAGED RUBBLE NIGHT 32936 Model = uvnar 32937 Animation = uvnar.uvnar 32938 AnimationMode = LOOP 32939 End 32940 32941 ; snow ************************************************* 32942 ConditionState = SNOW 32943 Model = uvnar 32944 Animation = uvnar.uvnar 32945 AnimationMode = LOOP 32946 End 32947 ConditionState = DAMAGED SNOW 32948 Model = uvnar 32949 Animation = uvnar.uvnar 32950 AnimationMode = LOOP 32951 End 32952 ConditionState = REALLYDAMAGED RUBBLE SNOW 32953 Model = uvnar 32954 Animation = uvnar.uvnar 32955 AnimationMode = LOOP 32956 End 32957 32958 32959 ; night snow ************************************************* 32960 ConditionState = NIGHT SNOW 32961 Model = uvnar 32962 Animation = uvnar.uvnar 32963 AnimationMode = LOOP 32964 End 32965 ConditionState = DAMAGED NIGHT SNOW 32966 Model = uvnar 32967 Animation = uvnar.uvnar 32968 AnimationMode = LOOP 32969 End 32970 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 32971 Model = uvnar 32972 Animation = uvnar.uvnar 32973 AnimationMode = LOOP 32974 End 32975 32976 32977 ;************************************************************************************************************************** 32978 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 32979 ;for this draw module 32980 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32981 Model = uvnar 32982 Animation = uvnar.uvnar 32983 AnimationMode = LOOP 32984 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32985 End 32986 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 32987 Model = uvnar 32988 Animation = uvnar.uvnar 32989 AnimationMode = LOOP 32990 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32991 End 32992 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 32993 Model = uvnar 32994 Animation = uvnar.uvnar 32995 AnimationMode = LOOP 32996 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32997 End 32998 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 32999 Model = uvnar 33000 Animation = uvnar.uvnar 33001 AnimationMode = LOOP 33002 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33003 End 33004 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 33005 Model = uvnar 33006 Animation = uvnar.uvnar 33007 AnimationMode = LOOP 33008 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33009 End 33010 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 33011 Model = uvnar 33012 Animation = uvnar.uvnar 33013 AnimationMode = LOOP 33014 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33015 End 33016 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 33017 Model = uvnar 33018 Animation = uvnar.uvnar 33019 AnimationMode = LOOP 33020 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33021 End 33022 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 33023 Model = uvnar 33024 Animation = uvnar.uvnar 33025 AnimationMode = LOOP 33026 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33027 End 33028 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 33029 Model = uvnar 33030 Animation = uvnar.uvnar 33031 AnimationMode = LOOP 33032 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33033 End 33034 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 33035 Model = uvnar 33036 Animation = uvnar.uvnar 33037 AnimationMode = LOOP 33038 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33039 End 33040 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 33041 Model = uvnar 33042 Animation = uvnar.uvnar 33043 AnimationMode = LOOP 33044 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33045 End 33046 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 33047 Model = uvnar 33048 Animation = uvnar.uvnar 33049 AnimationMode = LOOP 33050 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33051 End 33052 33053 ConditionState = AWAITING_CONSTRUCTION 33054 Model = NONE 33055 End 33056 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 33057 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 33058 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 33059 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 33060 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 33061 AliasConditionState = AWAITING_CONSTRUCTION SNOW 33062 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 33063 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 33064 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 33065 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 33066 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 33067 AliasConditionState = SOLD 33068 AliasConditionState = SOLD DAMAGED 33069 AliasConditionState = SOLD REALLYDAMAGED 33070 AliasConditionState = SOLD NIGHT 33071 AliasConditionState = SOLD NIGHT DAMAGED 33072 AliasConditionState = SOLD NIGHT REALLYDAMAGED 33073 AliasConditionState = SOLD SNOW 33074 AliasConditionState = SOLD SNOW DAMAGED 33075 AliasConditionState = SOLD SNOW REALLYDAMAGED 33076 AliasConditionState = SOLD NIGHT SNOW 33077 AliasConditionState = SOLD NIGHT SNOW DAMAGED 33078 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 33079 ;************************************************************************************************************************** 33080 33081 33082 End 33083 33084 ; ----------------- the factory door ------------------- 33085 Draw = W3DModelDraw ModuleTag_02 33086 DefaultConditionState 33087 Model = Navalyard_A8 33088 Animation = Navalyard_A8.Navalyard_A8 33089 AnimationMode = MANUAL 33090 Flags = START_FRAME_FIRST 33091 End 33092 AliasConditionState = NIGHT 33093 AliasConditionState = SNOW 33094 AliasConditionState = SNOW NIGHT 33095 33096 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33097 Model = Navalyard_A8 33098 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33099 End 33100 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33101 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33102 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33103 33104 ConditionState = DAMAGED 33105 Model = Navalyard_A8 33106 Animation = Navalyard_A8.Navalyard_A8 33107 AnimationMode = MANUAL 33108 Flags = START_FRAME_FIRST 33109 End 33110 AliasConditionState = NIGHT DAMAGED 33111 AliasConditionState = SNOW DAMAGED 33112 AliasConditionState = SNOW NIGHT DAMAGED 33113 33114 ConditionState = REALLYDAMAGED RUBBLE 33115 Model = Navalyard_A8 33116 Animation = Navalyard_A8.Navalyard_A8 33117 AnimationMode = MANUAL 33118 Flags = START_FRAME_FIRST 33119 End 33120 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 33121 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 33122 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 33123 33124 ConditionState = DOOR_1_OPENING 33125 Model = Navalyard_A8 33126 Animation = Navalyard_A8.Navalyard_A8 33127 AnimationMode = ONCE 33128 Flags = START_FRAME_FIRST 33129 End 33130 AliasConditionState = NIGHT DOOR_1_OPENING 33131 AliasConditionState = SNOW DOOR_1_OPENING 33132 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 33133 33134 ConditionState = DOOR_1_OPENING DAMAGED 33135 Model = Navalyard_A8 33136 Animation = Navalyard_A8.Navalyard_A8 33137 AnimationMode = ONCE 33138 Flags = START_FRAME_FIRST 33139 End 33140 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 33141 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 33142 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 33143 33144 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 33145 Model = Navalyard_A8 33146 Animation = Navalyard_A8.Navalyard_A8 33147 AnimationMode = ONCE 33148 Flags = START_FRAME_FIRST 33149 End 33150 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 33151 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 33152 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 33153 33154 ConditionState = DOOR_1_CLOSING 33155 Model = Navalyard_A8 33156 Animation = Navalyard_A8.Navalyard_A8 33157 AnimationMode = ONCE_BACKWARDS 33158 Flags = START_FRAME_LAST 33159 End 33160 AliasConditionState = NIGHT DOOR_1_CLOSING 33161 AliasConditionState = SNOW DOOR_1_CLOSING 33162 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 33163 33164 33165 ConditionState = DOOR_1_CLOSING DAMAGED 33166 Model = Navalyard_A8 33167 Animation = Navalyard_A8.Navalyard_A8 33168 AnimationMode = ONCE_BACKWARDS 33169 Flags = START_FRAME_LAST 33170 End 33171 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 33172 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 33173 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 33174 33175 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 33176 Model = Navalyard_A8 33177 Animation = Navalyard_A8.Navalyard_A8 33178 AnimationMode = ONCE_BACKWARDS 33179 Flags = START_FRAME_LAST 33180 End 33181 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 33182 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 33183 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 33184 33185 ConditionState = DOOR_1_WAITING_OPEN 33186 Model = Navalyard_A8 33187 Animation = Navalyard_A8.Navalyard_A8 33188 AnimationMode = MANUAL 33189 Flags = START_FRAME_LAST 33190 End 33191 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 33192 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 33193 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 33194 33195 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 33196 Model = Navalyard_A8 33197 Animation = Navalyard_A8.Navalyard_A8 33198 AnimationMode = MANUAL 33199 Flags = START_FRAME_LAST 33200 End 33201 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 33202 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 33203 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 33204 33205 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 33206 Model = Navalyard_A8 33207 Animation = Navalyard_A8.Navalyard_A8 33208 AnimationMode = MANUAL 33209 Flags = START_FRAME_LAST 33210 End 33211 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 33212 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 33213 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 33214 33215 ConditionState = AWAITING_CONSTRUCTION 33216 Model = NONE 33217 End 33218 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 33219 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 33220 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 33221 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 33222 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 33223 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 33224 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 33225 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 33226 AliasConditionState = SOLD 33227 AliasConditionState = SOLD DAMAGED 33228 AliasConditionState = SOLD REALLYDAMAGED 33229 AliasConditionState = SOLD NIGHT 33230 AliasConditionState = SOLD NIGHT DAMAGED 33231 AliasConditionState = SOLD NIGHT REALLYDAMAGED 33232 AliasConditionState = SOLD SNOW 33233 AliasConditionState = SOLD SNOW DAMAGED 33234 AliasConditionState = SOLD SNOW REALLYDAMAGED 33235 AliasConditionState = SOLD NIGHT SNOW 33236 AliasConditionState = SOLD NIGHT SNOW DAMAGED 33237 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 33238 End 33239 33240 33241 ; ------------ construction-zone fence ----------------- 33242 Draw = W3DModelDraw ModuleTag_06 33243 AnimationsRequirePower = No 33244 DefaultConditionState 33245 Model = None 33246 TransitionKey = DOWN_DEFAULT 33247 End 33248 ConditionState = NIGHT 33249 Model = None 33250 TransitionKey = DOWN_DEFAULT 33251 End 33252 ConditionState = SNOW 33253 Model = None 33254 TransitionKey = DOWN_DEFAULT 33255 End 33256 ConditionState = SNOW NIGHT 33257 Model = None 33258 TransitionKey = DOWN_DEFAULT 33259 End 33260 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33261 Model = Navalyard_A4 33262 Animation = Navalyard_A4.Navalyard_A4 33263 AnimationMode = MANUAL 33264 Flags = START_FRAME_LAST 33265 TransitionKey = UP_DAY 33266 ParticleSysBone = SmokeS01 SmokeBuildingSmall 33267 ParticleSysBone = SparksS01 LiveWireSparks02 33268 End 33269 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33270 Model = Navalyard_A4 33271 Animation = Navalyard_A4.ABWarFact_A4 33272 AnimationMode = MANUAL 33273 Flags = START_FRAME_LAST 33274 TransitionKey = UP_NIGHT 33275 ParticleSysBone = SmokeS01 SmokeBuildingSmall 33276 ParticleSysBone = SparksS01 LiveWireSparks02 33277 End 33278 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33279 Model = Navalyard_A4 33280 Animation = Navalyard_A4.Navalyard_A4 33281 AnimationMode = MANUAL 33282 Flags = START_FRAME_LAST 33283 TransitionKey = UP_SNOW 33284 ParticleSysBone = SmokeS01 SmokeBuildingSmall 33285 ParticleSysBone = SparksS01 LiveWireSparks02 33286 End 33287 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33288 Model = Navalyard_A4 33289 Animation = Navalyard_A4.Navalyard_A4 33290 AnimationMode = MANUAL 33291 Flags = START_FRAME_LAST 33292 TransitionKey = UP_SNOWNIGHT 33293 ParticleSysBone = SmokeS01 SmokeBuildingSmall 33294 ParticleSysBone = SparksS01 LiveWireSparks02 33295 End 33296 TransitionState = DOWN_DEFAULT UP_DAY 33297 Model = Navalyard_A4 33298 Animation = Navalyard_A4.Navalyard_A4 33299 AnimationMode = ONCE 33300 AnimationSpeedFactorRange = 1.0 1.0 33301 Flags = START_FRAME_FIRST 33302 End 33303 TransitionState = DOWN_DEFAULT UP_NIGHT 33304 Model = Navalyard_A4 33305 Animation = Navalyard_A4.Navalyard_A4 33306 AnimationMode = ONCE 33307 AnimationSpeedFactorRange = 1.0 1.0 33308 Flags = START_FRAME_FIRST 33309 End 33310 TransitionState = DOWN_DEFAULT UP_SNOW 33311 Model = Navalyard_A4 33312 Animation = Navalyard_A4.Navalyard_A4 33313 AnimationMode = ONCE 33314 AnimationSpeedFactorRange = 1.0 1.0 33315 Flags = START_FRAME_FIRST 33316 End 33317 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 33318 Model = Navalyard_A4 33319 Animation = Navalyard_A4.Navalyard_A4 33320 AnimationMode = ONCE 33321 AnimationSpeedFactorRange = 1.0 1.0 33322 Flags = START_FRAME_FIRST 33323 End 33324 TransitionState = UP_DAY DOWN_DEFAULT 33325 Model = Navalyard_A4 33326 Animation = Navalyard_A4.Navalyard_A4 33327 AnimationMode = ONCE_BACKWARDS 33328 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33329 Flags = START_FRAME_LAST 33330 End 33331 TransitionState = UP_NIGHT DOWN_DEFAULT 33332 Model = Navalyard_A4 33333 Animation = Navalyard_A4.Navalyard_A4 33334 AnimationMode = ONCE_BACKWARDS 33335 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33336 Flags = START_FRAME_LAST 33337 End 33338 TransitionState = UP_SNOW DOWN_DEFAULT 33339 Model = Navalyard_A4 33340 Animation = Navalyard_A4.Navalyard_A4 33341 AnimationMode = ONCE_BACKWARDS 33342 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33343 Flags = START_FRAME_LAST 33344 End 33345 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 33346 Model = Navalyard_A4 33347 Animation = Navalyard_A4.Navalyard_A4 33348 AnimationMode = ONCE_BACKWARDS 33349 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33350 Flags = START_FRAME_LAST 33351 End 33352 End 33353 33354 ; ------------ under-construction scaffolding ----------------- 33355 Draw = W3DModelDraw ModuleTag_07 33356 AnimationsRequirePower = No 33357 MinLODRequired = MEDIUM 33358 DefaultConditionState 33359 Model = None 33360 TransitionKey = DOWN_DEFAULT 33361 End 33362 ConditionState = NIGHT 33363 Model = None 33364 TransitionKey = DOWN_DEFAULT 33365 End 33366 ConditionState = SNOW 33367 Model = None 33368 TransitionKey = DOWN_DEFAULT 33369 End 33370 ConditionState = SNOW NIGHT 33371 Model = None 33372 TransitionKey = DOWN_DEFAULT 33373 End 33374 ConditionState = PARTIALLY_CONSTRUCTED 33375 Model = Navalyard_A6 33376 Animation = Navalyard_A6.Navalyard_A6 33377 AnimationMode = MANUAL 33378 Flags = START_FRAME_LAST 33379 TransitionKey = UP_DAY 33380 ParticleSysBone = Sparks01 BuildUpBlueSpark 33381 ParticleSysBone = Sparks02 BuildUpBlueSpark 33382 ParticleSysBone = Sparks03 BuildUpBlueSpark 33383 ParticleSysBone = Sparks04 BuildUpBlueSpark 33384 ParticleSysBone = Sparks05 BuildUpBlueSpark 33385 ParticleSysBone = Sparks06 BuildUpBlueSpark 33386 End 33387 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 33388 Model = Navalyard_A6 33389 Animation = Navalyard_A6.Navalyard_A6 33390 AnimationMode = MANUAL 33391 Flags = START_FRAME_LAST 33392 TransitionKey = UP_NIGHT 33393 ParticleSysBone = Sparks01 BuildUpBlueSpark 33394 ParticleSysBone = Sparks02 BuildUpBlueSpark 33395 ParticleSysBone = Sparks03 BuildUpBlueSpark 33396 ParticleSysBone = Sparks04 BuildUpBlueSpark 33397 ParticleSysBone = Sparks05 BuildUpBlueSpark 33398 ParticleSysBone = Sparks06 BuildUpBlueSpark 33399 End 33400 ConditionState = SNOW PARTIALLY_CONSTRUCTED 33401 Model = Navalyard_A6 33402 Animation = Navalyard_A6.Navalyard_A6 33403 AnimationMode = MANUAL 33404 Flags = START_FRAME_LAST 33405 TransitionKey = UP_SNOW 33406 ParticleSysBone = Sparks01 BuildUpBlueSpark 33407 ParticleSysBone = Sparks02 BuildUpBlueSpark 33408 ParticleSysBone = Sparks03 BuildUpBlueSpark 33409 ParticleSysBone = Sparks04 BuildUpBlueSpark 33410 ParticleSysBone = Sparks05 BuildUpBlueSpark 33411 ParticleSysBone = Sparks06 BuildUpBlueSpark 33412 End 33413 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 33414 Model = Navalyard_A6 33415 Animation = Navalyard_A6.Navalyard_A6 33416 AnimationMode = MANUAL 33417 Flags = START_FRAME_LAST 33418 TransitionKey = UP_SNOWNIGHT 33419 ParticleSysBone = Sparks01 BuildUpBlueSpark 33420 ParticleSysBone = Sparks02 BuildUpBlueSpark 33421 ParticleSysBone = Sparks03 BuildUpBlueSpark 33422 ParticleSysBone = Sparks04 BuildUpBlueSpark 33423 ParticleSysBone = Sparks05 BuildUpBlueSpark 33424 ParticleSysBone = Sparks06 BuildUpBlueSpark 33425 End 33426 TransitionState = DOWN_DEFAULT UP_DAY 33427 Model = Navalyard_A6 33428 Animation = Navalyard_A6.Navalyard_A6 33429 AnimationMode = ONCE 33430 AnimationSpeedFactorRange = 1.0 1.0 33431 Flags = START_FRAME_FIRST 33432 End 33433 TransitionState = DOWN_DEFAULT UP_NIGHT 33434 Model = Navalyard_A6 33435 Animation = Navalyard_A6.Navalyard_A6 33436 AnimationMode = ONCE 33437 AnimationSpeedFactorRange = 1.0 1.0 33438 Flags = START_FRAME_FIRST 33439 End 33440 TransitionState = DOWN_DEFAULT UP_SNOW 33441 Model = Navalyard_A6 33442 Animation = Navalyard_A6.Navalyard_A6 33443 AnimationMode = ONCE 33444 AnimationSpeedFactorRange = 1.0 1.0 33445 Flags = START_FRAME_FIRST 33446 End 33447 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 33448 Model = Navalyard_A6 33449 Animation = Navalyard_A6.Navalyard_A6 33450 AnimationMode = ONCE 33451 AnimationSpeedFactorRange = 1.0 1.0 33452 Flags = START_FRAME_FIRST 33453 End 33454 TransitionState = UP_DAY DOWN_DEFAULT 33455 Model = Navalyard_A6 33456 Animation = Navalyard_A6.Navalyard_A6 33457 AnimationMode = ONCE_BACKWARDS 33458 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33459 Flags = START_FRAME_LAST 33460 End 33461 TransitionState = UP_NIGHT DOWN_DEFAULT 33462 Model = Navalyard_A6 33463 Animation = Navalyard_A6.Navalyard_A6 33464 AnimationMode = ONCE_BACKWARDS 33465 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33466 Flags = START_FRAME_LAST 33467 End 33468 TransitionState = UP_SNOW DOWN_DEFAULT 33469 Model = Navalyard_A6 33470 Animation = Navalyard_A6.Navalyard_A6 33471 AnimationMode = ONCE_BACKWARDS 33472 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33473 Flags = START_FRAME_LAST 33474 End 33475 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 33476 Model = Navalyard_A6 33477 Animation = Navalyard_A6.Navalyard_A6 33478 AnimationMode = ONCE_BACKWARDS 33479 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33480 Flags = START_FRAME_LAST 33481 End 33482 End 33483 33484 ; ------------ being-constructed crane ----------------- 33485 Draw = W3DModelDraw ModuleTag_08 33486 AnimationsRequirePower = No 33487 DefaultConditionState 33488 Model = None 33489 TransitionKey = DOWN_DEFAULT 33490 End 33491 ConditionState = NIGHT 33492 Model = None 33493 TransitionKey = DOWN_DEFAULT 33494 End 33495 ConditionState = SNOW 33496 Model = None 33497 TransitionKey = DOWN_DEFAULT 33498 End 33499 ConditionState = SNOW NIGHT 33500 Model = None 33501 TransitionKey = DOWN_DEFAULT 33502 End 33503 ConditionState = SOLD 33504 Model = NONE 33505 End 33506 33507 ConditionState = ACTIVELY_BEING_CONSTRUCTED 33508 Model = Navalyard_A5 33509 Animation = Navalyard_A5.Navalyard_A5 33510 AnimationMode = LOOP 33511 TransitionKey = UP_DAY 33512 End 33513 33514 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 33515 Model = Navalyard_A5 33516 Animation = Navalyard_A5.Navalyard_A5 33517 AnimationMode = LOOP 33518 TransitionKey = UP_NIGHT 33519 End 33520 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 33521 Model = Navalyard_A5 33522 Animation = Navalyard_A5.Navalyard_A5 33523 AnimationMode = LOOP 33524 TransitionKey = UP_SNOW 33525 End 33526 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 33527 Model = Navalyard_A5 33528 Animation = Navalyard_A5.Navalyard_A5 33529 AnimationMode = LOOP 33530 TransitionKey = UP_SNOWNIGHT 33531 End 33532 33533 End 33534 33535 PlacementViewAngle = -135 33536 33537 ; ***DESIGN parameters *** 33538 DisplayName = OBJECT:Navalyard 33539 Side = GLA 33540 EditorSorting = STRUCTURE 33541 Prerequisites 33542 ; Object = GLASupplyStash 33543 End 33544 BuildCost = 2000 33545 BuildTime = 15.0 ; in seconds 33546 33547 EnergyProduction = 0 33548 CommandSet = GLANavalyardcommandset 33549 VisionRange = 200.0 ; Shroud clearing distance 33550 ShroudClearingRange = 200 33551 ArmorSet 33552 Conditions = None 33553 Armor = StructureArmor 33554 DamageFX = StructureDamageFXNoShake 33555 End 33556 ExperienceValue = 200 200 200 200 ; Experience point value at each level 33557 33558 ; *** AUDIO Parameters *** 33559 VoiceSelect = WarFactoryUSASelect 33560 SoundDie = BuildingDie 33561 SoundOnDamaged = BuildingDamagedStateLight 33562 SoundOnReallyDamaged = BuildingDestroy 33563 33564 UnitSpecificSounds 33565 UnderConstruction = UnderConstructionLoop 33566 End 33567 33568 ; *** ENGINEERING Parameters *** 33569 RadarPriority = STRUCTURE 33570 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 33571 33572 ;------------ADD-------------------------------------- 33573 ; Locomotor = SET_NORMAL NavalyardLocomotor 33574 ; END 33575 ;---------------------------------------------------- 33576 33577 Body = StructureBody ModuleTag_09 33578 MaxHealth = 2000.0 33579 InitialHealth = 2000.0 33580 End 33581 Behavior = ProductionUpdate ModuleTag_10 33582 NumDoorAnimations = 1 33583 DoorOpeningTime = 3250 ;in mSeconds 33584 DoorWaitOpenTime = 3000 ;in mSeconds 33585 DoorCloseTime = 4000 ;in mSeconds 33586 ConstructionCompleteDuration = 1500 ;in mSeconds 33587 End 33588 Behavior = DefaultProductionExitUpdate ModuleTag_11 33589 UnitCreatePoint = X: 32.0 Y:-0.0 Z:0.0 33590 NaturalRallyPoint = X: 170.0 Y:0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 33591 End 33592 Behavior = RepairDockUpdate ModuleTag_12 33593 TimeForFullHeal = 5000 ;(in milliseconds) 33594 NumberApproachPositions = 5 33595 End 33596 Behavior = BaseRegenerateUpdate ModuleTag_13 33597 ;No data 33598 End 33599 33600 ;---- Lazy cheezy modules make the buildings cry. 33601 ; Behavior = SlowDeathBehavior ModuleTag_14 33602 ; DestructionDelay = 500 33603 ; FX = FINAL FX_StructureMediumDeath 33604 ; OCL = FINAL OCL_AmericaWarFactoryDebris 33605 ; End 33606 33607 Behavior = TransitionDamageFX ModuleTag_15 33608 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 33609 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 33610 ;--------------------------------------------------------------------------------------- 33611 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 33612 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 33613 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 33614 End 33615 33616 Behavior = CreateObjectDie ModuleTag_16 33617 CreationList = OCL_AmericanRangerDebris05 33618 ExemptStatus = UNDER_CONSTRUCTION 33619 End 33620 33621 Behavior = FlammableUpdate ModuleTag_18 33622 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 33623 AflameDamageAmount = 5 ; taking this much damage... 33624 AflameDamageDelay = 500 ; this often. 33625 End 33626 33627 Behavior = CreateObjectDie ModuleTag_20 33628 CreationList = OCL_LargeStructureDebris 33629 End 33630 33631 Behavior = FXListDie ModuleTag_21 33632 DeathFX = FX_StructureMediumDeath 33633 End 33634 33635 Behavior = DestroyDie ModuleTag_22 33636 ;nothing 33637 End 33638 33639 Geometry = BOX 33640 GeometryMajorRadius = 0.001;53.0 33641 GeometryMinorRadius = 0.001;60.0 33642 GeometryHeight = 40.0 33643 GeometryIsSmall = No 33644 FactoryExitWidth = 25 ; How much space to leave for units exiting. 33645 Shadow = SHADOW_VOLUME 33646 BuildCompletion = PLACED_BY_PLAYER 33647 33648 End 33649 33650 ;------------------------------------------------------------------------------ 33651 Object AmericaAirfield2 33652 33653 ; *** ART Parameters *** 33654 SelectPortrait = T4 33655 ButtonImage = T4 33656 Draw = W3DModelDraw ModuleTag_01 33657 33658 ExtraPublicBone = Runway1Parking1 33659 ExtraPublicBone = Runway1Park1Han 33660 ExtraPublicBone = Runway1Prep1 33661 ExtraPublicBone = RunwayStart1 33662 ExtraPublicBone = RunwayEnd1 33663 33664 OkToChangeModelColor = Yes 33665 33666 ; day 33667 ConditionState = NONE 33668 Model = GLAAirfield2 33669 End 33670 ConditionState = DAMAGED 33671 Model = GLAAirfield2 33672 End 33673 ConditionState = REALLYDAMAGED 33674 Model = GLAAirfield2 33675 End 33676 ConditionState = RUBBLE 33677 Model = GLAAirfield2 33678 End 33679 33680 ; night 33681 ConditionState = NIGHT 33682 Model = GLAAirfield2 33683 End 33684 ConditionState = DAMAGED NIGHT 33685 Model = GLAAirfield2 33686 End 33687 ConditionState = REALLYDAMAGED NIGHT 33688 Model = GLAAirfield2 33689 End 33690 ConditionState = RUBBLE NIGHT 33691 Model = GLAAirfield2 33692 End 33693 33694 ; Snow 33695 ConditionState = SNOW 33696 Model = GLAAirfield2 33697 End 33698 ConditionState = DAMAGED SNOW 33699 Model = GLAAirfield2 33700 End 33701 ConditionState = REALLYDAMAGED SNOW 33702 Model = GLAAirfield2 33703 End 33704 ConditionState = RUBBLE SNOW 33705 Model = GLAAirfield2 33706 End 33707 33708 ; night snow 33709 ConditionState = SNOW NIGHT 33710 Model = GLAAirfield2 33711 End 33712 ConditionState = DAMAGED SNOW NIGHT 33713 Model = GLAAirfield2 33714 End 33715 ConditionState = REALLYDAMAGED SNOW NIGHT 33716 Model = GLAAirfield2 33717 End 33718 ConditionState = RUBBLE SNOW NIGHT 33719 Model = GLAAirfield2 33720 End 33721 33722 ConditionState = DOOR_1_OPENING 33723 Model = GLAAirfield2 33724 Animation = GLAAirfield2.GLAAirfield2 33725 AnimationMode = ONCE 33726 Flags = START_FRAME_FIRST 33727 End 33728 33729 ConditionState = DOOR_1_CLOSING 33730 Model = GLAAirfield2 33731 Animation = GLAAirfield2.GLAAirfield2 33732 AnimationMode = ONCE_BACKWARDS 33733 Flags = START_FRAME_LAST 33734 End 33735 33736 ConditionState = DOOR_1_WAITING_OPEN 33737 Model = GLAAirfield2 33738 ; Animation = NONE 33739 ; AnimationMode = NONE 33740 Flags = START_FRAME_LAST 33741 End 33742 33743 33744 33745 ;************************************************************************************************************************** 33746 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 33747 ;for this draw module 33748 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33749 Model = GLAAirfield2 33750 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33751 End 33752 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 33753 Model = GLAAirfield2 33754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33755 End 33756 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 33757 Model = GLAAirfield2 33758 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33759 End 33760 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 33761 Model = GLAAirfield2 33762 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33763 End 33764 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 33765 Model = GLAAirfield2 33766 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33767 End 33768 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 33769 Model = GLAAirfield2 33770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33771 End 33772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 33773 Model = GLAAirfield2 33774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33775 End 33776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 33777 Model = GLAAirfield2 33778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33779 End 33780 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 33781 Model = GLAAirfield2 33782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33783 End 33784 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 33785 Model = GLAAirfield2 33786 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33787 End 33788 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 33789 Model = GLAAirfield2 33790 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33791 End 33792 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 33793 Model = GLAAirfield2 33794 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33795 End 33796 33797 ConditionState = AWAITING_CONSTRUCTION 33798 Model = NONE 33799 End 33800 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 33801 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 33802 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 33803 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 33804 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 33805 AliasConditionState = AWAITING_CONSTRUCTION SNOW 33806 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 33807 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 33808 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 33809 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 33810 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 33811 AliasConditionState = SOLD 33812 AliasConditionState = SOLD DAMAGED 33813 AliasConditionState = SOLD REALLYDAMAGED 33814 AliasConditionState = SOLD NIGHT 33815 AliasConditionState = SOLD NIGHT DAMAGED 33816 AliasConditionState = SOLD NIGHT REALLYDAMAGED 33817 AliasConditionState = SOLD SNOW 33818 AliasConditionState = SOLD SNOW DAMAGED 33819 AliasConditionState = SOLD SNOW REALLYDAMAGED 33820 AliasConditionState = SOLD NIGHT SNOW 33821 AliasConditionState = SOLD NIGHT SNOW DAMAGED 33822 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 33823 ;************************************************************************************************************************** 33824 33825 33826 End 33827 ; ------------ construction-zone fence ----------------- 33828 Draw = W3DModelDraw ModuleTag_02 33829 AnimationsRequirePower = No 33830 DefaultConditionState 33831 Model = None 33832 TransitionKey = DOWN_DEFAULT 33833 End 33834 ConditionState = NIGHT 33835 Model = None 33836 TransitionKey = DOWN_DEFAULT 33837 End 33838 ConditionState = SNOW 33839 Model = None 33840 TransitionKey = DOWN_DEFAULT 33841 End 33842 ConditionState = SNOW NIGHT 33843 Model = None 33844 TransitionKey = DOWN_DEFAULT 33845 End 33846 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33847 Model = UBStingerS_A4 33848 Animation = UBStingerS_A4.UBStingerS_A4 33849 AnimationMode = MANUAL 33850 Flags = START_FRAME_LAST 33851 TransitionKey = UP_DAY 33852 End 33853 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33854 Model = UBStingerS_A4N 33855 Animation = UBStingerS_A4N.UBStingerS_A4N 33856 AnimationMode = MANUAL 33857 Flags = START_FRAME_LAST 33858 TransitionKey = UP_NIGHT 33859 End 33860 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33861 Model = UBStingerS_A4S 33862 Animation = UBStingerS_A4S.UBStingerS_A4S 33863 AnimationMode = MANUAL 33864 Flags = START_FRAME_LAST 33865 TransitionKey = UP_SNOW 33866 End 33867 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33868 Model = UBStingerS_A4SN 33869 Animation = UBStingerS_A4SN.UBStingerS_A4SN 33870 AnimationMode = MANUAL 33871 Flags = START_FRAME_LAST 33872 TransitionKey = UP_SNOWNIGHT 33873 End 33874 TransitionState = DOWN_DEFAULT UP_DAY 33875 Model = UBStingerS_A4 33876 Animation = UBStingerS_A4.UBStingerS_A4 33877 AnimationMode = ONCE 33878 AnimationSpeedFactorRange = 1.0 1.0 33879 Flags = START_FRAME_FIRST 33880 End 33881 TransitionState = DOWN_DEFAULT UP_NIGHT 33882 Model = UBStingerS_A4N 33883 Animation = UBStingerS_A4N.UBStingerS_A4N 33884 AnimationMode = ONCE 33885 AnimationSpeedFactorRange = 1.0 1.0 33886 Flags = START_FRAME_FIRST 33887 End 33888 TransitionState = DOWN_DEFAULT UP_SNOW 33889 Model = UBStingerS_A4S 33890 Animation = UBStingerS_A4S.UBStingerS_A4S 33891 AnimationMode = ONCE 33892 AnimationSpeedFactorRange = 1.0 1.0 33893 Flags = START_FRAME_FIRST 33894 End 33895 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 33896 Model = UBStingerS_A4SN 33897 Animation = UBStingerS_A4SN.UBStingerS_A4SN 33898 AnimationMode = ONCE 33899 AnimationSpeedFactorRange = 1.0 1.0 33900 Flags = START_FRAME_FIRST 33901 End 33902 TransitionState = UP_DAY DOWN_DEFAULT 33903 Model = UBStingerS_A4 33904 Animation = UBStingerS_A4.UBStingerS_A4 33905 AnimationMode = ONCE_BACKWARDS 33906 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33907 Flags = START_FRAME_LAST 33908 End 33909 TransitionState = UP_NIGHT DOWN_DEFAULT 33910 Model = UBStingerS_A4N 33911 Animation = UBStingerS_A4N.UBStingerS_A4N 33912 AnimationMode = ONCE_BACKWARDS 33913 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33914 Flags = START_FRAME_LAST 33915 End 33916 TransitionState = UP_SNOW DOWN_DEFAULT 33917 Model = UBStingerS_A4S 33918 Animation = UBStingerS_A4S.UBStingerS_A4S 33919 AnimationMode = ONCE_BACKWARDS 33920 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33921 Flags = START_FRAME_LAST 33922 End 33923 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 33924 Model = UBStingerS_A4SN 33925 Animation = UBStingerS_A4SN.UBStingerS_A4SN 33926 AnimationMode = ONCE_BACKWARDS 33927 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33928 Flags = START_FRAME_LAST 33929 End 33930 End 33931 33932 ; ------------ under-construction scaffolding ----------------- 33933 Draw = W3DModelDraw ModuleTag_03 33934 AnimationsRequirePower = No 33935 MinLODRequired = MEDIUM 33936 DefaultConditionState 33937 Model = None 33938 TransitionKey = DOWN_DEFAULT 33939 End 33940 ConditionState = NIGHT 33941 Model = None 33942 TransitionKey = DOWN_DEFAULT 33943 End 33944 ConditionState = SNOW 33945 Model = None 33946 TransitionKey = DOWN_DEFAULT 33947 End 33948 ConditionState = SNOW NIGHT 33949 Model = None 33950 TransitionKey = DOWN_DEFAULT 33951 End 33952 ConditionState = PARTIALLY_CONSTRUCTED 33953 Model = UBStingerS_A6 33954 Animation = UBStingerS_A6.UBStingerS_A6 33955 AnimationMode = MANUAL 33956 Flags = START_FRAME_LAST 33957 TransitionKey = UP_DAY 33958 ParticleSysBone = Smoke01 BuildUpSmoke 33959 ParticleSysBone = Smoke02 BuildUpSmoke 33960 ParticleSysBone = Smoke03 BuildUpSmoke 33961 End 33962 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 33963 Model = UBStingerS_A6N 33964 Animation = UBStingerS_A6N.UBStingerS_A6N 33965 AnimationMode = MANUAL 33966 Flags = START_FRAME_LAST 33967 TransitionKey = UP_NIGHT 33968 ParticleSysBone = Smoke01 BuildUpSmoke 33969 ParticleSysBone = Smoke02 BuildUpSmoke 33970 ParticleSysBone = Smoke03 BuildUpSmoke 33971 End 33972 ConditionState = SNOW PARTIALLY_CONSTRUCTED 33973 Model = UBStingerS_A6S 33974 Animation = UBStingerS_A6S.UBStingerS_A6S 33975 AnimationMode = MANUAL 33976 Flags = START_FRAME_LAST 33977 TransitionKey = UP_SNOW 33978 ParticleSysBone = Smoke01 BuildUpSnowSmoke 33979 ParticleSysBone = Smoke02 BuildUpSnowSmoke 33980 ParticleSysBone = Smoke03 BuildUpSnowSmoke 33981 End 33982 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 33983 Model = UBStingerS_A6SN 33984 Animation = UBStingerS_A6SN.UBStingerS_A6SN 33985 AnimationMode = MANUAL 33986 Flags = START_FRAME_LAST 33987 TransitionKey = UP_SNOWNIGHT 33988 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 33989 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 33990 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 33991 End 33992 TransitionState = DOWN_DEFAULT UP_DAY 33993 Model = UBStingerS_A6 33994 Animation = UBStingerS_A6.UBStingerS_A6 33995 AnimationMode = ONCE 33996 AnimationSpeedFactorRange = 1.0 1.0 33997 Flags = START_FRAME_FIRST 33998 End 33999 TransitionState = DOWN_DEFAULT UP_NIGHT 34000 Model = UBStingerS_A6N 34001 Animation = UBStingerS_A6N.UBStingerS_A6N 34002 AnimationMode = ONCE 34003 AnimationSpeedFactorRange = 1.0 1.0 34004 Flags = START_FRAME_FIRST 34005 End 34006 TransitionState = DOWN_DEFAULT UP_SNOW 34007 Model = UBStingerS_A6S 34008 Animation = UBStingerS_A6S.UBStingerS_A6S 34009 AnimationMode = ONCE 34010 AnimationSpeedFactorRange = 1.0 1.0 34011 Flags = START_FRAME_FIRST 34012 End 34013 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34014 Model = UBStingerS_A6SN 34015 Animation = UBStingerS_A6SN.UBStingerS_A6SN 34016 AnimationMode = ONCE 34017 AnimationSpeedFactorRange = 1.0 1.0 34018 Flags = START_FRAME_FIRST 34019 End 34020 TransitionState = UP_DAY DOWN_DEFAULT 34021 Model = UBStingerS_A6 34022 Animation = UBStingerS_A6.UBStingerS_A6 34023 AnimationMode = ONCE_BACKWARDS 34024 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34025 Flags = START_FRAME_LAST 34026 End 34027 TransitionState = UP_NIGHT DOWN_DEFAULT 34028 Model = UBStingerS_A6N 34029 Animation = UBStingerS_A6N.UBStingerS_A6N 34030 AnimationMode = ONCE_BACKWARDS 34031 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34032 Flags = START_FRAME_LAST 34033 End 34034 TransitionState = UP_SNOW DOWN_DEFAULT 34035 Model = UBStingerS_A6S 34036 Animation = UBStingerS_A6S.UBStingerS_A6S 34037 AnimationMode = ONCE_BACKWARDS 34038 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34039 Flags = START_FRAME_LAST 34040 End 34041 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34042 Model = UBStingerS_A6SN 34043 Animation = UBStingerS_A6SN.UBStingerS_A6SN 34044 AnimationMode = ONCE_BACKWARDS 34045 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34046 Flags = START_FRAME_LAST 34047 End 34048 End 34049 34050 34051 PlacementViewAngle = 225 34052 34053 ; ***DESIGN parameters *** 34054 DisplayName = OBJECT:AmericaAirfield 34055 Side = America 34056 EditorSorting = STRUCTURE 34057 Prerequisites 34058 Object = AmericaAirfield 34059 Object = AmericaStrategyCenter 34060 34061 End 34062 34063 BuildCost = 800 34064 BuildTime = 25.0 ; in seconds 34065 EnergyProduction = -1 34066 CommandSet = AmericaAirfield2CommandSet 34067 VisionRange = 200.0 ; Shroud clearing distance 34068 ShroudClearingRange = 200 34069 ArmorSet 34070 Conditions = None 34071 Armor = StructureArmor 34072 DamageFX = StructureDamageFXNoShake 34073 End 34074 ExperienceValue = 150 150 150 150 ; Experience point value at each level 34075 34076 ; *** AUDIO Parameters *** 34077 VoiceSelect = AirfieldUSASelect 34078 SoundDie = BuildingDie 34079 SoundOnDamaged = BuildingDamagedStateLight 34080 SoundOnReallyDamaged = BuildingDestroy 34081 34082 UnitSpecificSounds 34083 UnderConstruction = UnderConstructionLoop 34084 End 34085 ; *** ENGINEERING Parameters *** 34086 RadarPriority = STRUCTURE 34087 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 34088 Body = HiveStructureBody ModuleTag_04 34089 MaxHealth = 800.0 34090 InitialHealth = 800.0 34091 End 34092 34093 Behavior = ParkingPlaceBehavior ModuleTag_11 34094 HealAmountPerSecond = 10 34095 NumRows = 1 34096 NumCols = 1 34097 HasRunways = Yes 34098 ApproachHeight = 40 34099 ParkInHangars = Yes 34100 End 34101 34102 Behavior = ProductionUpdate ModuleTag_12 34103 NumDoorAnimations = 1 34104 DoorOpeningTime = 2000 ;in mSeconds 34105 DoorWaitOpenTime = 3000 ;in mSeconds 34106 DoorCloseTime = 2000 ;in mSeconds 34107 ConstructionCompleteDuration = 1000 ;in mSeconds 34108 End 34109 Behavior = BaseRegenerateUpdate ModuleTag_13 34110 ;No data 34111 End 34112 34113 Behavior = DestroyDie ModuleTag_14 34114 ;nothing 34115 End 34116 Behavior = CreateObjectDie ModuleTag_15 34117 CreationList = OCL_ABPowerPlantExplode 34118 End 34119 34120 Behavior = FXListDie ModuleTag_17 34121 DeathFX = FX_StructureMediumDeath 34122 End 34123 34124 Behavior = FlammableUpdate ModuleTag_19 34125 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 34126 AflameDamageAmount = 5 ; taking this much damage... 34127 AflameDamageDelay = 500 ; this often. 34128 End 34129 34130 Behavior = TransitionDamageFX ModuleTag_31 34131 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 34132 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 34133 ;--------------------------------------------------------------------------------------- 34134 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 34135 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 34136 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 34137 End 34138 34139 Geometry = BOX 34140 Scale = 1.0 ;Scaling 34141 GeometryMajorRadius = 180.0 34142 GeometryMinorRadius = 60.0 34143 GeometryHeight = 50.0 34144 GeometryIsSmall = No 34145 FactoryExitWidth = 40 34146 Shadow = SHADOW_VOLUME 34147 BuildCompletion = PLACED_BY_PLAYER 34148 34149 End 34150 ;---------------------------------------------------------------------------- 34151 Object Tente 34152 34153 ; *** ART Parameters *** 34154 SelectPortrait = T36 34155 ButtonImage = T36 34156 Draw = W3DModelDraw ModuleTag_01 34157 OkToChangeModelColor = Yes 34158 34159 ; day 34160 ConditionState = NONE 34161 Model = abtente 34162 Animation = abtente.abtente 34163 AnimationMode = LOOP 34164 End 34165 ConditionState = DAMAGED 34166 Model = abtente 34167 Animation = abtente.abtente 34168 AnimationMode = LOOP 34169 ParticleSysBone = Smoke01 SmolderingSmoke 34170 End 34171 ConditionState = REALLYDAMAGED RUBBLE 34172 Model = abtente 34173 Animation = abtente.abtente 34174 AnimationMode = LOOP 34175 ParticleSysBone = Smoke01 SmolderingSmoke 34176 ParticleSysBone = Smoke02 SmolderingSmoke 34177 ParticleSysBone = Flame01 SmolderingFire 34178 ParticleSysBone = Flame01 SmolderingFlameCore 34179 ParticleSysBone = Spark01 LiveWireSparks 34180 End 34181 34182 34183 34184 End 34185 34186 ; ------------ construction-zone fence ----------------- 34187 Draw = W3DModelDraw ModuleTag_02 34188 AnimationsRequirePower = No 34189 DefaultConditionState 34190 Model = None 34191 TransitionKey = DOWN_DEFAULT 34192 End 34193 ConditionState = NIGHT 34194 Model = None 34195 TransitionKey = DOWN_DEFAULT 34196 End 34197 ConditionState = SNOW 34198 Model = None 34199 TransitionKey = DOWN_DEFAULT 34200 End 34201 ConditionState = SNOW NIGHT 34202 Model = None 34203 TransitionKey = DOWN_DEFAULT 34204 End 34205 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34206 Model = NBPTower_A4 34207 Animation = NBPTower_A4.NBPTower_A4 34208 AnimationMode = MANUAL 34209 Flags = START_FRAME_LAST 34210 TransitionKey = UP_DAY 34211 End 34212 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34213 Model = NBPTower_A4N 34214 Animation = NBPTower_A4N.NBPTower_A4N 34215 AnimationMode = MANUAL 34216 Flags = START_FRAME_LAST 34217 TransitionKey = UP_NIGHT 34218 End 34219 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34220 Model = NBPTower_A4S 34221 Animation = NBPTower_A4S.NBPTower_A4S 34222 AnimationMode = MANUAL 34223 Flags = START_FRAME_LAST 34224 TransitionKey = UP_SNOW 34225 End 34226 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34227 Model = NBPTower_A4SN 34228 Animation = NBPTower_A4SN.NBPTower_A4SN 34229 AnimationMode = MANUAL 34230 Flags = START_FRAME_LAST 34231 TransitionKey = UP_SNOWNIGHT 34232 End 34233 TransitionState = DOWN_DEFAULT UP_DAY 34234 Model = NBPTower_A4 34235 Animation = NBPTower_A4.NBPTower_A4 34236 AnimationMode = ONCE 34237 AnimationSpeedFactorRange = 1.0 1.0 34238 Flags = START_FRAME_FIRST 34239 End 34240 TransitionState = DOWN_DEFAULT UP_NIGHT 34241 Model = NBPTower_A4N 34242 Animation = NBPTower_A4N.NBPTower_A4N 34243 AnimationMode = ONCE 34244 AnimationSpeedFactorRange = 1.0 1.0 34245 Flags = START_FRAME_FIRST 34246 End 34247 TransitionState = DOWN_DEFAULT UP_SNOW 34248 Model = NBPTower_A4S 34249 Animation = NBPTower_A4S.NBPTower_A4S 34250 AnimationMode = ONCE 34251 AnimationSpeedFactorRange = 1.0 1.0 34252 Flags = START_FRAME_FIRST 34253 End 34254 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34255 Model = NBPTower_A4SN 34256 Animation = NBPTower_A4SN.NBPTower_A4SN 34257 AnimationMode = ONCE 34258 AnimationSpeedFactorRange = 1.0 1.0 34259 Flags = START_FRAME_FIRST 34260 End 34261 TransitionState = UP_DAY DOWN_DEFAULT 34262 Model = NBPTower_A4 34263 Animation = NBPTower_A4.NBPTower_A4 34264 AnimationMode = ONCE_BACKWARDS 34265 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34266 Flags = START_FRAME_LAST 34267 End 34268 TransitionState = UP_NIGHT DOWN_DEFAULT 34269 Model = NBPTower_A4N 34270 Animation = NBPTower_A4N.NBPTower_A4N 34271 AnimationMode = ONCE_BACKWARDS 34272 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34273 Flags = START_FRAME_LAST 34274 End 34275 TransitionState = UP_SNOW DOWN_DEFAULT 34276 Model = NBPTower_A4S 34277 Animation = NBPTower_A4S.NBPTower_A4S 34278 AnimationMode = ONCE_BACKWARDS 34279 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34280 Flags = START_FRAME_LAST 34281 End 34282 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34283 Model = NBPTower_A4SN 34284 Animation = NBPTower_A4SN.NBPTower_A4SN 34285 AnimationMode = ONCE_BACKWARDS 34286 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34287 Flags = START_FRAME_LAST 34288 End 34289 End 34290 34291 ; ------------ under-construction scaffolding ----------------- 34292 Draw = W3DModelDraw ModuleTag_03 34293 AnimationsRequirePower = No 34294 MinLODRequired = MEDIUM 34295 DefaultConditionState 34296 Model = None 34297 TransitionKey = DOWN_DEFAULT 34298 End 34299 ConditionState = NIGHT 34300 Model = None 34301 TransitionKey = DOWN_DEFAULT 34302 End 34303 ConditionState = SNOW 34304 Model = None 34305 TransitionKey = DOWN_DEFAULT 34306 End 34307 ConditionState = SNOW NIGHT 34308 Model = None 34309 TransitionKey = DOWN_DEFAULT 34310 End 34311 ConditionState = PARTIALLY_CONSTRUCTED 34312 Model = NBPTower_A6 34313 Animation = NBPTower_A6.NBPTower_A6 34314 AnimationMode = MANUAL 34315 Flags = START_FRAME_LAST 34316 TransitionKey = UP_DAY 34317 End 34318 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 34319 Model = NBPTower_A6N 34320 Animation = NBPTower_A6N.NBPTower_A6N 34321 AnimationMode = MANUAL 34322 Flags = START_FRAME_LAST 34323 TransitionKey = UP_NIGHT 34324 End 34325 ConditionState = SNOW PARTIALLY_CONSTRUCTED 34326 Model = NBPTower_A6S 34327 Animation = NBPTower_A6S.NBPTower_A6S 34328 AnimationMode = MANUAL 34329 Flags = START_FRAME_LAST 34330 TransitionKey = UP_SNOW 34331 End 34332 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 34333 Model = NBPTower_A6SN 34334 Animation = NBPTower_A6SN.NBPTower_A6SN 34335 AnimationMode = MANUAL 34336 Flags = START_FRAME_LAST 34337 TransitionKey = UP_SNOWNIGHT 34338 End 34339 TransitionState = DOWN_DEFAULT UP_DAY 34340 Model = NBPTower_A6 34341 Animation = NBPTower_A6.NBPTower_A6 34342 AnimationMode = ONCE 34343 AnimationSpeedFactorRange = 1.0 1.0 34344 Flags = START_FRAME_FIRST 34345 End 34346 TransitionState = DOWN_DEFAULT UP_NIGHT 34347 Model = NBPTower_A6N 34348 Animation = NBPTower_A6N.NBPTower_A6N 34349 AnimationMode = ONCE 34350 34351 AnimationSpeedFactorRange = 1.0 1.0 34352 Flags = START_FRAME_FIRST 34353 End 34354 TransitionState = DOWN_DEFAULT UP_SNOW 34355 Model = NBPTower_A6S 34356 Animation = NBPTower_A6S.NBPTower_A6S 34357 AnimationMode = ONCE 34358 AnimationSpeedFactorRange = 1.0 1.0 34359 Flags = START_FRAME_FIRST 34360 End 34361 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34362 Model = NBPTower_A6SN 34363 Animation = NBPTower_A6SN.NBPTower_A6SN 34364 AnimationMode = ONCE 34365 AnimationSpeedFactorRange = 1.0 1.0 34366 Flags = START_FRAME_FIRST 34367 End 34368 TransitionState = UP_DAY DOWN_DEFAULT 34369 Model = NBPTower_A6 34370 Animation = NBPTower_A6.NBPTower_A6 34371 AnimationMode = ONCE_BACKWARDS 34372 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34373 Flags = START_FRAME_LAST 34374 End 34375 TransitionState = UP_NIGHT DOWN_DEFAULT 34376 Model = NBPTower_A6N 34377 Animation = NBPTower_A6N.NBPTower_A6N 34378 AnimationMode = ONCE_BACKWARDS 34379 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34380 Flags = START_FRAME_LAST 34381 End 34382 TransitionState = UP_SNOW DOWN_DEFAULT 34383 Model = NBPTower_A6S 34384 Animation = NBPTower_A6S.NBPTower_A6S 34385 AnimationMode = ONCE_BACKWARDS 34386 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34387 Flags = START_FRAME_LAST 34388 End 34389 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34390 Model = NBPTower_A6SN 34391 Animation = NBPTower_A6SN.NBPTower_A6SN 34392 AnimationMode = ONCE_BACKWARDS 34393 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34394 Flags = START_FRAME_LAST 34395 End 34396 End 34397 34398 ; ------------ being-constructed crane ----------------- 34399 Draw = W3DModelDraw ModuleTag_04 34400 AnimationsRequirePower = No 34401 DefaultConditionState 34402 Model = None 34403 TransitionKey = DOWN_DEFAULT 34404 End 34405 ConditionState = NIGHT 34406 Model = None 34407 TransitionKey = DOWN_DEFAULT 34408 End 34409 ConditionState = SNOW 34410 Model = None 34411 TransitionKey = DOWN_DEFAULT 34412 End 34413 ConditionState = SNOW NIGHT 34414 Model = None 34415 TransitionKey = DOWN_DEFAULT 34416 End 34417 ConditionState = SOLD 34418 Model = NONE 34419 End 34420 34421 ConditionState = ACTIVELY_BEING_CONSTRUCTED 34422 Model = NBPTower_A5 34423 Animation = NBPTower_A5.NBPTower_A5 34424 AnimationMode = LOOP 34425 TransitionKey = UP_DAY 34426 End 34427 34428 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 34429 Model = NBPTower_A5N 34430 Animation = NBPTower_A5N.NBPTower_A5N 34431 AnimationMode = LOOP 34432 TransitionKey = UP_NIGHT 34433 End 34434 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 34435 Model = NBPTower_A5S 34436 Animation = NBPTower_A5S.NBPTower_A5S 34437 AnimationMode = LOOP 34438 TransitionKey = UP_SNOW 34439 End 34440 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 34441 Model = NBPTower_A5SN 34442 Animation = NBPTower_A5SN.NBPTower_A5SN 34443 AnimationMode = LOOP 34444 TransitionKey = UP_SNOWNIGHT 34445 End 34446 TransitionState = DOWN_DEFAULT UP_DAY 34447 Model = NBPTower_AB 34448 Animation = NBPTower_AB.NBPTower_AB 34449 AnimationMode = ONCE 34450 AnimationSpeedFactorRange = 1.0 1.0 34451 Flags = START_FRAME_FIRST 34452 End 34453 34454 TransitionState = DOWN_DEFAULT UP_NIGHT 34455 Model = NBPTower_ABN 34456 Animation = NBPTower_ABN.NBPTower_ABN 34457 AnimationMode = ONCE 34458 AnimationSpeedFactorRange = 1.0 1.0 34459 Flags = START_FRAME_FIRST 34460 End 34461 TransitionState = DOWN_DEFAULT UP_SNOW 34462 Model = NBPTower_ABS 34463 Animation = NBPTower_ABS.NBPTower_ABS 34464 AnimationMode = ONCE 34465 AnimationSpeedFactorRange = 1.0 1.0 34466 Flags = START_FRAME_FIRST 34467 End 34468 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34469 Model = NBPTower_ABSN 34470 Animation = NBPTower_ABSN.NBPTower_ABSN 34471 AnimationMode = ONCE 34472 AnimationSpeedFactorRange = 1.0 1.0 34473 Flags = START_FRAME_FIRST 34474 End 34475 TransitionState = UP_DAY DOWN_DEFAULT 34476 Model = NBPTower_AB 34477 Animation = NBPTower_AB.NBPTower_AB 34478 AnimationMode = ONCE_BACKWARDS 34479 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34480 Flags = START_FRAME_LAST 34481 End 34482 TransitionState = UP_NIGHT DOWN_DEFAULT 34483 Model = NBPTower_ABN 34484 Animation = NBPTower_ABN.NBPTower_ABN 34485 AnimationMode = ONCE_BACKWARDS 34486 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34487 Flags = START_FRAME_LAST 34488 End 34489 TransitionState = UP_SNOW DOWN_DEFAULT 34490 Model = NBPTower_ABS 34491 Animation = NBPTower_ABS.NBPTower_ABS 34492 AnimationMode = ONCE_BACKWARDS 34493 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34494 Flags = START_FRAME_LAST 34495 End 34496 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34497 Model = NBPTower_ABSN 34498 Animation = NBPTower_ABSN.NBPTower_ABSN 34499 AnimationMode = ONCE_BACKWARDS 34500 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34501 Flags = START_FRAME_LAST 34502 End 34503 End 34504 34505 PlacementViewAngle = -45 34506 34507 ; ***DESIGN parameters *** 34508 DisplayName = OBJECT:Tente 34509 Side = America 34510 EditorSorting = STRUCTURE 34511 BuildCost = 500 34512 BuildTime = 10.0 ; in seconds 34513 EnergyProduction = -1 34514 VisionRange = 200.0 ; Shroud clearing distance 34515 ShroudClearingRange = 200 34516 ArmorSet 34517 Conditions = None 34518 Armor = StructureArmor 34519 DamageFX = StructureDamageFXNoShake 34520 End 34521 Prerequisites 34522 Object = AmericaBarracks 34523 End 34524 CommandSet = AmericaBunkerCommandSet 34525 ExperienceValue = 50 50 50 50 ; Experience point value at each level 34526 34527 ; *** AUDIO Parameters *** 34528 VoiceSelect = SpeakerTowerSelect 34529 SoundDie = BuildingDie 34530 SoundOnDamaged = BuildingDamagedStateLight 34531 SoundOnReallyDamaged = BuildingDestroy 34532 34533 UnitSpecificSounds 34534 UnderConstruction = UnderConstructionLoop 34535 End 34536 34537 ; *** ENGINEERING Parameters *** 34538 RadarPriority = STRUCTURE 34539 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 34540 34541 Body = StructureBody ModuleTag_05 34542 MaxHealth = 300.0 34543 InitialHealth = 300.0 34544 End 34545 Behavior = PropagandaTowerBehavior ModuleTag_06 34546 Radius = 150.0 34547 DelayBetweenUpdates = 2000 ; in milliseconds 34548 HealPercentEachSecond = 2% ; get this % of max health every second 34549 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 34550 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 34551 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 34552 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 34553 End 34554 Behavior = DestroyDie ModuleTag_07 34555 ;<NO DATA> 34556 End 34557 Behavior = GarrisonContain ModuleTag_08 34558 ContainMax = 5 34559 EnterSound = GarrisonEnter 34560 ExitSound = GarrisonExit 34561 ImmuneToClearBuildingAttacks = Yes 34562 End 34563 Behavior = CreateObjectDie ModuleTag_08 34564 CreationList = OCL_ABPowerPlantExplode 34565 End 34566 Behavior = FXListDie ModuleTag_09 34567 DeathFX = FX_StructureTinyDeath 34568 End 34569 Behavior = ProductionUpdate ModuleTag_10 34570 ;<NO DATA> But is required if we have any Object-level Upgrades! 34571 End 34572 34573 Behavior = GenerateMinefieldBehavior ModuleTag_11 34574 TriggeredBy = Upgrade_ChinaMines 34575 MineName = ChinaStandardMine 34576 SmartBorder = Yes 34577 AlwaysCircular = Yes 34578 End 34579 34580 Behavior = FlammableUpdate ModuleTag_13 34581 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 34582 AflameDamageAmount = 5 ; taking this much damage... 34583 AflameDamageDelay = 500 ; this often. 34584 End 34585 34586 Behavior = TransitionDamageFX ModuleTag_14 34587 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 34588 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 34589 ;--------------------------------------------------------------------------------------- 34590 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 34591 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 34592 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 34593 End 34594 34595 Geometry = BOX 34596 GeometryMajorRadius = 6.0 34597 GeometryMinorRadius = 6.0 34598 GeometryHeight = 51.0 34599 GeometryIsSmall = No 34600 Shadow = SHADOW_VOLUME 34601 BuildCompletion = PLACED_BY_PLAYER 34602 34603 End 34604 ;---------------------------------------------------------------------------------------------- 34605
title
Description
Body
title
Description
Body
title
Description
Body
title
Body
Generated: Sat Mar 28 08:18:23 2009 | Cross-referenced by PHPXref 0.7 |