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/Command and conquer Generals/Stargate SG1/INI/Object/ -> FactionBuilding.ini (source)

   1  ; FILE: FactionBuilding.ini ///////////////////////////////////////////////////
   2  ; This file contains only buildings that are part of a player or faction.
   3  ; Typically these are the buildings that can be build by the player or
   4  ; are part of a base.  Objects related to these buildings also appear
   5  ; in this file such as debris.
   6  ;//////////////////////////////////////////////////////////////////////////////
   7  
   8  ;------------------------------------------------------------------------------
   9  ;--------------------------------------------
  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     
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12719  
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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  


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