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1 2 3 4 5 6 ;------------------------------------------------------------------------------ 7 Object AirF_PointDefenseLaserBeam 8 ; *** ART Parameters *** 9 Draw = W3DLaserDraw ModuleTag_01 10 Texture = EXLaser4.tga 11 NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 12 InnerBeamWidth = 0.005 ;The total width of beam 13 InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot) 14 OuterBeamWidth = 10 ;The total width of beam 15 OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool) 16 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 17 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 18 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 19 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 20 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 21 22 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 23 ;FadeLifetime = 0 ;Laser will fade and delete. 24 ;@todo -- add shot ability functionality (instead of instant point A to B) 25 End 26 27 28 KindOf = IMMOBILE 29 ClientUpdate = LaserUpdate ModuleTag_02 30 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 31 TargetParticleSystem = GenericLaserFlare 32 End 33 34 ;Used as a weapon, this is essentially a fast pulse laser. Adjusting 35 ;the lifetime values will determine how long it renders. The damage 36 ;is applied immediately, so lifetime doesn't matter. 37 Behavior = LifetimeUpdate ModuleTag_03 38 MinLifetime = 95 ; min lifetime in msec 39 MaxLifetime = 95 ; max lifetime in msec 40 End 41 End 42 43 44 45 46 47 48 49 50 Object AirF_AuroraBombGas 51 52 ; *** ART Parameters *** 53 ; *** DESIGN Parameters *** 54 55 ; *** ENGINEERING Parameters *** 56 KindOf = IMMOBILE 57 Body = ActiveBody ModuleTag_01 58 MaxHealth = 1.0 59 InitialHealth = 1.0 60 End 61 62 Behavior = PhysicsBehavior ModuleTag_02 63 Mass = 150.0 64 AerodynamicFriction = 7 ; this is now friction-per-sec 65 ForwardFriction = 200 ; this is now friction-per-sec 66 End 67 Behavior = HeightDieUpdate ModuleTag_03 68 TargetHeight = 40.0 69 TargetHeightIncludesStructures = Yes 70 DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this 71 End 72 Behavior = SlowDeathBehavior ModuleTag_04 73 DestructionDelay = 1000 74 DestructionDelayVariance = 100 75 FX = INITIAL AirF_FX_AuroraBombIgnite 76 FX = FINAL FX_DaisyCutterFinalExplosion 77 Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire 78 Weapon = FINAL AirF_AuroraBombDetonationWeapon 79 End 80 81 End 82 83 84 85 ;------------------------------------------------------------------------------ 86 Object AirF_RaptorPointDefenseLaserBeam 87 ; *** ART Parameters *** 88 Draw = W3DLaserDraw ModuleTag_01 89 Texture = EXLaser.tga 90 NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 91 92 InnerBeamWidth = 0.4 ;The total width of beam 93 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 94 95 OuterBeamWidth = 1.2 ;The total width of beam 96 OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) 97 98 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 99 ;FadeLifetime = 0 ;Laser will fade and delete. 100 101 ;@todo -- add shot ability functionality (instead of instant point A to B) 102 End 103 104 KindOf = IMMOBILE 105 ClientUpdate = LaserUpdate ModuleTag_02 106 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 107 TargetParticleSystem = GenericLaserFlare 108 End 109 110 ;Used as a weapon, this is essentially a fast pulse laser. Adjusting 111 ;the lifetime values will determine how long it renders. The damage 112 ;is applied immediately, so lifetime doesn't matter. 113 Behavior = LifetimeUpdate ModuleTag_03 114 MinLifetime = 95 ; min lifetime in msec 115 MaxLifetime = 95 ; max lifetime in msec 116 End 117 End 118 119 120 121 122 123 124 ;------------------------------------------------------------------------------ 125 Object AirF_AuroraBomb 126 127 ; *** ART Parameters *** 128 Draw = W3DModelDraw ModuleTag_01 129 DefaultConditionState 130 Model = EXCarptBmb 131 End 132 End 133 134 ; ***DESIGN parameters *** 135 Side = America 136 EditorSorting = SYSTEM 137 ArmorSet 138 Conditions = None 139 Armor = ProjectileArmor 140 DamageFX = None 141 End 142 VisionRange = 0.0 143 144 ; *** AUDIO Parameters *** 145 146 ; *** ENGINEERING Parameters *** 147 KindOf = PROJECTILE 148 Body = ActiveBody ModuleTag_02 149 MaxHealth = 100.0 150 InitialHealth = 100.0 151 End 152 153 Behavior = PhysicsBehavior ModuleTag_03 154 Mass = 75.0 155 AerodynamicFriction = 2 ; this is now friction-per-sec 156 ForwardFriction = 2 ; this is now friction-per-sec 157 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 158 End;; 159 Behavior = MissileAIUpdate ModuleTag_04 160 TryToFollowTarget = No 161 FuelLifetime = 0 162 IgnitionDelay = 0 163 InitialVelocity = 0 ; in dist/sec 164 DistanceToTravelBeforeTurning = 0 165 DistanceToTargetBeforeDiving = 0 166 End 167 Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. 168 Behavior = CreateObjectDie ModuleTag_05 169 CreationList = AirF_OCL_AuroraBombExplode 170 End 171 Behavior = FXListDie ModuleTag_06 172 DeathFX = AirF_FX_AuroraBombExplode 173 End 174 Behavior = HeightDieUpdate ModuleTag_07 175 TargetHeight = 50.0 176 TargetHeightIncludesStructures = Yes 177 End 178 179 180 181 Geometry = Sphere 182 GeometryIsSmall = Yes 183 GeometryMajorRadius = 2.0 184 185 End 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 ;------------------------------------------------------------------------------ 298 Object AirF_PatriotBinaryDataStream 299 ; *** ART Parameters *** 300 Draw = W3DLaserDraw ModuleTag_01 301 Texture = EXBinaryStream32.tga 302 NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 303 InnerBeamWidth = 4 ;The total width of beam 304 InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) 305 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 306 ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) 307 Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 308 ArcHeight = 30.0 ;The height of the arc 309 SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio 310 TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 311 End 312 313 KindOf = IMMOBILE 314 ClientUpdate = LaserUpdate ModuleTag_02 315 ;nothing 316 End 317 318 ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state. 319 Behavior = DeletionUpdate ModuleTag_03 320 MinLifetime = 600 ; min lifetime in msec 321 MaxLifetime = 600 ; max lifetime in msec 322 End 323 End 324 325 ;-------------------------------- 326 Object AirF_AmericaJetSpectreGunship1 327 328 ; *** ART Parameters *** 329 330 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 331 332 333 334 ;----NORMAL------------- 335 DefaultConditionState 336 Model = AVSGunship 337 WeaponFireFXBone = PRIMARY MUZZLE 338 WeaponFireFXBone = SECONDARY MUZZLE 339 WeaponMuzzleFlash = PRIMARY MUZZLEFX 340 WeaponMuzzleFlash = SECONDARY MUZZLEFX 341 End 342 343 ConditionState = DOOR_1_OPENING 344 Model = AVSGunship 345 Animation = AVSGunship.AVSGunship 346 AnimationMode = ONCE 347 Flags = MAINTAIN_FRAME_ACROSS_STATES 348 ParticleSysBone = WingTip01 SpectreContrail 349 ParticleSysBone = WingTip02 SpectreContrail 350 End 351 352 ConditionState = DOOR_1_CLOSING 353 Model = AVSGunship 354 Animation = AVSGunship.AVSGunship 355 AnimationMode = ONCE_BACKWARDS 356 Flags = MAINTAIN_FRAME_ACROSS_STATES 357 ParticleSysBone = WingTip01 JetContrailThin 358 ParticleSysBone = WingTip02 JetContrailThin 359 ParticleSysBone = Engine01 SpectreAfterburnerTrail 360 ParticleSysBone = Engine02 SpectreAfterburnerTrail 361 ParticleSysBone = Engine01 SpectreEngineFlare 362 ParticleSysBone = Engine02 SpectreEngineFlare 363 End 364 365 366 ;----DAMAGED------------- 367 ConditionState = DOOR_1_OPENING DAMAGED 368 Model = AVSGunship_D 369 Animation = AVSGunship_D.AVSGunship_D 370 AnimationMode = ONCE 371 Flags = MAINTAIN_FRAME_ACROSS_STATES 372 ParticleSysBone = WingTip01 SpectreContrail 373 ParticleSysBone = WingTip02 SpectreContrail 374 ParticleSysBone = Smoke01 JetFireLarge 375 ParticleSysBone = Smoke02 JetFireLarge 376 ParticleSysBone = Smoke01 JetSmokeLarge 377 ParticleSysBone = Smoke02 JetSmokeLarge 378 End 379 380 ConditionState = DOOR_1_CLOSING DAMAGED 381 Model = AVSGunship_D 382 Animation = AVSGunship_D.AVSGunship_D 383 AnimationMode = ONCE_BACKWARDS 384 Flags = MAINTAIN_FRAME_ACROSS_STATES 385 ParticleSysBone = WingTip01 JetContrailThin 386 ParticleSysBone = WingTip02 JetContrailThin 387 ParticleSysBone = Engine01 SpectreAfterburnerTrail 388 ParticleSysBone = Engine02 SpectreAfterburnerTrail 389 ParticleSysBone = Engine01 SpectreEngineFlare 390 ParticleSysBone = Engine02 SpectreEngineFlare 391 ParticleSysBone = Smoke01 JetFireLarge 392 ParticleSysBone = Smoke02 JetFireLarge 393 ParticleSysBone = Smoke01 JetSmokeLarge 394 ParticleSysBone = Smoke02 JetSmokeLarge 395 End 396 397 398 ;----REALLY DAMAGED------------- 399 ConditionState = DOOR_1_OPENING REALLYDAMAGED 400 Model = AVSGunship_D 401 Animation = AVSGunship_D.AVSGunship_D 402 AnimationMode = ONCE 403 Flags = MAINTAIN_FRAME_ACROSS_STATES 404 ParticleSysBone = WingTip01 SpectreContrail 405 ParticleSysBone = WingTip02 SpectreContrail 406 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 407 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 408 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 409 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 410 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 411 ParticleSysBone = Smoke01 JetSmokeLarge 412 ParticleSysBone = Smoke02 SpectreSmokeLarge 413 ParticleSysBone = Smoke03 JetSmokeLarge 414 ParticleSysBone = Smoke04 SpectreSmokeLarge 415 End 416 417 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 418 Model = AVSGunship_D 419 Animation = AVSGunship_D.AVSGunship_D 420 AnimationMode = ONCE_BACKWARDS 421 Flags = MAINTAIN_FRAME_ACROSS_STATES 422 ParticleSysBone = WingTip01 JetContrailThin 423 ParticleSysBone = WingTip02 JetContrailThin 424 ParticleSysBone = Engine01 SpectreAfterburnerTrail 425 ParticleSysBone = Engine02 SpectreAfterburnerTrail 426 ParticleSysBone = Engine01 SpectreEngineFlare 427 ParticleSysBone = Engine02 SpectreEngineFlare 428 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 429 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 430 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 431 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 432 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 433 ParticleSysBone = Smoke01 JetSmokeLarge 434 ParticleSysBone = Smoke02 SpectreSmokeLarge 435 ParticleSysBone = Smoke03 JetSmokeLarge 436 ParticleSysBone = Smoke04 SpectreSmokeLarge 437 End 438 439 440 ConditionState = RUBBLE 441 Model = AVSGunship_D1 442 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 443 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 444 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 445 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 446 ParticleSysBone = Smoke01 SpectreSmokeLarge 447 ParticleSysBone = Smoke03 SpectreSmokeLarge 448 ParticleSysBone = Smoke02 SpectreSmokeLarge 449 ParticleSysBone = Smoke05 SpectreSmokeLarge 450 End 451 AliasConditionState = REALLYDAMAGED RUBBLE 452 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 453 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 454 455 456 457 OkToChangeModelColor = Yes 458 459 ParticlesAttachedToAnimatedBones = Yes 460 461 462 End 463 464 465 466 ; ***DESIGN parameters *** 467 DisplayName = OBJECT:SpectreGunship 468 EditorSorting = VEHICLE 469 Side = AmericaAirForceGeneral 470 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 471 VisionRange = 300.0 472 ShroudClearingRange = 300 473 Prerequisites 474 Object = AirF_AmericaAirfield 475 End 476 477 ArmorSet 478 Conditions = None 479 Armor = SpectreGunshipArmor 480 DamageFX = None 481 End 482 ArmorSet 483 Conditions = PLAYER_UPGRADE 484 Armor = CountermeasuresSpectreGunshipArmor 485 DamageFX = None 486 End 487 488 489 WeaponSet 490 Conditions = None 491 Weapon = PRIMARY SpectreHowitzerGun 492 End 493 494 ExperienceValue = 50 100 150 400 ;Experience point value at each level 495 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 496 IsTrainable = No ;Not Player built, so no veterancy.............................. 497 498 ; *** AUDIO Parameters *** 499 VoiceSelect = SpectreGunshipVoiceSelect 500 VoiceAttack = SpectreGunshipVoiceAttack 501 VoiceMove = SpectreGunshipVoiceMove 502 SoundAmbient = SpectreGunshipAmbientLoop 503 SoundAmbientRubble = NoSound 504 UnitSpecificSounds 505 Afterburner = SpectreGunshipAfterburnerLoop 506 HowitzerFire = SpectreHowitzerWeapon 507 End 508 509 510 ; *** ENGINEERING Parameters *** 511 RadarPriority = UNIT 512 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 513 514 Body = ActiveBody ModuleTag_03 515 MaxHealth = 1000.0 516 InitialHealth = 1000.0 517 End 518 519 ExperienceValue = 40 40 40 40 ; Experience point value at each level 520 521 Behavior = JetSlowDeathBehavior ModuleTag_04 522 DestructionDelay = 99999999 ; destruction will happen when we 523 RollRate = 0.0 524 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 525 PitchRate = 0.0 526 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 527 FXInitialDeath = FX_SpectreGunshipExplosionLight 528 OCLInitialDeath = None 529 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 530 FXSecondary = FX_spectreDeathExplosion 531 OCLSecondary = None 532 FXHitGround = FX_spectreGunshipDeathExplosion 533 OCLHitGround = OCL_A10DeathHitGround 534 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 535 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 536 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 537 End 538 539 Behavior = PhysicsBehavior ModuleTag_05 540 Mass = 500.0 541 End 542 543 ;SCRIPTED SUPPORT: These special power is triggered directly 544 ;from the transport without creating a transport. This is done 545 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 546 ;which also prevents creating the payload transport. 547 548 Behavior = AIUpdateInterface ModuleTag_07 549 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 550 End 551 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 552 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 553 554 Behavior = SpecialAbility ModuleTag_32 555 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 556 UpdateModuleStartsAttack = Yes 557 End 558 559 560 Behavior = SpectreGunshipUpdate ModuleTag_10 561 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 562 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 563 HowitzerWeaponTemplate = SpectreHowitzerGun 564 GattlingTemplateName = SpectreGunshipGattlingCannon 565 RandomOffsetForHowitzer = 20 566 TargetingReticleRadius = 25 567 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 568 GunshipOrbitRadius = 250 569 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 570 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 571 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 572 AttackAreaRadius = 200 573 OrbitTime = 10000 ;LEVEL1 (less than normal)!!!! 574 575 AttackAreaDecal 576 Texture = SCCSpecTarg 577 Style = SHADOW_ALPHA_DECAL 578 OpacityMin = 25% 579 OpacityMax = 50% 580 OpacityThrobTime = 1500 581 Color = R:127 G:177 B:222 A:255 582 OnlyVisibleToOwningPlayer = Yes 583 End 584 TargetingReticleDecal 585 Texture = SCCSpecRet 586 Style = SHADOW_ALPHA_DECAL 587 OpacityMin = 50% 588 OpacityMax = 100% 589 OpacityThrobTime = 300 590 Color = R:127 G:177 B:222 A:255 591 OnlyVisibleToOwningPlayer = Yes 592 End 593 End 594 595 596 597 598 599 Behavior = HelixContain ModuleTag_09 600 Slots = 1 601 DamagePercentToUnits = 100% 602 AllowInsideKindOf = PORTABLE_STRUCTURE 603 PassengersAllowedToFire = Yes 604 End 605 606 607 Behavior = FlammableUpdate ModuleTag_08 608 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 609 AflameDamageAmount = 3 ; taking this much damage... 610 AflameDamageDelay = 500 ; this often. 611 End 612 613 Behavior = ArmorUpgrade ModuleTag_Armor01 614 TriggeredBy = Upgrade_AmericaCountermeasures 615 End 616 617 Behavior = CountermeasuresBehavior ModuleTag_11 618 TriggeredBy = Upgrade_AmericaCountermeasures 619 FlareTemplateName = CountermeasureFlare 620 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 621 VolleySize = 4 ; Number of flares launched per volley (requires bones) 622 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 623 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 624 DelayBetweenVolleys = 1000 ; Time between flare volleys 625 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 626 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 627 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 628 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 629 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 630 End 631 632 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 633 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 634 635 636 Geometry = Box 637 GeometryIsSmall = No 638 GeometryMajorRadius = 40.0 639 GeometryMinorRadius = 10.0 640 GeometryHeight = 10.0 641 Shadow = SHADOW_VOLUME 642 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 643 644 End 645 646 ;-------------------------------- 647 Object AirF_AmericaJetSpectreGunship2 648 649 ; *** ART Parameters *** 650 651 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 652 653 654 655 ;----NORMAL------------- 656 DefaultConditionState 657 Model = AVSGunship 658 WeaponFireFXBone = PRIMARY MUZZLE 659 WeaponFireFXBone = SECONDARY MUZZLE 660 WeaponMuzzleFlash = PRIMARY MUZZLEFX 661 WeaponMuzzleFlash = SECONDARY MUZZLEFX 662 End 663 664 ConditionState = DOOR_1_OPENING 665 Model = AVSGunship 666 Animation = AVSGunship.AVSGunship 667 AnimationMode = ONCE 668 Flags = START_FRAME_FIRST 669 ParticleSysBone = WingTip01 SpectreContrail 670 ParticleSysBone = WingTip02 SpectreContrail 671 End 672 673 ConditionState = DOOR_1_CLOSING 674 Model = AVSGunship 675 Animation = AVSGunship.AVSGunship 676 AnimationMode = ONCE_BACKWARDS 677 Flags = START_FRAME_LAST 678 ParticleSysBone = WingTip01 JetContrailThin 679 ParticleSysBone = WingTip02 JetContrailThin 680 ParticleSysBone = Engine01 SpectreAfterburnerTrail 681 ParticleSysBone = Engine02 SpectreAfterburnerTrail 682 ParticleSysBone = Engine01 SpectreEngineFlare 683 ParticleSysBone = Engine02 SpectreEngineFlare 684 End 685 686 687 ;----DAMAGED------------- 688 ConditionState = DOOR_1_OPENING DAMAGED 689 Model = AVSGunship_D 690 Animation = AVSGunship_D.AVSGunship_D 691 AnimationMode = ONCE 692 Flags = START_FRAME_FIRST 693 ParticleSysBone = WingTip01 SpectreContrail 694 ParticleSysBone = WingTip02 SpectreContrail 695 ParticleSysBone = Smoke01 JetFireLarge 696 ParticleSysBone = Smoke02 JetFireLarge 697 ParticleSysBone = Smoke01 JetSmokeLarge 698 ParticleSysBone = Smoke02 JetSmokeLarge 699 End 700 701 ConditionState = DOOR_1_CLOSING DAMAGED 702 Model = AVSGunship_D 703 Animation = AVSGunship_D.AVSGunship_D 704 AnimationMode = ONCE_BACKWARDS 705 Flags = START_FRAME_LAST 706 ParticleSysBone = WingTip01 JetContrailThin 707 ParticleSysBone = WingTip02 JetContrailThin 708 ParticleSysBone = Engine01 SpectreAfterburnerTrail 709 ParticleSysBone = Engine02 SpectreAfterburnerTrail 710 ParticleSysBone = Engine01 SpectreEngineFlare 711 ParticleSysBone = Engine02 SpectreEngineFlare 712 ParticleSysBone = Smoke01 JetFireLarge 713 ParticleSysBone = Smoke02 JetFireLarge 714 ParticleSysBone = Smoke01 JetSmokeLarge 715 ParticleSysBone = Smoke02 JetSmokeLarge 716 End 717 718 719 ;----REALLY DAMAGED------------- 720 ConditionState = DOOR_1_OPENING REALLYDAMAGED 721 Model = AVSGunship_D 722 Animation = AVSGunship_D.AVSGunship_D 723 AnimationMode = ONCE 724 Flags = START_FRAME_FIRST 725 ParticleSysBone = WingTip01 SpectreContrail 726 ParticleSysBone = WingTip02 SpectreContrail 727 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 728 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 729 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 730 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 731 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 732 ParticleSysBone = Smoke01 JetSmokeLarge 733 ParticleSysBone = Smoke02 SpectreSmokeLarge 734 ParticleSysBone = Smoke03 JetSmokeLarge 735 ParticleSysBone = Smoke04 SpectreSmokeLarge 736 End 737 738 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 739 Model = AVSGunship_D 740 Animation = AVSGunship_D.AVSGunship_D 741 AnimationMode = ONCE_BACKWARDS 742 Flags = START_FRAME_LAST 743 ParticleSysBone = WingTip01 JetContrailThin 744 ParticleSysBone = WingTip02 JetContrailThin 745 ParticleSysBone = Engine01 SpectreAfterburnerTrail 746 ParticleSysBone = Engine02 SpectreAfterburnerTrail 747 ParticleSysBone = Engine01 SpectreEngineFlare 748 ParticleSysBone = Engine02 SpectreEngineFlare 749 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 750 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 751 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 752 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 753 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 754 ParticleSysBone = Smoke01 JetSmokeLarge 755 ParticleSysBone = Smoke02 SpectreSmokeLarge 756 ParticleSysBone = Smoke03 JetSmokeLarge 757 ParticleSysBone = Smoke04 SpectreSmokeLarge 758 End 759 760 761 ConditionState = RUBBLE 762 Model = AVSGunship_D1 763 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 764 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 765 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 766 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 767 ParticleSysBone = Smoke01 SpectreSmokeLarge 768 ParticleSysBone = Smoke03 SpectreSmokeLarge 769 ParticleSysBone = Smoke02 SpectreSmokeLarge 770 ParticleSysBone = Smoke05 SpectreSmokeLarge 771 End 772 AliasConditionState = REALLYDAMAGED RUBBLE 773 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 774 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 775 776 777 778 OkToChangeModelColor = Yes 779 780 ParticlesAttachedToAnimatedBones = Yes 781 782 783 End 784 785 786 787 ; ***DESIGN parameters *** 788 DisplayName = OBJECT:SpectreGunship 789 EditorSorting = VEHICLE 790 Side = AmericaAirForceGeneral 791 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 792 VisionRange = 300.0 793 ShroudClearingRange = 300 794 Prerequisites 795 Object = AirF_AmericaAirfield 796 End 797 798 ArmorSet 799 Conditions = None 800 Armor = SpectreGunshipArmor 801 DamageFX = None 802 End 803 ArmorSet 804 Conditions = PLAYER_UPGRADE 805 Armor = CountermeasuresSpectreGunshipArmor 806 DamageFX = None 807 End 808 809 810 WeaponSet 811 Conditions = None 812 Weapon = PRIMARY SpectreHowitzerGun 813 End 814 815 ExperienceValue = 50 100 150 400 ;Experience point value at each level 816 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 817 IsTrainable = No ;Not Player built, so no veterancy.............................. 818 819 ; *** AUDIO Parameters *** 820 VoiceSelect = SpectreGunshipVoiceSelect 821 VoiceAttack = SpectreGunshipVoiceAttack 822 VoiceMove = SpectreGunshipVoiceMove 823 SoundAmbient = SpectreGunshipAmbientLoop 824 SoundAmbientRubble = NoSound 825 UnitSpecificSounds 826 Afterburner = SpectreGunshipAfterburnerLoop 827 HowitzerFire = SpectreHowitzerWeapon 828 End 829 830 831 ; *** ENGINEERING Parameters *** 832 RadarPriority = UNIT 833 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 834 835 Body = ActiveBody ModuleTag_03 836 MaxHealth = 600.0 837 InitialHealth = 600.0 838 End 839 840 ExperienceValue = 40 40 40 40 ; Experience point value at each level 841 842 Behavior = JetSlowDeathBehavior ModuleTag_04 843 DestructionDelay = 99999999 ; destruction will happen when we 844 RollRate = 0.0 845 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 846 PitchRate = 0.0 847 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 848 FXInitialDeath = FX_SpectreGunshipExplosionLight 849 OCLInitialDeath = None 850 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 851 FXSecondary = FX_spectreDeathExplosion 852 OCLSecondary = None 853 FXHitGround = FX_spectreGunshipDeathExplosion 854 OCLHitGround = OCL_A10DeathHitGround 855 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 856 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 857 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 858 End 859 860 Behavior = PhysicsBehavior ModuleTag_05 861 Mass = 500.0 862 End 863 864 ;SCRIPTED SUPPORT: These special power is triggered directly 865 ;from the transport without creating a transport. This is done 866 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 867 ;which also prevents creating the payload transport. 868 869 Behavior = AIUpdateInterface ModuleTag_07 870 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 871 End 872 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 873 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 874 875 Behavior = SpecialAbility ModuleTag_32 876 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 877 UpdateModuleStartsAttack = Yes 878 End 879 880 881 Behavior = SpectreGunshipUpdate ModuleTag_10 882 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 883 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 884 HowitzerWeaponTemplate = SpectreHowitzerGun 885 GattlingTemplateName = SpectreGunshipGattlingCannon 886 RandomOffsetForHowitzer = 20 887 TargetingReticleRadius = 25 888 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 889 GunshipOrbitRadius = 250 890 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 891 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 892 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 893 AttackAreaRadius = 200 894 OrbitTime = 15000 ;LEVEL2 (normal) 895 896 AttackAreaDecal 897 Texture = SCCSpecTarg 898 Style = SHADOW_ALPHA_DECAL 899 OpacityMin = 25% 900 OpacityMax = 50% 901 OpacityThrobTime = 1500 902 Color = R:127 G:177 B:222 A:255 903 OnlyVisibleToOwningPlayer = Yes 904 End 905 TargetingReticleDecal 906 Texture = SCCSpecRet 907 Style = SHADOW_ALPHA_DECAL 908 OpacityMin = 50% 909 OpacityMax = 100% 910 OpacityThrobTime = 300 911 Color = R:127 G:177 B:222 A:255 912 OnlyVisibleToOwningPlayer = Yes 913 End 914 End 915 916 917 918 919 920 Behavior = HelixContain ModuleTag_09 921 Slots = 1 922 DamagePercentToUnits = 100% 923 AllowInsideKindOf = PORTABLE_STRUCTURE 924 PassengersAllowedToFire = Yes 925 End 926 927 928 Behavior = FlammableUpdate ModuleTag_08 929 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 930 AflameDamageAmount = 3 ; taking this much damage... 931 AflameDamageDelay = 500 ; this often. 932 End 933 934 Behavior = ArmorUpgrade ModuleTag_Armor01 935 TriggeredBy = Upgrade_AmericaCountermeasures 936 End 937 938 Behavior = CountermeasuresBehavior ModuleTag_11 939 TriggeredBy = Upgrade_AmericaCountermeasures 940 FlareTemplateName = CountermeasureFlare 941 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 942 VolleySize = 4 ; Number of flares launched per volley (requires bones) 943 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 944 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 945 DelayBetweenVolleys = 1000 ; Time between flare volleys 946 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 947 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 948 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 949 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 950 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 951 End 952 953 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 954 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 955 956 957 Geometry = Box 958 GeometryIsSmall = No 959 GeometryMajorRadius = 40.0 960 GeometryMinorRadius = 10.0 961 GeometryHeight = 10.0 962 Shadow = SHADOW_VOLUME 963 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 964 965 End 966 967 ;-------------------------------- 968 Object AirF_AmericaJetSpectreGunship3 969 970 ; *** ART Parameters *** 971 972 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 973 974 975 976 ;----NORMAL------------- 977 DefaultConditionState 978 Model = AVSGunship 979 WeaponFireFXBone = PRIMARY MUZZLE 980 WeaponFireFXBone = SECONDARY MUZZLE 981 WeaponMuzzleFlash = PRIMARY MUZZLEFX 982 WeaponMuzzleFlash = SECONDARY MUZZLEFX 983 End 984 985 ConditionState = DOOR_1_OPENING 986 Model = AVSGunship 987 Animation = AVSGunship.AVSGunship 988 AnimationMode = ONCE 989 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 990 ParticleSysBone = WingTip01 SpectreContrail 991 ParticleSysBone = WingTip02 SpectreContrail 992 End 993 994 ConditionState = DOOR_1_CLOSING 995 Model = AVSGunship 996 Animation = AVSGunship.AVSGunship 997 AnimationMode = ONCE_BACKWARDS 998 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 999 ParticleSysBone = WingTip01 JetContrailThin 1000 ParticleSysBone = WingTip02 JetContrailThin 1001 ParticleSysBone = Engine01 SpectreAfterburnerTrail 1002 ParticleSysBone = Engine02 SpectreAfterburnerTrail 1003 ParticleSysBone = Engine01 SpectreEngineFlare 1004 ParticleSysBone = Engine02 SpectreEngineFlare 1005 End 1006 1007 1008 ;----DAMAGED------------- 1009 ConditionState = DOOR_1_OPENING DAMAGED 1010 Model = AVSGunship_D 1011 Animation = AVSGunship_D.AVSGunship_D 1012 AnimationMode = ONCE 1013 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1014 ParticleSysBone = WingTip01 SpectreContrail 1015 ParticleSysBone = WingTip02 SpectreContrail 1016 ParticleSysBone = Smoke01 JetFireLarge 1017 ParticleSysBone = Smoke02 JetFireLarge 1018 ParticleSysBone = Smoke01 JetSmokeLarge 1019 ParticleSysBone = Smoke02 JetSmokeLarge 1020 End 1021 1022 ConditionState = DOOR_1_CLOSING DAMAGED 1023 Model = AVSGunship_D 1024 Animation = AVSGunship_D.AVSGunship_D 1025 AnimationMode = ONCE_BACKWARDS 1026 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1027 ParticleSysBone = WingTip01 JetContrailThin 1028 ParticleSysBone = WingTip02 JetContrailThin 1029 ParticleSysBone = Engine01 SpectreAfterburnerTrail 1030 ParticleSysBone = Engine02 SpectreAfterburnerTrail 1031 ParticleSysBone = Engine01 SpectreEngineFlare 1032 ParticleSysBone = Engine02 SpectreEngineFlare 1033 ParticleSysBone = Smoke01 JetFireLarge 1034 ParticleSysBone = Smoke02 JetFireLarge 1035 ParticleSysBone = Smoke01 JetSmokeLarge 1036 ParticleSysBone = Smoke02 JetSmokeLarge 1037 End 1038 1039 1040 ;----REALLY DAMAGED------------- 1041 ConditionState = DOOR_1_OPENING REALLYDAMAGED 1042 Model = AVSGunship_D 1043 Animation = AVSGunship_D.AVSGunship_D 1044 AnimationMode = ONCE 1045 Flags = MAINTAIN_FRAME_ACROSS_STATES START_FRAME_FIRST 1046 ParticleSysBone = WingTip01 SpectreContrail 1047 ParticleSysBone = WingTip02 SpectreContrail 1048 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 1049 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 1050 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 1051 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 1052 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 1053 ParticleSysBone = Smoke01 JetSmokeLarge 1054 ParticleSysBone = Smoke02 SpectreSmokeLarge 1055 ParticleSysBone = Smoke03 JetSmokeLarge 1056 ParticleSysBone = Smoke04 SpectreSmokeLarge 1057 End 1058 1059 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 1060 Model = AVSGunship_D 1061 Animation = AVSGunship_D.AVSGunship_D 1062 AnimationMode = ONCE_BACKWARDS 1063 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1064 ParticleSysBone = WingTip01 JetContrailThin 1065 ParticleSysBone = WingTip02 JetContrailThin 1066 ParticleSysBone = Engine01 SpectreAfterburnerTrail 1067 ParticleSysBone = Engine02 SpectreAfterburnerTrail 1068 ParticleSysBone = Engine01 SpectreEngineFlare 1069 ParticleSysBone = Engine02 SpectreEngineFlare 1070 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 1071 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 1072 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 1073 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 1074 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 1075 ParticleSysBone = Smoke01 JetSmokeLarge 1076 ParticleSysBone = Smoke02 SpectreSmokeLarge 1077 ParticleSysBone = Smoke03 JetSmokeLarge 1078 ParticleSysBone = Smoke04 SpectreSmokeLarge 1079 End 1080 1081 1082 ConditionState = RUBBLE 1083 Model = AVSGunship_D1 1084 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 1085 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 1086 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 1087 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 1088 ParticleSysBone = Smoke01 SpectreSmokeLarge 1089 ParticleSysBone = Smoke03 SpectreSmokeLarge 1090 ParticleSysBone = Smoke02 SpectreSmokeLarge 1091 ParticleSysBone = Smoke05 SpectreSmokeLarge 1092 End 1093 AliasConditionState = REALLYDAMAGED RUBBLE 1094 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 1095 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 1096 1097 1098 1099 OkToChangeModelColor = Yes 1100 1101 ParticlesAttachedToAnimatedBones = Yes 1102 1103 1104 End 1105 1106 1107 1108 ; ***DESIGN parameters *** 1109 DisplayName = OBJECT:SpectreGunship 1110 EditorSorting = VEHICLE 1111 Side = AmericaAirForceGeneral 1112 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1113 VisionRange = 300.0 1114 ShroudClearingRange = 300 1115 Prerequisites 1116 Object = AirF_AmericaAirfield 1117 End 1118 1119 ArmorSet 1120 Conditions = None 1121 Armor = SpectreGunshipArmor 1122 DamageFX = None 1123 End 1124 ArmorSet 1125 Conditions = PLAYER_UPGRADE 1126 Armor = CountermeasuresSpectreGunshipArmor 1127 DamageFX = None 1128 End 1129 1130 1131 WeaponSet 1132 Conditions = None 1133 Weapon = PRIMARY SpectreHowitzerGun 1134 End 1135 1136 ExperienceValue = 50 100 150 400 ;Experience point value at each level 1137 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 1138 IsTrainable = No ;Not Player built, so no veterancy.............................. 1139 1140 ; *** AUDIO Parameters *** 1141 SoundAmbient = SpectreGunshipAmbientLoop 1142 SoundAmbientRubble = NoSound 1143 UnitSpecificSounds 1144 Afterburner = SpectreGunshipAfterburnerLoop 1145 HowitzerFire = CrusaderTankWeapon 1146 End 1147 1148 1149 ; *** ENGINEERING Parameters *** 1150 RadarPriority = UNIT 1151 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 1152 1153 Body = ActiveBody ModuleTag_03 1154 MaxHealth = 600.0 1155 InitialHealth = 600.0 1156 End 1157 1158 ExperienceValue = 40 40 40 40 ; Experience point value at each level 1159 1160 Behavior = JetSlowDeathBehavior ModuleTag_04 1161 DestructionDelay = 99999999 ; destruction will happen when we 1162 RollRate = 0.0 1163 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1164 PitchRate = 0.0 1165 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1166 FXInitialDeath = FX_SpectreGunshipExplosionLight 1167 OCLInitialDeath = None 1168 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1169 FXSecondary = FX_spectreDeathExplosion 1170 OCLSecondary = None 1171 FXHitGround = FX_spectreGunshipDeathExplosion 1172 OCLHitGround = OCL_A10DeathHitGround 1173 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1174 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 1175 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 1176 End 1177 1178 Behavior = PhysicsBehavior ModuleTag_05 1179 Mass = 500.0 1180 End 1181 1182 ;SCRIPTED SUPPORT: These special power is triggered directly 1183 ;from the transport without creating a transport. This is done 1184 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 1185 ;which also prevents creating the payload transport. 1186 1187 Behavior = AIUpdateInterface ModuleTag_07 1188 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 1189 End 1190 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 1191 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 1192 1193 Behavior = SpecialAbility ModuleTag_32 1194 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 1195 UpdateModuleStartsAttack = Yes 1196 End 1197 1198 1199 Behavior = SpectreGunshipUpdate ModuleTag_10 1200 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 1201 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 1202 HowitzerWeaponTemplate = SpectreHowitzerGun 1203 GattlingTemplateName = SpectreGunshipGattlingCannon 1204 RandomOffsetForHowitzer = 20 1205 TargetingReticleRadius = 25 1206 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 1207 GunshipOrbitRadius = 250 1208 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 1209 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 1210 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 1211 AttackAreaRadius = 200 1212 OrbitTime = 20000 ;LEVEL3 (more than normal)!!!! 1213 1214 AttackAreaDecal 1215 Texture = SCCSpecTarg 1216 Style = SHADOW_ALPHA_DECAL 1217 OpacityMin = 25% 1218 OpacityMax = 50% 1219 OpacityThrobTime = 1500 1220 Color = R:127 G:177 B:222 A:255 1221 OnlyVisibleToOwningPlayer = Yes 1222 End 1223 TargetingReticleDecal 1224 Texture = SCCSpecRet 1225 Style = SHADOW_ALPHA_DECAL 1226 OpacityMin = 50% 1227 OpacityMax = 100% 1228 OpacityThrobTime = 300 1229 Color = R:127 G:177 B:222 A:255 1230 OnlyVisibleToOwningPlayer = Yes 1231 End 1232 End 1233 1234 1235 1236 1237 1238 Behavior = HelixContain ModuleTag_09 1239 Slots = 1 1240 DamagePercentToUnits = 100% 1241 AllowInsideKindOf = PORTABLE_STRUCTURE 1242 PassengersAllowedToFire = Yes 1243 End 1244 1245 1246 Behavior = FlammableUpdate ModuleTag_08 1247 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1248 AflameDamageAmount = 3 ; taking this much damage... 1249 AflameDamageDelay = 500 ; this often. 1250 End 1251 1252 Behavior = ArmorUpgrade ModuleTag_Armor01 1253 TriggeredBy = Upgrade_AmericaCountermeasures 1254 End 1255 1256 Behavior = CountermeasuresBehavior ModuleTag_11 1257 TriggeredBy = Upgrade_AmericaCountermeasures 1258 FlareTemplateName = CountermeasureFlare 1259 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1260 VolleySize = 4 ; Number of flares launched per volley (requires bones) 1261 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1262 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1263 DelayBetweenVolleys = 1000 ; Time between flare volleys 1264 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 1265 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1266 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1267 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1268 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1269 End 1270 1271 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 1272 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 1273 1274 1275 Geometry = Box 1276 GeometryIsSmall = No 1277 GeometryMajorRadius = 40.0 1278 GeometryMinorRadius = 10.0 1279 GeometryHeight = 10.0 1280 Shadow = SHADOW_VOLUME 1281 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1282 1283 End 1284 ;------------------------------------------------------------------------------ 1285 Object AirF_SpectreGunshipHowitzer 1286 1287 ; *** ART Parameters *** 1288 Draw = W3DModelDraw ModuleTag_01 1289 OkToChangeModelColor = Yes 1290 1291 DefaultConditionState 1292 Model = AVSGUNSHIP_GHOW 1293 TurretPitch = TURRETEL01 1294 WeaponFireFXBone = PRIMARY Muzzle 1295 WeaponFireFXBone = SECONDARY Muzzle 1296 WeaponMuzzleFlash = PRIMARY MuzzleFX 1297 WeaponMuzzleFlash = SECONDARY MuzzleFX 1298 End 1299 1300 End 1301 1302 ; ***DESIGN parameters *** 1303 Side = AmericaAirForceGeneral 1304 EditorSorting = SYSTEM 1305 TransportSlotCount = 1 1306 WeaponSet 1307 Conditions = None 1308 Weapon = PRIMARY SpectreHowitzerGun 1309 End 1310 1311 ArmorSet 1312 Conditions = None 1313 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 1314 End 1315 VisionRange = 200 1316 1317 ; *** AUDIO Parameters *** 1318 UnitSpecificSounds 1319 TurretMoveStart = NoSound 1320 TurretMoveLoop = NoSound ;TurretMoveLoop 1321 VoiceRapidFire = NoSound 1322 End 1323 1324 ; *** ENGINEERING Parameters *** 1325 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 1326 Body = StructureBody ModuleTag_02 1327 MaxHealth = 100.0 1328 InitialHealth = 100.0 1329 End 1330 1331 Behavior = AIUpdateInterface ModuleTag_03 1332 Turret 1333 ControlledWeaponSlots = PRIMARY SECONDARY 1334 TurretTurnRate = 60 // turn rate, in degrees per sec 1335 TurretPitchRate = 60 1336 AllowsPitch = Yes 1337 End 1338 AutoAcquireEnemiesWhenIdle = No 1339 End 1340 1341 Behavior = DestroyDie ModuleTag_04 1342 ;nothing 1343 End 1344 1345 Behavior = StealthDetectorUpdate ModuleTag_06 1346 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 1347 ;DetectionRange = ??? ; Defaults to VisionRange 1348 CanDetectWhileContained = Yes 1349 End 1350 1351 Geometry = BOX 1352 GeometryMajorRadius = 13.0 1353 GeometryMinorRadius = 13.0 1354 GeometryHeight = 8.0 1355 GeometryIsSmall = No 1356 Shadow = NONE 1357 1358 End 1359 1360 1361 ;------------------------------------------------------------------------------ 1362 Object AirF_AmericaJetB52 1363 1364 ; *** ART Parameters *** 1365 Draw = W3DModelDraw ModuleTag_01 1366 DefaultConditionState 1367 Model = AVBomber 1368 ParticleSysBone = Engine00 JetBlackTrailThin 1369 ParticleSysBone = Engine02 JetBlackTrailThin 1370 ParticleSysBone = Engine03 JetBlackTrailThin 1371 ParticleSysBone = Engine04 JetBlackTrailThin 1372 ParticleSysBone = WingTip01 JetContrailThin 1373 ParticleSysBone = WingTip02 JetContrailThin 1374 End 1375 ConditionState = DAMAGED 1376 Model = AVBomber_D 1377 ParticleSysBone = Smoke01 JetFireLarge 1378 ParticleSysBone = Smoke02 JetFireLarge 1379 ParticleSysBone = Engine00 JetBlackTrailThin 1380 ParticleSysBone = Engine02 JetBlackTrailThin 1381 ParticleSysBone = Engine03 JetBlackTrailThin 1382 ParticleSysBone = Engine04 JetBlackTrailThin 1383 ParticleSysBone = Smoke01 JetSmokeLarge 1384 ParticleSysBone = Smoke02 JetSmokeLarge 1385 End 1386 ConditionState = REALLYDAMAGED 1387 Model = AVBomber_D 1388 ParticleSysBone = Smoke01 JetFireLarge 1389 ParticleSysBone = Smoke02 JetFireLarge 1390 ParticleSysBone = Engine00 JetBlackTrailThin 1391 ParticleSysBone = Engine02 JetBlackTrailThin 1392 ParticleSysBone = Engine03 JetBlackTrailThin 1393 ParticleSysBone = Engine04 JetBlackTrailThin 1394 ParticleSysBone = Smoke01 JetSmokeLarge 1395 ParticleSysBone = Smoke02 JetSmokeLarge 1396 End 1397 ConditionState = RUBBLE 1398 Model = AVBomber_D1 1399 ParticleSysBone = Smoke01 JetFireLarge 1400 ParticleSysBone = Smoke02 JetFireLarge 1401 ParticleSysBone = Smoke01 JetSmokeLarge 1402 ParticleSysBone = Smoke02 JetSmokeLarge 1403 End 1404 OkToChangeModelColor = Yes 1405 End 1406 1407 Draw = W3DModelDraw ModuleTag_02 1408 DefaultConditionState 1409 Model = AVBomber_A2U 1410 Animation = AVBomber_A2K.AVBomber_A2 1411 AnimationMode = MANUAL 1412 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1413 End 1414 ConditionState = DOOR_1_OPENING 1415 Animation = AVBomber_A2K.AVBomber_A2 1416 AnimationMode = ONCE 1417 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1418 End 1419 ConditionState = DOOR_1_CLOSING 1420 Animation = AVBomber_A2K.AVBomber_A2 1421 AnimationMode = ONCE_BACKWARDS 1422 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1423 End 1424 1425 ConditionState = REALLYDAMAGED 1426 Model = AVBomber_A2DU 1427 Animation = AVBomber_A2K.AVBomber_A2 1428 AnimationMode = MANUAL 1429 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1430 End 1431 ConditionState = DOOR_1_OPENING REALLYDAMAGED 1432 Model = AVBomber_A2DU 1433 Animation = AVBomber_A2K.AVBomber_A2 1434 AnimationMode = ONCE 1435 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1436 End 1437 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 1438 Model = AVBomber_A2DU 1439 Animation = AVBomber_A2K.AVBomber_A2 1440 AnimationMode = ONCE_BACKWARDS 1441 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1442 End 1443 End 1444 1445 ; ***DESIGN parameters *** 1446 DisplayName = OBJECT:B52 1447 EditorSorting = VEHICLE 1448 Side = AmericaAirForceGeneral 1449 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1450 VisionRange = 0.0 1451 ArmorSet 1452 Conditions = None 1453 Armor = AirplaneArmor 1454 DamageFX = TankDamageFX 1455 End 1456 ArmorSet 1457 Conditions = PLAYER_UPGRADE 1458 Armor = CountermeasuresAirplaneArmor 1459 DamageFX = None 1460 End 1461 CommandSet = Command_ScriptedTransportDrops 1462 1463 ; *** AUDIO Parameters *** 1464 SoundAmbient = B52AmbientLoop 1465 SoundAmbientRubble = NoSound 1466 1467 ; *** ENGINEERING Parameters *** 1468 RadarPriority = UNIT 1469 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 1470 Body = ActiveBody ModuleTag_03 1471 MaxHealth = 1000.0 1472 InitialHealth = 1000.0 1473 End 1474 1475 ExperienceValue = 50 50 50 50 ; Experience point value at each level 1476 1477 ;SCRIPTED SUPPORT: These special powers are triggered directly 1478 ;from the transport without creating a transport. This is done 1479 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 1480 ;which also prevents creating the payload transport. 1481 Behavior = OCLSpecialPower ModuleTag_04 1482 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 1483 OCL = SUPERWEAPON_DaisyCutter 1484 CreateLocation = USE_OWNER_OBJECT 1485 ScriptedSpecialPowerOnly = Yes 1486 End 1487 Behavior = OCLSpecialPower ModuleTag_05 1488 SpecialPowerTemplate = SuperweaponParadropAmerica 1489 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 1490 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 1491 OCL = SUPERWEAPON_Paradrop1 1492 CreateLocation = USE_OWNER_OBJECT 1493 ScriptedSpecialPowerOnly = Yes 1494 End 1495 Behavior = OCLSpecialPower ModuleTag_06 1496 SpecialPowerTemplate = AirF_SuperweaponCarpetBomb 1497 OCL = AirF_SUPERWEAPON_CarpetBomb 1498 CreateLocation = USE_OWNER_OBJECT 1499 ScriptedSpecialPowerOnly = Yes 1500 End 1501 1502 Behavior = PhysicsBehavior ModuleTag_07 1503 Mass = 500.0 1504 End 1505 1506 Behavior = DeliverPayloadAIUpdate ModuleTag_08 1507 DoorDelay = 500 1508 MaxAttempts = 4 1509 DropOffset = X:0 Y:0 Z:-10 1510 DropDelay = 300 ; time in between each item dropped (if more than one) 1511 PutInContainer = AmericaParachute 1512 DeliveryDistance = 150 1513 End 1514 Locomotor = SET_NORMAL B52Locomotor 1515 1516 Behavior = TransportContain ModuleTag_09 1517 Slots = 100 ; hey, it's a BIG transport 1518 ScatterNearbyOnExit = No 1519 OrientLikeContainerOnExit = Yes 1520 KeepContainerVelocityOnExit = Yes 1521 ExitPitchRate = 30 1522 ExitBone = WeaponA01 1523 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 1524 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 1525 NumberOfExitPaths = 0 1526 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 1527 End 1528 1529 Behavior = JetSlowDeathBehavior ModuleTag_10 1530 DestructionDelay = 2000 1531 RollRate = 0.0 1532 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1533 PitchRate = 0 1534 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1535 FXInitialDeath = FX_JetBigDeathInitial 1536 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 1537 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 1538 OCLSecondary = OCL_AmericaJetCargoHulkDeath 1539 FXSecondary = FX_BigPlaneDeath 1540 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 1541 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1542 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1543 End 1544 1545 Behavior = TransitionDamageFX ModuleTag_11 1546 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1547 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1548 End 1549 1550 Behavior = ArmorUpgrade ModuleTag_Armor01 1551 TriggeredBy = Upgrade_AmericaCountermeasures 1552 End 1553 1554 Behavior = CountermeasuresBehavior ModuleTag_12 1555 TriggeredBy = Upgrade_AmericaCountermeasures 1556 FlareTemplateName = CountermeasureFlare 1557 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1558 VolleySize = 4 ; Number of flares launched per volley (requires bones) 1559 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1560 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1561 DelayBetweenVolleys = 1000 ; Time between flare volleys 1562 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 1563 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1564 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1565 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1566 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1567 End 1568 1569 Geometry = Box 1570 GeometryIsSmall = No 1571 GeometryMajorRadius = 60.0 1572 GeometryMinorRadius = 10.0 1573 GeometryHeight = 10.0 1574 Shadow = SHADOW_VOLUME 1575 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1576 1577 End 1578 1579 1580 1581 1582 1583 1584 1585 ;------------------------------------------------------------------------------ 1586 Object AirF_AmericaJetAurora 1587 1588 ; *** ART Parameters *** 1589 SelectPortrait = SAWarthog_L 1590 ButtonImage = SAWarthog 1591 1592 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 1593 UpgradeCameo2 = Upgrade_AmericaCountermeasures 1594 ;UpgradeCameo3 = NONE 1595 ;UpgradeCameo4 = NONE 1596 ;UpgradeCameo5 = NONE 1597 1598 Draw = W3DModelDraw ModuleTag_01 1599 1600 DefaultConditionState 1601 Model = AVWarthog 1602 WeaponMuzzleFlash = PRIMARY MuzzleFX01 1603 WeaponFireFXBone = PRIMARY Muzzle01 1604 ParticleSysBone = Engine01 JetBlackTrailThin 1605 ParticleSysBone = Engine02 JetBlackTrailThin 1606 ParticleSysBone = Wingtip01 JetContrailThin 1607 ParticleSysBone = Wingtip02 JetContrailThin 1608 End 1609 1610 ConditionState = JETEXHAUST 1611 ; exhaust 1612 ParticleSysBone = Wingtip01 JetContrail 1613 ParticleSysBone = Wingtip02 JetContrail 1614 End 1615 1616 ConditionState = JETEXHAUST JETAFTERBURNER 1617 ; exhaust 1618 ParticleSysBone = Wingtip01 JetContrail 1619 ParticleSysBone = Wingtip02 JetContrail 1620 ; afterburner 1621 ShowSubObject = BurnerFX01 BurnerFX02 1622 ParticleSysBone = Engine01 JetLenzflare 1623 ParticleSysBone = Engine02 JetLenzflare 1624 End 1625 1626 ConditionState = REALLYDAMAGED 1627 Model = AVWarthog_D 1628 WeaponMuzzleFlash = PRIMARY MuzzleFX01 1629 WeaponFireFXBone = PRIMARY Muzzle01 1630 End 1631 1632 ConditionState = REALLYDAMAGED JETEXHAUST 1633 Model = AVWarthog_D 1634 ; damage 1635 ParticleSysBone = Smoke01 JetSmoke 1636 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1637 ; exhaust 1638 ParticleSysBone = Wingtip01 JetContrail 1639 ParticleSysBone = Wingtip02 JetContrail 1640 End 1641 1642 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1643 Model = AVWarthog_D 1644 ; damage 1645 ParticleSysBone = Smoke01 JetSmoke 1646 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1647 ; afterburner 1648 ShowSubObject = BurnerFX01 BurnerFX02 1649 ParticleSysBone = Engine01 JetLenzflare 1650 ParticleSysBone = Engine02 JetLenzflare 1651 ; exhaust 1652 ParticleSysBone = Wingtip01 JetContrail 1653 ParticleSysBone = Wingtip02 JetContrail 1654 End 1655 1656 ConditionState = RUBBLE 1657 Model = AVWarthog_D 1658 HideSubObject = None 1659 ShowSubObject = None 1660 End 1661 1662 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1663 Model = AVWarthog_D 1664 ;HideSubObject is needed cause there're inherited from default condition state 1665 HideSubObject = None 1666 ShowSubObject = None 1667 ParticleSysBone = Engine01 JetExhaust 1668 ParticleSysBone = Engine02 JetExhaust 1669 ; exhaust 1670 ParticleSysBone = Wingtip01 JetContrail 1671 ParticleSysBone = Wingtip02 JetContrail 1672 End 1673 1674 OkToChangeModelColor = Yes 1675 1676 End 1677 1678 ; ***DESIGN parameters *** 1679 DisplayName = OBJECT:Aurora 1680 EditorSorting = VEHICLE 1681 Side = AmericaAirForceGeneral 1682 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1683 VisionRange = 180.0 1684 ShroudClearingRange = 600 1685 Prerequisites 1686 Object = AirF_AmericaAirfield 1687 Object = AirF_AmericaStrategyCenter 1688 End 1689 BuildCost = 2000 1690 BuildTime = 30.0 ;in seconds 1691 1692 WeaponSet 1693 Conditions = None 1694 Weapon = PRIMARY A10Vulcan 1695 Weapon = SECONDARY A10CarpetBomb 1696 End 1697 1698 ArmorSet 1699 Conditions = None 1700 Armor = AirplaneArmor 1701 DamageFX = None 1702 End 1703 ArmorSet 1704 Conditions = PLAYER_UPGRADE 1705 Armor = CountermeasuresAirplaneArmor 1706 DamageFX = None 1707 End 1708 1709 ExperienceValue = 200 200 400 400 ;Experience point value at each level 1710 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 1711 IsTrainable = Yes ;Can gain experience 1712 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1713 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1714 CommandSet = AmericaJetAuroraCommandSet 1715 1716 ; *** AUDIO Parameters *** 1717 VoiceSelect = AuroraBomberVoiceSelect 1718 VoiceMove = AuroraBomberVoiceMove 1719 VoiceGuard = AuroraBomberVoiceMove 1720 VoiceAttack = AuroraBomberVoiceAttack 1721 SoundAmbient = AuroraBomberAmbientLoop 1722 SoundAmbientRubble = NoSound 1723 UnitSpecificSounds 1724 VoiceCreate = AuroraBomberVoiceCreate 1725 SoundEject = PilotSoundEject 1726 VoiceEject = PilotVoiceEject 1727 Afterburner = RaptorAfterburner 1728 VoiceLowFuel = AuroraBomberVoiceLowFuel 1729 VoiceGarrison = AuroraBomberVoiceMove 1730 End 1731 1732 ; *** ENGINEERING Parameters *** 1733 RadarPriority = UNIT 1734 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1735 Body = ActiveBody ModuleTag_02 1736 MaxHealth = 300 ;80.0 1737 InitialHealth = 300 ;80.0 1738 End 1739 1740 Behavior = JetSlowDeathBehavior ModuleTag_03 1741 FXOnGroundDeath = FX_JetOnGroundDeath 1742 OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp 1743 DestructionDelay = 99999999; destruction will happen when we 1744 RollRate = 0.2 1745 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1746 PitchRate = 0.0 1747 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1748 FXInitialDeath = FX_AuroraDeathInitial 1749 ;OCLInitialDeath = None 1750 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1751 FXSecondary = FX_JetDeathSecondary 1752 ;OCLSecondary = None 1753 FXHitGround = FX_JetDeathHitGround 1754 ;OCLHitGround = None 1755 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1756 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1757 OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1758 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1759 End 1760 Behavior = EjectPilotDie ModuleTag_04 1761 GroundCreationList = OCL_EjectPilotOnGround 1762 AirCreationList = OCL_EjectPilotViaParachute 1763 ExemptStatus = HIJACKED 1764 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1765 End 1766 1767 Behavior = PhysicsBehavior ModuleTag_05 1768 Mass = 500.0 1769 End 1770 1771 Behavior = ExperienceScalarUpgrade ModuleTag_06 1772 TriggeredBy = Upgrade_AmericaAdvancedTraining 1773 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1774 End 1775 1776 Behavior = JetAIUpdate ModuleTag_07 1777 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1778 ; note that it's expressed as a percent of max health, not an absolute 1779 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1780 TakeoffPause = 500 1781 MinHeight = 5 1782 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode 1783 AttackLocomotorType = SET_SUPERSONIC 1784 AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately 1785 AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer 1786 ReturnForAmmoLocomotorType = SET_SLUGGISH 1787 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1788 End 1789 Locomotor = SET_NORMAL A10Thunderbolt2Locomotor 1790 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1791 1792 Behavior = ArmorUpgrade ModuleTag_Armor01 1793 TriggeredBy = Upgrade_AmericaCountermeasures 1794 End 1795 1796 Behavior = CountermeasuresBehavior ModuleTag_10 1797 TriggeredBy = Upgrade_AmericaCountermeasures 1798 FlareTemplateName = CountermeasureFlare 1799 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1800 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1801 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1802 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1803 DelayBetweenVolleys = 1000 ; Time between flare volleys 1804 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1805 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1806 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1807 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1808 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1809 End 1810 1811 Behavior = FlammableUpdate ModuleTag_21 1812 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1813 AflameDamageAmount = 3 ; taking this much damage... 1814 AflameDamageDelay = 500 ; this often. 1815 End 1816 1817 Behavior = TransitionDamageFX ModuleTag_22 1818 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1819 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1820 End 1821 1822 1823 1824 1825 Geometry = Box 1826 GeometryIsSmall = Yes 1827 GeometryMajorRadius = 14.0 1828 GeometryMinorRadius = 7.0 1829 GeometryHeight = 5.0 1830 Shadow = SHADOW_VOLUME 1831 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1832 1833 End 1834 1835 ;------------------------------------------------------------------------------ 1836 Object AirF_AmericaJetStealthFighter 1837 1838 ; *** ART Parameters *** 1839 SelectPortrait = SAStealth_L 1840 ButtonImage = SAStealth 1841 1842 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 1843 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 1844 UpgradeCameo3 = Upgrade_AmericaCountermeasures 1845 UpgradeCameo4 = Upgrade_AmericaBunkerBusters 1846 ;UpgradeCameo5 = NONE 1847 1848 Draw = W3DModelDraw ModuleTag_01 1849 1850 DefaultConditionState 1851 Model = AVStealth 1852 HideSubObject = BurnerFX03 BurnerFX04 1853 WeaponLaunchBone = PRIMARY WeaponA 1854 End 1855 1856 ConditionState = JETEXHAUST 1857 ParticleSysBone = Wingtip01 JetContrail 1858 ParticleSysBone = Wingtip02 JetContrail 1859 End 1860 1861 ConditionState = JETEXHAUST JETAFTERBURNER 1862 ; exhaust 1863 ParticleSysBone = Wingtip01 JetContrail 1864 ParticleSysBone = Wingtip02 JetContrail 1865 ; afterburners 1866 ShowSubObject = BurnerFX03 BurnerFX04 1867 ParticleSysBone = Engine01 JetLenzflare 1868 ParticleSysBone = Engine02 JetLenzflare 1869 End 1870 1871 ConditionState = REALLYDAMAGED 1872 Model = AVStealth_D 1873 ; damage 1874 ParticleSysBone = Smoke01 JetSmoke 1875 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1876 End 1877 1878 ConditionState = REALLYDAMAGED JETEXHAUST 1879 Model = AVStealth_D 1880 ; damage 1881 ParticleSysBone = Smoke01 JetSmoke 1882 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1883 ; exhaust 1884 ParticleSysBone = Wingtip01 JetContrail 1885 ParticleSysBone = Wingtip02 JetContrail 1886 End 1887 1888 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1889 Model = AVStealth_D 1890 ; damage 1891 ParticleSysBone = Smoke01 JetSmoke 1892 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1893 ; exhaust 1894 ParticleSysBone = Wingtip01 JetContrail 1895 ParticleSysBone = Wingtip02 JetContrail 1896 ; afterburners 1897 ShowSubObject = BurnerFX03 BurnerFX04 1898 ParticleSysBone = Engine01 JetLenzflare 1899 ParticleSysBone = Engine02 JetLenzflare 1900 End 1901 1902 ConditionState = RUBBLE 1903 Model = AVStealth_D1 1904 HideSubObject = None 1905 ShowSubObject = None 1906 End 1907 1908 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1909 Model = AVStealth_D1 1910 ;HideSubObject is needed cause there're inherited from default condition state 1911 HideSubObject = None 1912 ShowSubObject = None 1913 ParticleSysBone = Engine01 JetExhaust 1914 ParticleSysBone = Engine02 JetExhaust 1915 ParticleSysBone = Wingtip01 JetContrail 1916 ParticleSysBone = Wingtip02 JetContrail 1917 End 1918 1919 OkToChangeModelColor = Yes 1920 1921 End 1922 1923 ; ***DESIGN parameters *** 1924 DisplayName = OBJECT:StealthFighter 1925 EditorSorting = VEHICLE 1926 Side = AmericaAirForceGeneral 1927 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1928 VisionRange = 180.0 1929 ShroudClearingRange = 300.0 1930 Prerequisites 1931 Object = AirF_AmericaAirfield 1932 End 1933 WeaponSet 1934 Conditions = None 1935 Weapon = PRIMARY StealthJetMissileWeapon 1936 End 1937 WeaponSet 1938 Conditions = PLAYER_UPGRADE 1939 Weapon = PRIMARY StealthJetLaserGuidedMissileWeapon 1940 End 1941 ArmorSet 1942 Conditions = None 1943 Armor = AirplaneArmor 1944 DamageFX = None 1945 End 1946 ArmorSet 1947 Conditions = PLAYER_UPGRADE 1948 Armor = CountermeasuresAirplaneArmor 1949 DamageFX = None 1950 End 1951 1952 BuildCost = 1250 1953 BuildTime = 25.0 ;in seconds 1954 ExperienceValue = 100 100 200 300 ;Experience point value at each level 1955 ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level 1956 IsTrainable = Yes ;Can gain experience 1957 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1958 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1959 CommandSet = AmericaJetStealthFighterCommandSet 1960 1961 ; *** AUDIO Parameters *** 1962 VoiceSelect = StealthFighterVoiceSelect 1963 VoiceMove = StealthFighterVoiceMove 1964 VoiceAttack = StealthFighterVoiceAttack 1965 VoiceAttackAir = StealthFighterVoiceAttackAir 1966 VoiceGuard = StealthFighterVoiceAirPatrol 1967 SoundAmbient = StealthFighterAmbientLoop 1968 SoundAmbientRubble = NoSound 1969 SoundStealthOn = StealthOn 1970 SoundStealthOff = StealthOff 1971 UnitSpecificSounds 1972 VoiceCreate = StealthFighterVoiceCreate 1973 SoundEject = PilotSoundEject 1974 VoiceEject = PilotVoiceEject 1975 Afterburner = RaptorAfterburner 1976 VoiceLowFuel = AuroraBomberVoiceLowFuel 1977 VoiceGarrison = StealthFighterVoiceMove 1978 End 1979 1980 ; *** ENGINEERING Parameters *** 1981 RadarPriority = LOCAL_UNIT_ONLY 1982 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1983 Body = ActiveBody ModuleTag_02 1984 MaxHealth = 180.0 1985 InitialHealth = 180.0 1986 End 1987 1988 Behavior = JetSlowDeathBehavior ModuleTag_03 1989 FXOnGroundDeath = FX_JetOnGroundDeath 1990 OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp 1991 DestructionDelay = 99999999; destruction will happen when we 1992 RollRate = 0.2 1993 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1994 PitchRate = 0.0 1995 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1996 FXInitialDeath = FX_StealthFighterDeathInitial 1997 ;OCLInitialDeath = None 1998 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1999 FXSecondary = FX_JetDeathSecondary 2000 ;OCLSecondary = None 2001 FXHitGround = FX_JetDeathHitGround 2002 ;OCLHitGround = None 2003 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 2004 FXFinalBlowUp = FX_JetDeathFinalBlowUp 2005 OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp 2006 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 2007 End 2008 Behavior = EjectPilotDie ModuleTag_04 2009 GroundCreationList = OCL_EjectPilotOnGround 2010 AirCreationList = OCL_EjectPilotViaParachute 2011 ExemptStatus = HIJACKED 2012 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 2013 End 2014 2015 Behavior = PhysicsBehavior ModuleTag_05 2016 Mass = 500.0 2017 End 2018 2019 Behavior = JetAIUpdate ModuleTag_06 2020 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 2021 ; note that it's expressed as a percent of max health, not an absolute 2022 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 2023 TakeoffPause = 500 2024 MinHeight = 5 2025 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 2026 End 2027 2028 Behavior = WeaponSetUpgrade ModuleTag_07 2029 TriggeredBy = Upgrade_AmericaLaserMissiles 2030 End 2031 2032 Behavior = ExperienceScalarUpgrade ModuleTag_08 2033 TriggeredBy = Upgrade_AmericaAdvancedTraining 2034 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 2035 End 2036 2037 Behavior = StealthUpdate ModuleTag_09 2038 StealthDelay = 1500 ; msec 2039 StealthForbiddenConditions = FIRING_PRIMARY 2040 ; not currently used... but maybe someday? (srj) 2041 ;RevealDistanceFromTarget = 0.0f 2042 FriendlyOpacityMin = 50.0% 2043 FriendlyOpacityMax = 100.0% 2044 InnateStealth = Yes 2045 OrderIdleEnemiesToAttackMeUponReveal = Yes 2046 End 2047 2048 Behavior = ArmorUpgrade ModuleTag_Armor01 2049 TriggeredBy = Upgrade_AmericaCountermeasures 2050 End 2051 2052 Behavior = CountermeasuresBehavior ModuleTag_10 2053 TriggeredBy = Upgrade_AmericaCountermeasures 2054 FlareTemplateName = CountermeasureFlare 2055 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2056 VolleySize = 2 ; Number of flares launched per volley (requires bones) 2057 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2058 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2059 DelayBetweenVolleys = 1000 ; Time between flare volleys 2060 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 2061 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2062 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2063 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2064 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2065 End 2066 2067 Locomotor = SET_NORMAL StealthJetLocomotor 2068 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 2069 2070 Behavior = FlammableUpdate ModuleTag_21 2071 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2072 AflameDamageAmount = 3 ; taking this much damage... 2073 AflameDamageDelay = 500 ; this often. 2074 End 2075 2076 Behavior = TransitionDamageFX ModuleTag_22 2077 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 2078 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 2079 End 2080 2081 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 2082 WeaponTemplate = AirF_PointDefenseLaser 2083 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 2084 ScanRate = 0 2085 ScanRange = 200.0 2086 PredictTargetVelocityFactor = 1.0 2087 End 2088 2089 2090 Geometry = Cylinder 2091 GeometryIsSmall = Yes 2092 GeometryMajorRadius = 7.0 2093 GeometryMinorRadius = 7.0 2094 GeometryHeight = 7.0 2095 Shadow = SHADOW_VOLUME 2096 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2097 2098 End 2099 2100 ;------------------------------------------------------------------------------ 2101 Object AirF_AmericaVehicleComanche 2102 2103 ; *** ART Parameters *** 2104 SelectPortrait = SACCommanche_L 2105 ButtonImage = SACCommanche 2106 2107 UpgradeCameo1 = Upgrade_ComancheRocketPods 2108 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 2109 UpgradeCameo3 = Upgrade_AmericaCountermeasures 2110 ;UpgradeCameo4 = NONE 2111 ;UpgradeCameo5 = NONE 2112 2113 Draw = W3DModelDraw ModuleTag_01 2114 2115 DefaultConditionState 2116 Model = AVComancheAG 2117 HideSubObject = MissileUpgrade 2118 Animation = AVComancheAG.AVComancheAG 2119 AnimationMode = LOOP 2120 WeaponMuzzleFlash = PRIMARY TurretFX 2121 WeaponFireFXBone = PRIMARY Muzzle 2122 WeaponFireFXBone = SECONDARY Muzzle 2123 WeaponLaunchBone = SECONDARY Muzzle 2124 End 2125 2126 ConditionState = REALLYDAMAGED 2127 Model = AVComancheAG_d 2128 Animation = AVComancheAG_d.AVComancheAG_d 2129 AnimationMode = LOOP 2130 End 2131 2132 ConditionState = WEAPONSET_PLAYER_UPGRADE 2133 ShowSubObject = MissileUpgrade 2134 Animation = AVComancheAG.AVComancheAG 2135 AnimationMode = LOOP 2136 WeaponFireFXBone = TERTIARY WeaponB 2137 WeaponLaunchBone = TERTIARY WeaponB 2138 End 2139 2140 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 2141 Model = AVComancheAG_d 2142 ShowSubObject = MissileUpgrade 2143 Animation = AVComancheAG_d.AVComancheAG_d 2144 AnimationMode = LOOP 2145 WeaponFireFXBone = TERTIARY WeaponB 2146 WeaponLaunchBone = TERTIARY WeaponB 2147 End 2148 2149 ConditionState = RUBBLE 2150 Model = AVComancheAG_d 2151 Animation = AVComancheAG_d.AVComancheAG_d 2152 AnimationMode = LOOP 2153 End 2154 2155 ConditionState = RUBBLE SPECIAL_DAMAGED 2156 Model = AVComancheAG_d 2157 HideSubObject = AVComanche_Prop 2158 End 2159 2160 OkToChangeModelColor = Yes 2161 End 2162 2163 ; ***DESIGN parameters *** 2164 DisplayName = OBJECT:Comanche 2165 EditorSorting = VEHICLE 2166 Side = AmericaAirForceGeneral 2167 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2168 VisionRange = 200.0 2169 ShroudClearingRange = 600 2170 Prerequisites 2171 Object = AirF_AmericaAirfield 2172 End 2173 2174 WeaponSet 2175 Conditions = None 2176 ; ----- 2177 Weapon = PRIMARY Comanche20mmCannonWeapon 2178 PreferredAgainst = PRIMARY INFANTRY 2179 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 2180 ; ----- 2181 Weapon = SECONDARY ComancheAntiTankMissileWeapon 2182 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 2183 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 2184 ; ----- 2185 Weapon = TERTIARY NONE 2186 End 2187 WeaponSet 2188 Conditions = PLAYER_UPGRADE 2189 ; ----- 2190 Weapon = PRIMARY Comanche20mmCannonWeapon 2191 PreferredAgainst = PRIMARY INFANTRY 2192 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 2193 ; ----- 2194 Weapon = SECONDARY ComancheAntiTankMissileWeapon 2195 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 2196 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 2197 ; ----- 2198 Weapon = TERTIARY ComancheRocketPodWeapon 2199 AutoChooseSources = TERTIARY NONE 2200 End 2201 ArmorSet 2202 Conditions = None 2203 Armor = AFG_ComancheArmor 2204 DamageFX = None 2205 End 2206 ArmorSet 2207 Conditions = PLAYER_UPGRADE 2208 Armor = AFG_CountermeasuresComancheArmor 2209 DamageFX = None 2210 End 2211 BuildCost = 1200 2212 BuildTime = 20 ; in seconds 2213 ExperienceValue = 50 50 100 200 ; Experience point value at each level 2214 ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level 2215 IsTrainable = Yes ; Can gain experience 2216 CommandSet = AirF_AmericaVehicleComancheCommandSet 2217 2218 ; *** AUDIO Parameters *** 2219 VoiceSelect = ComancheVoiceSelect 2220 VoiceMove = ComancheVoiceMove 2221 VoiceGuard = ComancheVoiceMove 2222 VoiceAttack = ComancheVoiceAttack 2223 SoundAmbient = ComancheAmbientLoop 2224 SoundAmbientRubble = NoSound 2225 UnitSpecificSounds 2226 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2227 VoiceCreate = ComancheVoiceCreate 2228 SoundEject = PilotSoundEject 2229 VoiceEject = PilotVoiceEject 2230 Afterburner = RaptorAfterburner 2231 VoiceGarrison = ComancheVoiceMove 2232 TurretMoveStart = NoSound 2233 TurretMoveLoop = NoSound 2234 VoiceFireRocketPods = ComancheVoiceAttackRocket 2235 End 2236 2237 2238 ; *** ENGINEERING Parameters *** 2239 RadarPriority = UNIT 2240 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD 2241 2242 Behavior = WeaponSetUpgrade ModuleTag_02 2243 TriggeredBy = Upgrade_ComancheRocketPods 2244 End 2245 Behavior = ExperienceScalarUpgrade ModuleTag_03 2246 TriggeredBy = Upgrade_AmericaAdvancedTraining 2247 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 2248 End 2249 2250 Body = ActiveBody ModuleTag_04 2251 MaxHealth = 220.0 2252 InitialHealth = 220.0 2253 End 2254 2255 Behavior = FXListDie ModuleTag_05 2256 DeathFX = FX_ComancheStartDeath 2257 End 2258 2259 Behavior = JetAIUpdate ModuleTag_06 2260 MinHeight = 5 2261 NeedsRunway = No 2262 KeepsParkingSpaceWhenAirborne = No 2263 AutoAcquireEnemiesWhenIdle = Yes 2264 ; note that comanches do not return to base when idle 2265 2266 ; this is a bit of a trick... normally, units cannot move-and-fire at 2267 ; the same time. we need the comanche to be able to. so we give it 2268 ; a "turret" (invisible) and put the two main weapons on it, but with 2269 ; no turn rate. voila! 2270 Turret 2271 TurretTurnRate = 0 ; this "turret" does not turn 2272 TurretPitchRate = 0 ; nor does it pitch 2273 ControlledWeaponSlots = PRIMARY SECONDARY 2274 End 2275 2276 End 2277 Locomotor = SET_NORMAL ComancheLocomotor 2278 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 2279 2280 Behavior = PhysicsBehavior ModuleTag_07 2281 Mass = 50.0 2282 End 2283 Behavior = HelicopterSlowDeathBehavior ModuleTag_08 2284 DestructionDelay = 99999999 ; the destruction delay 2285 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 2286 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 2287 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 2288 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 2289 SoundDeathLoop = ComancheDamagedLoop 2290 MinSelfSpin = 100 ; in degrees per second 2291 MaxSelfSpin = 300 ; in degrees per second 2292 SelfSpinUpdateDelay = 100 ; in milliseconds 2293 SelfSpinUpdateAmount = 10 ; in degrees 2294 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 2295 MinBladeFlyOffDelay = 1500 ; in milliseconds 2296 MaxBladeFlyOffDelay = 1500 ; in milliseconds 2297 AttachParticle = SootySmokeTrail 2298 AttachParticleBone = Propeller02 2299 BladeObjectName = ComancheBlades 2300 BladeBoneName = Propeller01 2301 ; Most things that eject pilots do so immediately upon death, 2302 ; via use of EjectPilotDie, but Helicopters are a special case... 2303 ; they need to do so after their blades are ejected. 2304 OCLEjectPilot = OCL_EjectPilotViaParachute 2305 FXBlade = FX_HelicopterBladeExplosion 2306 OCLBlade = OCL_HelicopterBladeExplosion 2307 FXHitGround = FX_HelicopterHitGround 2308 OCLHitGround = OCL_HelicopterHitGround 2309 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 2310 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 2311 DelayFromGroundToFinalDeath = 1500 2312 FinalRubbleObject = ComancheRubbleHull 2313 End 2314 2315 Behavior = TransitionDamageFX ModuleTag_09 2316 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 2317 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 2318 End 2319 2320 Behavior = ArmorUpgrade ModuleTag_Armor01 2321 TriggeredBy = Upgrade_AmericaCountermeasures 2322 End 2323 2324 Behavior = CountermeasuresBehavior ModuleTag_10 2325 TriggeredBy = Upgrade_AmericaCountermeasures 2326 FlareTemplateName = CountermeasureFlare 2327 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2328 VolleySize = 2 ; Number of flares launched per volley (requires bones) 2329 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2330 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2331 DelayBetweenVolleys = 1000 ; Time between flare volleys 2332 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 2333 ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2334 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2335 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2336 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2337 End 2338 2339 Behavior = FlammableUpdate ModuleTag_21 2340 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2341 AflameDamageAmount = 3 ; taking this much damage... 2342 AflameDamageDelay = 500 ; this often. 2343 End 2344 2345 Behavior = StealthUpdate ModuleTag_22 2346 StealthDelay = 1500 ; msec 2347 StealthForbiddenConditions = FIRING_PRIMARY ATTACKING USING_ABILITY 2348 FriendlyOpacityMin = 50.0% 2349 FriendlyOpacityMax = 100.0% 2350 InnateStealth = No 2351 OrderIdleEnemiesToAttackMeUponReveal = Yes 2352 End 2353 2354 Behavior = StealthUpgrade ModuleTag_23 2355 TriggeredBy = AirF_Upgrade_StealthComanche 2356 End 2357 2358 Geometry = BOX 2359 GeometryMajorRadius = 20.0 2360 GeometryMinorRadius = 3.0 2361 GeometryHeight = 25.0 2362 GeometryIsSmall = No 2363 Shadow = SHADOW_VOLUME 2364 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2365 2366 End 2367 2368 2369 2370 2371 2372 ;------------------------------------------------------------------------------ 2373 Object AirF_AmericaJetA10Thunderbolt 2374 2375 ; *** ART Parameters *** 2376 SelectPortrait = SAWarthog_L 2377 ButtonImage = SAWarthog 2378 2379 Draw = W3DModelDraw ModuleTag_01 2380 2381 OkToChangeModelColor = Yes 2382 2383 ExtraPublicBone = WeaponA01 2384 ExtraPublicBone = WeaponA02 2385 ExtraPublicBone = WeaponA03 2386 ExtraPublicBone = WeaponA04 2387 ExtraPublicBone = WeaponA05 2388 ExtraPublicBone = WeaponA06 2389 2390 DefaultConditionState 2391 Model = AVWarthog 2392 WeaponMuzzleFlash = PRIMARY MuzzleFX01 2393 WeaponFireFXBone = PRIMARY Muzzle01 2394 ParticleSysBone = Engine01 JetBlackTrailThin 2395 ParticleSysBone = Engine02 JetBlackTrailThin 2396 ParticleSysBone = Wingtip01 JetContrailThin 2397 ParticleSysBone = Wingtip02 JetContrailThin 2398 End 2399 2400 ConditionState = REALLYDAMAGED 2401 Model = AVWarthog_D 2402 WeaponMuzzleFlash = PRIMARY MuzzleFX01 2403 WeaponFireFXBone = PRIMARY Muzzle01 2404 End 2405 AliasConditionState = RUBBLE 2406 2407 ParticlesAttachedToAnimatedBones = Yes 2408 2409 End 2410 2411 ; ***DESIGN parameters *** 2412 DisplayName = OBJECT:A10Thunderbolt 2413 EditorSorting = VEHICLE 2414 Side = AmericaAirForceGeneral 2415 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2416 VisionRange = 300.0 2417 ShroudClearingRange = 300 2418 Prerequisites 2419 Object = AirF_AmericaAirfield 2420 End 2421 WeaponSet 2422 Conditions = None 2423 Weapon = PRIMARY A10ThunderboltVulcan 2424 End 2425 ArmorSet 2426 Conditions = None 2427 Armor = AirplaneArmor 2428 DamageFX = None 2429 End 2430 ArmorSet 2431 Conditions = PLAYER_UPGRADE 2432 Armor = CountermeasuresAirplaneArmor 2433 DamageFX = None 2434 End 2435 2436 ExperienceValue = 50 100 150 400 ;Experience point value at each level 2437 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 2438 IsTrainable = Yes ;Can gain experience 2439 2440 ; *** AUDIO Parameters *** 2441 SoundAmbient = A10ThunderboltAmbientLoop 2442 SoundAmbientRubble = NoSound 2443 UnitSpecificSounds 2444 SoundEject = PilotSoundEject 2445 VoiceEject = PilotVoiceEject 2446 StartDive = A10ThunderboltDive 2447 End 2448 2449 ; *** ENGINEERING Parameters *** 2450 RadarPriority = UNIT 2451 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED 2452 Body = ActiveBody ModuleTag_02 2453 MaxHealth = 600.0 2454 InitialHealth = 600.0 2455 End 2456 2457 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2458 2459 Behavior = JetSlowDeathBehavior ModuleTag_03 2460 DestructionDelay = 99999999 ; destruction will happen when we 2461 RollRate = 0.0 2462 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2463 PitchRate = 0.0 2464 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2465 FXInitialDeath = FX_JetDeathInitial 2466 OCLInitialDeath = None 2467 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 2468 FXSecondary = FX_JetDeathSecondary 2469 OCLSecondary = None 2470 FXHitGround = FX_JetDeathHitGround 2471 OCLHitGround = OCL_A10DeathHitGround 2472 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 2473 FXFinalBlowUp = FX_JetDeathFinalBlowUp 2474 OCLFinalBlowUp = OCL_A10DeathFinalBlowUp 2475 End 2476 2477 Behavior = PhysicsBehavior ModuleTag_05 2478 Mass = 500.0 2479 End 2480 2481 ;SCRIPTED SUPPORT: These special power is triggered directly 2482 ;from the transport without creating a transport. This is done 2483 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2484 ;which also prevents creating the payload transport. 2485 Behavior = OCLSpecialPower ModuleTag_06 2486 SpecialPowerTemplate = AirF_SuperweaponA10ThunderboltMissileStrike ;@@KRIS@@ 2487 UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 2488 UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 2489 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 2490 CreateLocation = USE_OWNER_OBJECT 2491 ScriptedSpecialPowerOnly = Yes 2492 End 2493 2494 Behavior = DeliverPayloadAIUpdate ModuleTag_07 2495 End 2496 Locomotor = SET_NORMAL A10ThunderboltLocomotor 2497 2498 Behavior = ArmorUpgrade ModuleTag_Armor01 2499 TriggeredBy = Upgrade_AmericaCountermeasures 2500 End 2501 2502 Behavior = CountermeasuresBehavior ModuleTag_10 2503 TriggeredBy = Upgrade_AmericaCountermeasures 2504 FlareTemplateName = CountermeasureFlare 2505 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2506 VolleySize = 3 ; Number of flares launched per volley (requires bones) 2507 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2508 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2509 DelayBetweenVolleys = 1000 ; Time between flare volleys 2510 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 2511 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2512 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2513 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2514 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2515 End 2516 2517 Behavior = FlammableUpdate ModuleTag_21 2518 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2519 AflameDamageAmount = 3 ; taking this much damage... 2520 AflameDamageDelay = 500 ; this often. 2521 End 2522 2523 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 2524 ;;;;;;;; End 2525 2526 Geometry = Cylinder 2527 GeometryIsSmall = Yes 2528 GeometryMajorRadius = 10.0 2529 GeometryMinorRadius = 10.0 2530 GeometryHeight = 10.0 2531 Shadow = SHADOW_VOLUME 2532 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2533 2534 End 2535 2536 ;------------------------------------------------------------------------------ 2537 Object AirF_AmericaJetCargoPlane 2538 2539 ; *** ART Parameters *** 2540 Draw = W3DModelDraw ModuleTag_01 2541 DefaultConditionState 2542 Model = AVCargoPln 2543 Animation = AVCargoPln.AVCargoPln 2544 AnimationMode = LOOP 2545 ParticleSysBone = Propeller01 JetBlackTrailThin 2546 ParticleSysBone = Propeller02 JetBlackTrailThin 2547 ParticleSysBone = Propeller03 JetBlackTrailThin 2548 ParticleSysBone = Propeller04 JetBlackTrailThin 2549 ParticleSysBone = WingTip01 JetContrailThin 2550 ParticleSysBone = WingTip02 JetContrailThin 2551 End 2552 2553 ConditionState = DAMAGED 2554 Model = AVCargoPln_D 2555 Animation = AVCargoPln_D.AVCargoPln_D 2556 AnimationMode = MANUAL 2557 Flags = START_FRAME_FIRST 2558 ParticleSysBone = Smoke01 JetFireLarge 2559 ParticleSysBone = Smoke02 JetFireLarge 2560 ParticleSysBone = Propeller03 JetBlackTrailThin 2561 ParticleSysBone = Propeller04 JetBlackTrailThin 2562 ParticleSysBone = Smoke01 JetSmokeLarge 2563 ParticleSysBone = Smoke02 JetSmokeLarge 2564 End 2565 2566 ConditionState = REALLYDAMAGED 2567 Model = AVCargoPln_D 2568 Animation = AVCargoPln_D.AVCargoPln_D 2569 AnimationMode = MANUAL 2570 Flags = START_FRAME_FIRST 2571 ParticleSysBone = Smoke01 JetFireLarge 2572 ParticleSysBone = Smoke02 JetFireLarge 2573 ParticleSysBone = Smoke03 JetFireLarge 2574 ParticleSysBone = Smoke05 JetFireLarge 2575 ParticleSysBone = Propeller03 JetBlackTrailThin 2576 ParticleSysBone = Propeller04 JetBlackTrailThin 2577 ParticleSysBone = Smoke01 JetSmokeLarge 2578 ParticleSysBone = Smoke02 JetSmokeLarge 2579 ParticleSysBone = Smoke03 JetSmokeLarge 2580 ParticleSysBone = Smoke05 JetSmokeLarge 2581 End 2582 2583 ConditionState = RUBBLE 2584 Model = AVCargoPln_D1 2585 Animation = AVCargoPln_D.AVCargoPln_D 2586 AnimationMode = MANUAL 2587 Flags = START_FRAME_FIRST 2588 ParticleSysBone = Smoke01 JetFireLarge 2589 ParticleSysBone = Smoke06 JetFireLarge 2590 ParticleSysBone = Smoke03 JetFireLarge 2591 ParticleSysBone = Smoke05 JetFireLarge 2592 ParticleSysBone = Smoke01 JetSmokeLarge 2593 ParticleSysBone = Smoke06 JetSmokeLarge 2594 ParticleSysBone = Smoke03 JetSmokeLarge 2595 ParticleSysBone = Smoke05 JetSmokeLarge 2596 End 2597 2598 OkToChangeModelColor = Yes 2599 ParticlesAttachedToAnimatedBones = Yes 2600 2601 End 2602 2603 Draw = W3DModelDraw ModuleTag_02 2604 DefaultConditionState 2605 Model = AVCargoPln_A2 2606 Animation = AVCargoPln_A2.AVCargoPln_A2 2607 AnimationMode = MANUAL 2608 Flags = START_FRAME_FIRST 2609 End 2610 ConditionState = DOOR_1_OPENING 2611 Model = AVCargoPln_A2 2612 Animation = AVCargoPln_A2.AVCargoPln_A2 2613 AnimationMode = ONCE 2614 Flags = START_FRAME_FIRST 2615 End 2616 ConditionState = DOOR_1_CLOSING 2617 Model = AVCargoPln_A2 2618 Animation = AVCargoPln_A2.AVCargoPln_A2 2619 AnimationMode = ONCE_BACKWARDS 2620 Flags = START_FRAME_LAST 2621 End 2622 End 2623 2624 ; ***DESIGN parameters *** 2625 DisplayName = OBJECT:CargoPlane 2626 EditorSorting = VEHICLE 2627 Side = AmericaAirForceGeneral 2628 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2629 VisionRange = 0.0 2630 ArmorSet 2631 Conditions = None 2632 Armor = AirplaneArmor 2633 DamageFX = TankDamageFX 2634 End 2635 ArmorSet 2636 Conditions = PLAYER_UPGRADE 2637 Armor = CountermeasuresAirplaneArmor 2638 DamageFX = None 2639 End 2640 CommandSet = Command_ScriptedTransportDrops 2641 2642 ; *** AUDIO Parameters *** 2643 SoundAmbient = C130AmbientLoop 2644 SoundAmbientRubble = NoSound 2645 2646 ; *** ENGINEERING Parameters *** 2647 RadarPriority = UNIT 2648 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED 2649 Body = ActiveBody ModuleTag_03 2650 MaxHealth = 1000.0 2651 InitialHealth = 1000.0 2652 End 2653 2654 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2655 2656 Behavior = PhysicsBehavior ModuleTag_04 2657 Mass = 500.0 2658 End 2659 2660 ;SCRIPTED SUPPORT: These special powers are triggered directly 2661 ;from the transport without creating a transport. This is done 2662 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2663 ;which also prevents creating the payload transport. 2664 Behavior = OCLSpecialPower ModuleTag_05 2665 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 2666 OCL = SUPERWEAPON_DaisyCutter 2667 CreateLocation = USE_OWNER_OBJECT 2668 ScriptedSpecialPowerOnly = Yes 2669 End 2670 Behavior = OCLSpecialPower ModuleTag_06 2671 SpecialPowerTemplate = SuperweaponParadropAmerica 2672 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 2673 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 2674 OCL = SUPERWEAPON_Paradrop1 2675 CreateLocation = USE_OWNER_OBJECT 2676 ScriptedSpecialPowerOnly = Yes 2677 End 2678 Behavior = OCLSpecialPower ModuleTag_07 2679 SpecialPowerTemplate = AirF_SuperweaponCarpetBomb 2680 OCL = AirF_SUPERWEAPON_CarpetBomb 2681 CreateLocation = USE_OWNER_OBJECT 2682 ScriptedSpecialPowerOnly = Yes 2683 End 2684 Behavior = OCLSpecialPower ModuleTag_08 2685 SpecialPowerTemplate = SuperweaponCrateDrop 2686 OCL = SUPERWEAPON_CrateDrop 2687 CreateLocation = USE_OWNER_OBJECT 2688 ScriptedSpecialPowerOnly = Yes 2689 End 2690 2691 Behavior = DeliverPayloadAIUpdate ModuleTag_09 2692 DoorDelay = 500 2693 MaxAttempts = 4 2694 DropOffset = X:0 Y:0 Z:-10 2695 DropDelay = 1000 ; time in between each item dropped (if more than one) 2696 PutInContainer = AmericaParachute 2697 DeliveryDistance = 150 2698 End 2699 Locomotor = SET_NORMAL B52Locomotor 2700 2701 Behavior = TransportContain ModuleTag_10 2702 Slots = 100 ; hey, it's a BIG transport 2703 ScatterNearbyOnExit = No 2704 OrientLikeContainerOnExit = Yes 2705 KeepContainerVelocityOnExit = Yes 2706 ExitPitchRate = 30 2707 ExitBone = WeaponA01 2708 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 2709 ;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE) 2710 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 2711 NumberOfExitPaths = 0 2712 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 2713 End 2714 2715 Behavior = JetSlowDeathBehavior ModuleTag_11 2716 DestructionDelay = 2000 2717 RollRate = 0.0 2718 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2719 PitchRate = 0 2720 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2721 FXInitialDeath = FX_JetBigDeathInitial 2722 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 2723 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 2724 OCLSecondary = OCL_AmericaJetCargoHulkDeath 2725 FXSecondary = FX_BigPlaneDeath 2726 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 2727 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 2728 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 2729 End 2730 2731 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 2732 ;;;;;;;; End 2733 2734 Behavior = ArmorUpgrade ModuleTag_Armor01 2735 TriggeredBy = Upgrade_AmericaCountermeasures 2736 End 2737 2738 Behavior = CountermeasuresBehavior ModuleTag_13 2739 TriggeredBy = Upgrade_AmericaCountermeasures 2740 FlareTemplateName = CountermeasureFlare 2741 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2742 VolleySize = 4 ; Number of flares launched per volley (requires bones) 2743 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2744 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2745 DelayBetweenVolleys = 1000 ; Time between flare volleys 2746 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 2747 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2748 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2749 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2750 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2751 End 2752 2753 Behavior = TransitionDamageFX ModuleTag_17 2754 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2755 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2756 End 2757 2758 2759 Geometry = Box 2760 GeometryIsSmall = No 2761 GeometryMajorRadius = 40.0 2762 GeometryMinorRadius = 10.0 2763 GeometryHeight = 10.0 2764 Shadow = SHADOW_VOLUME 2765 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2766 End 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 ;---------------------------¸ÄÎªÌØÖÖ²¿¶Ó--------------------------------------------------- 2798 ;------------------------------------------------------------------------------ 2799 Object AirF_AmericaInfantryColonelBurton 2800 2801 2802 ; *** ART Parameters *** 2803 SelectPortrait = T25 2804 ButtonImage = T25 2805 Draw = W3DModelDraw ModuleTag_01 2806 2807 OkToChangeModelColor = Yes 2808 2809 DefaultConditionState 2810 Model = CIUNSL_SKN 2811 IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 2812 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 2813 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 2814 AnimationMode = ONCE 2815 WeaponFireFXBone = PRIMARY Muzzle 2816 WeaponMuzzleFlash = PRIMARY MuzzleFX 2817 TransitionKey = TRANS_Stand 2818 End 2819 2820 ConditionState = FIRING_A 2821 Animation = CIUNSL_SKL.CIUNSL_ATA1_LP 2822 AnimationMode = LOOP 2823 TransitionKey = TRANS_FiringA 2824 End 2825 AliasConditionState = BETWEEN_FIRING_SHOTS_A 2826 AliasConditionState = RELOADING_A 2827 2828 TransitionState = TRANS_Stand TRANS_FiringA 2829 Animation = CIUNSL_SKL.CIUNSL_ATA1_ST 2830 AnimationMode = ONCE 2831 AnimationSpeedFactorRange = 4 4 2832 End 2833 2834 TransitionState = TRANS_FiringA TRANS_Stand 2835 Animation = CIUNSL_SKL.CIUNSL_ATA1_ED 2836 AnimationMode = ONCE 2837 AnimationSpeedFactorRange = 4 4 2838 End 2839 2840 ; these aliases handle the attack-move case. 2841 AliasConditionState = MOVING FIRING_A 2842 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 2843 AliasConditionState = MOVING RELOADING_A 2844 2845 ConditionState = FREEFALL 2846 Animation = CIUNSL_SKL.CIUNSL_PFL 2847 AnimationMode = LOOP 2848 TransitionKey = TRANS_Falling 2849 End 2850 2851 ConditionState = PARACHUTING 2852 Animation = CIUNSL_SKL.CIUNSL_PHG 2853 AnimationMode = LOOP 2854 TransitionKey = TRANS_Chute 2855 End 2856 AliasConditionState = PARACHUTING DYING 2857 2858 ConditionState = MOVING 2859 Animation = CIUNSL_SKL.CIUNSL_RNA 2860 AnimationMode = LOOP 2861 Flags = RANDOMSTART 2862 TransitionKey = None 2863 End 2864 2865 ConditionState = DYING 2866 Animation = CIUNSL_SKL.CIUNSL_DTA 2867 Animation = CIUNSL_SKL.CIUNSL_DTB 2868 AnimationMode = ONCE 2869 TransitionKey = TRANS_Dying 2870 End 2871 2872 TransitionState = TRANS_Dying TRANS_Flailing 2873 Animation = CIUNSL_SKL.CIUNSL_ADTA1 2874 AnimationMode = ONCE 2875 End 2876 2877 ConditionState = DYING EXPLODED_FLAILING 2878 Animation = CIUNSL_SKL.CIUNSL_ADTA2 2879 AnimationMode = LOOP 2880 TransitionKey = TRANS_Flailing 2881 End 2882 2883 ConditionState = DYING EXPLODED_BOUNCING 2884 Animation = CIUNSL_SKL.CIUNSL_ADTA3 2885 AnimationMode = ONCE 2886 TransitionKey = None 2887 End 2888 AliasConditionState = DYING SPLATTED 2889 2890 TransitionState = TRANS_Falling TRANS_Chute 2891 Animation = CIUNSL_SKL.CIUNSL_POP 2892 AnimationMode = ONCE 2893 End 2894 2895 TransitionState = TRANS_Chute TRANS_Stand 2896 Animation = CIUNSL_SKL.CIUNSL_PTD 2897 AnimationMode = ONCE 2898 End 2899 2900 End 2901 2902 ; ***DESIGN parameters *** 2903 Side = AmericaAirForceGeneral 2904 EditorSorting = INFANTRY 2905 TransportSlotCount = 1 2906 2907 DisplayName = OBJECT:UNSoldier 2908 EditorSorting = INFANTRY 2909 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2910 2911 WeaponSet 2912 Conditions = None 2913 Weapon = PRIMARY ColonelBurtonSniperRifleWeapon 2914 End 2915 ArmorSet 2916 Conditions = None 2917 Armor = HumanArmor 2918 DamageFX = InfantryDamageFX 2919 End 2920 2921 VisionRange = 100 2922 ShroudClearingRange = 300 2923 Prerequisites 2924 Object = AirF_AmericaBarracks 2925 Object = AirF_AmericaStrategyCenter 2926 End 2927 BuildCost = 1000 2928 BuildTime = 14.0 ;in seconds 2929 ExperienceValue = 20 20 40 60 ;Experience point value at each level 2930 ExperienceRequired = 0 20 40 60 120 ;Experience points needed to gain each level 2931 IsTrainable = Yes ;Can gain experience 2932 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2933 CommandSet = GLAInfantryTunnelDefenderCommandSet 2934 ; *** AUDIO Parameters *** 2935 VoiceSelect = RangerVoiceSelect 2936 VoiceMove = RangerVoiceMove 2937 VoiceAttack = RangerVoiceAttack 2938 2939 ; *** ENGINEERING Parameters *** 2940 RadarPriority = UNIT 2941 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY 2942 2943 Body = ActiveBody ModuleTag_02 2944 MaxHealth = 180.0 2945 InitialHealth = 180.0 2946 End 2947 2948 Behavior = AIUpdateInterface ModuleTag_03 2949 AutoAcquireEnemiesWhenIdle = Yes 2950 End 2951 Locomotor = SET_NORMAL BasicHumanLocomotor 2952 2953 Behavior = PhysicsBehavior ModuleTag_04 2954 Mass = 5.0 2955 End 2956 Behavior = ProductionUpdate ModuleTag_05 2957 ; nothing 2958 End 2959 2960 Behavior = SquishCollide ModuleTag_07 2961 ;nothing 2962 End 2963 2964 2965 ; --- begin Death modules --- 2966 Behavior = SlowDeathBehavior ModuleTag_Death01 2967 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 2968 SinkDelay = 3000 2969 SinkRate = 0.5 ; in Dist/Sec 2970 DestructionDelay = 8000 2971 FX = INITIAL FX_RangerDie 2972 End 2973 Behavior = SlowDeathBehavior ModuleTag_Death02 2974 DeathTypes = NONE +CRUSHED +SPLATTED 2975 SinkDelay = 3000 2976 SinkRate = 0.5 ; in Dist/Sec 2977 DestructionDelay = 8000 2978 FX = INITIAL FX_GIDieCrushed 2979 End 2980 Behavior = SlowDeathBehavior ModuleTag_Death03 2981 DeathTypes = NONE +EXPLODED 2982 SinkDelay = 3000 2983 SinkRate = 0.5 ; in Dist/Sec 2984 DestructionDelay = 8000 2985 FX = INITIAL FX_RangerDie 2986 FlingForce = 8 2987 FlingForceVariance = 3 2988 FlingPitch = 60 2989 FlingPitchVariance = 10 2990 End 2991 Behavior = SlowDeathBehavior ModuleTag_Death04 2992 DeathTypes = NONE +BURNED 2993 DestructionDelay = 0 2994 FX = INITIAL FX_DieByFireUSA 2995 OCL = INITIAL OCL_FlamingInfantry 2996 End 2997 Behavior = SlowDeathBehavior ModuleTag_Death05 2998 DeathTypes = NONE +POISONED 2999 DestructionDelay = 0 3000 FX = INITIAL FX_DieByToxinUSA 3001 OCL = INITIAL OCL_ToxicInfantry 3002 End 3003 Behavior = SlowDeathBehavior ModuleTag_Death06 3004 DeathTypes = NONE +POISONED_BETA 3005 DestructionDelay = 0 3006 FX = INITIAL FX_DieByToxinUSA 3007 OCL = INITIAL OCL_ToxicInfantryBeta 3008 End 3009 Behavior = SlowDeathBehavior ModuleTag_Death07 3010 DeathTypes = NONE +POISONED_GAMMA 3011 DestructionDelay = 0 3012 FX = INITIAL FX_DieByToxinUSA 3013 OCL = INITIAL OCL_ToxicInfantryGamma 3014 End 3015 3016 3017 ; --- end Death modules --- 3018 3019 Behavior = PoisonedBehavior ModuleTag_12 3020 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3021 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3022 End 3023 3024 Geometry = CYLINDER 3025 GeometryMajorRadius = 10.0 3026 GeometryMinorRadius = 10.0 3027 GeometryHeight = 13.0 3028 GeometryIsSmall = Yes 3029 Shadow = SHADOW_DECAL 3030 ShadowSizeX = 14; 3031 ShadowSizeY = 14; 3032 ShadowTexture = ShadowI; 3033 BuildCompletion = APPEARS_AT_RALLY_POINT 3034 3035 End 3036 3037 3038 ;------------------------------------------------------------------------------ 3039 Object AirF_AmericaInfantryRanger 3040 3041 ; *** ART Parameters *** 3042 SelectPortrait = SARanger_L 3043 ButtonImage = SARanger 3044 3045 UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade 3046 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 3047 UpgradeCameo3 = Upgrade_InfantryCaptureBuilding 3048 UpgradeCameo4 = Upgrade_AmericaChemicalSuits 3049 ;UpgradeCameo5 = NONE 3050 3051 Draw = W3DModelDraw ModuleTag_01 3052 3053 OkToChangeModelColor = Yes 3054 3055 ; this says "we don't use these condition states at all, so completely 3056 ; ignore them for purposes of matchmaking"... this is useful to help 3057 ; reduce the number of AliasConditionState clauses you must add in 3058 ; order to avoid ambiguity in some cases. 3059 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 3060 3061 ; --- Idle 3062 DefaultConditionState 3063 Model = AIRngr_SKN 3064 IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 3065 IdleAnimation = AIRngr_SKL.AIRngr_IDA 3066 IdleAnimation = AIRngr_SKL.AIRngr_IDB 3067 AnimationMode = ONCE 3068 WeaponFireFXBone = PRIMARY Muzzle 3069 WeaponMuzzleFlash = PRIMARY MuzzleFX 3070 WeaponFireFXBone = SECONDARY Muzzle 3071 WeaponLaunchBone = SECONDARY Muzzle 3072 TransitionKey = TRANS_Stand 3073 3074 End 3075 3076 ConditionState = REALLYDAMAGED 3077 IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 3078 IdleAnimation = AIRngr_SKL.AIRngr_IDC 3079 IdleAnimation = AIRngr_SKL.AIRngr_IDD 3080 AnimationMode = ONCE 3081 TransitionKey = TRANS_StandInjured 3082 End 3083 3084 TransitionState = TRANS_Stand TRANS_StandInjured 3085 Animation = AIRngr_SKL.AIRngr_SA2SB 3086 AnimationMode = ONCE 3087 End 3088 3089 ; --- attacking (Machine Gun) 3090 ConditionState = USING_WEAPON_A 3091 Animation = AIRngr_SKL.AIRngr_ATA 3092 AnimationMode = LOOP 3093 TransitionKey = TRANS_FiringA 3094 End 3095 3096 ConditionState = USING_WEAPON_A REALLYDAMAGED 3097 Animation = AIRngr_SKL.AIRngr_ATA2 3098 AnimationMode = LOOP 3099 TransitionKey = TRANS_FiringAInjured 3100 End 3101 3102 TransitionState = TRANS_FiringA TRANS_FiringAInjured 3103 Animation = AIRngr_SKL.AIRngr_A2WAA 3104 AnimationMode = ONCE 3105 End 3106 3107 TransitionState = TRANS_Stand TRANS_FiringA 3108 Animation = AIRngr_SKL.AIRngr_ATAST 3109 AnimationMode = ONCE 3110 AnimationSpeedFactorRange = 4 4 3111 End 3112 3113 TransitionState = TRANS_FiringA TRANS_Stand 3114 Animation = AIRngr_SKL.AIRngr_ATAED 3115 AnimationMode = ONCE 3116 AnimationSpeedFactorRange = 4 4 3117 End 3118 3119 TransitionState = TRANS_StandInjured TRANS_FiringAInjured 3120 Animation = AIRngr_SKL.AIRngr_S2WAA 3121 AnimationMode = ONCE 3122 AnimationSpeedFactorRange = 4 4 3123 End 3124 3125 TransitionState = TRANS_FiringAInjured TRANS_StandInjured 3126 Animation = AIRngr_SKL.AIRngr_WAA2S 3127 AnimationMode = ONCE 3128 AnimationSpeedFactorRange = 4 4 3129 End 3130 3131 TransitionState = TRANS_Stand TRANS_Move 3132 Animation = AIRngr_SKL.AIRngr_STA2RNA 3133 AnimationMode = ONCE 3134 End 3135 3136 ; --- attacking (Grenade Launcher) 3137 ConditionState = PREATTACK_B 3138 Animation = AIRngr_SKL.AIRngr_ATBA 3139 AnimationMode = ONCE 3140 TransitionKey = TRANS_FiringB 3141 End 3142 AliasConditionState = PREATTACK_B MOVING 3143 AliasConditionState = PREATTACK_B FIRING_B 3144 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 3145 3146 ConditionState = FIRING_B 3147 Animation = AIRngr_SKL.AIRngr_ATBB 3148 AnimationMode = ONCE 3149 TransitionKey = TRANS_FiringB 3150 End 3151 3152 ConditionState = BETWEEN_FIRING_SHOTS_B 3153 Animation = AIRngr_SKL.AIRngr_ATBB 3154 AnimationMode = MANUAL 3155 Flags = START_FRAME_LAST 3156 TransitionKey = TRANS_FiringB 3157 WaitForStateToFinishIfPossible = TRANS_FiringB 3158 End 3159 AliasConditionState = RELOADING_B 3160 3161 TransitionState = TRANS_Stand TRANS_FiringB 3162 Animation = AIRngr_SKL.AIRngr_ATBST1 3163 AnimationMode = ONCE 3164 End 3165 3166 TransitionState = TRANS_FiringB TRANS_Stand 3167 Animation = AIRngr_SKL.AIRngr_ATBST2 3168 AnimationMode = ONCE 3169 End 3170 3171 ConditionState = PREATTACK_B REALLYDAMAGED 3172 Animation = AIRngr_SKL.AIRngr_ATB2A 3173 AnimationMode = ONCE 3174 TransitionKey = TRANS_FiringBInjured 3175 End 3176 AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED 3177 AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED 3178 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 3179 3180 ConditionState = FIRING_B REALLYDAMAGED 3181 Animation = AIRngr_SKL.AIRngr_ATB2B 3182 AnimationMode = ONCE 3183 TransitionKey = TRANS_FiringBInjured 3184 End 3185 3186 ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 3187 Animation = AIRngr_SKL.AIRngr_ATB2B 3188 AnimationMode = MANUAL 3189 Flags = START_FRAME_LAST 3190 TransitionKey = TRANS_FiringBInjured 3191 WaitForStateToFinishIfPossible = TRANS_FiringBInjured 3192 End 3193 AliasConditionState = RELOADING_B REALLYDAMAGED 3194 3195 TransitionState = TRANS_StandInjured TRANS_FiringBInjured 3196 Animation = AIRngr_SKL.AIRngr_ATB2ST1 3197 AnimationMode = ONCE 3198 End 3199 3200 TransitionState = TRANS_FiringBInjured TRANS_StandInjured 3201 Animation = AIRngr_SKL.AIRngr_ATB2ST2 3202 AnimationMode = ONCE 3203 End 3204 3205 ; -- cross-attack transitions 3206 3207 TransitionState = TRANS_FiringA TRANS_FiringB 3208 Animation = AIRngr_SKL.AIRngr_ATA2AB 3209 AnimationMode = ONCE 3210 AnimationSpeedFactorRange = 4 4 3211 End 3212 3213 TransitionState = TRANS_FiringB TRANS_FiringA 3214 Animation = AIRngr_SKL.AIRngr_ATA2AB 3215 AnimationMode = ONCE_BACKWARDS 3216 AnimationSpeedFactorRange = 4 4 3217 End 3218 3219 3220 ; --- moving 3221 ConditionState = MOVING 3222 Animation = AIRngr_SKL.AIRngr_RNA 30 3223 AnimationMode = LOOP 3224 Flags = RANDOMSTART 3225 TransitionKey = TRANS_Move 3226 ParticleSysBone = None InfantryDustTrails 3227 End 3228 AliasConditionState = MOVING ATTACKING 3229 3230 ConditionState = MOVING REALLYDAMAGED 3231 Animation = AIRngr_SKL.AIRngr_RNB 30 3232 AnimationMode = LOOP 3233 Flags = RANDOMSTART 3234 TransitionKey = TRANS_Move 3235 End 3236 AliasConditionState = MOVING REALLYDAMAGED ATTACKING 3237 3238 ; --- dying anims 3239 ConditionState = DYING 3240 Animation = AIRngr_SKL.AIRngr_DTA 3241 Animation = AIRngr_SKL.AIRngr_DTB 3242 AnimationMode = ONCE 3243 TransitionKey = None 3244 End 3245 3246 TransitionState = TRANS_Dying TRANS_Flailing 3247 Animation = AIRngr_SKL.AIRngr_ADTF1 3248 AnimationMode = ONCE 3249 End 3250 3251 ConditionState = DYING EXPLODED_FLAILING 3252 Animation = AIRngr_SKL.AIRngr_ADTF2 3253 AnimationMode = LOOP 3254 TransitionKey = TRANS_Flailing 3255 End 3256 3257 ConditionState = DYING EXPLODED_BOUNCING 3258 Animation = AIRngr_SKL.AIRngr_ADTF3 3259 AnimationMode = ONCE 3260 TransitionKey = None 3261 End 3262 AliasConditionState = DYING SPLATTED 3263 3264 ; --- cheering 3265 ConditionState = SPECIAL_CHEERING 3266 Animation = AIRngr_SKL.AIRngr_CHA 3267 AnimationMode = LOOP 3268 End 3269 3270 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 3271 Animation = AIRngr_SKL.AIRngr_CHB 3272 AnimationMode = LOOP 3273 End 3274 3275 ; ----- PARACHUTING ANIMATIONS 3276 ConditionState = FREEFALL 3277 Animation = AIRngr_SKL.AIRngr_PFL 3278 AnimationMode = LOOP 3279 TransitionKey = TRANS_Falling 3280 End 3281 AliasConditionState = FREEFALL REALLYDAMAGED 3282 AliasConditionState = FREEFALL DYING 3283 ConditionState = PARACHUTING 3284 Animation = AIRngr_SKL.AIRngr_PHG 3285 AnimationMode = LOOP 3286 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3287 TransitionKey = TRANS_Chute 3288 End 3289 AliasConditionState = PARACHUTING REALLYDAMAGED 3290 AliasConditionState = PARACHUTING DYING 3291 TransitionState = TRANS_Falling TRANS_Chute 3292 Animation = AIRngr_SKL.AIRngr_POP 3293 AnimationMode = ONCE 3294 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3295 End 3296 TransitionState = TRANS_Chute TRANS_Stand 3297 Animation = AIRngr_SKL.AIRngr_PTD 3298 AnimationMode = ONCE 3299 End 3300 TransitionState = TRANS_Chute TRANS_StandInjured 3301 Animation = AIRngr_SKL.AIRngr_PTD 3302 AnimationMode = ONCE 3303 End 3304 3305 ; ------- Bldg-capture 3306 3307 ConditionState = UNPACKING 3308 Model = AIRngr_F_SKN 3309 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 3310 AnimationMode = ONCE 3311 End 3312 AliasConditionState = UNPACKING REALLYDAMAGED 3313 3314 3315 ConditionState = RAISING_FLAG 3316 Model = AIRngr_F_SKN 3317 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 3318 AnimationMode = ONCE 3319 TransitionKey = TRANS_Raising 3320 End 3321 AliasConditionState = RAISING_FLAG REALLYDAMAGED 3322 3323 ConditionState = PACKING 3324 Model = AIRngr_F_SKN 3325 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 3326 AnimationMode = ONCE_BACKWARDS 3327 Flags = START_FRAME_LAST 3328 TransitionKey = TRANS_Packing 3329 End 3330 AliasConditionState = PACKING REALLYDAMAGED 3331 3332 TransitionState = TRANS_Raising TRANS_Packing 3333 Model = AIRngr_F_SKN 3334 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 3335 AnimationMode = ONCE_BACKWARDS 3336 Flags = START_FRAME_LAST 3337 End 3338 3339 ; --- RAPPELLING ANIMATIONS 3340 ConditionState = RAPPELLING 3341 Animation = AIRngr_SKL.AIRngr_RPL1 ;30 3342 AnimationMode = LOOP 3343 Flags = RANDOMSTART 3344 TransitionKey = TRANS_Rappelling 3345 End 3346 AliasConditionState = MOVING RAPPELLING 3347 3348 TransitionState = TRANS_Rappelling TRANS_Stand 3349 Animation = AIRngr_SKL.AIRngr_RPL2 3350 AnimationMode = ONCE 3351 End 3352 3353 TransitionState = TRANS_Rappelling TRANS_StandInjured 3354 Animation = AIRngr_SKL.AIRngr_RPL2 3355 AnimationMode = ONCE 3356 End 3357 3358 End 3359 3360 ; ***DESIGN parameters *** 3361 DisplayName = OBJECT:Ranger 3362 Side = AmericaAirForceGeneral 3363 EditorSorting = INFANTRY 3364 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3365 3366 WeaponSet 3367 Conditions = None 3368 Weapon = PRIMARY RangerAdvancedCombatRifle 3369 End 3370 WeaponSet 3371 Conditions = PLAYER_UPGRADE 3372 Weapon = PRIMARY RangerAdvancedCombatRifle 3373 Weapon = SECONDARY RangerFlashBangGrenadeWeapon 3374 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 3375 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 3376 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 3377 End 3378 ArmorSet 3379 Conditions = None 3380 Armor = HumanArmor 3381 DamageFX = InfantryDamageFX 3382 End 3383 ArmorSet 3384 Conditions = PLAYER_UPGRADE 3385 Armor = ChemSuitHumanArmor 3386 DamageFX = None 3387 End 3388 VisionRange = 100 3389 ShroudClearingRange = 400 3390 Prerequisites 3391 Object = AirF_AmericaBarracks 3392 End 3393 BuildCost = 225 3394 BuildTime = 5.0 ;in seconds 3395 3396 ExperienceValue = 20 20 40 60 ;Experience point value at each level 3397 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 3398 IsTrainable = Yes ;Can gain experience 3399 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3400 CommandSet = AmericaInfantryRangerCommandSet 3401 3402 ; *** AUDIO Parameters *** 3403 VoiceSelect = RangerVoiceSelect 3404 VoiceMove = RangerVoiceMove 3405 VoiceGuard = RangerVoiceMove 3406 VoiceAttack = RangerVoiceAttack 3407 VoiceFear = RangerVoiceFear 3408 VoiceTaskComplete = RangerVoiceCaptureComplete 3409 3410 UnitSpecificSounds 3411 VoiceEnter = RangerVoiceMove 3412 VoiceEnterHostile = RangerVoiceMove 3413 VoiceGarrison = RangerVoiceGarrison 3414 VoiceCreate = RangerVoiceCreate 3415 VoiceSubdue = RangerVoiceSubdue 3416 VoiceClearBuilding = RangerVoiceClearBuilding 3417 VoiceGetHealed = RangerVoiceMove 3418 VoicePrimaryWeaponMode = RangerVoiceModeGun 3419 VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang 3420 End 3421 3422 UnitSpecificFX 3423 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3424 CombatDropKillFX = FX_RangerCombatDropKill 3425 End 3426 3427 ; *** ENGINEERING Parameters *** 3428 RadarPriority = UNIT 3429 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE 3430 3431 Behavior = CommandButtonHuntUpdate ModuleTag_02 3432 End 3433 3434 Body = ActiveBody ModuleTag_03 3435 MaxHealth = 180.0 3436 InitialHealth = 180.0 3437 End 3438 3439 Behavior = ExperienceScalarUpgrade ModuleTag_04 3440 TriggeredBy = Upgrade_AmericaAdvancedTraining 3441 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 3442 End 3443 3444 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 3445 ScanRate = 1000 ; once a second. 3446 ScanRange = 300 ; 3447 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3448 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3449 End 3450 3451 Behavior = AIUpdateInterface ModuleTag_06 3452 AutoAcquireEnemiesWhenIdle = Yes 3453 End 3454 Locomotor = SET_NORMAL BasicHumanLocomotor 3455 3456 Behavior = PhysicsBehavior ModuleTag_07 3457 Mass = 5.0 3458 End 3459 3460 Behavior = ProductionUpdate ModuleTag_08 3461 ; nothing 3462 End 3463 3464 Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit. 3465 End 3466 3467 Behavior = WeaponSetUpgrade ModuleTag_10 3468 TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade 3469 End 3470 3471 3472 ; --- begin Death modules --- 3473 Behavior = SlowDeathBehavior ModuleTag_Death01 3474 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3475 SinkDelay = 3000 3476 SinkRate = 0.5 ; in Dist/Sec 3477 DestructionDelay = 8000 3478 FX = INITIAL FX_RangerDie 3479 End 3480 Behavior = SlowDeathBehavior ModuleTag_Death02 3481 DeathTypes = NONE +CRUSHED +SPLATTED 3482 SinkDelay = 3000 3483 SinkRate = 0.5 ; in Dist/Sec 3484 DestructionDelay = 8000 3485 FX = INITIAL FX_GIDieCrushed 3486 End 3487 Behavior = SlowDeathBehavior ModuleTag_Death03 3488 DeathTypes = NONE +EXPLODED 3489 SinkDelay = 3000 3490 SinkRate = 0.5 ; in Dist/Sec 3491 DestructionDelay = 8000 3492 FX = INITIAL FX_RangerDie 3493 FlingForce = 8 3494 FlingForceVariance = 3 3495 FlingPitch = 60 3496 FlingPitchVariance = 10 3497 End 3498 Behavior = SlowDeathBehavior ModuleTag_Death04 3499 DeathTypes = NONE +BURNED 3500 DestructionDelay = 0 3501 FX = INITIAL FX_DieByFireUSA 3502 OCL = INITIAL OCL_FlamingInfantry 3503 End 3504 Behavior = SlowDeathBehavior ModuleTag_Death05 3505 DeathTypes = NONE +POISONED 3506 DestructionDelay = 0 3507 FX = INITIAL FX_DieByToxinUSA 3508 OCL = INITIAL OCL_ToxicInfantry 3509 End 3510 3511 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3512 DeathTypes = NONE +POISONED_BETA 3513 DestructionDelay = 0 3514 FX = INITIAL FX_DieByToxinUSA 3515 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3516 End 3517 3518 Behavior = SlowDeathBehavior ModuleTag_Death07 3519 DeathTypes = NONE +POISONED_GAMMA 3520 DestructionDelay = 0 3521 FX = INITIAL FX_DieByToxinGLA 3522 OCL = INITIAL OCL_ToxicInfantryGamma 3523 End 3524 ; --- end Death modules --- 3525 3526 Behavior = SquishCollide ModuleTag_12 3527 ;nothing 3528 End 3529 Behavior = ArmorUpgrade ModuleTag_Armor01 3530 TriggeredBy = Upgrade_AmericaChemicalSuits 3531 End 3532 3533 Behavior = PoisonedBehavior ModuleTag_17 3534 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3535 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3536 End 3537 3538 Behavior = SpecialAbility ModuleTag_18 3539 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3540 UpdateModuleStartsAttack = Yes 3541 StartsPaused = Yes ; Unpaused by upgrade module 3542 InitiateSound = RangerVoiceCapture 3543 End 3544 Behavior = SpecialAbilityUpdate ModuleTag_19 3545 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3546 StartAbilityRange = 5.0 3547 UnpackTime = 3000 ; (changing this will scale anim speed) 3548 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 3549 PackTime = 2000 ; (changing this will scale anim speed) 3550 DoCaptureFX = Yes 3551 AwardXPForTriggering = 15 3552 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 3553 End 3554 3555 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20 3556 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3557 TriggeredBy = Upgrade_InfantryCaptureBuilding 3558 End 3559 3560 Behavior = LockWeaponCreate ModuleTag_21 3561 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 3562 End 3563 3564 Geometry = CYLINDER 3565 GeometryMajorRadius = 7.0 3566 GeometryMinorRadius = 7.0 3567 GeometryHeight = 13.0 3568 3569 GeometryIsSmall = Yes 3570 Shadow = SHADOW_DECAL 3571 ShadowSizeX = 14; 3572 ShadowSizeY = 14; 3573 ShadowTexture = ShadowI; 3574 BuildCompletion = APPEARS_AT_RALLY_POINT 3575 3576 End 3577 3578 3579 3580 3581 3582 3583 3584 3585 ;------------------------------------------------------------------------------ 3586 Object AirF_AmericaInfantryMissileDefender 3587 3588 ; *** ART Parameters *** 3589 SelectPortrait = SAMissleDefender_L 3590 ButtonImage = SAMissleDefender 3591 3592 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 3593 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 3594 ;UpgradeCameo3 = NONE 3595 ;UpgradeCameo4 = NONE 3596 ;UpgradeCameo5 = NONE 3597 3598 Draw = W3DModelDraw ModuleTag_01 3599 OkToChangeModelColor = Yes 3600 3601 ;***NOTE*** 3602 ;A little history -- the MissileDefender now uses the assets of the TankHunter. 3603 ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW 3604 ;MD. It was a design/art/code decision because the new missile defender animations 3605 ;don't suit that of a mobile/offensive unit with packing and unpacking. 3606 3607 DefaultConditionState 3608 Model = NITHNT_SKN 3609 IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 3610 IdleAnimation = NITHNT_SKL.NITHNT_IDA 3611 IdleAnimation = NITHNT_SKL.NITHNT_IDB 3612 AnimationMode = ONCE 3613 AnimationSpeedFactorRange = 0.8 1.2 3614 TransitionKey = TRANS_Stand 3615 WeaponMuzzleFlash = PRIMARY MuzzleFX 3616 WeaponFireFXBone = PRIMARY Muzzle 3617 WeaponLaunchBone = PRIMARY Muzzle 3618 WeaponLaunchBone = SECONDARY Muzzle 3619 3620 End 3621 AliasConditionState = REALLYDAMAGED 3622 3623 ConditionState = FIRING_A 3624 Animation = NITHNT_SKL.NITHNT_ATA 3625 AnimationMode = ONCE 3626 TransitionKey = TRANS_START_FIRING 3627 End 3628 AliasConditionState = FIRING_A REALLYDAMAGED 3629 3630 ConditionState = BETWEEN_FIRING_SHOTS_A 3631 Animation = NITHNT_SKL.NITHNT_STA 3632 AnimationMode = ONCE 3633 ; this is basically a trick: this guy has a nontrivial animation for firing, 3634 ; and a long recycle time between shots. we want him to finish his fire animation 3635 ; (unless he's ordered to do something else), so this is just a handy trick that 3636 ; says, "if the previous state had this transition key, allow it to finish before 3637 ; switching to us, if possible". 3638 WaitForStateToFinishIfPossible = TRANS_START_FIRING 3639 End 3640 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 3641 3642 ConditionState = MOVING 3643 Animation = NITHNT_SKL.NITHNT_RNA 20 3644 AnimationMode = LOOP 3645 Flags = RANDOMSTART 3646 TransitionKey = None 3647 ParticleSysBone = None InfantryDustTrails 3648 End 3649 AliasConditionState = MOVING REALLYDAMAGED 3650 3651 ConditionState = RELOADING_A 3652 Animation = NITHNT_SKL.NITHNT_ATA 10 3653 AnimationMode = ONCE 3654 ;WeaponLaunchBone = PRIMARY WeaponA 3655 End 3656 AliasConditionState = MOVING RELOADING_A 3657 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 3658 3659 ConditionState = DYING 3660 Animation = NITHNT_SKL.NITHNT_DTA 3661 Animation = NITHNT_SKL.NITHNT_DTB 3662 AnimationSpeedFactorRange = 0.9 1.25 3663 AnimationMode = ONCE 3664 TransitionKey = TRANS_Dying 3665 End 3666 3667 TransitionState = TRANS_Dying TRANS_Flailing 3668 Animation = NITHNT_SKL.NITHNT_ADTA1 3669 AnimationMode = ONCE 3670 End 3671 3672 ConditionState = DYING EXPLODED_FLAILING 3673 Animation = NITHNT_SKL.NITHNT_ADTA2 3674 AnimationMode = LOOP 3675 TransitionKey = TRANS_Flailing 3676 End 3677 3678 ConditionState = DYING EXPLODED_BOUNCING 3679 Animation = NITHNT_SKL.NITHNT_ADTA3 3680 AnimationMode = ONCE 3681 TransitionKey = None 3682 End 3683 3684 ;PARACHUTING ANIMATIONS 3685 ConditionState = FREEFALL 3686 Animation = NITHNT_SKL.NITHNT_PFL 3687 AnimationMode = LOOP 3688 TransitionKey = TRANS_Falling 3689 End 3690 AliasConditionState = FREEFALL REALLYDAMAGED 3691 AliasConditionState = FREEFALL DYING 3692 3693 ConditionState = PARACHUTING 3694 Animation = NITHNT_SKL.NITHNT_PHG 3695 AnimationMode = LOOP 3696 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3697 TransitionKey = TRANS_Chute 3698 End 3699 AliasConditionState = PARACHUTING REALLYDAMAGED 3700 AliasConditionState = PARACHUTING DYING 3701 3702 TransitionState = TRANS_Falling TRANS_Chute 3703 Animation = NITHNT_SKL.NITHNT_POP 3704 AnimationMode = ONCE 3705 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3706 End 3707 3708 TransitionState = TRANS_Chute TRANS_Stand 3709 Animation = NITHNT_SKL.NITHNT_PTD 3710 AnimationMode = ONCE 3711 End 3712 3713 End 3714 3715 ; ***DESIGN parameters *** 3716 DisplayName = OBJECT:MissileTeam 3717 Side = AmericaAirForceGeneral 3718 EditorSorting = INFANTRY 3719 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3720 3721 WeaponSet 3722 Conditions = None 3723 Weapon = PRIMARY MissileDefenderMissileWeapon 3724 Weapon = SECONDARY MissileDefenderLaserGuidedMissileWeapon ;Controlled by special ability 3725 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 3726 AutoChooseSources = SECONDARY NONE 3727 End 3728 ArmorSet 3729 Conditions = None 3730 Armor = HumanArmor 3731 DamageFX = InfantryDamageFX 3732 End 3733 ArmorSet 3734 Conditions = PLAYER_UPGRADE 3735 Armor = ChemSuitHumanArmor 3736 DamageFX = InfantryDamageFX 3737 End 3738 3739 VisionRange = 150 3740 ShroudClearingRange = 400 3741 Prerequisites 3742 Object = AirF_AmericaBarracks 3743 3744 End 3745 BuildCost = 300 3746 BuildTime = 5.0 ;in seconds 3747 3748 ExperienceValue = 20 20 40 60 ;Experience point value at each level 3749 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 3750 IsTrainable = Yes ;Can gain experience 3751 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3752 CommandSet = AirF_AmericaInfantryMissileDefenderCommandSet 3753 3754 ; *** AUDIO Parameters *** 3755 VoiceSelect = MissileDefenderVoiceSelect 3756 VoiceMove = MissileDefenderVoiceMove 3757 VoiceGuard = MissileDefenderVoiceMove 3758 VoiceAttack = MissileDefenderVoiceAttack 3759 VoiceAttackAir = MissileDefenderVoiceAttack 3760 VoiceFear = MissileDefenderVoiceFear 3761 3762 UnitSpecificSounds 3763 VoiceGarrison = MissileDefenderVoiceGarrison 3764 VoiceCreate = MissileDefenderVoiceCreate 3765 VoiceEnter = MissileDefenderVoiceMove 3766 VoiceGetHealed = MissileDefenderVoiceMove 3767 End 3768 3769 ; *** ENGINEERING Parameters *** 3770 RadarPriority = UNIT 3771 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE 3772 3773 Body = ActiveBody ModuleTag_02 3774 MaxHealth = 100.0 3775 InitialHealth = 100.0 3776 End 3777 3778 Behavior = ArmorUpgrade ModuleTag_Armor01 3779 TriggeredBy = Upgrade_AmericaChemicalSuits 3780 End 3781 Behavior = ExperienceScalarUpgrade ModuleTag_03 3782 TriggeredBy = Upgrade_AmericaAdvancedTraining 3783 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 3784 End 3785 3786 Behavior = AIUpdateInterface ModuleTag_04 3787 AutoAcquireEnemiesWhenIdle = Yes 3788 End 3789 3790 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 3791 ScanRate = 1000 ; once a second. 3792 ScanRange = 300 ; 3793 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3794 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3795 End 3796 3797 Locomotor = SET_NORMAL MissileDefenderLocomotor 3798 3799 Behavior = PhysicsBehavior ModuleTag_06 3800 Mass = 5.0 3801 End 3802 3803 Behavior = SpecialAbility ModuleTag_08 3804 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles 3805 UpdateModuleStartsAttack = Yes 3806 InitiateSound = MissileDefenderVoiceAttackLaser 3807 End 3808 Behavior = SpecialAbilityUpdate ModuleTag_09 3809 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles 3810 StartAbilityRange = 200.0 3811 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. 3812 PreparationTime = 1000 3813 PersistentPrepTime = 500 3814 SpecialObject = LaserBeam 3815 SpecialObjectAttachToBone = Muzzle01 3816 End 3817 3818 Behavior = SquishCollide ModuleTag_10 3819 ;nothing 3820 End 3821 3822 ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using 3823 ;the laser guided missiles. 3824 Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. 3825 End 3826 3827 3828 3829 ; --- begin Death modules --- 3830 Behavior = SlowDeathBehavior ModuleTag_Death01 3831 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3832 SinkDelay = 3000 3833 SinkRate = 0.5 ; in Dist/Sec 3834 DestructionDelay = 8000 3835 FX = INITIAL FX_MissileDefenderDie 3836 End 3837 Behavior = SlowDeathBehavior ModuleTag_Death02 3838 DeathTypes = NONE +CRUSHED +SPLATTED 3839 SinkDelay = 3000 3840 SinkRate = 0.5 ; in Dist/Sec 3841 DestructionDelay = 8000 3842 FX = INITIAL FX_GIDieCrushed 3843 End 3844 Behavior = SlowDeathBehavior ModuleTag_Death03 3845 DeathTypes = NONE +EXPLODED 3846 SinkDelay = 3000 3847 SinkRate = 0.5 ; in Dist/Sec 3848 DestructionDelay = 8000 3849 FX = INITIAL FX_MissileDefenderDie 3850 FlingForce = 8 3851 FlingForceVariance = 3 3852 FlingPitch = 60 3853 FlingPitchVariance = 10 3854 End 3855 Behavior = SlowDeathBehavior ModuleTag_Death04 3856 DeathTypes = NONE +BURNED 3857 DestructionDelay = 0 3858 FX = INITIAL FX_DieByFireUSA 3859 OCL = INITIAL OCL_FlamingInfantry 3860 End 3861 Behavior = SlowDeathBehavior ModuleTag_Death05 3862 DeathTypes = NONE +POISONED 3863 DestructionDelay = 0 3864 FX = INITIAL FX_DieByToxinUSA 3865 OCL = INITIAL OCL_ToxicInfantry 3866 End 3867 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3868 DeathTypes = NONE +POISONED_BETA 3869 DestructionDelay = 0 3870 FX = INITIAL FX_DieByToxinUSA 3871 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3872 End 3873 3874 Behavior = SlowDeathBehavior ModuleTag_Death07 3875 DeathTypes = NONE +POISONED_GAMMA 3876 DestructionDelay = 0 3877 FX = INITIAL FX_DieByToxinUSA 3878 OCL = INITIAL OCL_ToxicInfantryGamma 3879 End 3880 3881 3882 ; --- end Death modules --- 3883 3884 Behavior = PoisonedBehavior ModuleTag_13 3885 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3886 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3887 End 3888 3889 Geometry = CYLINDER 3890 GeometryMajorRadius = 7.0 3891 GeometryMinorRadius = 7.0 3892 GeometryHeight = 12.0 3893 GeometryIsSmall = Yes 3894 Shadow = SHADOW_DECAL 3895 ShadowSizeX = 14; 3896 ShadowSizeY = 14; 3897 ShadowTexture = ShadowI; 3898 BuildCompletion = APPEARS_AT_RALLY_POINT 3899 3900 End 3901 3902 ;------------------------------------------------------------------------------ 3903 ; @todo -- this entire unit is "first pass only" and needs lots of specialization 3904 Object AirF_AmericaInfantryPilot 3905 3906 ; *** ART Parameters *** 3907 SelectPortrait = SAPilot_L 3908 ButtonImage = SAPilot 3909 3910 ;UpgradeCameo1 = NONE 3911 ;UpgradeCameo2 = NONE 3912 ;UpgradeCameo3 = NONE 3913 ;UpgradeCameo4 = NONE 3914 ;UpgradeCameo5 = NONE 3915 3916 Draw = W3DModelDraw ModuleTag_01 3917 OkToChangeModelColor = Yes 3918 3919 DefaultConditionState 3920 Model = AIRPlt_SKN 3921 IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 3922 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA 3923 IdleAnimation = AIRPlt_SKL.AIRPlt_IDB 3924 AnimationMode = ONCE 3925 TransitionKey = TRANS_Stand 3926 End 3927 3928 ConditionState = FREEFALL 3929 Animation = AIRPlt_SKL.AIRPLT_PFL 3930 AnimationMode = ONCE 3931 TransitionKey = TRANS_Falling 3932 End 3933 AliasConditionState = FREEFALL DYING 3934 3935 ConditionState = PARACHUTING 3936 Animation = AIRPlt_SKL.AIRPlt_PHG 3937 AnimationMode = LOOP 3938 TransitionKey = TRANS_Chute 3939 WaitForStateToFinishIfPossible = TRANS_Falling 3940 End 3941 AliasConditionState = PARACHUTING DYING 3942 3943 ConditionState = MOVING 3944 Animation = AIRPlt_SKL.AIRPlt_RNA 3945 AnimationMode = LOOP 3946 TransitionKey = TRANS_Stand 3947 ParticleSysBone = None InfantryDustTrails 3948 End 3949 3950 3951 ConditionState = DYING 3952 Animation = AIRPlt_SKL.AIRPlt_DTA 3953 Animation = AIRPlt_SKL.AIRPlt_DTB 3954 AnimationMode = ONCE 3955 TransitionKey = TRANS_Dying 3956 End 3957 3958 TransitionState = TRANS_Dying TRANS_Flailing 3959 Animation = AIRPlt_SKL.AIRPlt_ADTE1 3960 AnimationMode = ONCE 3961 End 3962 3963 ConditionState = DYING EXPLODED_FLAILING 3964 Animation = AIRPlt_SKL.AIRPlt_ADTE2 3965 AnimationMode = LOOP 3966 TransitionKey = TRANS_Flailing 3967 End 3968 3969 ConditionState = DYING EXPLODED_BOUNCING 3970 Animation = AIRPlt_SKL.AIRPlt_ADTE3 3971 AnimationMode = ONCE 3972 TransitionKey = None 3973 End 3974 3975 ConditionState = SPECIAL_CHEERING 3976 Animation = AIRPLT_SKL.AIRPLT_CHA 3977 AnimationMode = LOOP 3978 End 3979 3980 ;@TODO -- MISSING ANIMATION FILE 3981 ;TransitionState = TRANS_Falling TRANS_Chute 3982 ; Animation = AIRPLT_SKL.AIRPLT_POP 3983 ; AnimationMode = ONCE 3984 ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3985 ;End 3986 3987 TransitionState = TRANS_Chute TRANS_Stand 3988 Animation = AIRPlt_SKL.AIRPlt_PTD 3989 AnimationMode = ONCE 3990 End 3991 3992 End 3993 3994 ; ***DESIGN parameters *** 3995 DisplayName = OBJECT:Pilot 3996 Side = AmericaAirForceGeneral 3997 EditorSorting = INFANTRY 3998 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3999 ExperienceValue = 10 10 10 10 ;Experience point value at each level 4000 ExperienceRequired = 0 1 2 3 ;Experience points needed to gain each level 4001 IsTrainable = Yes ;Can gain experience 4002 CommandSet = AmericaInfantryPilotCommandSet 4003 4004 ArmorSet 4005 Conditions = None 4006 Armor = HumanArmor 4007 DamageFX = InfantryDamageFX 4008 End 4009 4010 VisionRange = 150 4011 ShroudClearingRange = 300 4012 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4013 4014 ; *** AUDIO Parameters *** 4015 VoiceSelect = PilotVoiceSelect 4016 VoiceMove = PilotVoiceMove 4017 VoiceAttack = PilotVoiceMove 4018 VoiceGarrison = NoSound 4019 VoiceFear = PilotVoiceFear 4020 UnitSpecificSounds 4021 VoiceEnter = PilotVoiceEnter 4022 VoiceEnterHostile = PilotVoiceEnter 4023 VoiceGetHealed = PilotVoiceMove 4024 End 4025 4026 ; *** ENGINEERING Parameters *** 4027 RadarPriority = UNIT 4028 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY NO_GARRISON SCORE IGNORES_SELECT_ALL 4029 4030 Behavior = VeterancyGainCreate ModuleTag_02 4031 ; omit the "ScienceRequired" so that this upgrade always occurs. 4032 ; Pilots should never (repeat, never) be less than VETERAN status. 4033 StartingLevel = VETERAN 4034 End 4035 4036 Behavior = VeterancyCrateCollide ModuleTag_03 4037 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with 4038 ForbiddenKindOf = DOZER ; but not to TRANSPORTs or DOZERs! 4039 EffectRange = 0 ; 0=="affect only the thing you collide with" 4040 AddsOwnerVeterancy = Yes ; we add our own veterancy to the target (rather than just +1 level) 4041 IsPilot = Yes ; set the pilot flag because it's different than the veterancy crate and has extra checking 4042 End 4043 4044 Body = ActiveBody ModuleTag_04 4045 MaxHealth = 100.0 4046 InitialHealth = 100.0 4047 End 4048 4049 Behavior = AIUpdateInterface ModuleTag_05 4050 AutoAcquireEnemiesWhenIdle = Yes 4051 End 4052 4053 Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba 4054 ScanRate = 1000 ; once a second. 4055 ScanRange = 300 ; 4056 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 4057 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 4058 End 4059 4060 Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba 4061 ScanRate = 1000 ; once a second. 4062 ScanRange = 300 ; 4063 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. 4064 End 4065 4066 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 4067 Locomotor = SET_NORMAL_UPGRADED BasicHumanLocomotorPlus25 4068 4069 Behavior = PhysicsBehavior ModuleTag_08 4070 Mass = 5.0 4071 End 4072 4073 Behavior = LocomotorSetUpgrade ModuleTag_10 4074 TriggeredBy = Upgrade_Veterancy_HEROIC 4075 End 4076 4077 Behavior = SquishCollide ModuleTag_11 4078 ;nothing 4079 End 4080 4081 4082 ; --- begin Death modules --- 4083 Behavior = SlowDeathBehavior ModuleTag_Death01 4084 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 4085 SinkDelay = 3000 4086 SinkRate = 0.5 ; in Dist/Sec 4087 DestructionDelay = 8000 4088 FX = INITIAL FX_PilotDie 4089 End 4090 Behavior = SlowDeathBehavior ModuleTag_Death02 4091 DeathTypes = NONE +CRUSHED +SPLATTED 4092 SinkDelay = 3000 4093 SinkRate = 0.5 ; in Dist/Sec 4094 DestructionDelay = 8000 4095 FX = INITIAL FX_GIDieCrushed 4096 End 4097 Behavior = SlowDeathBehavior ModuleTag_Death03 4098 DeathTypes = NONE +EXPLODED 4099 SinkDelay = 3000 4100 SinkRate = 0.5 ; in Dist/Sec 4101 DestructionDelay = 8000 4102 FX = INITIAL FX_PilotDie 4103 FlingForce = 8 4104 FlingForceVariance = 3 4105 FlingPitch = 60 4106 FlingPitchVariance = 10 4107 End 4108 Behavior = SlowDeathBehavior ModuleTag_Death04 4109 DeathTypes = NONE +BURNED 4110 DestructionDelay = 0 4111 FX = INITIAL FX_DieByFireUSA 4112 OCL = INITIAL OCL_FlamingInfantry 4113 End 4114 Behavior = SlowDeathBehavior ModuleTag_Death05 4115 DeathTypes = NONE +POISONED 4116 DestructionDelay = 0 4117 FX = INITIAL FX_DieByToxinUSA 4118 OCL = INITIAL OCL_ToxicInfantry 4119 End 4120 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 4121 DeathTypes = NONE +POISONED_BETA 4122 DestructionDelay = 0 4123 FX = INITIAL FX_DieByToxinUSA 4124 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 4125 End 4126 4127 Behavior = SlowDeathBehavior ModuleTag_Death07 4128 DeathTypes = NONE +POISONED_GAMMA 4129 DestructionDelay = 0 4130 FX = INITIAL FX_DieByToxinUSA 4131 OCL = INITIAL OCL_ToxicInfantryGamma 4132 End 4133 4134 4135 ; --- end Death modules --- 4136 4137 Behavior = PoisonedBehavior ModuleTag_14 4138 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 4139 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 4140 End 4141 4142 Geometry = CYLINDER 4143 GeometryMajorRadius = 10.0 4144 GeometryMinorRadius = 10.0 4145 GeometryHeight = 12.0 4146 GeometryIsSmall = Yes 4147 Shadow = SHADOW_DECAL 4148 ShadowSizeX = 14; 4149 ShadowSizeY = 14; 4150 ShadowTexture = ShadowI; 4151 BuildCompletion = APPEARS_AT_RALLY_POINT 4152 4153 End 4154 4155 ;------------------------------------------------------------------------------ 4156 Object AirF_AmericaInfantryPathfinder 4157 4158 ; *** ART Parameters *** 4159 SelectPortrait = SAPathfinder1_L 4160 ButtonImage = SAPathfinder1 4161 4162 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 4163 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 4164 ;UpgradeCameo3 = NONE 4165 ;UpgradeCameo4 = NONE 4166 ;UpgradeCameo5 = NONE 4167 4168 Draw = W3DModelDraw ModuleTag_01 4169 4170 OkToChangeModelColor = Yes 4171 4172 DefaultConditionState 4173 Model = AIPFDR_SKN 4174 IdleAnimation = AIPFDR_SKL.AIPFDR_STA 4175 IdleAnimation = AIPFDR_SKL.AIPFDR_IDA 4176 AnimationMode = ONCE 4177 WeaponFireFXBone = PRIMARY Muzzle 4178 WeaponMuzzleFlash = PRIMARY MuzzleFX 4179 TransitionKey = TRANS_Standing 4180 End 4181 AliasConditionState = REALLYDAMAGED 4182 4183 ConditionState = MOVING 4184 Animation = AIPFDR_SKL.AIPFDR_RNA 25 4185 AnimationMode = LOOP 4186 Flags = RANDOMSTART 4187 TransitionKey = TRANS_Standing 4188 ParticleSysBone = None InfantryDustTrails 4189 End 4190 AliasConditionState = MOVING REALLYDAMAGED 4191 4192 ConditionState = FIRING_A 4193 Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position 4194 AnimationMode = ONCE 4195 TransitionKey = TRANS_FiringA 4196 End 4197 AliasConditionState = FIRING_A MOVING 4198 AliasConditionState = FIRING_A MOVING REALLYDAMAGED 4199 AliasConditionState = FIRING_A REALLYDAMAGED 4200 4201 ConditionState = BETWEEN_FIRING_SHOTS_A 4202 Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position 4203 AnimationMode = ONCE 4204 WaitForStateToFinishIfPossible = TRANS_FiringA 4205 End 4206 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 4207 AliasConditionState = RELOADING_A 4208 AliasConditionState = RELOADING_A REALLYDAMAGED 4209 4210 ConditionState = DYING 4211 Animation = AIPFDR_SKL.AIPFDR_DTA 4212 AnimationMode = ONCE 4213 TransitionKey = TRANS_Dying 4214 End 4215 4216 TransitionState = TRANS_Dying TRANS_Flailing 4217 Animation = AIPFDR_SKL.AIPFDR_ADTA1 4218 AnimationMode = ONCE 4219 End 4220 4221 ConditionState = DYING EXPLODED_FLAILING 4222 Animation = AIPFDR_SKL.AIPFDR_ADTA2 4223 AnimationMode = LOOP 4224 TransitionKey = TRANS_Flailing 4225 End 4226 4227 ConditionState = DYING EXPLODED_BOUNCING 4228 Animation = AIPFDR_SKL.AIPFDR_ADTA3 4229 AnimationMode = ONCE 4230 TransitionKey = None 4231 End 4232 4233 ConditionState = FREEFALL 4234 Animation = AIPFDR_SKL.AIPFDR_PFL 4235 AnimationMode = LOOP 4236 TransitionKey = TRANS_Falling 4237 End 4238 AliasConditionState = FREEFALL DYING 4239 4240 ConditionState = PARACHUTING 4241 Animation = AIPFDR_SKL.AIPFDR_PHG 4242 AnimationMode = LOOP 4243 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 4244 ;our bone positions should come from the last frame, rather than the first 4245 TransitionKey = TRANS_Chute 4246 End 4247 AliasConditionState = PARACHUTING DYING 4248 4249 4250 TransitionState = TRANS_Falling TRANS_Chute 4251 Animation = AIPFDR_SKL.AIPFDR_POP 4252 AnimationMode = ONCE 4253 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 4254 ;our bone positions should come from the last frame, rather than the first 4255 End 4256 4257 TransitionState = TRANS_Chute TRANS_Standing 4258 Animation = AIPFDR_SKL.AIPFDR_PTD 4259 AnimationMode = ONCE 4260 End 4261 End 4262 4263 4264 ; ***DESIGN parameters *** 4265 DisplayName = OBJECT:Pathfinder 4266 Side = AmericaAirForceGeneral 4267 EditorSorting = INFANTRY 4268 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 4269 4270 WeaponSet 4271 Conditions = None 4272 Weapon = PRIMARY USAPathfinderSniperRifle 4273 End 4274 ArmorSet 4275 Conditions = None 4276 Armor = HumanArmor 4277 DamageFX = InfantryDamageFX 4278 End 4279 ArmorSet 4280 Conditions = PLAYER_UPGRADE 4281 Armor = ChemSuitHumanArmor 4282 DamageFX = InfantryDamageFX 4283 End 4284 4285 VisionRange = 200 4286 ShroudClearingRange = 400 4287 Prerequisites 4288 Object = AirF_AmericaBarracks 4289 Science = SCIENCE_Pathfinder 4290 End 4291 BuildCost = 600 4292 BuildTime = 10.0 ;in seconds 4293 4294 ExperienceValue = 40 40 60 80 ;Experience point value at each level 4295 ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level 4296 IsTrainable = Yes ;Can gain experience 4297 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4298 CommandSet = AmericaInfantryPathfinderCommandSet 4299 4300 ; *** AUDIO Parameters *** 4301 VoiceSelect = PathfinderVoiceSelect 4302 VoiceMove = PathfinderVoiceMove 4303 VoiceGuard = PathfinderVoiceMove 4304 VoiceAttack = PathfinderVoiceAttack 4305 VoiceFear = PathfinderVoiceFear 4306 SoundStealthOn = StealthOn 4307 SoundStealthOff = StealthOff 4308 VoiceFear = PathfinderVoiceFear 4309 4310 UnitSpecificSounds 4311 VoiceCreate = PathfinderVoiceCreate 4312 VoiceGarrison = PathfinderVoiceGarrison 4313 VoiceEnter = PathfinderVoiceMove 4314 VoiceEnterHostile = PathfinderVoiceMove 4315 VoiceGetHealed = PathfinderVoiceMove 4316 End 4317 4318 ; *** ENGINEERING Parameters *** 4319 RadarPriority = UNIT 4320 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE CANNOT_RETALIATE 4321 4322 Body = ActiveBody ModuleTag_02 4323 MaxHealth = 120.0 4324 InitialHealth = 120.0 4325 End 4326 4327 Behavior = ArmorUpgrade ModuleTag_Armor01 4328 TriggeredBy = Upgrade_AmericaChemicalSuits 4329 End 4330 4331 Behavior = AIUpdateInterface ModuleTag_03 4332 AutoAcquireEnemiesWhenIdle = Yes Stealthed 4333 MoodAttackCheckRate = 250 4334 End 4335 4336 Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 4337 ScanRate = 1000 ; once a second. 4338 ScanRange = 300 ; 4339 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 4340 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 4341 End 4342 4343 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 4344 4345 Behavior = ExperienceScalarUpgrade ModuleTag_05 4346 TriggeredBy = Upgrade_AmericaAdvancedTraining 4347 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 4348 End 4349 4350 Behavior = PhysicsBehavior ModuleTag_06 4351 Mass = 5.0 4352 End 4353 Behavior = StealthDetectorUpdate ModuleTag_08 4354 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 4355 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 4356 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 4357 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 4358 End 4359 Behavior = StealthUpdate ModuleTag_09 4360 StealthDelay = 0 ; msec 4361 StealthForbiddenConditions = MOVING ; stays stealthy while attacking 4362 FriendlyOpacityMin = 30.0% 4363 FriendlyOpacityMax = 80.0% 4364 PulseFrequency = 500 ; msec 4365 MoveThresholdSpeed = 3 4366 InnateStealth = Yes 4367 OrderIdleEnemiesToAttackMeUponReveal = Yes 4368 End 4369 4370 Behavior = SquishCollide ModuleTag_10 4371 ;nothing 4372 End 4373 4374 4375 ; --- begin Death modules --- 4376 Behavior = SlowDeathBehavior ModuleTag_Death01 4377 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 4378 SinkDelay = 3000 4379 SinkRate = 0.5 ; in Dist/Sec 4380 DestructionDelay = 8000 4381 FX = INITIAL FX_PathfinderDie 4382 End 4383 Behavior = SlowDeathBehavior ModuleTag_Death02 4384 DeathTypes = NONE +CRUSHED +SPLATTED 4385 SinkDelay = 3000 4386 SinkRate = 0.5 ; in Dist/Sec 4387 DestructionDelay = 8000 4388 FX = INITIAL FX_GIDieCrushed 4389 End 4390 Behavior = SlowDeathBehavior ModuleTag_Death03 4391 DeathTypes = NONE +EXPLODED 4392 SinkDelay = 3000 4393 SinkRate = 0.5 ; in Dist/Sec 4394 DestructionDelay = 8000 4395 FX = INITIAL FX_PathfinderDie 4396 FlingForce = 8 4397 FlingForceVariance = 3 4398 FlingPitch = 60 4399 FlingPitchVariance = 10 4400 End 4401 Behavior = SlowDeathBehavior ModuleTag_Death04 4402 DeathTypes = NONE +BURNED 4403 DestructionDelay = 0 4404 FX = INITIAL FX_DieByFireUSA 4405 OCL = INITIAL OCL_FlamingInfantry 4406 End 4407 Behavior = SlowDeathBehavior ModuleTag_Death05 4408 DeathTypes = NONE +POISONED 4409 DestructionDelay = 0 4410 FX = INITIAL FX_DieByToxinUSA 4411 OCL = INITIAL OCL_ToxicInfantry 4412 End 4413 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 4414 DeathTypes = NONE +POISONED_BETA 4415 DestructionDelay = 0 4416 FX = INITIAL FX_DieByToxinUSA 4417 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 4418 End 4419 4420 Behavior = SlowDeathBehavior ModuleTag_Death07 4421 DeathTypes = NONE +POISONED_GAMMA 4422 DestructionDelay = 0 4423 FX = INITIAL FX_DieByToxinUSA 4424 OCL = INITIAL OCL_ToxicInfantryGamma 4425 End 4426 4427 4428 ; --- end Death modules --- 4429 4430 Behavior = PoisonedBehavior ModuleTag_13 4431 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 4432 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 4433 End 4434 4435 Geometry = CYLINDER 4436 GeometryMajorRadius = 10.0 4437 GeometryMinorRadius = 10.0 4438 GeometryHeight = 12.0 4439 GeometryIsSmall = Yes 4440 Shadow = SHADOW_DECAL 4441 ShadowSizeX = 14; 4442 ShadowSizeY = 14; 4443 ShadowTexture = ShadowI; 4444 BuildCompletion = APPEARS_AT_RALLY_POINT 4445 4446 End 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 4481 ;------------------------------------------------------------------------------ 4482 Object AirF_CountermeasureFlare 4483 Draw = W3DModelDraw ModuleTag_01 4484 DefaultConditionState 4485 Model = None 4486 ParticleSysBone = None CountermeasureFlareParticleSys 4487 End 4488 End 4489 KindOf = PROJECTILE 4490 Behavior = PhysicsBehavior ModuleTag_03 4491 Mass = 5 4492 End 4493 Behavior = AIUpdateInterface ModuleTag_04 4494 ; nothing 4495 End 4496 Locomotor = SET_NORMAL CountermeasureFlareLocomotor 4497 4498 Behavior = LifetimeUpdate ModuleTag_05 4499 MinLifetime = 3000 ; min lifetime in msec 4500 MaxLifetime = 3000 ; max lifetime in msec 4501 End 4502 4503 4504 Geometry = Sphere 4505 GeometryIsSmall = Yes 4506 GeometryMajorRadius = 4.0 4507 End 4508 4509 4510 4511 4512 ;------------------------------------------------------------------------------ 4513 Object AirF_ComancheBlades 4514 4515 ; *** ART Parameters *** 4516 Draw = W3DModelDraw ModuleTag_01 4517 DefaultConditionState 4518 Model = AVComanche_D2 4519 Animation = AVComanche_D2.AVComanche_D2 4520 AnimationMode = LOOP 4521 End 4522 End 4523 4524 ; ***DESIGN parameters *** 4525 DisplayName = OBJECT:Comanche 4526 Side = AmericaAirForceGeneral 4527 4528 ; *** ENGINEERING Parameters *** 4529 KindOf = PRELOAD IMMOBILE 4530 4531 Behavior = PhysicsBehavior ModuleTag_02 4532 AllowBouncing = Yes 4533 End 4534 Behavior = LifetimeUpdate ModuleTag_03 4535 MinLifetime = 1000 ; min lifetime in msec 4536 MaxLifetime = 1000 ; max lifetime in msec 4537 End 4538 4539 4540 Behavior = StealthUpdate ModuleTag_04 4541 StealthDelay = 1500 ; msec 4542 StealthForbiddenConditions = FIRING_PRIMARY ATTACKING USING_ABILITY 4543 FriendlyOpacityMin = 50.0% 4544 FriendlyOpacityMax = 100.0% 4545 InnateStealth = No 4546 OrderIdleEnemiesToAttackMeUponReveal = Yes 4547 End 4548 4549 Behavior = StealthUpgrade ModuleTag_05 4550 TriggeredBy = AirF_Upgrade_StealthComanche 4551 End 4552 4553 End 4554 4555 ;------------------------------------------------------------------------------ 4556 Object AirF_AmericaParachute 4557 4558 ; *** ART Parameters *** 4559 Draw = W3DModelDraw ModuleTag_01 4560 OkToChangeModelColor = Yes 4561 DefaultConditionState 4562 Model = PMparacht_SKNc 4563 Animation = PMparacht_SKL.PMparacht_FAL 4564 AnimationMode = LOOP 4565 End 4566 ConditionState = PARACHUTING 4567 Model = PMparacht_SKNc 4568 Animation = PMparacht_SKL.PMparacht_OPN 4569 AnimationMode = ONCE 4570 End 4571 ConditionState = RUBBLE 4572 Model = PMparacht_SKNc 4573 Animation = PMparacht_SKL.PMparacht_DRP 4574 AnimationMode = ONCE 4575 End 4576 ; this is a weird state to resolve an ambiguity: sometimes 4577 ; we can have a "rubble" parachute momentarily, that doesn't 4578 ; know that it has finished parachuting yet... 4579 ConditionState = RUBBLE PARACHUTING 4580 Model = PMparacht_SKNc 4581 Animation = PMparacht_SKL.PMparacht_DRP 4582 AnimationMode = ONCE 4583 End 4584 End 4585 4586 ; ***DESIGN parameters *** 4587 Side = AmericaAirForceGeneral 4588 EditorSorting = SYSTEM 4589 TransportSlotCount = 0 4590 VisionRange = 300.0 4591 ShroudClearingRange = 300 4592 IsTrainable = No ;Can gain experience 4593 KindOf = PRELOAD PARACHUTE UNATTACKABLE 4594 4595 ; *** AUDIO Parameters *** 4596 4597 ; *** ENGINEERING Parameters *** 4598 Behavior = AIUpdateInterface ModuleTag_02 4599 ; nothing 4600 End 4601 Locomotor = SET_NORMAL ParachuteLocomotor 4602 Locomotor = SET_FREEFALL FreeFallLocomotor 4603 4604 Body = ActiveBody ModuleTag_03 4605 MaxHealth = 100000.0 4606 InitialHealth = 100000.0 4607 End 4608 4609 Behavior = PhysicsBehavior ModuleTag_04 4610 Mass = 5.0 4611 End 4612 4613 Behavior = ParachuteContain ModuleTag_05 4614 PitchRateMax = 60 ; deg/sec 4615 RollRateMax = 60 ; deg/sec 4616 LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground 4617 ParachuteOpenDist = 25.0 ; how far we have to fall 'till we open our 'chute 4618 AllowInsideKindOf = INFANTRY PARACHUTABLE 4619 ParachuteOpenSound = ParachuteOpen 4620 End 4621 4622 Behavior = SlowDeathBehavior ModuleTag_06 4623 SinkDelay = 1000 4624 SinkRate = 1 ; in Dist/Sec 4625 DestructionDelay = 4000 4626 End 4627 4628 RadarPriority = NOT_ON_RADAR 4629 Geometry = CYLINDER 4630 GeometryMajorRadius = 15.0 4631 GeometryHeight = 10.0 4632 GeometryIsSmall = Yes 4633 Shadow = SHADOW_VOLUME 4634 4635 End 4636 4637 ;------------------------------------------------------------------------------ 4638 Object AirF_AmericaCrateParachute 4639 4640 ; *** ART Parameters *** 4641 Draw = W3DModelDraw ModuleTag_01 4642 OkToChangeModelColor = Yes 4643 DefaultConditionState 4644 Model = PMparacht_SKNc 4645 Animation = PMparacht_SKL.PMparacht_FAL 4646 AnimationMode = LOOP 4647 End 4648 ConditionState = PARACHUTING 4649 Model = PMparacht_SKNc 4650 Animation = PMparacht_SKL.PMparacht_OPN 4651 AnimationMode = ONCE 4652 End 4653 ConditionState = RUBBLE 4654 Model = PMparacht_SKNc 4655 Animation = PMparacht_SKL.PMparacht_DRP 4656 AnimationMode = ONCE 4657 End 4658 ; this is a weird state to resolve an ambiguity: sometimes 4659 ; we can have a "rubble" parachute momentarily, that doesn't 4660 ; know that it has finished parachuting yet... 4661 ConditionState = RUBBLE PARACHUTING 4662 Model = PMparacht_SKNc 4663 Animation = PMparacht_SKL.PMparacht_DRP 4664 AnimationMode = ONCE 4665 End 4666 End 4667 4668 ; ***DESIGN parameters *** 4669 Side = AmericaAirForceGeneral 4670 EditorSorting = SYSTEM 4671 TransportSlotCount = 0 4672 VisionRange = 300.0 4673 ShroudClearingRange = 300 4674 IsTrainable = No ;Can gain experience 4675 KindOf = PRELOAD PARACHUTE UNATTACKABLE 4676 4677 ; *** AUDIO Parameters *** 4678 4679 ; *** ENGINEERING Parameters *** 4680 Behavior = AIUpdateInterface ModuleTag_02 4681 ; nothing 4682 End 4683 Locomotor = SET_NORMAL CrateParachuteLocomotor 4684 Locomotor = SET_FREEFALL CrateFreeFallLocomotor 4685 4686 Body = ActiveBody ModuleTag_03 4687 MaxHealth = 100000.0 4688 InitialHealth = 100000.0 4689 End 4690 4691 Behavior = PhysicsBehavior ModuleTag_04 4692 Mass = 5.0 4693 End 4694 4695 Behavior = ParachuteContain ModuleTag_05 4696 PitchRateMax = 60 ; deg/sec 4697 RollRateMax = 60 ; deg/sec 4698 LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground 4699 ParachuteOpenDist = 12.5 ; how far we have to fall 'till we open our 'chute 4700 AllowInsideKindOf = PARACHUTABLE 4701 ParachuteOpenSound = ParachuteOpen 4702 End 4703 4704 Behavior = SlowDeathBehavior ModuleTag_06 4705 SinkDelay = 1000 4706 SinkRate = 1 ; in Dist/Sec 4707 DestructionDelay = 4000 4708 End 4709 4710 RadarPriority = NOT_ON_RADAR 4711 Geometry = CYLINDER 4712 GeometryMajorRadius = 15.0 4713 GeometryHeight = 10.0 4714 GeometryIsSmall = Yes 4715 Shadow = SHADOW_VOLUME 4716 4717 End 4718 4719 4720 ;------------------------------------------------------------------------------ 4721 Object AirF_LargeParachute 4722 4723 ; *** ART Parameters *** 4724 Draw = W3DModelDraw ModuleTag_01 4725 OkToChangeModelColor = Yes 4726 DefaultConditionState 4727 Model = PMparacht_SKNc 4728 Animation = PMparacht_SKL.PMparacht_FAL 4729 AnimationMode = LOOP 4730 End 4731 ConditionState = PARACHUTING 4732 Model = PMparacht_SKNc 4733 Animation = PMparacht_SKL.PMparacht_OPN 4734 AnimationMode = ONCE 4735 End 4736 ConditionState = RUBBLE 4737 Model = PMparacht_SKNc 4738 Animation = PMparacht_SKL.PMparacht_DRP 4739 AnimationMode = ONCE 4740 End 4741 ; this is a weird state to resolve an ambiguity: sometimes 4742 ; we can have a "rubble" parachute momentarily, that doesn't 4743 ; know that it has finished parachuting yet... 4744 ConditionState = RUBBLE PARACHUTING 4745 Model = PMparacht_SKNc 4746 Animation = PMparacht_SKL.PMparacht_DRP 4747 AnimationMode = ONCE 4748 End 4749 End 4750 4751 ; ***DESIGN parameters *** 4752 EditorSorting = SYSTEM 4753 TransportSlotCount = 10 4754 VisionRange = 300.0 4755 ShroudClearingRange = 300 4756 IsTrainable = No ;Can gain experience 4757 KindOf = PRELOAD PARACHUTE UNATTACKABLE 4758 4759 ; *** AUDIO Parameters *** 4760 4761 ; *** ENGINEERING Parameters *** 4762 Behavior = AIUpdateInterface ModuleTag_02 4763 ; nothing 4764 End 4765 Locomotor = SET_NORMAL ParachuteLocomotor 4766 Locomotor = SET_FREEFALL FreeFallLocomotor 4767 4768 Body = ActiveBody ModuleTag_03 4769 MaxHealth = 100000.0 4770 InitialHealth = 100000.0 4771 End 4772 4773 Behavior = PhysicsBehavior ModuleTag_04 4774 Mass = 5.0 4775 End 4776 4777 Behavior = ParachuteContain ModuleTag_05 4778 PitchRateMax = 60 ; deg/sec 4779 RollRateMax = 60 ; deg/sec 4780 LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground 4781 ParachuteOpenDist = 25.0 ; how far we have to fall 'till we open our 'chute 4782 AllowInsideKindOf = INFANTRY VEHICLE PARACHUTABLE 4783 ParachuteOpenSound = ParachuteOpen 4784 End 4785 4786 Behavior = SlowDeathBehavior ModuleTag_06 4787 SinkDelay = 1000 4788 SinkRate = 1 ; in Dist/Sec 4789 DestructionDelay = 4000 4790 End 4791 4792 RadarPriority = NOT_ON_RADAR 4793 Geometry = CYLINDER 4794 GeometryMajorRadius = 15.0 4795 GeometryHeight = 10.0 4796 GeometryIsSmall = Yes 4797 Shadow = SHADOW_VOLUME 4798 4799 End 4800 4801 4802 4803 4804 4805 4806 4807 4808 4809 4810 4811 4812 4813 4814 4815 4816 4817 4818 4819 4820 4821 4822 4823 4824 4825 4826 4827 4828 ;------------------------------------------------------------------------------ 4829 Object AirF_AmericaVehicleHumvee 4830 4831 ; *** ART Parameters *** 4832 SelectPortrait = SAHummer_L 4833 ButtonImage = SAHummer 4834 4835 UpgradeCameo1 = Upgrade_AmericaBattleDrone 4836 UpgradeCameo2 = Upgrade_AmericaScoutDrone 4837 UpgradeCameo3 = Upgrade_AmericaTOWMissile 4838 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 4839 UpgradeCameo5 = Upgrade_AmericaHellfireDrone 4840 4841 Draw = W3DTruckDraw ModuleTag_01 4842 OkToChangeModelColor = Yes 4843 4844 ConditionState = NONE 4845 Model = AVHUMMER 4846 Turret = Turret 4847 ShowSubObject = Turret 4848 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 4849 WeaponFireFXBone = PRIMARY Muzzle 4850 WeaponMuzzleFlash = PRIMARY MuzzleFX 4851 End 4852 4853 ConditionState = REALLYDAMAGED 4854 Model = AVHUMMER_d 4855 Turret = Turret 4856 ShowSubObject = Turret 4857 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 4858 WeaponFireFXBone = PRIMARY Muzzle 4859 WeaponMuzzleFlash = PRIMARY MuzzleFX 4860 End 4861 4862 ConditionState = WEAPONSET_PLAYER_UPGRADE 4863 Model = AVHUMMER 4864 Turret = TurretUp01 4865 HideSubObject = Turret MuzzleFX01 4866 ShowSubObject = TurretUp01 Housecolor03 4867 WeaponFireFXBone = PRIMARY MuzzleUp 4868 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 4869 WeaponFireFXBone = SECONDARY WeaponB 4870 WeaponLaunchBone = SECONDARY WeaponB 4871 WeaponFireFXBone = TERTIARY WeaponB 4872 WeaponLaunchBone = TERTIARY WeaponB 4873 End 4874 4875 ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 4876 Model = AVHUMMER_d 4877 Turret = TurretUp01 4878 HideSubObject = Turret MuzzleFX01 4879 ShowSubObject = TurretUp01 Housecolor03 4880 WeaponFireFXBone = PRIMARY MuzzleUp 4881 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 4882 WeaponFireFXBone = SECONDARY WeaponB 4883 WeaponLaunchBone = SECONDARY WeaponB 4884 WeaponFireFXBone = TERTIARY WeaponB 4885 WeaponLaunchBone = TERTIARY WeaponB 4886 End 4887 4888 TrackMarks = EXTireTrack.tga 4889 4890 Dust = RocketBuggyDust 4891 DirtSpray = RocketBuggyDirtSpray 4892 PowerslideSpray = RocketBuggyDirtPowerSlide 4893 4894 ; These parameters are only used if the model has a separate suspension, 4895 ; and the locomotor has HasSuspension = Yes. 4896 LeftFrontTireBone = Tire01 4897 RightFrontTireBone = Tire02 4898 LeftRearTireBone = Tire03 4899 RightRearTireBone = Tire04 4900 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4901 PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. 4902 4903 End 4904 4905 ; ***DESIGN parameters *** 4906 DisplayName = OBJECT:Humvee 4907 Side = AmericaAirForceGeneral 4908 EditorSorting = VEHICLE 4909 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4910 WeaponSet 4911 Conditions = None 4912 Weapon = PRIMARY HumveeGun 4913 End 4914 WeaponSet 4915 Conditions = PLAYER_UPGRADE 4916 Weapon = PRIMARY HumveeGun 4917 Weapon = SECONDARY HumveeMissileWeapon 4918 Weapon = TERTIARY HumveeMissileWeaponAir 4919 PreferredAgainst = TERTIARY AIRCRAFT 4920 End 4921 ArmorSet 4922 Conditions = None 4923 Armor = HumveeArmor 4924 DamageFX = TruckDamageFX 4925 End 4926 BuildCost = 800 4927 BuildTime = 10.0 ;in seconds 4928 VisionRange = 150 4929 ShroudClearingRange = 320 4930 Prerequisites 4931 Object = AirF_AmericaWarFactory 4932 End 4933 ExperienceValue = 50 50 100 150 ;Experience point value at each level 4934 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 4935 IsTrainable = Yes ;Can gain experience 4936 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4937 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4938 CommandSet = AmericaVehicleHumveeCommandSet 4939 4940 ; *** AUDIO Parameters *** 4941 VoiceSelect = HumveeVoiceSelect 4942 VoiceMove = HumveeVoiceMove 4943 VoiceGuard = HumveeVoiceMove 4944 VoiceAttack = HumveeVoiceAttack 4945 VoiceAttackAir = HumveeVoiceAttackTOW 4946 SoundMoveStart = HumveeMoveStart 4947 SoundMoveStartDamaged = HumveeMoveStart 4948 SoundEnter = HumveeEnter 4949 SoundExit = HumveeExit 4950 4951 UnitSpecificSounds 4952 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4953 ;TurretMoveStart = NoSound 4954 VoiceCreate = HumveeVoiceCreate 4955 TurretMoveLoop = TurretMoveLoop 4956 SoundEject = PilotSoundEject 4957 VoiceEject = PilotVoiceEject 4958 VoiceCrush = HumveeVoiceCrush 4959 ; Required for the W3DTruckDraw module 4960 TruckLandingSound = RocketBuggyLand 4961 TruckPowerslideSound = RocketBuggyPowerslide 4962 VoiceUnload = HumveeVoiceUnload 4963 VoiceEnter = HumveeVoiceMove 4964 End 4965 4966 4967 ; *** ENGINEERING Parameters *** 4968 RadarPriority = UNIT 4969 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 4970 4971 Body = ActiveBody ModuleTag_02 4972 MaxHealth = 240.0 4973 InitialHealth = 240.0 4974 4975 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4976 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4977 SubdualDamageCap = 480 4978 SubdualDamageHealRate = 500 4979 SubdualDamageHealAmount = 50 4980 End 4981 Behavior = TransportAIUpdate ModuleTag_03 4982 Turret 4983 TurretTurnRate = 180 4984 RecenterTime = 5000 ; how long to wait during idle before recentering 4985 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 4986 End 4987 AutoAcquireEnemiesWhenIdle = Yes 4988 MoodAttackCheckRate = 250 4989 End 4990 Locomotor = SET_NORMAL HumveeLocomotor 4991 4992 Behavior = PhysicsBehavior ModuleTag_04 4993 Mass = 50.0 4994 End 4995 4996 Behavior = TransportContain ModuleTag_05 4997 PassengersAllowedToFire = Yes 4998 Slots = 5 4999 ; EnterSound = GarrisonEnter 5000 ; ExitSound = GarrisonExit 5001 DamagePercentToUnits = 100% ;10% 5002 AllowInsideKindOf = INFANTRY 5003 ExitDelay = 250 5004 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 5005 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 5006 End 5007 5008 Behavior = ObjectCreationUpgrade ModuleTag_06 5009 UpgradeObject = OCL_AmericanBattleDrone 5010 TriggeredBy = Upgrade_AmericaBattleDrone 5011 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5012 End 5013 Behavior = ObjectCreationUpgrade ModuleTag_07 5014 UpgradeObject = OCL_AmericanScoutDrone 5015 TriggeredBy = Upgrade_AmericaScoutDrone 5016 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5017 End 5018 Behavior = ObjectCreationUpgrade ModuleTag_14 5019 UpgradeObject = OCL_AmericanHellfireDrone 5020 TriggeredBy = Upgrade_AmericaHellfireDrone 5021 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5022 End 5023 5024 Behavior = ProductionUpdate ModuleTag_08 5025 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5026 End 5027 5028 Behavior = WeaponSetUpgrade ModuleTag_09 5029 TriggeredBy = Upgrade_AmericaTOWMissile 5030 End 5031 Behavior = ExperienceScalarUpgrade ModuleTag_10 5032 TriggeredBy = Upgrade_AmericaAdvancedTraining 5033 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5034 End 5035 5036 Behavior = SlowDeathBehavior ModuleTag_11 5037 DeathTypes = ALL -CRUSHED -SPLATTED 5038 ProbabilityModifier = 25 5039 DestructionDelay = 1 5040 OCL = INITIAL OCL_InitialHumveeDebris 5041 FX = FINAL FX_BattleMasterExplosionOneFinal 5042 OCL = FINAL OCL_FinalHumveeDebris 5043 End 5044 5045 Behavior = DestroyDie ModuleTag_12 5046 DeathTypes = NONE +CRUSHED +SPLATTED 5047 End 5048 5049 Behavior = FXListDie ModuleTag_13 5050 DeathTypes = NONE +CRUSHED +SPLATTED 5051 DeathFX = FX_CarCrush 5052 End 5053 5054 Behavior = CreateCrateDie ModuleTag_CratesChange 5055 CrateData = SalvageCrateData 5056 ;CrateData = EliteTankCrateData 5057 ;CrateData = HeroicTankCrateData 5058 End 5059 5060 ; This is commented out per hotlist request 10/9 ML 5061 ; Behavior = CreateObjectDie ModuleTag_15 5062 ; DeathTypes = ALL -CRUSHED -SPLATTED 5063 ; CreationList = OCL_AmericanRangerDebris01 5064 ; ExemptStatus = HIJACKED 5065 ; End 5066 5067 Behavior = EjectPilotDie ModuleTag_16 5068 DeathTypes = ALL -CRUSHED -SPLATTED 5069 ExemptStatus = HIJACKED 5070 ; The following added out per hotlist request 10/9 as above ML 5071 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 5072 GroundCreationList = OCL_EjectPilotOnGround 5073 AirCreationList = OCL_EjectPilotViaParachute 5074 End 5075 5076 Behavior = TransitionDamageFX ModuleTag_17 5077 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5078 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5079 End 5080 5081 Behavior = FlammableUpdate ModuleTag_21 5082 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5083 AflameDamageAmount = 3 ; taking this much damage... 5084 AflameDamageDelay = 500 ; this often. 5085 End 5086 5087 Geometry = BOX 5088 GeometryMajorRadius = 14.0 5089 GeometryMinorRadius = 7.0 5090 GeometryHeight = 11.5 5091 GeometryIsSmall = Yes 5092 Shadow = SHADOW_VOLUME 5093 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5094 5095 End 5096 5097 5098 5099 5100 5101 5102 5103 5104 5105 5106 5107 5108 5109 ;---------------------------------------------------------- 5110 Object AirF_AmericaVehicleTomahawk 5111 5112 ; *** ART Parameters *** 5113 SelectPortrait = SACTomahawk_L 5114 ButtonImage = SACTomahawk 5115 5116 UpgradeCameo1 = Upgrade_AmericaScoutDrone 5117 UpgradeCameo2 = Upgrade_AmericaBattleDrone 5118 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 5119 UpgradeCameo4 = Upgrade_AmericaHellfireDrone 5120 ;UpgradeCameo5 = XXX 5121 5122 Draw = W3DTankDraw ModuleTag_01 5123 OkToChangeModelColor = Yes 5124 5125 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 5126 5127 DefaultConditionState 5128 Model = AVTomahawk 5129 Turret = TURRET 5130 TurretPitch = TURRETEL 5131 WeaponLaunchBone = PRIMARY WeaponA 5132 WeaponHideShowBone = PRIMARY MISSILE 5133 End 5134 5135 ConditionState = REALLYDAMAGED 5136 Model = AVTomahawk_D 5137 End 5138 AliasConditionState = RUBBLE 5139 5140 TrackMarks = EXTnkTrack.tga 5141 5142 End 5143 5144 ; ***DESIGN parameters *** 5145 DisplayName = OBJECT:Tomahawk 5146 Side = AmericaAirForceGeneral 5147 EditorSorting = VEHICLE 5148 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 5149 BuildCost = 1300 5150 BuildTime = 20.0 ;in seconds 5151 VisionRange = 180 5152 ShroudClearingRange = 200 5153 Prerequisites 5154 Object = AirF_AmericaWarFactory 5155 Object = AirF_AmericaStrategyCenter 5156 End 5157 ExperienceValue = 50 50 100 150 ;Experience point value at each level 5158 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 5159 IsTrainable = Yes ;Can gain experience 5160 WeaponSet 5161 Conditions = None 5162 Weapon = PRIMARY TomahawkMissileWeapon 5163 End 5164 ArmorSet 5165 Conditions = None 5166 Armor = TruckArmor 5167 DamageFX = TankDamageFX 5168 End 5169 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5170 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5171 CommandSet = AmericaVehicleTomahawkCommandSet 5172 5173 ; *** AUDIO Parameters *** 5174 VoiceSelect = TomahawkVoiceSelect 5175 VoiceMove = TomahawkVoiceMove 5176 VoiceGuard = TomahawkVoiceMove 5177 VoiceAttack = TomahawkVoiceAttack 5178 SoundMoveStart = TomahawkMoveStart 5179 SoundMoveStartDamaged = TomahawkMoveStart 5180 5181 UnitSpecificSounds 5182 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5183 VoiceCreate = TomahawkVoiceCreate 5184 TurretMoveStart = NoSound 5185 TurretMoveLoop = TurretMoveLoopLoud 5186 SoundEject = PilotSoundEject 5187 VoiceEject = PilotVoiceEject 5188 VoiceCrush = TomahawkVoiceCrush 5189 VoiceEnter = TomahawkVoiceMove 5190 VoiceBombard = TomahawkVoiceAttack 5191 End 5192 5193 ; *** ENGINEERING Parameters *** 5194 RadarPriority = UNIT 5195 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SCORE 5196 5197 Body = ActiveBody ModuleTag_02 5198 MaxHealth = 180.0 5199 InitialHealth = 180.0 5200 5201 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5202 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5203 SubdualDamageCap = 360 5204 SubdualDamageHealRate = 500 5205 SubdualDamageHealAmount = 50 5206 End 5207 5208 Behavior = AIUpdateInterface ModuleTag_03 5209 Turret 5210 TurretTurnRate = 60 ; turn rate, in degrees per sec 5211 TurretPitchRate = 60 5212 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here 5213 AllowsPitch = Yes 5214 ControlledWeaponSlots = PRIMARY 5215 End 5216 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 5217 End 5218 Locomotor = SET_NORMAL TomahawkLocomotor 5219 5220 Behavior = PhysicsBehavior ModuleTag_04 5221 Mass = 50.0 5222 End 5223 Behavior = SlowDeathBehavior ModuleTag_05 5224 DeathTypes = ALL -CRUSHED -SPLATTED 5225 DestructionDelay = 500 5226 DestructionDelayVariance = 100 5227 FX = INITIAL FX_GenericTankDeathEffect 5228 OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie 5229 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 5230 End 5231 5232 Behavior = ObjectCreationUpgrade ModuleTag_06 5233 UpgradeObject = OCL_AmericanBattleDrone 5234 TriggeredBy = Upgrade_AmericaBattleDrone 5235 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5236 End 5237 Behavior = ObjectCreationUpgrade ModuleTag_07 5238 UpgradeObject = OCL_AmericanScoutDrone 5239 TriggeredBy = Upgrade_AmericaScoutDrone 5240 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5241 End 5242 Behavior = ObjectCreationUpgrade ModuleTag_15 5243 UpgradeObject = OCL_AmericanHellfireDrone 5244 TriggeredBy = Upgrade_AmericaHellfireDrone 5245 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5246 End 5247 5248 Behavior = ProductionUpdate ModuleTag_08 5249 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5250 End 5251 5252 Behavior = ExperienceScalarUpgrade ModuleTag_09 5253 TriggeredBy = Upgrade_AmericaAdvancedTraining 5254 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5255 End 5256 5257 Behavior = DestroyDie ModuleTag_10 5258 DeathTypes = NONE +CRUSHED +SPLATTED 5259 End 5260 5261 Behavior = FXListDie ModuleTag_11 5262 DeathTypes = NONE +CRUSHED +SPLATTED 5263 DeathFX = FX_CarCrush 5264 End 5265 5266 Behavior = CreateObjectDie ModuleTag_12 5267 DeathTypes = NONE +CRUSHED +SPLATTED 5268 CreationList = OCL_CrusaderTank_CrushEffect 5269 End 5270 5271 ; Behavior = FXListDie 5272 ; DeathTypes = ALL -CRUSHED -SPLATTED 5273 ; DeathFX = FX_GenericTankDeathEffect 5274 ; End 5275 ; Behavior = CreateObjectDie 5276 ; DeathTypes = ALL -CRUSHED -SPLATTED 5277 ; CreationList = OCL_GenericTankDeathEffect 5278 ; End 5279 Behavior = EjectPilotDie ModuleTag_13 5280 DeathTypes = ALL -CRUSHED -SPLATTED 5281 ExemptStatus = HIJACKED 5282 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 5283 GroundCreationList = OCL_EjectPilotOnGround 5284 AirCreationList = OCL_EjectPilotViaParachute 5285 End 5286 5287 Behavior = TransitionDamageFX ModuleTag_14 5288 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5289 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5290 End 5291 5292 Behavior = FlammableUpdate ModuleTag_21 5293 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5294 AflameDamageAmount = 3 ; taking this much damage... 5295 AflameDamageDelay = 500 ; this often. 5296 End 5297 5298 Geometry = BOX 5299 GeometryMajorRadius = 15.0 5300 GeometryMinorRadius = 10.0 5301 GeometryHeight = 10.0 5302 GeometryIsSmall = Yes 5303 Shadow = SHADOW_VOLUME 5304 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5305 5306 End 5307 5308 5309 5310 5311 5312 5313 5314 5315 5316 5317 5318 5319 5320 5321 ;------------------------------------------------------------------------------ 5322 ; Also known as the Ambulance 5323 Object AirF_AmericaVehicleMedic 5324 5325 ; *** ART Parameters *** 5326 SelectPortrait = SAAmbulance_L 5327 ButtonImage = SAAmbulance 5328 5329 UpgradeCameo1 = Upgrade_AmericaBattleDrone 5330 UpgradeCameo2 = Upgrade_AmericaScoutDrone 5331 ;UpgradeCameo3 = NONE 5332 ;UpgradeCameo4 = NONE 5333 ;UpgradeCameo5 = NONE 5334 5335 Draw = W3DTruckDraw ModuleTag_01 5336 5337 ConditionState = NONE 5338 Model = AVAmbulance 5339 Turret = Turret 5340 TurretPitch = TurretEL 5341 WeaponFireFXBone = PRIMARY WeaponA 5342 WeaponLaunchBone = PRIMARY WeaponA 5343 End 5344 ConditionState = REALLYDAMAGED 5345 Model = AVAmbulance_D 5346 Turret = Turret 5347 TurretPitch = TurretEL 5348 WeaponFireFXBone = PRIMARY WeaponA 5349 WeaponLaunchBone = PRIMARY WeaponA 5350 End 5351 5352 ConditionState = RUBBLE 5353 Model = AVAmbulance_D 5354 End 5355 5356 TrackMarks = EXTireTrack.tga 5357 OkToChangeModelColor = Yes 5358 5359 Dust = RocketBuggyDust 5360 DirtSpray = RocketBuggyDirtSpray 5361 PowerslideSpray = RocketBuggyDirtPowerSlide 5362 5363 ; These parameters are only used if the model has a separate suspension, 5364 ; and the locomotor has HasSuspension = Yes. 5365 LeftFrontTireBone = Tire01 5366 RightFrontTireBone = Tire02 5367 LeftRearTireBone = Tire03 5368 RightRearTireBone = Tire04 5369 TireRotationMultiplier = 0.2 ; this * speed = rotation. 5370 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 5371 5372 5373 End 5374 5375 ; ***DESIGN parameters *** 5376 DisplayName = OBJECT:Medic 5377 Side = AmericaAirForceGeneral 5378 EditorSorting = VEHICLE 5379 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 5380 WeaponSet 5381 ;*** Fully automated and driven by the CleanupHazardUpdate *** 5382 Conditions = None 5383 Weapon = PRIMARY AmbulanceCleanHazardWeapon 5384 AutoChooseSources = PRIMARY NONE 5385 End 5386 ArmorSet 5387 Conditions = None 5388 Armor = ToxinTruckArmor 5389 DamageFX = TruckDamageFX 5390 End 5391 BuildCost = 700 5392 BuildTime = 10.0 ;in seconds 5393 VisionRange = 100 5394 ShroudClearingRange = 400 5395 Prerequisites 5396 Object = AirF_AmericaWarFactory 5397 End 5398 ExperienceValue = 50 50 50 50 ;Experience point value at each level 5399 IsTrainable = No 5400 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5401 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5402 CommandSet = AmericaVehicleAmbulanceCommandSet 5403 5404 ; *** AUDIO Parameters *** 5405 VoiceSelect = AmbulanceVoiceSelect 5406 VoiceMove = AmbulanceVoiceMove 5407 VoiceGuard = AmbulanceVoiceMove 5408 VoiceAttack = AmbulanceVoiceDetox 5409 SoundMoveStart = HumveeMoveStart 5410 SoundMoveStartDamaged = HumveeMoveStart 5411 SoundEnter = HumveeEnter 5412 SoundExit = HumveeExit 5413 5414 UnitSpecificSounds 5415 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5416 VoiceCreate = AmbulanceVoiceCreate 5417 TurretMoveStart = NoSound 5418 TurretMoveLoop = TurretMoveLoop 5419 ; Required for the W3DTruckDraw module 5420 TruckLandingSound = RocketBuggyLand 5421 TruckPowerslideSound = RocketBuggyPowerslide 5422 VoiceCrush = AmbulanceVoiceCrush 5423 VoiceEnter = AmbulanceVoiceMove 5424 End 5425 5426 5427 ; *** ENGINEERING Parameters *** 5428 RadarPriority = UNIT 5429 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 5430 5431 Body = ActiveBody ModuleTag_02 5432 MaxHealth = 240.0 5433 InitialHealth = 240.0 5434 5435 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5436 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5437 SubdualDamageCap = 480 5438 SubdualDamageHealRate = 500 5439 SubdualDamageHealAmount = 50 5440 End 5441 5442 Behavior = CleanupHazardUpdate ModuleTag_03 5443 WeaponSlot = PRIMARY 5444 ScanRate = 1000 5445 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! 5446 End 5447 5448 ;Can be ordered to clean up a larger area with the ability to move around at an extended range. 5449 Behavior = CleanupAreaPower ModuleTag_04 5450 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea 5451 MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up 5452 InitiateSound = AmbulanceVoiceDetox 5453 End 5454 5455 Behavior = TransportAIUpdate ModuleTag_05 5456 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... 5457 Turret 5458 TurretTurnRate = 180 5459 TurretPitchRate = 180 5460 AllowsPitch = Yes 5461 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 5462 TurretFireAngleSweep = PRIMARY 25 5463 ControlledWeaponSlots = PRIMARY 5464 End 5465 End 5466 Locomotor = SET_NORMAL HumveeLocomotor 5467 5468 Behavior = TransportContain ModuleTag_06 5469 Slots = 3 5470 HealthRegen%PerSec = 25 5471 DamagePercentToUnits = 10% 5472 AllowInsideKindOf = INFANTRY 5473 AllowAlliesInside = Yes 5474 AllowNeutralInside = No 5475 AllowEnemiesInside = No 5476 ExitDelay = 250 5477 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 5478 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 5479 End 5480 5481 Behavior = PhysicsBehavior ModuleTag_07 5482 Mass = 50.0 5483 End 5484 Behavior = SlowDeathBehavior ModuleTag_08 5485 DeathTypes = ALL -CRUSHED -SPLATTED 5486 DestructionDelay = 0 5487 FX = FINAL FX_GenericTankDeathExplosion 5488 OCL = FINAL OCL_FinalAmbulanceDebris 5489 End 5490 5491 Behavior = ObjectCreationUpgrade ModuleTag_09 5492 UpgradeObject = OCL_AmericanBattleDrone 5493 TriggeredBy = Upgrade_AmericaBattleDrone 5494 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5495 End 5496 Behavior = ObjectCreationUpgrade ModuleTag_10 5497 UpgradeObject = OCL_AmericanScoutDrone 5498 TriggeredBy = Upgrade_AmericaScoutDrone 5499 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5500 End 5501 Behavior = ObjectCreationUpgrade ModuleTag_19 5502 UpgradeObject = OCL_AmericanHellfireDrone 5503 TriggeredBy = Upgrade_AmericaHellfireDrone 5504 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5505 End 5506 Behavior = ProductionUpdate ModuleTag_11 5507 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5508 End 5509 5510 Behavior = DestroyDie ModuleTag_12 5511 DeathTypes = NONE +CRUSHED +SPLATTED 5512 End 5513 5514 Behavior = FXListDie ModuleTag_13 5515 DeathTypes = NONE +CRUSHED +SPLATTED 5516 DeathFX = FX_CarCrush 5517 End 5518 5519 Behavior = CreateObjectDie ModuleTag_14 5520 DeathTypes = NONE +CRUSHED +SPLATTED 5521 CreationList = OCL_CrusaderTank_CrushEffect 5522 End 5523 5524 Behavior = FXListDie ModuleTag_15 5525 DeathTypes = ALL -CRUSHED -SPLATTED 5526 DeathFX = FX_GenericTankDeathEffect 5527 End 5528 5529 Behavior = CreateCrateDie ModuleTag_16 5530 CrateData = SalvageCrateData 5531 ;CrateData = EliteTankCrateData 5532 ;CrateData = HeroicTankCrateData 5533 End 5534 5535 Behavior = ExperienceScalarUpgrade ModuleTag_17 5536 TriggeredBy = Upgrade_AmericaAdvancedTraining 5537 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5538 End 5539 5540 Behavior = TransitionDamageFX ModuleTag_18 5541 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5542 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5543 End 5544 5545 Behavior = FlammableUpdate ModuleTag_21 5546 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5547 AflameDamageAmount = 3 ; taking this much damage... 5548 AflameDamageDelay = 500 ; this often. 5549 5550 End 5551 5552 Behavior = AutoHealBehavior ModuleTag_22 5553 HealingAmount = 4 5554 HealingDelay = 1000 ; msec 5555 Radius = 100.0f 5556 StartsActive = Yes 5557 KindOf = INFANTRY 5558 End 5559 5560 Geometry = BOX 5561 GeometryMajorRadius = 14.0 5562 GeometryMinorRadius = 7.0 5563 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams 5564 GeometryIsSmall = Yes 5565 Shadow = SHADOW_VOLUME 5566 5567 End 5568 5569 ;------------------------------------------------------------------------------ 5570 Object AirF_AmericaVehicleBattleDrone 5571 5572 ; *** ART Parameters *** 5573 SelectPortrait = SABattleDrone_L 5574 ButtonImage = SABattleDrone 5575 5576 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5577 ;UpgradeCameo2 = NONE 5578 ;UpgradeCameo3 = NONE 5579 ;UpgradeCameo4 = NONE 5580 ;UpgradeCameo5 = NONE 5581 5582 ;MAIN CHASSIS 5583 Draw = W3DModelDraw ModuleTag_01 5584 OkToChangeModelColor = Yes 5585 5586 DefaultConditionState 5587 Model = AVBATTLEDR 5588 Animation = AVBATTLEDR.AVBATTLEDR 5589 AnimationMode = LOOP 5590 Turret = Turret01 5591 TurretPitch = TurretEL01 5592 WeaponMuzzleFlash = PRIMARY TurretFX01 5593 WeaponFireFXBone = PRIMARY Muzzle01 5594 End 5595 5596 ConditionState = REALLYDAMAGED 5597 Model = AVBATTLEDR_D 5598 Animation = AVBATTLEDR_D.AVBATTLEDR_D 5599 AnimationMode = LOOP 5600 End 5601 End 5602 5603 ;EXTENDING ARM (FOR REPAIRING) 5604 Draw = W3DModelDraw ModuleTag_02 5605 OkToChangeModelColor = Yes 5606 5607 DefaultConditionState 5608 Model = AVBATTLEDR_A 5609 End 5610 5611 ;Unloading the arm (before starting to repair) 5612 ConditionState = UNPACKING 5613 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 5614 AnimationMode = ONCE 5615 End 5616 5617 ;Loading the arm (after reparing complete) 5618 ConditionState = PACKING 5619 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 5620 AnimationMode = ONCE_BACKWARDS 5621 Flags = START_FRAME_LAST 5622 End 5623 5624 ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) 5625 ConditionState = FIRING_B 5626 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 5627 AnimationMode = ONCE 5628 End 5629 5630 5631 ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) 5632 ConditionState = FIRING_C 5633 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 5634 AnimationMode = ONCE_BACKWARDS 5635 Flags = START_FRAME_LAST 5636 End 5637 5638 End 5639 5640 5641 ; ***DESIGN parameters *** 5642 DisplayName = OBJECT:BattleDrone 5643 Side = AmericaAirForceGeneral 5644 EditorSorting = VEHICLE 5645 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5646 WeaponSet 5647 Conditions = None 5648 Weapon = PRIMARY BattleDroneMachineGun 5649 End 5650 ArmorSet 5651 Conditions = None 5652 Armor = TankArmor 5653 DamageFX = SmallTankDamageFX 5654 End 5655 5656 BuildCost = 200 5657 BuildTime = 5.0 ;in seconds 5658 VisionRange = 150 5659 ShroudClearingRange = 150 5660 Prerequisites 5661 Object = AirF_AmericaWarFactory 5662 End 5663 ExperienceValue = 10 10 10 10 ;Experience point value at each level 5664 IsTrainable = No 5665 5666 ; *** AUDIO Parameters *** 5667 VoiceSelect = NoSound 5668 VoiceMove = NoSound 5669 VoiceAttack = NoSound 5670 SoundMoveStart = NoSound 5671 UnitSpecificSounds 5672 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5673 TurretMoveStart = NoSound 5674 TurretMoveLoop = TurretMoveLoop 5675 End 5676 5677 ; *** ENGINEERING Parameters *** 5678 RadarPriority = UNIT 5679 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 5680 Body = ActiveBody ModuleTag_03 5681 MaxHealth = 100.0 5682 InitialHealth = 100.0 5683 End 5684 5685 Behavior = AIUpdateInterface ModuleTag_04 5686 Turret 5687 TurretTurnRate = 360 // turn rate, in degrees per sec 5688 TurretPitchRate = 360 5689 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 5690 AllowsPitch = Yes 5691 ControlledWeaponSlots = PRIMARY 5692 End 5693 AutoAcquireEnemiesWhenIdle = Yes 5694 End 5695 Locomotor = SET_NORMAL BattleDroneLocomotor 5696 Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) 5697 Behavior = PhysicsBehavior ModuleTag_05 5698 Mass = 50.0 5699 KillWhenRestingOnGround = Yes 5700 AllowBouncing = No 5701 End 5702 5703 Behavior = MaxHealthUpgrade ModuleTag_06 5704 TriggeredBy = Upgrade_AmericaDroneArmor 5705 AddMaxHealth = 50.0 5706 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5707 End 5708 5709 Behavior = SlavedUpdate ModuleTag_07 5710 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5711 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5712 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5713 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5714 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5715 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5716 RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) 5717 RepairMinAltitude = 18.0 ;My minimum repair hover altitude. 5718 RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. 5719 RepairRatePerSecond = 5.0 ;How many health points can I repair per second. 5720 RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. 5721 RepairMinReadyTime = 300 5722 RepairMaxReadyTime = 750 5723 RepairMinWeldTime = 250 5724 RepairMaxWeldTime = 500 5725 RepairWeldingSys = BlueSparks 5726 RepairWeldingFXBone = Muzzle02 5727 StayOnSameLayerAsMaster = Yes 5728 End 5729 5730 Behavior = DestroyDie ModuleTag_08 5731 DeathTypes = ALL 5732 End 5733 Behavior = CreateObjectDie ModuleTag_09 5734 DeathTypes = ALL 5735 CreationList = OCL_AmericaBattleDroneExplode 5736 End 5737 5738 Behavior = TransitionDamageFX ModuleTag_10 5739 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5740 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5741 End 5742 5743 Behavior = FXListDie ModuleTag_11 5744 DeathTypes = ALL 5745 DeathFX = FX_AmericaBattleDroneExplode 5746 End 5747 5748 Behavior = UpgradeDie ModuleTag_12 5749 ;This frees the object based upgrade for the producer object. 5750 DeathTypes = ALL 5751 UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 5752 End 5753 5754 Behavior = FlammableUpdate ModuleTag_21 5755 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5756 AflameDamageAmount = 3 ; taking this much damage... 5757 AflameDamageDelay = 500 ; this often. 5758 End 5759 5760 Geometry = CYLINDER 5761 GeometryMajorRadius = 5 5762 GeometryMinorRadius = 5 5763 GeometryHeight = 10.0 5764 GeometryIsSmall = Yes 5765 Shadow = SHADOW_VOLUME 5766 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5767 5768 End 5769 5770 5771 ;------------------------------------------------------------------------------ 5772 Object AirF_AmericaVehicleScoutDrone 5773 5774 ; *** ART Parameters *** 5775 SelectPortrait = SAScout_L 5776 ButtonImage = SAScout 5777 5778 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5779 ;UpgradeCameo2 = NONE 5780 ;UpgradeCameo3 = NONE 5781 ;UpgradeCameo4 = NONE 5782 ;UpgradeCameo5 = NONE 5783 5784 Draw = W3DModelDraw ModuleTag_01 5785 OkToChangeModelColor = Yes 5786 5787 ConditionState = NONE 5788 Model = AVScoutDr 5789 Animation = AVScoutDr.AVScoutDr 5790 AnimationMode = LOOP 5791 End 5792 5793 ConditionState = REALLYDAMAGED 5794 Model = AVScoutDr_d 5795 Animation = AVScoutDr_d.AVScoutDr_d 5796 AnimationMode = LOOP 5797 End 5798 End 5799 5800 ; ***DESIGN parameters *** 5801 DisplayName = OBJECT:ScoutDrone 5802 Side = AmericaAirForceGeneral 5803 EditorSorting = VEHICLE 5804 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5805 ArmorSet 5806 Conditions = None 5807 Armor = TankArmor 5808 DamageFX = SmallTankDamageFX 5809 End 5810 BuildCost = 100 5811 BuildTime = 5.0 ;in seconds 5812 VisionRange = 150 5813 ShroudClearingRange = 500 5814 IsTrainable = No ;Can gain experience 5815 5816 ; *** AUDIO Parameters *** 5817 VoiceSelect = NoSound 5818 VoiceMove = NoSound 5819 VoiceAttack = NoSound 5820 SoundMoveStart = NoSound 5821 5822 UnitSpecificSounds 5823 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5824 TurretMoveStart = NoSound 5825 TurretMoveLoop = TurretMoveLoop 5826 End 5827 5828 5829 ; *** ENGINEERING Parameters *** 5830 RadarPriority = UNIT 5831 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT 5832 5833 Body = ActiveBody ModuleTag_02 5834 MaxHealth = 100.0 5835 InitialHealth = 100.0 5836 End 5837 5838 Behavior = AIUpdateInterface ModuleTag_03 5839 Turret 5840 TurretTurnRate = 60 // turn rate, in degrees per sec 5841 ControlledWeaponSlots = PRIMARY 5842 End 5843 AutoAcquireEnemiesWhenIdle = Yes 5844 End 5845 Locomotor = SET_NORMAL DroneLocomotor 5846 Behavior = StealthDetectorUpdate ModuleTag_04 5847 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5848 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 5849 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5850 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5851 End 5852 Behavior = PhysicsBehavior ModuleTag_05 5853 Mass = 50.0 5854 KillWhenRestingOnGround = Yes 5855 AllowBouncing = No 5856 End 5857 5858 Behavior = SlavedUpdate ModuleTag_06 5859 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5860 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5861 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5862 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5863 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5864 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5865 DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. 5866 StayOnSameLayerAsMaster = Yes 5867 End 5868 5869 Behavior = MaxHealthUpgrade ModuleTag_07 5870 TriggeredBy = Upgrade_AmericaDroneArmor 5871 AddMaxHealth = 50.0 5872 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5873 End 5874 5875 Behavior = DestroyDie ModuleTag_08 5876 DeathTypes = ALL 5877 End 5878 Behavior = CreateObjectDie ModuleTag_09 5879 DeathTypes = ALL 5880 CreationList = OCL_AmericaScoutDroneExplode 5881 End 5882 Behavior = FXListDie ModuleTag_10 5883 DeathTypes = ALL 5884 DeathFX = FX_AmericaScoutDroneExplode 5885 End 5886 5887 Behavior = TransitionDamageFX ModuleTag_11 5888 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5889 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5890 End 5891 5892 Behavior = UpgradeDie ModuleTag_12 5893 ;This frees the object based upgrade for the producer object. 5894 DeathTypes = ALL 5895 UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 5896 End 5897 5898 5899 Behavior = FlammableUpdate ModuleTag_21 5900 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5901 AflameDamageAmount = 3 ; taking this much damage... 5902 AflameDamageDelay = 500 ; this often. 5903 End 5904 5905 Geometry = CYLINDER 5906 GeometryMajorRadius = 5.0 5907 GeometryMinorRadius = 6.0 5908 GeometryHeight = 3.0 5909 GeometryIsSmall = Yes 5910 Shadow = SHADOW_VOLUME 5911 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5912 5913 End 5914 5915 ;------------------------------------------------------------------------------ 5916 Object AirF_AmericaVehicleHellfireDrone 5917 5918 ; *** ART Parameters *** 5919 SelectPortrait = SAHellfire_L 5920 ButtonImage = SAHellfire 5921 5922 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5923 ;UpgradeCameo2 = NONE 5924 ;UpgradeCameo3 = NONE 5925 ;UpgradeCameo4 = NONE 5926 ;UpgradeCameo5 = NONE 5927 5928 Draw = W3DModelDraw ModuleTag_01 5929 OkToChangeModelColor = Yes 5930 5931 DefaultConditionState 5932 Model = AVScoutDr 5933 WeaponLaunchBone = PRIMARY WeaponA 5934 End 5935 5936 ConditionState = REALLYDAMAGED 5937 Model = AVScoutDr_d 5938 End 5939 End 5940 5941 ; ***DESIGN parameters *** 5942 DisplayName = OBJECT:HellfireDrone 5943 Side = AmericaAirForceGeneral 5944 EditorSorting = VEHICLE 5945 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5946 ArmorSet 5947 Conditions = None 5948 Armor = TankArmor 5949 DamageFX = SmallTankDamageFX 5950 End 5951 BuildCost = 500 5952 BuildTime = 5.0 ;in seconds 5953 VisionRange = 100 5954 ShroudClearingRange = 500 5955 IsTrainable = No ;Can gain experience 5956 5957 ; *** AUDIO Parameters *** 5958 VoiceSelect = NoSound 5959 VoiceMove = NoSound 5960 VoiceAttack = NoSound 5961 SoundMoveStart = NoSound 5962 5963 WeaponSet 5964 Conditions = NONE 5965 Weapon = PRIMARY HellfireMissileWeapon 5966 End 5967 5968 5969 ; *** ENGINEERING Parameters *** 5970 RadarPriority = UNIT 5971 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 5972 5973 Body = ActiveBody ModuleTag_02 5974 MaxHealth = 100.0 5975 InitialHealth = 100.0 5976 End 5977 5978 Behavior = AIUpdateInterface ModuleTag_03 5979 Turret 5980 TurretTurnRate = 360 // turn rate, in degrees per sec 5981 TurretPitchRate = 360 // turn rate, in degrees per sec 5982 ControlledWeaponSlots = PRIMARY 5983 End 5984 AutoAcquireEnemiesWhenIdle = Yes 5985 End 5986 Locomotor = SET_NORMAL HellfireDroneLocomotor 5987 Behavior = PhysicsBehavior ModuleTag_05 5988 Mass = 50.0 5989 KillWhenRestingOnGround = Yes 5990 AllowBouncing = No 5991 End 5992 Behavior = SlavedUpdate ModuleTag_06 5993 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5994 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5995 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5996 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5997 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5998 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5999 StayOnSameLayerAsMaster = Yes 6000 End 6001 6002 Behavior = MaxHealthUpgrade ModuleTag_07 6003 TriggeredBy = Upgrade_AmericaDroneArmor 6004 AddMaxHealth = 50.0 6005 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6006 End 6007 6008 Behavior = DestroyDie ModuleTag_08 6009 DeathTypes = ALL 6010 End 6011 Behavior = CreateObjectDie ModuleTag_09 6012 DeathTypes = ALL 6013 CreationList = OCL_AmericaScoutDroneExplode 6014 End 6015 Behavior = FXListDie ModuleTag_10 6016 DeathTypes = ALL 6017 DeathFX = FX_AmericaScoutDroneExplode 6018 End 6019 6020 Behavior = TransitionDamageFX ModuleTag_11 6021 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6022 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 6023 End 6024 6025 Behavior = UpgradeDie ModuleTag_12 6026 ;This frees the object based upgrade for the producer object. 6027 DeathTypes = ALL 6028 UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 6029 End 6030 6031 6032 Behavior = FlammableUpdate ModuleTag_21 6033 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6034 AflameDamageAmount = 3 ; taking this much damage... 6035 AflameDamageDelay = 500 ; this often. 6036 End 6037 6038 Geometry = CYLINDER 6039 GeometryMajorRadius = 5.0 6040 GeometryMinorRadius = 6.0 6041 GeometryHeight = 3.0 6042 GeometryIsSmall = Yes 6043 Shadow = SHADOW_VOLUME 6044 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 6045 6046 End 6047 6048 6049 6050 ;------------------------------------------------------------------------------ 6051 Object AirF_AmericaVehicleSpyDrone 6052 6053 ; *** ART Parameters *** 6054 SelectPortrait = SAScout_L 6055 ButtonImage = SAScout 6056 Draw = W3DModelDraw ModuleTag_01 6057 OkToChangeModelColor = Yes 6058 6059 ConditionState = NONE 6060 Model = AVSpyDrone 6061 Animation = AVSpyDrone.AVSpyDrone 6062 AnimationMode = LOOP 6063 End 6064 6065 ; Damage state waiting for pristine's approval (or may just not need one) 6066 ; ConditionState = REALLYDAMAGED 6067 ; Model = AVSpyDrone_d 6068 ; Animation = AVSpyDrone_d.AVSpyDrone_d 6069 ; AnimationMode = LOOP 6070 ; End 6071 End 6072 6073 ; ***DESIGN parameters *** 6074 DisplayName = OBJECT:SpyDrone 6075 Side = AmericaAirForceGeneral 6076 EditorSorting = VEHICLE 6077 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 6078 ArmorSet 6079 Conditions = None 6080 Armor = AirplaneArmor 6081 DamageFX = SmallTankDamageFX 6082 End 6083 VisionRange = 250 6084 ShroudClearingRange = 0; Dynamic range below 6085 IsTrainable = No 6086 6087 ; *** AUDIO Parameters *** 6088 VoiceSelect = NoSound 6089 VoiceMove = NoSound 6090 VoiceAttack = NoSound 6091 SoundMoveStart = NoSound 6092 6093 UnitSpecificSounds 6094 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6095 TurretMoveStart = NoSound 6096 TurretMoveLoop = TurretMoveLoop 6097 End 6098 6099 6100 ; *** ENGINEERING Parameters *** 6101 RadarPriority = UNIT 6102 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT 6103 6104 Body = ActiveBody ModuleTag_02 6105 MaxHealth = 200.0 6106 InitialHealth = 200.0 6107 End 6108 6109 Behavior = AIUpdateInterface ModuleTag_03 6110 AutoAcquireEnemiesWhenIdle = No 6111 End 6112 6113 Locomotor = SET_NORMAL SpyDroneLocomtor 6114 6115 Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 6116 FinalVision = 250.0 6117 ChangeInterval = 50 6118 ShrinkDelay = 2000 6119 ShrinkTime = 1000 6120 GrowDelay = 0 6121 GrowTime = 1000 6122 GrowInterval = 10 ; Faster than most 6123 6124 GridDecalTemplate 6125 Texture = EXGrid 6126 Style = SHADOW_ADDITIVE_DECAL 6127 OpacityMin = 50% 6128 OpacityMax = 100% 6129 OpacityThrobTime = 500 6130 Color = R:32 G:64 B:128 A:0 //dim blue, additive 6131 End 6132 6133 End 6134 6135 Behavior = StealthDetectorUpdate ModuleTag_05 6136 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 6137 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 6138 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 6139 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 6140 End 6141 Behavior = PhysicsBehavior ModuleTag_06 6142 Mass = 50.0 6143 End 6144 6145 Behavior = DestroyDie ModuleTag_07 6146 DeathTypes = ALL 6147 End 6148 Behavior = CreateObjectDie ModuleTag_08 6149 DeathTypes = ALL 6150 CreationList = OCL_AmericaScoutDroneExplode 6151 End 6152 Behavior = StealthUpdate ModuleTag_09 6153 StealthDelay = 0 ; msec 6154 StealthForbiddenConditions = NONE 6155 InnateStealth = Yes 6156 OrderIdleEnemiesToAttackMeUponReveal = Yes 6157 End 6158 Behavior = MaxHealthUpgrade ModuleTag_10 6159 TriggeredBy = Upgrade_AmericaDroneArmor 6160 AddMaxHealth = 50.0 6161 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6162 End 6163 6164 Behavior = FlammableUpdate ModuleTag_21 6165 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6166 AflameDamageAmount = 3 ; taking this much damage... 6167 AflameDamageDelay = 500 ; this often. 6168 End 6169 6170 Geometry = CYLINDER 6171 GeometryMajorRadius = 5.0 6172 GeometryMinorRadius = 6.0 6173 GeometryHeight = 3.0 6174 GeometryIsSmall = Yes 6175 Shadow = SHADOW_VOLUME 6176 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 6177 6178 End 6179 6180 6181 6182 6183 6184 6185 ;------------------------------------------------------------------------------ 6186 ;USA Construction Dozer or USDozer 6187 Object AirF_AmericaVehicleDozer 6188 6189 ; *** ART Parameters *** 6190 SelectPortrait = SACDozer_L 6191 ButtonImage = SACDozer 6192 6193 ;UpgradeCameo1 = NONE 6194 ;UpgradeCameo2 = NONE 6195 ;UpgradeCameo3 = NONE 6196 ;UpgradeCameo4 = NONE 6197 ;UpgradeCameo5 = NONE 6198 6199 Draw = W3DTruckDraw ModuleTag_01 6200 6201 OkToChangeModelColor = Yes 6202 6203 DefaultConditionState 6204 Model = AVCONSTDOZ_A 6205 ParticleSysBone = EXHAUSTFX01 DozerSmokeLight 6206 WaitForStateToFinishIfPossible = TRANS_DIGGING 6207 End 6208 6209 ConditionState = PREATTACK_A 6210 Animation = AVCONSTDOZ_A.AVCONSTDOZ_A 6211 AnimationMode = ONCE 6212 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6213 ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt 6214 TransitionKey = TRANS_DIGGING 6215 End 6216 6217 ConditionState = MOVING 6218 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6219 WaitForStateToFinishIfPossible = TRANS_DIGGING 6220 End 6221 6222 ConditionState = REALLYDAMAGED RUBBLE 6223 Model = AVCONSTDOZ_AD 6224 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6225 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 6226 End 6227 6228 ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE 6229 Model = AVCONSTDOZ_AD 6230 Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD 6231 AnimationMode = ONCE 6232 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6233 TransitionKey = TRANS_DIGGING_DAMAGED 6234 End 6235 6236 ConditionState = MOVING REALLYDAMAGED RUBBLE 6237 Model = AVCONSTDOZ_AD 6238 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6239 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 6240 End 6241 6242 6243 TrackMarks = EXTireTrack2.tga 6244 Dust = RocketBuggyDust 6245 DirtSpray = RocketBuggyDirtSpray 6246 6247 ; These parameters are only used if the model has a separate suspension, 6248 ; and the locomotor has HasSuspension = Yes. 6249 6250 LeftFrontTireBone = TIRE01 6251 RightFrontTireBone = TIRE02 6252 LeftRearTireBone = TIRE03 6253 RightRearTireBone = TIRE04 6254 6255 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6256 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 6257 6258 ParticlesAttachedToAnimatedBones = Yes 6259 6260 6261 End 6262 6263 6264 6265 ; ***DESIGN parameters *** 6266 DisplayName = OBJECT:Dozer 6267 Side = AmericaAirForceGeneral 6268 EditorSorting = VEHICLE 6269 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 6270 BuildCost = 1000 6271 BuildTime = 5.0 ; in seconds 6272 VisionRange = 200 6273 ShroudClearingRange = 200 6274 6275 WeaponSet 6276 Conditions = None 6277 Weapon = PRIMARY None 6278 End 6279 WeaponSet 6280 Conditions = MINE_CLEARING_DETAIL 6281 Weapon = PRIMARY DozerMineDisarmingWeapon 6282 End 6283 6284 ArmorSet 6285 Conditions = None 6286 Armor = DozerArmor ;Special Explosion-Proof Armor 6287 DamageFX = TankDamageFX 6288 End 6289 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6290 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6291 CommandSet = AirF_AmericaDozerCommandSet 6292 6293 ; *** AUDIO Parameters *** 6294 VoiceSelect = DozerUSAVoiceSelect 6295 VoiceMove = DozerUSAVoiceMove 6296 VoiceGuard = DozerUSAVoiceMove 6297 VoiceTaskComplete = DozerUSAVoiceBuildComplete 6298 SoundMoveStart = DozerUSAMoveStart 6299 SoundMoveStartDamaged = DozerUSAMoveStart 6300 UnitSpecificSounds 6301 VoiceCreate = DozerUSAVoiceCreate 6302 VoiceNoBuild = DozerUSAVoiceBuildNot 6303 VoiceCrush = DozerUSAVoiceCrush 6304 VoiceRepair = DozerUSAVoiceRepair 6305 VoiceDisarm = DozerUSAVoiceClearMine 6306 TruckLandingSound = NoSound 6307 TruckPowerslideSound = NoSound 6308 VoiceEnter = DozerUSAVoiceMove 6309 VoiceBuildResponse = DozerUSAVoiceBuild 6310 End 6311 6312 ; *** ENGINEERING Parameters *** 6313 RadarPriority = UNIT 6314 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 6315 6316 Body = ActiveBody ModuleTag_02 6317 MaxHealth = 250.0 6318 InitialHealth = 250.0 6319 6320 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6321 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6322 SubdualDamageCap = 500 6323 SubdualDamageHealRate = 500 6324 SubdualDamageHealAmount = 50 6325 End 6326 Behavior = DozerAIUpdate ModuleTag_03 6327 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 6328 BoredTime = 5000 ; in milliseconds 6329 BoredRange = 150 ; when bored, we look this far away to do something 6330 ; the only "enemies" that workers can acquire are mines, to be disarmed... 6331 AutoAcquireEnemiesWhenIdle = Yes 6332 End 6333 6334 Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor 6335 6336 Behavior = PhysicsBehavior ModuleTag_04 6337 Mass = 75.0 6338 End 6339 6340 Behavior = StealthDetectorUpdate ModuleTag_05 6341 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 6342 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 6343 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 6344 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 6345 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 6346 End 6347 6348 Behavior = TransitionDamageFX ModuleTag_06 6349 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6350 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6351 End 6352 6353 ; Catch fire, and explode death 6354 Behavior = SlowDeathBehavior ModuleTag_07 6355 DeathTypes = ALL -CRUSHED -SPLATTED 6356 ProbabilityModifier = 100 6357 DestructionDelay = 1500 6358 DestructionDelayVariance = 600 6359 FX = INITIAL FX_CrusaderCatchFire 6360 OCL = FINAL OCL_AmericaDozerExplode 6361 FX = FINAL FX_BattleMasterExplosionOneFinal 6362 End 6363 6364 Behavior = CreateCrateDie ModuleTag_CratesChange 6365 CrateData = SalvageCrateData 6366 End 6367 6368 Behavior = FlammableUpdate ModuleTag_21 6369 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6370 AflameDamageAmount = 3 ; taking this much damage... 6371 AflameDamageDelay = 500 ; this often. 6372 End 6373 6374 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 6375 ;;;;;;;; End 6376 6377 Behavior = FXListDie ModuleTag_23 6378 DeathTypes = NONE +CRUSHED +SPLATTED 6379 DeathFX = FX_CarCrush 6380 End 6381 6382 Behavior = DestroyDie ModuleTag_24 6383 DeathTypes = NONE +CRUSHED +SPLATTED 6384 End 6385 6386 Geometry = BOX 6387 GeometryMajorRadius = 15.0 6388 GeometryMinorRadius = 10.0 6389 GeometryHeight = 15.0 6390 GeometryIsSmall = Yes 6391 Shadow = SHADOW_VOLUME 6392 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6393 6394 End 6395 6396 6397 ;------------------------------------------------------------------------------ 6398 ;Sentry Drone 6399 Object AirF_AmericaVehicleSentryDrone 6400 6401 ; *** ART Parameters *** 6402 SelectPortrait = SAsentry_L 6403 ButtonImage = SAsentry 6404 6405 UpgradeCameo1 = Upgrade_AmericaSentryDroneGun 6406 ;UpgradeCameo2 = NONE 6407 ;UpgradeCameo3 = NONE 6408 ;UpgradeCameo4 = NONE 6409 ;UpgradeCameo5 = NONE 6410 6411 Draw = W3DTankDraw ModuleTag_01 6412 6413 InitialRecoilSpeed = 10 6414 MaxRecoilDistance = 1.5 6415 RecoilSettleSpeed = 3 6416 6417 OkToChangeModelColor = Yes 6418 6419 DefaultConditionState 6420 Model = AVSENTRY 6421 Animation = AVSENTRY.AVSENTRY 6422 AnimationMode = LOOP 6423 Turret = TURRET01 6424 HideSubObject = TURRETUP09 ;Hide controlled turret 6425 WeaponFireFXBone = PRIMARY TurretFX 6426 WeaponMuzzleFlash = PRIMARY TurretFX 6427 WeaponRecoilBone = PRIMARY TurretUp 6428 End 6429 ConditionState = REALLYDAMAGED 6430 Turret = TURRET01 6431 Model = AVSENTRY_D 6432 Animation = AVSENTRY_D.AVSENTRY_D 6433 AnimationMode = LOOP 6434 HideSubObject = TURRETUP09 ;Hide controlled turret 6435 End 6436 ConditionState = RUBBLE 6437 Model = AVSENTRY_D1 6438 HideSubObject = TURRETUP09 ;Hide controlled turret 6439 End 6440 AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE 6441 6442 ConditionState = WEAPONSET_PLAYER_UPGRADE 6443 Model = AVSENTRY 6444 Animation = AVSENTRY.AVSENTRY 6445 AnimationMode = LOOP 6446 ShowSubObject = TURRETUP09 6447 End 6448 6449 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 6450 Model = AVSENTRY_D 6451 Animation = AVSENTRY_D.AVSENTRY_D 6452 AnimationMode = LOOP 6453 ShowSubObject = TURRETUP09 6454 End 6455 TrackMarks = EXTnkTrack.tga 6456 TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft 6457 TreadDebrisRight = SentryDroneTrackDebrisDirtRight 6458 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 6459 End 6460 6461 6462 ; ***DESIGN parameters *** 6463 DisplayName = OBJECT:SentryDrone 6464 Side = AmericaAirForceGeneral 6465 EditorSorting = VEHICLE 6466 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 6467 WeaponSet 6468 Conditions = None 6469 Weapon = PRIMARY None 6470 End 6471 WeaponSet 6472 Conditions = PLAYER_UPGRADE 6473 Weapon = PRIMARY SentryDroneGun 6474 End 6475 ArmorSet 6476 Conditions = None 6477 Armor = SentryDroneArmor 6478 DamageFX = TruckDamageFX 6479 End 6480 BuildCost = 850 6481 BuildTime = 10.0 ;in seconds 6482 VisionRange = 200 6483 ShroudClearingRange = 350 6484 Prerequisites 6485 Object = AirF_AmericaWarFactory 6486 End 6487 6488 ExperienceValue = 50 50 100 150 ;Experience point value at each level 6489 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 6490 IsTrainable = No ;Can gain experience 6491 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6492 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6493 CommandSet = AmericaVehicleSentryDroneCommandSet 6494 6495 ; *** AUDIO Parameters *** 6496 VoiceSelect = SentryDroneVoiceSelect 6497 VoiceMove = SentryDroneVoiceMove 6498 VoiceGuard = SentryDroneVoiceMove 6499 VoiceAttack = SentryDroneVoiceMove 6500 SoundMoveStart = NoSound 6501 SoundMoveStartDamaged = NoSound 6502 UnitSpecificSounds 6503 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6504 VoiceCreate = NoSound 6505 TurretMoveStart = NoSound 6506 TurretMoveLoop = NoSound 6507 VoiceEnter = NoSound 6508 Deploy = NoSound 6509 Undeploy = NoSound 6510 End 6511 Behavior = WeaponSetUpgrade ModuleTag_03 6512 TriggeredBy = Upgrade_AmericaSentryDroneGun 6513 End 6514 6515 6516 ; *** ENGINEERING Parameters *** 6517 RadarPriority = UNIT 6518 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE 6519 6520 Body = ActiveBody ModuleTag_02 6521 MaxHealth = 300.0 6522 InitialHealth = 300.0 6523 6524 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6525 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6526 SubdualDamageCap = 480 6527 SubdualDamageHealRate = 500 6528 SubdualDamageHealAmount = 50 6529 End 6530 Behavior = DeployStyleAIUpdate ModuleTag_04 6531 Turret 6532 TurretTurnRate = 180 6533 TurretPitchRate = 180 6534 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 6535 AllowsPitch = No 6536 RecenterTime = 1000 ; how long to wait during idle before recentering 6537 ControlledWeaponSlots = PRIMARY 6538 NaturalTurretAngle = 0 6539 InitiallyDisabled = No 6540 MinIdleScanInterval = 250 ; in milliseconds 6541 MaxIdleScanInterval = 250 ; in milliseconds 6542 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 6543 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 6544 End 6545 AutoAcquireEnemiesWhenIdle = Yes Stealthed ; Means "Yes when idle, even if I am stealthed" 6546 PackTime = 1000 6547 UnpackTime = 1000 6548 TurretsFunctionOnlyWhenDeployed = Yes 6549 TurretsMustCenterBeforePacking = Yes 6550 End 6551 6552 Locomotor = SET_NORMAL SentryLocomotor 6553 Behavior = PhysicsBehavior ModuleTag_05 6554 Mass = 50.0 6555 End 6556 Behavior = StealthUpdate ModuleTag_06 6557 StealthDelay = 2000 ; msec 6558 StealthForbiddenConditions = FIRING_PRIMARY MOVING 6559 HintDetectableConditions = IS_FIRING_WEAPON 6560 FriendlyOpacityMin = 50.0% 6561 FriendlyOpacityMax = 100.0% 6562 InnateStealth = Yes 6563 OrderIdleEnemiesToAttackMeUponReveal = Yes 6564 End 6565 6566 Behavior = SlowDeathBehavior ModuleTag_07 6567 DeathTypes = ALL -CRUSHED -SPLATTED 6568 DestructionDelay = 500 6569 DestructionDelayVariance = 100 6570 FX = INITIAL FX_GenericTankDeathEffect 6571 OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie 6572 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 6573 End 6574 6575 Behavior = DestroyDie ModuleTag_08 6576 DeathTypes = NONE +CRUSHED +SPLATTED 6577 End 6578 6579 Behavior = FXListDie ModuleTag_09 6580 DeathTypes = NONE +CRUSHED +SPLATTED 6581 DeathFX = FX_CarCrush 6582 End 6583 6584 Behavior = CreateCrateDie ModuleTag_CratesChange 6585 CrateData = SalvageCrateData 6586 ;CrateData = EliteTankCrateData 6587 ;CrateData = HeroicTankCrateData 6588 End 6589 6590 Behavior = TransitionDamageFX ModuleTag_10 6591 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6592 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6593 End 6594 6595 Behavior = FlammableUpdate ModuleTag_11 6596 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6597 AflameDamageAmount = 3 ; taking this much damage... 6598 AflameDamageDelay = 500 ; this often. 6599 End 6600 Behavior = StealthDetectorUpdate ModuleTag_12 6601 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 6602 DetectionRange = 225 ;Dustin, enable this for independant balancing! 6603 End 6604 6605 ; Behavior = GrantUpgradeCreate ModuleTag_13 6606 ; UpgradeToGrant = Upgrade_AmericaSentryDroneGun 6607 ; ExemptStatus = UNDER_CONSTRUCTION 6608 ; End 6609 6610 Geometry = BOX 6611 GeometryMajorRadius = 9.0 6612 GeometryMinorRadius = 7.0 6613 GeometryHeight = 11.5 6614 GeometryIsSmall = Yes 6615 Shadow = SHADOW_VOLUME 6616 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6617 6618 6619 End 6620 6621 ;------------------------------------------------------------------------------ 6622 Object AirF_AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly 6623 6624 ; *** ART Parameters *** 6625 SelectPortrait = SNPropSpeaker_L 6626 ButtonImage = SNPropSpeaker 6627 6628 UpgradeCameo1 = Upgrade_Nationalism 6629 UpgradeCameo2 = Upgrade_ChinaUraniumShells 6630 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 6631 ;UpgradeCameo4 = NONE 6632 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 6633 6634 Draw = W3DDependencyModelDraw ModuleTag_01 6635 OkToChangeModelColor = Yes 6636 ExtraPublicBone = TurretFX01 6637 ExtraPublicBone = TurretFX02 6638 ExtraPublicBone = TURRET01 6639 ExtraPublicBone = TURRETEL 6640 ExtraPublicBone = TURRETEL01 6641 6642 AttachToBoneInContainer = FIREPOINT01 6643 6644 DefaultConditionState 6645 Model = AVAVNGER_G 6646 Turret = TURRET01 6647 TurretPitch = TURRETEL01 6648 End 6649 6650 ConditionState = REALLYDAMAGED 6651 Model = AVAVNGER_GD 6652 Turret = TURRET01 6653 TurretPitch = TURRETEL01 6654 End 6655 End 6656 6657 PlacementViewAngle = -45 6658 6659 ; ***DESIGN parameters *** 6660 Side = AmericaAirForceGeneral 6661 EditorSorting = SYSTEM 6662 TransportSlotCount = 1 6663 6664 WeaponSet 6665 Conditions = None 6666 Weapon = PRIMARY AvengerAirLaserOne 6667 Weapon = SECONDARY AvengerAirLaserTwo 6668 End 6669 6670 ArmorSet 6671 Conditions = None 6672 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module 6673 End 6674 VisionRange = 200 6675 6676 ; *** AUDIO Parameters *** 6677 UnitSpecificSounds 6678 TurretMoveStart = NoSound 6679 TurretMoveLoop = NoSound ;TurretMoveLoop 6680 End 6681 6682 ; *** ENGINEERING Parameters *** 6683 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI 6684 Body = StructureBody ModuleTag_02 6685 MaxHealth = 100.0 6686 InitialHealth = 100.0 6687 End 6688 6689 Behavior = AIUpdateInterface ModuleTag_03 6690 Turret 6691 ControlledWeaponSlots = PRIMARY SECONDARY 6692 TurretTurnRate = 180 // turn rate, in degrees per sec 6693 TurretPitchRate = 180 6694 AllowsPitch = Yes 6695 NaturalTurretPitch = 45 6696 End 6697 AutoAcquireEnemiesWhenIdle = Yes 6698 MoodAttackCheckRate = 500 ; default is 2000 6699 End 6700 6701 Behavior = DestroyDie ModuleTag_05 6702 ;<No Data> 6703 End 6704 6705 Geometry = BOX 6706 GeometryMajorRadius = 6.0 6707 GeometryMinorRadius = 6.0 6708 GeometryHeight = 10.0 6709 GeometryIsSmall = No 6710 Shadow = SHADOW_VOLUME 6711 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6712 6713 End 6714 6715 ;------------------------------------------------------------------------------ 6716 Object AirF_AmericaTankAvenger 6717 6718 ; *** ART Parameters *** 6719 SelectPortrait = SAAvnger_L 6720 ButtonImage = SAAvnger 6721 6722 UpgradeCameo1 = Upgrade_AmericaBattleDrone 6723 UpgradeCameo2 = Upgrade_AmericaScoutDrone 6724 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 6725 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 6726 UpgradeCameo5 = Upgrade_AmericaHallfireDrone 6727 6728 Draw = W3DOverlordTruckDraw ModuleTag_01 6729 OkToChangeModelColor = Yes 6730 ExtraPublicBone = TurretFX03 6731 ExtraPublicBone = LazerSpot01 6732 ExtraPublicBone = LazerSpot02 6733 DefaultConditionState 6734 Model = AVAVNGER 6735 End 6736 6737 ConditionState = REALLYDAMAGED 6738 Model = AVAVNGER_D 6739 End 6740 6741 ConditionState = RUBBLE 6742 Model = AVAVNGER_D1 6743 End 6744 6745 Dust = RocketBuggyDust 6746 DirtSpray = RocketBuggyDirtSpray 6747 PowerslideSpray = RocketBuggyDirtPowerSlide 6748 6749 ; These parameters are only used if the model has a separate suspension, 6750 ; and the locomotor has HasSuspension = Yes. 6751 LeftFrontTireBone = Tire01 6752 RightFrontTireBone = Tire02 6753 LeftRearTireBone = Tire03 6754 RightRearTireBone = Tire04 6755 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6756 PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 6757 End 6758 6759 ; ***DESIGN parameters *** 6760 DisplayName = OBJECT:Avenger 6761 Side = AmericaAirForceGeneral 6762 EditorSorting = VEHICLE 6763 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6764 WeaponSet 6765 Conditions = None 6766 Weapon = PRIMARY AvengerTargetDesignator 6767 End 6768 ArmorSet 6769 Conditions = None 6770 Armor = AntiAirVehicle 6771 DamageFX = TankDamageFX 6772 End 6773 BuildCost = 2000 6774 BuildTime = 10.0 ;in seconds 6775 VisionRange = 150 6776 ShroudClearingRange = 300 6777 Prerequisites 6778 Object = AirF_AmericaWarFactory 6779 Object = AirF_AmericaStrategyCenter 6780 End 6781 6782 ExperienceValue = 100 100 200 400 ;Experience point value at each level 6783 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 6784 6785 IsTrainable = Yes 6786 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6787 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6788 CommandSet = AmericaTankAvengerCommandSet 6789 6790 ; *** AUDIO Parameters *** 6791 VoiceSelect = AvengerVoiceSelect 6792 VoiceMove = AvengerVoiceMove 6793 VoiceGuard = AvengerVoiceMove 6794 VoiceAttack = AvengerVoicePaint 6795 VoiceAttackAir = AvengerVoiceAttack 6796 SoundMoveStart = HumveeMoveStart 6797 SoundMoveStartDamaged = HumveeMoveStart 6798 6799 UnitSpecificSounds 6800 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6801 VoiceCreate = AvengerVoiceCreate 6802 TurretMoveLoop = NoSound 6803 SoundEject = PilotSoundEject 6804 VoiceEject = PilotVoiceEject 6805 VoiceCrush = NoSound 6806 VoiceEnter = AvengerVoiceMove 6807 End 6808 6809 ; *** ENGINEERING Parameters *** 6810 RadarPriority = UNIT 6811 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 6812 6813 Body = ActiveBody ModuleTag_02 6814 MaxHealth = 300.0 6815 InitialHealth = 300.0 6816 6817 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6818 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6819 SubdualDamageCap = 1000 6820 SubdualDamageHealRate = 500 6821 SubdualDamageHealAmount = 50 6822 End 6823 6824 Behavior = AIUpdateInterface ModuleTag_03 6825 AutoAcquireEnemiesWhenIdle = Yes 6826 End 6827 Locomotor = SET_NORMAL CrusaderLocomotor 6828 Behavior = PhysicsBehavior ModuleTag_04 6829 Mass = 50.0 6830 End 6831 6832 ; Turret fly off death 6833 Behavior = SlowDeathBehavior ModuleTag_05 6834 DeathTypes = ALL -CRUSHED -SPLATTED 6835 ProbabilityModifier = 50 6836 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 6837 DestructionDelay = 500 6838 DestructionDelayVariance = 100 6839 FX = INITIAL FX_GenericTankDeathEffect 6840 FX = FINAL FX_GenericTankDeathExplosion 6841 OCL = FINAL OCL_AvengerTankDeathEffect 6842 End 6843 6844 ; Catch fire, and explode death 6845 Behavior = SlowDeathBehavior ModuleTag_06 6846 DeathTypes = ALL -CRUSHED -SPLATTED 6847 ProbabilityModifier = 50 6848 DestructionDelay = 2000 6849 DestructionDelayVariance = 300 6850 FX = INITIAL FX_CrusaderCatchFire 6851 OCL = FINAL OCL_AvengerTankDeathEffect 6852 FX = FINAL FX_GenericTankDeathExplosion 6853 End 6854 6855 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 6856 WeaponTemplate = AvengerPointDefenseLaserOne 6857 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 6858 ScanRate = 0 6859 ScanRange = 200.0 6860 PredictTargetVelocityFactor = 1.0 6861 End 6862 6863 ; Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two 6864 ; WeaponTemplate = AvengerPointDefenseLaserTwo 6865 ; PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 6866 ; ScanRate = 100 6867 ; ScanRange = 200.0 6868 ; PredictTargetVelocityFactor = 1.0 6869 ; End 6870 6871 Behavior = OverlordContain ModuleTag_OverlordContain 6872 Slots = 1 6873 DamagePercentToUnits = 100% 6874 AllowInsideKindOf = PORTABLE_STRUCTURE 6875 PassengersAllowedToFire = Yes 6876 PayloadTemplateName = AmericaTankAvengerLaserTurret 6877 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 6878 End 6879 6880 Behavior = ObjectCreationUpgrade ModuleTag_08 6881 UpgradeObject = OCL_AmericanBattleDrone 6882 TriggeredBy = Upgrade_AmericaBattleDrone 6883 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 6884 End 6885 Behavior = ObjectCreationUpgrade ModuleTag_09 6886 UpgradeObject = OCL_AmericanScoutDrone 6887 TriggeredBy = Upgrade_AmericaScoutDrone 6888 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 6889 End 6890 Behavior = ObjectCreationUpgrade ModuleTag_19 6891 UpgradeObject = OCL_AmericanHellfireDrone 6892 TriggeredBy = Upgrade_AmericaHellfireDrone 6893 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 6894 End 6895 6896 Behavior = ProductionUpdate ModuleTag_10 6897 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 6898 End 6899 6900 Behavior = ExperienceScalarUpgrade ModuleTag_11 6901 TriggeredBy = Upgrade_AmericaAdvancedTraining 6902 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 6903 End 6904 6905 Behavior = TransitionDamageFX ModuleTag_12 6906 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6907 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6908 End 6909 6910 Behavior = FXListDie ModuleTag_13 6911 DeathTypes = NONE +CRUSHED +SPLATTED 6912 DeathFX = FX_CarCrush 6913 End 6914 Behavior = CreateObjectDie ModuleTag_14 6915 DeathTypes = NONE +CRUSHED +SPLATTED 6916 CreationList = OCL_CrusaderTank_CrushEffect 6917 End 6918 Behavior = DestroyDie ModuleTag_15 6919 DeathTypes = NONE +CRUSHED +SPLATTED 6920 End 6921 Behavior = CreateCrateDie ModuleTag_16 6922 CrateData = SalvageCrateData 6923 ;CrateData = EliteTankCrateData 6924 ;CrateData = HeroicTankCrateData 6925 End 6926 Behavior = EjectPilotDie ModuleTag_17 6927 DeathTypes = ALL -CRUSHED -SPLATTED 6928 ExemptStatus = HIJACKED 6929 GroundCreationList = OCL_EjectPilotOnGround 6930 AirCreationList = OCL_EjectPilotViaParachute 6931 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 6932 End 6933 6934 Behavior = FlammableUpdate ModuleTag_22 6935 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6936 AflameDamageAmount = 3 ; taking this much damage... 6937 AflameDamageDelay = 500 ; this often. 6938 End 6939 6940 Behavior = MaxHealthUpgrade ModuleTag_23 6941 TriggeredBy = Upgrade_AmericaCompositeArmor 6942 AddMaxHealth = 100.0 6943 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6944 End 6945 6946 Geometry = BOX 6947 GeometryMajorRadius = 15.0 6948 GeometryMinorRadius = 10.0 6949 GeometryHeight = 10.0 6950 GeometryIsSmall = Yes 6951 Shadow = SHADOW_VOLUME 6952 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6953 6954 End 6955 6956 6957 6958 6959 6960 6961 6962 6963 6964 6965 6966 6967 6968 6969 ;------------------------------------------------------------------------------ 6970 Object AirF_AmericaTankMicrowave 6971 6972 ; *** ART Parameters *** 6973 SelectPortrait = SAThunderBolt_L 6974 ButtonImage = SAThunderBolt 6975 6976 UpgradeCameo1 = Upgrade_AmericaBattleDrone 6977 UpgradeCameo2 = Upgrade_AmericaScoutDrone 6978 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 6979 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 6980 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 6981 6982 Draw = W3DTankDraw ModuleTag_01 6983 6984 ExtraPublicBone = WEAPON02 6985 OkToChangeModelColor = Yes 6986 6987 ConditionState = NONE 6988 Model = AVTHUNDRBLT 6989 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 6990 ParticleSysBone = NONE MicrowaveRotisserie 6991 End 6992 ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 6993 Model = AVTHUNDRBLT 6994 End 6995 ConditionState = REALLYDAMAGED RUBBLE 6996 Model = AVTHUNDRBLT_D 6997 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 6998 ParticleSysBone = NONE MicrowaveRotisserie 6999 End 7000 ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 7001 Model = AVTHUNDRBLT_D 7002 End 7003 7004 TrackMarks = EXTnkTrack.tga 7005 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 7006 End 7007 7008 ; ***DESIGN parameters *** 7009 DisplayName = OBJECT:Microwave 7010 Side = AmericaAirForceGeneral 7011 EditorSorting = VEHICLE 7012 TransportSlotCount = 3 7013 ArmorSet 7014 Conditions = None 7015 Armor = TankArmor 7016 DamageFX = TankDamageFX 7017 End 7018 7019 WeaponSet 7020 Conditions = None 7021 ; Weapon = PRIMARY MicrowaveTankVehicleDisabler 7022 Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler 7023 Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer 7024 End 7025 7026 BuildCost = 800 7027 BuildTime = 10.0 ;in seconds 7028 VisionRange = 200 7029 ShroudClearingRange = 300 7030 Prerequisites 7031 Object = AirF_AmericaWarFactory 7032 Object = AirF_AmericaStrategyCenter 7033 End 7034 ExperienceValue = 100 100 200 400 ;Experience point value at each level 7035 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 7036 IsTrainable = Yes ;Can gain experience 7037 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 7038 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7039 CommandSet = AmericaTankMicrowaveCommandSet 7040 7041 ; *** AUDIO Parameters *** 7042 VoiceSelect = MicrowaveTankVoiceSelect 7043 VoiceMove = MicrowaveTankVoiceMove 7044 VoiceGuard = MicrowaveTankVoiceMove 7045 VoiceAttack = MicrowaveTankVoiceAttack 7046 SoundMoveStart = HumveeMoveStart 7047 SoundMoveStartDamaged = HumveeMoveStart 7048 UnitSpecificSounds 7049 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 7050 VoiceCreate = MicrowaveTankVoiceCreate 7051 VoiceEnter = MicrowaveTankVoiceMove 7052 SoundEject = PilotSoundEject 7053 VoiceEject = PilotVoiceEject 7054 VoiceCrush = MicrowaveTankVoiceMove 7055 End 7056 7057 ; *** ENGINEERING Parameters *** 7058 RadarPriority = UNIT 7059 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE 7060 7061 Body = ActiveBody ModuleTag_02 7062 MaxHealth = 480 7063 InitialHealth = 480 7064 7065 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7066 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7067 SubdualDamageCap = 960 7068 SubdualDamageHealRate = 500 7069 SubdualDamageHealAmount = 50 7070 End 7071 7072 Behavior = AIUpdateInterface ModuleTag_03 7073 AutoAcquireEnemiesWhenIdle = Yes 7074 End 7075 Locomotor = SET_NORMAL CrusaderLocomotor 7076 Behavior = PhysicsBehavior ModuleTag_04 7077 Mass = 50.0 7078 End 7079 7080 ; Turret fly off death 7081 Behavior = SlowDeathBehavior ModuleTag_10 7082 DeathTypes = ALL -CRUSHED -SPLATTED 7083 ProbabilityModifier = 50 7084 DestructionDelay = 500 7085 DestructionDelayVariance = 100 7086 FX = INITIAL FX_GenericTankDeathEffect 7087 OCL = MIDPOINT OCL_MicrowaveTankDeath 7088 FX = FINAL FX_GenericTankDeathExplosion 7089 End 7090 7091 Behavior = TransitionDamageFX ModuleTag_12 7092 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 7093 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 7094 End 7095 7096 Behavior = DestroyDie ModuleTag_13 7097 DeathTypes = NONE +CRUSHED +SPLATTED 7098 End 7099 7100 ; A crushing defeat 7101 Behavior = FXListDie ModuleTag_14 7102 DeathTypes = NONE +CRUSHED +SPLATTED 7103 DeathFX = FX_CarCrush 7104 End 7105 7106 Behavior = CreateObjectDie ModuleTag_15 7107 DeathTypes = NONE +CRUSHED +SPLATTED 7108 CreationList = OCL_MicrowaveTankDeath_CrushEffect 7109 End 7110 7111 Behavior = CreateCrateDie ModuleTag_CratesChange 7112 CrateData = SalvageCrateData 7113 ;CrateData = EliteTankCrateData 7114 ;CrateData = HeroicTankCrateData 7115 End 7116 7117 Behavior = EjectPilotDie ModuleTag_17 7118 GroundCreationList = OCL_EjectPilotOnGround 7119 AirCreationList = OCL_EjectPilotViaParachute 7120 ExemptStatus = HIJACKED 7121 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 7122 End 7123 7124 Behavior = MaxHealthUpgrade ModuleTag_18 7125 TriggeredBy = Upgrade_AmericaCompositeArmor 7126 AddMaxHealth = 100.0 7127 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 7128 End 7129 Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 7130 TriggeredBy = Upgrade_AmericaAdvancedTraining 7131 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 7132 End 7133 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 7134 UpgradeObject = OCL_AmericanBattleDrone 7135 TriggeredBy = Upgrade_AmericaBattleDrone 7136 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 7137 End 7138 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 7139 UpgradeObject = OCL_AmericanScoutDrone 7140 TriggeredBy = Upgrade_AmericaScoutDrone 7141 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 7142 End 7143 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 7144 UpgradeObject = OCL_AmericanHellfireDrone 7145 TriggeredBy = Upgrade_AmericaHellfireDrone 7146 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 7147 End 7148 Behavior = ProductionUpdate ModuleTag_Prod01 7149 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 7150 End 7151 7152 Behavior = FlammableUpdate ModuleTag_21 7153 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7154 AflameDamageAmount = 3 ; taking this much damage... 7155 AflameDamageDelay = 500 ; this often. 7156 End 7157 7158 Behavior = FireWeaponUpdate ModuleTag_22 7159 Weapon = MicrowaveTankEmitterWeapon 7160 ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long 7161 End 7162 7163 Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. 7164 End 7165 7166 Geometry = BOX 7167 GeometryMajorRadius = 15.0 7168 GeometryMinorRadius = 10.0 7169 GeometryHeight = 10.0 7170 GeometryIsSmall = Yes 7171 Shadow = SHADOW_VOLUME 7172 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 7173 7174 End 7175 7176 7177 7178 7179 7180 7181 7182 7183 7184 7185 7186 7187 7188 7189 7190 7191 7192 7193 7194 7195 7196 7197 7198 7199 7200 7201 7202 7203 7204 7205 7206 7207 7208 7209 7210 7211 7212 7213 7214 ;------------------------------------------------------------------------------ 7215 Object AirF_AmericaCommandCenter 7216 7217 ; *** ART Parameters *** 7218 SelectPortrait = SAComCentr_L 7219 ButtonImage = SAComCentr 7220 7221 ; ----------------- Main Building ------------------------ 7222 Draw = W3DModelDraw ModuleTag_01 7223 OkToChangeModelColor = Yes 7224 ; day ****************************************** 7225 ConditionState = NONE 7226 Model = ABBtCmdHQA 7227 Animation = ABBtCmdHQA.ABBtCmdHQA 7228 AnimationMode = LOOP 7229 End 7230 ConditionState = DAMAGED 7231 Model = ABBtCmdHQA_D 7232 Animation = ABBtCmdHQA_D.ABBtCmdHQA_D 7233 AnimationMode = LOOP 7234 End 7235 ConditionState = REALLYDAMAGED RUBBLE 7236 Model = ABBtCmdHQA_E 7237 Animation = ABBtCmdHQA_E.ABBtCmdHQA_E 7238 AnimationMode = LOOP 7239 End 7240 7241 7242 ; night **************************************** 7243 ConditionState = NIGHT 7244 Model = ABBtCmdHQA_N 7245 Animation = ABBtCmdHQA_N.ABBtCmdHQA_N 7246 AnimationMode = LOOP 7247 End 7248 ConditionState = DAMAGED NIGHT 7249 Model = ABBtCmdHQA_DN 7250 Animation = ABBtCmdHQA_DN.ABBtCmdHQA_DN 7251 AnimationMode = LOOP 7252 End 7253 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7254 Model = ABBtCmdHQA_EN 7255 Animation = ABBtCmdHQA_EN.ABBtCmdHQA_EN 7256 AnimationMode = LOOP 7257 End 7258 7259 7260 ; Snow 7261 ConditionState = SNOW 7262 Model = ABBtCmdHQA_S 7263 Animation = ABBtCmdHQA_S.ABBtCmdHQA_S 7264 AnimationMode = LOOP 7265 End 7266 ConditionState = DAMAGED SNOW 7267 Model = ABBtCmdHQA_DS 7268 Animation = ABBtCmdHQA_DS.ABBtCmdHQA_DS 7269 AnimationMode = LOOP 7270 End 7271 ConditionState = REALLYDAMAGED RUBBLE SNOW 7272 Model = ABBtCmdHQA_ES 7273 Animation = ABBtCmdHQA_ES.ABBtCmdHQA_ES 7274 AnimationMode = LOOP 7275 End 7276 7277 ; night snow **************************************** 7278 ConditionState = NIGHT SNOW 7279 Model = ABBtCmdHQA_NS 7280 Animation = ABBtCmdHQA_NS.ABBtCmdHQA_NS 7281 AnimationMode = LOOP 7282 End 7283 ConditionState = DAMAGED NIGHT SNOW 7284 Model = ABBtCmdHQA_DNS 7285 Animation = ABBtCmdHQA_DNS.ABBtCmdHQA_DNS 7286 AnimationMode = LOOP 7287 End 7288 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7289 Model = ABBtCmdHQA_ENS 7290 Animation = ABBtCmdHQA_ENS.ABBtCmdHQA_ENS 7291 AnimationMode = LOOP 7292 End 7293 7294 7295 7296 ;************************************************************************************************************************** 7297 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7298 ;for this draw module 7299 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7300 Model = ABBtCmdHQA 7301 Animation = ABBtCmdHQA.ABBtCmdHQA 7302 AnimationMode = LOOP 7303 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7304 End 7305 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7306 Model = ABBtCmdHQA_D 7307 Animation = ABBtCmdHQA_D.ABBtCmdHQA_D 7308 AnimationMode = LOOP 7309 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7310 End 7311 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7312 Model = ABBtCmdHQA_E 7313 Animation = ABBtCmdHQA_E.ABBtCmdHQA_E 7314 AnimationMode = LOOP 7315 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7316 End 7317 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7318 Model = ABBtCmdHQA_N 7319 Animation = ABBtCmdHQA_N.ABBtCmdHQA_N 7320 AnimationMode = LOOP 7321 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7322 End 7323 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7324 Model = ABBtCmdHQA_DN 7325 Animation = ABBtCmdHQA_DN.ABBtCmdHQA_DN 7326 AnimationMode = LOOP 7327 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7328 End 7329 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7330 Model = ABBtCmdHQA_EN 7331 Animation = ABBtCmdHQA_EN.ABBtCmdHQA_EN 7332 AnimationMode = LOOP 7333 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7334 End 7335 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7336 Model = ABBtCmdHQA_S 7337 Animation = ABBtCmdHQA_S.ABBtCmdHQA_S 7338 AnimationMode = LOOP 7339 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7340 End 7341 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7342 Model = ABBtCmdHQA_DS 7343 Animation = ABBtCmdHQA_DS.ABBtCmdHQA_DS 7344 AnimationMode = LOOP 7345 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7346 End 7347 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7348 Model = ABBtCmdHQA_ES 7349 Animation = ABBtCmdHQA_ES.ABBtCmdHQA_ES 7350 AnimationMode = LOOP 7351 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7352 End 7353 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7354 Model = ABBtCmdHQA_NS 7355 Animation = ABBtCmdHQA_NS.ABBtCmdHQA_NS 7356 AnimationMode = LOOP 7357 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7358 End 7359 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7360 Model = ABBtCmdHQA_DNS 7361 Animation = ABBtCmdHQA_DNS.ABBtCmdHQA_DNS 7362 AnimationMode = LOOP 7363 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7364 End 7365 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7366 Model = ABBtCmdHQA_ENS 7367 Animation = ABBtCmdHQA_ENS.ABBtCmdHQA_ENS 7368 AnimationMode = LOOP 7369 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7370 End 7371 7372 ConditionState = AWAITING_CONSTRUCTION 7373 Model = NONE 7374 End 7375 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7376 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7377 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7378 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7379 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7380 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7381 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7382 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7383 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7384 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7385 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7386 AliasConditionState = SOLD 7387 AliasConditionState = SOLD DAMAGED 7388 AliasConditionState = SOLD REALLYDAMAGED 7389 AliasConditionState = SOLD NIGHT 7390 AliasConditionState = SOLD NIGHT DAMAGED 7391 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7392 AliasConditionState = SOLD SNOW 7393 AliasConditionState = SOLD SNOW DAMAGED 7394 AliasConditionState = SOLD SNOW REALLYDAMAGED 7395 AliasConditionState = SOLD NIGHT SNOW 7396 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7397 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7398 ;************************************************************************************************************************************************************************************************************** 7399 7400 End 7401 7402 ; ----------------- the factory door ------------------- 7403 Draw = W3DModelDraw ModuleTag_02 7404 DefaultConditionState 7405 Model = ABBtCmdHQ_A7 7406 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7407 AnimationMode = MANUAL 7408 Flags = START_FRAME_FIRST 7409 End 7410 7411 7412 ;************************************************************************************************************************** 7413 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7414 ;for this draw module 7415 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7416 Model = ABBtCmdHQ_A7 7417 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7418 End 7419 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7420 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7421 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 7422 7423 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7424 Model = ABBtCmdHQ_A7D 7425 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7426 End 7427 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7428 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7429 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED 7430 7431 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7432 Model = ABBtCmdHQ_A7E 7433 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7434 End 7435 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7436 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7437 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT 7438 7439 7440 ConditionState = AWAITING_CONSTRUCTION 7441 Model = NONE 7442 End 7443 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7444 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7445 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7446 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7447 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7448 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7449 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7450 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7451 AliasConditionState = SOLD DAMAGED 7452 AliasConditionState = SOLD REALLYDAMAGED 7453 AliasConditionState = SOLD NIGHT 7454 AliasConditionState = SOLD NIGHT DAMAGED 7455 7456 7457 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7458 AliasConditionState = SOLD NIGHT SNOW 7459 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7460 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7461 ;************************************************************************************************************************** 7462 7463 7464 ConditionState = DAMAGED 7465 Model = ABBtCmdHQ_A7D 7466 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7467 AnimationMode = MANUAL 7468 Flags = START_FRAME_FIRST 7469 End 7470 ConditionState = REALLYDAMAGED RUBBLE 7471 Model = ABBtCmdHQ_A7E 7472 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7473 AnimationMode = MANUAL 7474 Flags = START_FRAME_FIRST 7475 End 7476 7477 7478 ConditionState = DOOR_1_OPENING 7479 Model = ABBtCmdHQ_A7 7480 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7481 AnimationMode = ONCE 7482 Flags = START_FRAME_FIRST 7483 End 7484 ConditionState = DOOR_1_OPENING DAMAGED 7485 Model = ABBtCmdHQ_A7D 7486 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7487 AnimationMode = ONCE 7488 Flags = START_FRAME_FIRST 7489 End 7490 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7491 Model = ABBtCmdHQ_A7E 7492 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7493 AnimationMode = ONCE 7494 Flags = START_FRAME_FIRST 7495 End 7496 ConditionState = DOOR_1_CLOSING 7497 Model = ABBtCmdHQ_A7 7498 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7499 AnimationMode = ONCE_BACKWARDS 7500 Flags = START_FRAME_LAST 7501 End 7502 7503 7504 ConditionState = DOOR_1_CLOSING DAMAGED 7505 Model = ABBtCmdHQ_A7D 7506 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7507 AnimationMode = ONCE_BACKWARDS 7508 Flags = START_FRAME_LAST 7509 End 7510 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7511 Model = ABBtCmdHQ_A7E 7512 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7513 AnimationMode = ONCE_BACKWARDS 7514 Flags = START_FRAME_LAST 7515 End 7516 ConditionState = DOOR_1_WAITING_OPEN 7517 Model = ABBtCmdHQ_A7 7518 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7519 AnimationMode = MANUAL 7520 Flags = START_FRAME_LAST 7521 End 7522 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 7523 Model = ABBtCmdHQ_A7D 7524 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7525 AnimationMode = MANUAL 7526 Flags = START_FRAME_LAST 7527 End 7528 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7529 Model = ABBtCmdHQ_A7E 7530 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7531 AnimationMode = MANUAL 7532 Flags = START_FRAME_LAST 7533 End 7534 End 7535 7536 PlacementViewAngle = -135 7537 7538 ; ------------ Radar Extending ----------------- 7539 Draw = W3DModelDraw ModuleTag_03 7540 ConditionState = None 7541 Model = ABBtCmdHQ_AC 7542 Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC 7543 AnimationMode = LOOP 7544 End 7545 AliasConditionState = NIGHT 7546 AliasConditionState = SNOW 7547 AliasConditionState = NIGHT SNOW 7548 7549 ConditionState = DAMAGED 7550 Model = ABBtCmdHQ_ACD 7551 Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD 7552 AnimationMode = LOOP 7553 End 7554 AliasConditionState = NIGHT DAMAGED 7555 AliasConditionState = SNOW DAMAGED 7556 AliasConditionState = NIGHT SNOW DAMAGED 7557 7558 ConditionState = REALLYDAMAGED RUBBLE 7559 Model = ABBtCmdHQ_ACE 7560 Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE 7561 AnimationMode = LOOP 7562 End 7563 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7564 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7565 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7566 7567 ;************************************************************************************************************************** 7568 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7569 ;for this draw module 7570 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7571 Model = ABBtCmdHQ_AC 7572 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7573 End 7574 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7575 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7576 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7577 7578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7579 Model = ABBtCmdHQ_ACD 7580 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7581 End 7582 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7583 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7584 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7585 7586 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7587 Model = ABBtCmdHQ_ACE 7588 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7589 End 7590 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7591 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7592 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7593 7594 ConditionState = AWAITING_CONSTRUCTION 7595 Model = NONE 7596 End 7597 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7598 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7599 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7600 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7601 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7602 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7603 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7604 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7605 AliasConditionState = SOLD DAMAGED 7606 AliasConditionState = SOLD REALLYDAMAGED 7607 AliasConditionState = SOLD NIGHT 7608 AliasConditionState = SOLD NIGHT DAMAGED 7609 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7610 AliasConditionState = SOLD NIGHT SNOW 7611 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7612 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7613 ;************************************************************************************************************************** 7614 7615 End 7616 7617 ; ----------------- The Door ------------------------ 7618 Draw = W3DModelDraw ModuleTag_04 7619 7620 DefaultConditionState 7621 Model = ABBtCmdHQ_A7 7622 7623 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7624 AnimationMode = MANUAL 7625 Flags = START_FRAME_FIRST 7626 End 7627 AliasConditionState = NIGHT 7628 AliasConditionState = SNOW 7629 AliasConditionState = NIGHT SNOW 7630 7631 ConditionState = DAMAGED 7632 Model = ABBtCmdHQ_A7D 7633 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7634 AnimationMode = MANUAL 7635 Flags = START_FRAME_FIRST 7636 End 7637 AliasConditionState = NIGHT DAMAGED 7638 AliasConditionState = SNOW DAMAGED 7639 AliasConditionState = NIGHT SNOW DAMAGED 7640 7641 ConditionState = REALLYDAMAGED RUBBLE 7642 Model = ABBtCmdHQ_A7E 7643 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7644 AnimationMode = MANUAL 7645 Flags = START_FRAME_FIRST 7646 End 7647 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7648 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7649 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7650 7651 ConditionState = DOOR_1_OPENING 7652 Model = ABBtCmdHQ_A7 7653 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7654 AnimationMode = ONCE 7655 Flags = START_FRAME_FIRST 7656 End 7657 AliasConditionState = NIGHT DOOR_1_OPENING 7658 AliasConditionState = SNOW DOOR_1_OPENING 7659 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 7660 7661 ConditionState = DOOR_1_OPENING DAMAGED 7662 Model = ABBtCmdHQ_A7D 7663 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7664 AnimationMode = ONCE 7665 Flags = START_FRAME_FIRST 7666 End 7667 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 7668 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 7669 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 7670 7671 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7672 Model = ABBtCmdHQ_A7E 7673 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7674 AnimationMode = ONCE 7675 Flags = START_FRAME_FIRST 7676 End 7677 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 7678 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 7679 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 7680 7681 ConditionState = DOOR_1_CLOSING 7682 Model = ABBtCmdHQ_A7 7683 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7684 AnimationMode = ONCE_BACKWARDS 7685 Flags = START_FRAME_LAST 7686 End 7687 AliasConditionState = NIGHT DOOR_1_CLOSING 7688 AliasConditionState = SNOW DOOR_1_CLOSING 7689 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 7690 7691 ConditionState = DOOR_1_CLOSING DAMAGED 7692 Model = ABBtCmdHQ_A7D 7693 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7694 AnimationMode = ONCE_BACKWARDS 7695 Flags = START_FRAME_LAST 7696 End 7697 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 7698 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 7699 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 7700 7701 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7702 Model = ABBtCmdHQ_A7E 7703 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7704 AnimationMode = ONCE_BACKWARDS 7705 Flags = START_FRAME_LAST 7706 End 7707 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7708 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7709 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7710 7711 ConditionState = DOOR_1_WAITING_OPEN 7712 Model = ABBtCmdHQ_A7 7713 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7714 AnimationMode = MANUAL 7715 Flags = START_FRAME_LAST 7716 End 7717 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 7718 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 7719 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 7720 7721 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 7722 Model = ABBtCmdHQ_A7D 7723 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7724 AnimationMode = MANUAL 7725 Flags = START_FRAME_LAST 7726 End 7727 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 7728 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 7729 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 7730 7731 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7732 Model = ABBtCmdHQ_A7E 7733 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7734 AnimationMode = MANUAL 7735 Flags = START_FRAME_LAST 7736 End 7737 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7738 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7739 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7740 7741 ;************************************************************************************************************************** 7742 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7743 ;for this draw module 7744 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7745 Model = ABBtCmdHQ_A7 7746 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7747 End 7748 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7749 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7750 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7751 7752 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7753 Model = ABBtCmdHQ_A7D 7754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7755 End 7756 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7757 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7758 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7759 7760 7761 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7762 Model = ABBtCmdHQ_A7E 7763 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7764 End 7765 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7766 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7767 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7768 7769 ConditionState = AWAITING_CONSTRUCTION 7770 Model = NONE 7771 End 7772 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7773 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7774 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7775 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7776 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7777 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7778 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7779 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7780 AliasConditionState = SOLD DAMAGED 7781 AliasConditionState = SOLD REALLYDAMAGED 7782 AliasConditionState = SOLD NIGHT 7783 AliasConditionState = SOLD NIGHT DAMAGED 7784 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7785 AliasConditionState = SOLD NIGHT SNOW 7786 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7787 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7788 ;************************************************************************************************************************** 7789 7790 End 7791 7792 ; ------------ construction-zone fence ----------------- 7793 Draw = W3DModelDraw ModuleTag_05 7794 AnimationsRequirePower = No 7795 7796 DefaultConditionState 7797 Model = None 7798 TransitionKey = DOWN_DEFAULT 7799 End 7800 ConditionState = NIGHT 7801 Model = None 7802 TransitionKey = DOWN_DEFAULT 7803 End 7804 ConditionState = SNOW 7805 Model = None 7806 TransitionKey = DOWN_DEFAULT 7807 End 7808 ConditionState = SNOW NIGHT 7809 Model = None 7810 TransitionKey = DOWN_DEFAULT 7811 End 7812 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7813 Model = ABBtCmdHQ_A4 7814 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 7815 AnimationMode = MANUAL 7816 Flags = START_FRAME_LAST 7817 TransitionKey = UP_DAY 7818 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7819 ParticleSysBone = SparksS01 LiveWireSparks02 7820 End 7821 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7822 Model = ABBtCmdHQ_A4N 7823 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 7824 AnimationMode = MANUAL 7825 Flags = START_FRAME_LAST 7826 TransitionKey = UP_NIGHT 7827 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7828 ParticleSysBone = SparksS01 LiveWireSparks02 7829 End 7830 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7831 Model = ABBtCmdHQ_A4S 7832 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 7833 AnimationMode = MANUAL 7834 Flags = START_FRAME_LAST 7835 TransitionKey = UP_SNOW 7836 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7837 ParticleSysBone = SparksS01 LiveWireSparks02 7838 End 7839 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7840 Model = ABBtCmdHQ_A4SN 7841 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 7842 AnimationMode = MANUAL 7843 Flags = START_FRAME_LAST 7844 TransitionKey = UP_SNOWNIGHT 7845 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7846 ParticleSysBone = SparksS01 LiveWireSparks02 7847 End 7848 TransitionState = DOWN_DEFAULT UP_DAY 7849 Model = ABBtCmdHQ_A4 7850 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 7851 AnimationMode = ONCE 7852 AnimationSpeedFactorRange = 1.0 1.0 7853 Flags = START_FRAME_FIRST 7854 End 7855 TransitionState = DOWN_DEFAULT UP_NIGHT 7856 Model = ABBtCmdHQ_A4N 7857 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 7858 AnimationMode = ONCE 7859 AnimationSpeedFactorRange = 1.0 1.0 7860 Flags = START_FRAME_FIRST 7861 End 7862 TransitionState = DOWN_DEFAULT UP_SNOW 7863 Model = ABBtCmdHQ_A4S 7864 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 7865 AnimationMode = ONCE 7866 AnimationSpeedFactorRange = 1.0 1.0 7867 Flags = START_FRAME_FIRST 7868 End 7869 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7870 Model = ABBtCmdHQ_A4SN 7871 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 7872 AnimationMode = ONCE 7873 AnimationSpeedFactorRange = 1.0 1.0 7874 Flags = START_FRAME_FIRST 7875 End 7876 TransitionState = UP_DAY DOWN_DEFAULT 7877 Model = ABBtCmdHQ_A4 7878 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 7879 AnimationMode = ONCE_BACKWARDS 7880 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7881 Flags = START_FRAME_LAST 7882 End 7883 TransitionState = UP_NIGHT DOWN_DEFAULT 7884 Model = ABBtCmdHQ_A4N 7885 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 7886 AnimationMode = ONCE_BACKWARDS 7887 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7888 Flags = START_FRAME_LAST 7889 End 7890 TransitionState = UP_SNOW DOWN_DEFAULT 7891 Model = ABBtCmdHQ_A4S 7892 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 7893 AnimationMode = ONCE_BACKWARDS 7894 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7895 Flags = START_FRAME_LAST 7896 End 7897 TransitionState = UP_SNOW NIGHT DOWN_DEFAULT 7898 Model = ABBtCmdHQ_A4SN 7899 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 7900 AnimationMode = ONCE_BACKWARDS 7901 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7902 Flags = START_FRAME_LAST 7903 End 7904 End 7905 7906 ; ------------ under-construction scaffolding ----------------- 7907 Draw = W3DModelDraw ModuleTag_06 7908 AnimationsRequirePower = No 7909 MinLODRequired = MEDIUM 7910 DefaultConditionState 7911 Model = None 7912 TransitionKey = DOWN_DEFAULT 7913 End 7914 ConditionState = NIGHT 7915 Model = None 7916 TransitionKey = DOWN_DEFAULT 7917 End 7918 ConditionState = SNOW 7919 Model = None 7920 TransitionKey = DOWN_DEFAULT 7921 End 7922 ConditionState = SNOW NIGHT 7923 Model = None 7924 TransitionKey = DOWN_DEFAULT 7925 End 7926 ConditionState = PARTIALLY_CONSTRUCTED 7927 Model = ABBtCmdHQ_A6 7928 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 7929 AnimationMode = MANUAL 7930 Flags = START_FRAME_LAST 7931 TransitionKey = UP_DAY 7932 ParticleSysBone = Sparks01 BuildUpBlueSpark 7933 ParticleSysBone = Sparks02 BuildUpBlueSpark 7934 ParticleSysBone = Sparks04 BuildUpBlueSpark 7935 ParticleSysBone = Sparks05 BuildUpBlueSpark 7936 ParticleSysBone = Sparks06 BuildUpBlueSpark 7937 ParticleSysBone = Sparks08 BuildUpBlueSpark 7938 ParticleSysBone = Sparks09 BuildUpBlueSpark 7939 End 7940 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7941 Model = ABBtCmdHQ_A6N 7942 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 7943 AnimationMode = MANUAL 7944 Flags = START_FRAME_LAST 7945 TransitionKey = UP_NIGHT 7946 ParticleSysBone = Sparks01 BuildUpBlueSpark 7947 ParticleSysBone = Sparks02 BuildUpBlueSpark 7948 ParticleSysBone = Sparks04 BuildUpBlueSpark 7949 ParticleSysBone = Sparks05 BuildUpBlueSpark 7950 ParticleSysBone = Sparks06 BuildUpBlueSpark 7951 ParticleSysBone = Sparks08 BuildUpBlueSpark 7952 ParticleSysBone = Sparks09 BuildUpBlueSpark 7953 End 7954 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7955 Model = ABBtCmdHQ_A6S 7956 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 7957 AnimationMode = MANUAL 7958 Flags = START_FRAME_LAST 7959 TransitionKey = UP_SNOW 7960 ParticleSysBone = Sparks01 BuildUpBlueSpark 7961 ParticleSysBone = Sparks02 BuildUpBlueSpark 7962 ParticleSysBone = Sparks04 BuildUpBlueSpark 7963 ParticleSysBone = Sparks05 BuildUpBlueSpark 7964 ParticleSysBone = Sparks06 BuildUpBlueSpark 7965 ParticleSysBone = Sparks08 BuildUpBlueSpark 7966 ParticleSysBone = Sparks09 BuildUpBlueSpark 7967 End 7968 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7969 Model = ABBtCmdHQ_A6SN 7970 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 7971 AnimationMode = MANUAL 7972 Flags = START_FRAME_LAST 7973 TransitionKey = UP_SNOWNIGHT 7974 ParticleSysBone = Sparks01 BuildUpBlueSpark 7975 ParticleSysBone = Sparks02 BuildUpBlueSpark 7976 ParticleSysBone = Sparks04 BuildUpBlueSpark 7977 ParticleSysBone = Sparks05 BuildUpBlueSpark 7978 ParticleSysBone = Sparks06 BuildUpBlueSpark 7979 ParticleSysBone = Sparks08 BuildUpBlueSpark 7980 ParticleSysBone = Sparks09 BuildUpBlueSpark 7981 End 7982 TransitionState = DOWN_DEFAULT UP_DAY 7983 Model = ABBtCmdHQ_A6 7984 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 7985 AnimationMode = ONCE 7986 AnimationSpeedFactorRange = 1.0 1.0 7987 Flags = START_FRAME_FIRST 7988 End 7989 TransitionState = DOWN_DEFAULT UP_NIGHT 7990 Model = ABBtCmdHQ_A6N 7991 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 7992 AnimationMode = ONCE 7993 AnimationSpeedFactorRange = 1.0 1.0 7994 Flags = START_FRAME_FIRST 7995 End 7996 TransitionState = DOWN_DEFAULT UP_SNOW 7997 Model = ABBtCmdHQ_A6S 7998 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 7999 AnimationMode = ONCE 8000 AnimationSpeedFactorRange = 1.0 1.0 8001 Flags = START_FRAME_FIRST 8002 End 8003 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8004 Model = ABBtCmdHQ_A6SN 8005 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8006 AnimationMode = ONCE 8007 AnimationSpeedFactorRange = 1.0 1.0 8008 Flags = START_FRAME_FIRST 8009 End 8010 TransitionState = UP_DAY DOWN_DEFAULT 8011 Model = ABBtCmdHQ_A6 8012 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 8013 AnimationMode = ONCE_BACKWARDS 8014 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8015 Flags = START_FRAME_LAST 8016 End 8017 TransitionState = UP_NIGHT DOWN_DEFAULT 8018 Model = ABBtCmdHQ_A6N 8019 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 8020 AnimationMode = ONCE_BACKWARDS 8021 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8022 Flags = START_FRAME_LAST 8023 End 8024 TransitionState = UP_SNOW DOWN_DEFAULT 8025 Model = ABBtCmdHQ_A6S 8026 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8027 AnimationMode = ONCE_BACKWARDS 8028 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8029 Flags = START_FRAME_LAST 8030 End 8031 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8032 Model = ABBtCmdHQ_A6SN 8033 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8034 AnimationMode = ONCE_BACKWARDS 8035 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8036 Flags = START_FRAME_LAST 8037 End 8038 End 8039 8040 ; ------------ being-constructed crane ----------------- 8041 Draw = W3DModelDraw ModuleTag_07 8042 AnimationsRequirePower = No 8043 DefaultConditionState 8044 Model = None 8045 TransitionKey = DOWN_DEFAULT 8046 End 8047 ConditionState = NIGHT 8048 Model = None 8049 TransitionKey = DOWN_DEFAULT 8050 End 8051 ConditionState = SNOW 8052 Model = None 8053 TransitionKey = DOWN_DEFAULT 8054 End 8055 ConditionState = SNOW NIGHT 8056 Model = None 8057 TransitionKey = DOWN_DEFAULT 8058 End 8059 ConditionState = SOLD 8060 Model = NONE 8061 End 8062 8063 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8064 Model = ABBtCmdHQ_A5 8065 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 8066 AnimationMode = LOOP 8067 TransitionKey = UP_DAY 8068 End 8069 8070 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8071 Model = ABBtCmdHQ_A5N 8072 Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N 8073 AnimationMode = LOOP 8074 TransitionKey = UP_NIGHT 8075 End 8076 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8077 Model = ABBtCmdHQ_A5S 8078 Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S 8079 AnimationMode = LOOP 8080 TransitionKey = UP_SNOW 8081 End 8082 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8083 Model = ABBtCmdHQ_A5SN 8084 Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN 8085 AnimationMode = LOOP 8086 TransitionKey = UP_SNOWNIGHT 8087 End 8088 TransitionState = DOWN_DEFAULT UP_DAY 8089 Model = ABBtCmdHQ_A3 8090 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 8091 AnimationMode = ONCE 8092 AnimationSpeedFactorRange = 1.0 1.0 8093 Flags = START_FRAME_FIRST 8094 End 8095 8096 TransitionState = DOWN_DEFAULT UP_NIGHT 8097 Model = ABBtCmdHQ_A3N 8098 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 8099 AnimationMode = ONCE 8100 AnimationSpeedFactorRange = 1.0 1.0 8101 Flags = START_FRAME_FIRST 8102 End 8103 TransitionState = DOWN_DEFAULT UP_SNOW 8104 Model = ABBtCmdHQ_A3S 8105 ; @todo srj -- not found 8106 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8107 AnimationMode = ONCE 8108 AnimationSpeedFactorRange = 1.0 1.0 8109 Flags = START_FRAME_FIRST 8110 End 8111 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8112 Model = ABBtCmdHQ_A3SN 8113 Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN 8114 AnimationMode = ONCE 8115 AnimationSpeedFactorRange = 1.0 1.0 8116 Flags = START_FRAME_FIRST 8117 End 8118 TransitionState = UP_DAY DOWN_DEFAULT 8119 Model = ABBtCmdHQ_A3 8120 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 8121 AnimationMode = ONCE_BACKWARDS 8122 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8123 Flags = START_FRAME_LAST 8124 End 8125 TransitionState = UP_NIGHT DOWN_DEFAULT 8126 Model = ABBtCmdHQ_A3N 8127 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 8128 AnimationMode = ONCE_BACKWARDS 8129 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8130 Flags = START_FRAME_LAST 8131 End 8132 TransitionState = UP_SNOW DOWN_DEFAULT 8133 Model = ABBtCmdHQ_A3S 8134 ; @todo srj -- not found 8135 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8136 AnimationMode = ONCE_BACKWARDS 8137 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8138 Flags = START_FRAME_LAST 8139 End 8140 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8141 Model = ABBtCmdHQ_A3S 8142 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8143 AnimationMode = ONCE_BACKWARDS 8144 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8145 Flags = START_FRAME_LAST 8146 End 8147 End 8148 8149 ; Officers club flag 8150 Draw = W3DModelDraw ModuleTag_OfficersClub 8151 OkToChangeModelColor = No 8152 8153 ConditionState = NONE 8154 Model = None 8155 End 8156 AliasConditionState = DAMAGED 8157 AliasConditionState = REALLYDAMAGED 8158 AliasConditionState = RUBBLE 8159 AliasConditionState = REALLYDAMAGED RUBBLE 8160 ConditionState = PREORDER 8161 Model = OCFlagUSA 8162 Animation = OCFlagUSA.OCFlagUSA 8163 AnimationMode = LOOP 8164 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8165 End 8166 ConditionState = PREORDER DAMAGED 8167 Model = OCFlagUSA_D 8168 Animation = OCFlagUSA_D.OCFlagUSA_D 8169 AnimationMode = LOOP 8170 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8171 End 8172 ConditionState = PREORDER REALLYDAMAGED RUBBLE 8173 Model = OCFlagUSA_E 8174 Animation = OCFlagUSA_E.OCFlagUSA_E 8175 AnimationMode = LOOP 8176 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8177 End 8178 End 8179 8180 8181 PlacementViewAngle = -135 8182 8183 ; ***DESIGN parameters *** 8184 DisplayName = OBJECT:CommandCenter 8185 Side = AmericaAirForceGeneral 8186 EditorSorting = STRUCTURE 8187 BuildCost = 2000 8188 BuildTime = 45.0 ; in seconds 8189 EnergyProduction = 0 ;Command Center should be free 8190 CommandSet = AirF_AmericaCommandCenterCommandSet 8191 VisionRange = 300.0 ; Shroud clearing distance 8192 ShroudClearingRange = 300 8193 ArmorSet 8194 Conditions = None 8195 Armor = StructureArmorTough 8196 DamageFX = StructureDamageFXNoShake 8197 End 8198 ExperienceValue = 200 200 200 200 ; Experience point value at each level 8199 8200 ; *** AUDIO Parameters *** 8201 VoiceSelect = CommandCenterUSASelect 8202 SoundOnDamaged = BuildingDamagedStateLight 8203 SoundOnReallyDamaged = BuildingDestroy 8204 8205 UnitSpecificSounds 8206 UnderConstruction = UnderConstructionLoop 8207 End 8208 8209 ; *** ENGINEERING Parameters *** 8210 RadarPriority = STRUCTURE 8211 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 8212 Body = StructureBody ModuleTag_08 8213 MaxHealth = 5000.0 8214 InitialHealth = 5000.0 8215 8216 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8217 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8218 SubdualDamageCap = 5200 8219 SubdualDamageHealRate = 500 8220 SubdualDamageHealAmount = 100 8221 End 8222 8223 Behavior = PreorderCreate ModuleTag_PreorderCreate 8224 End 8225 8226 Behavior = GrantUpgradeCreate ModuleTag_09 8227 UpgradeToGrant = Upgrade_AmericaRadar 8228 ExemptStatus = UNDER_CONSTRUCTION 8229 End 8230 8231 Behavior = ProductionUpdate ModuleTag_11 8232 NumDoorAnimations = 1 8233 DoorOpeningTime = 1500 ;in mSeconds 8234 DoorWaitOpenTime = 3000 ;in mSeconds 8235 DoorCloseTime = 1500 ;in mSeconds 8236 ConstructionCompleteDuration = 1500 ;in mSeconds 8237 End 8238 Behavior = RadarUpdate ModuleTag_12 8239 RadarExtendTime = 4000 ;in mSeconds 8240 End 8241 Behavior = DefaultProductionExitUpdate ModuleTag_13 8242 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 8243 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 8244 End 8245 Behavior = BaseRegenerateUpdate ModuleTag_14 8246 ;No data 8247 End 8248 Behavior = DestroyDie ModuleTag_15 8249 ;nothing 8250 End 8251 Behavior = CreateObjectDie ModuleTag_16 8252 CreationList = OCL_LargeStructureDebris 8253 End 8254 Behavior = CreateObjectDie ModuleTag_17 8255 CreationList = OCL_AmericanRangerDebris10 8256 ExemptStatus = UNDER_CONSTRUCTION 8257 End 8258 Behavior = FXListDie ModuleTag_18 8259 DeathFX = FX_StructureMediumDeath 8260 End 8261 Behavior = RadarUpgrade ModuleTag_19 8262 TriggeredBy = Upgrade_AmericaRadar 8263 End 8264 Behavior = OCLSpecialPower ModuleTag_20 8265 SpecialPowerTemplate = SuperweaponDaisyCutter 8266 UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB 8267 OCL = SUPERWEAPON_DaisyCutter 8268 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8269 End 8270 Behavior = OCLSpecialPower ModuleTag_21 8271 SpecialPowerTemplate = SpecialPowerSpyDrone 8272 OCL = SUPERWEAPON_SpyDrone 8273 CreateLocation = CREATE_ABOVE_LOCATION 8274 End 8275 Behavior = OCLSpecialPower ModuleTag_22 8276 SpecialPowerTemplate = SuperweaponParadropAmerica 8277 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 8278 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 8279 OCL = SUPERWEAPON_Paradrop1 8280 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8281 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 8282 End 8283 ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05 8284 ; SpecialPowerTemplate = AirF_SuperweaponCarpetBomb 8285 ; OCL = AirF_SUPERWEAPON_CarpetBomb 8286 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8287 ; End 8288 Behavior = OCLSpecialPower ModuleTag_24 8289 SpecialPowerTemplate = SpecialPowerSpySatellite 8290 OCL = SUPERWEAPON_SpySatellite 8291 CreateLocation = CREATE_AT_LOCATION 8292 End 8293 Behavior = OCLSpecialPower ModuleTag_25 8294 SpecialPowerTemplate = SuperweaponCrateDrop 8295 OCL = SUPERWEAPON_CrateDrop 8296 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8297 End 8298 Behavior = OCLSpecialPower ModuleTag_26 8299 SpecialPowerTemplate = AirF_SuperweaponA10ThunderboltMissileStrike 8300 UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 8301 UpgradeOCL = AirF_SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 8302 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 8303 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8304 End 8305 Behavior = OCLSpecialPower ModuleTag_27 8306 SpecialPowerTemplate = Early_SuperweaponEmergencyRepair 8307 UpgradeOCL = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 8308 UpgradeOCL = Early_SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 8309 OCL = SUPERWEAPON_RepairVehicles1 8310 CreateLocation = CREATE_AT_LOCATION 8311 End 8312 8313 8314 ;;;; **NOTE put this back in? 8315 8316 ; note that this power isn't normally available to human players, only to AI ones 8317 ;Behavior = DefectorSpecialPower ModuleTag_28 8318 ; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params 8319 ;End 8320 8321 ;Kris: Now launched by OCLSpecialPower for DaisyCutter. 8322 ;Behavior = OCLSpecialPower ModuleTag_29 8323 ; SpecialPowerTemplate = SuperweaponMOAB 8324 ; OCL = SUPERWEAPON_MOAB 8325 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8326 ;End 8327 8328 Behavior = FlammableUpdate ModuleTag_30 8329 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8330 AflameDamageAmount = 5 ; taking this much damage... 8331 AflameDamageDelay = 500 ; this often. 8332 End 8333 8334 Behavior = TransitionDamageFX ModuleTag_31 8335 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 8336 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8337 ;--------------------------------------------------------------------------------------- 8338 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8339 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8340 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8341 End 8342 8343 8344 Behavior = SpecialAbility ModuleTag_32 8345 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8346 UpdateModuleStartsAttack = Yes 8347 End 8348 8349 ;Kris: Order matters -- process in order of highest level to lowest level technology. 8350 Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_3 8351 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8352 RequiredScience = SCIENCE_SpectreGunship3 8353 GunshipTemplateName = AirF_AmericaJetSpectreGunship3 8354 AttackAreaRadius = 200 8355 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8356 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8357 End 8358 Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_2 8359 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8360 RequiredScience = SCIENCE_SpectreGunship2 8361 GunshipTemplateName = AirF_AmericaJetSpectreGunship2 8362 AttackAreaRadius = 200 8363 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8364 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8365 End 8366 Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_1 8367 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship 8368 RequiredScience = SCIENCE_SpectreGunship1 8369 GunshipTemplateName = AirF_AmericaJetSpectreGunship1 8370 AttackAreaRadius = 200 8371 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8372 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8373 End 8374 8375 Behavior = OCLSpecialPower ModuleTag_34 8376 SpecialPowerTemplate = SuperweaponLeafletDrop 8377 OCL = SUPERWEAPON_LeafletDrop 8378 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8379 End 8380 8381 ;Behavior = CommandSetUpgrade ModuleTag_35 8382 ; CommandSet = AirF_AmericaCommandCenterCommandSetToMOAB 8383 ; TriggeredBy = Upgrade_AmericaMOAB 8384 ;End 8385 Behavior = GrantScienceUpgrade ModuleTag_Science 8386 GrantScience = SCIENCE_MOAB 8387 TriggeredBy = Upgrade_AmericaMOAB 8388 End 8389 8390 Geometry = BOX 8391 GeometryMajorRadius = 60.0 8392 GeometryMinorRadius = 70.0 8393 GeometryHeight = 49.0 8394 GeometryIsSmall = No 8395 FactoryExitWidth = 25 ; How much space to leave for units exiting. 8396 Shadow = SHADOW_VOLUME 8397 BuildCompletion = PLACED_BY_PLAYER 8398 8399 End 8400 8401 8402 8403 ;------------------------------------------------------------------------------ 8404 Object AirF_AmericaPowerPlant 8405 8406 ; *** ART Parameters *** 8407 SelectPortrait = SAPowerPlant_L 8408 ButtonImage = SAPowerPlant 8409 8410 ; ---- the building itself ------ 8411 Draw = W3DModelDraw ModuleTag_01 8412 OkToChangeModelColor = Yes 8413 8414 ; day ******************************************** 8415 ConditionState = NONE; 8416 Model = ABPWRPLANT 8417 Animation = ABPWRPLANT.ABPWRPLANT 8418 AnimationMode = LOOP 8419 ParticleSysBone = Smoke02 SteamVent 8420 End 8421 ConditionState = DAMAGED 8422 Model = ABPWRPLANT_D 8423 ParticleSysBone = Smoke01 SmolderingSmoke 8424 ParticleSysBone = Smoke02 SteamVent 8425 ParticleSysBone = Smoke03 SmolderingSmoke 8426 ParticleSysBone = Fire01 SmolderingFireLarge 8427 ParticleSysBone = Sparks01 LiveWireSparks 8428 ParticleSysBone = Sparks02 LiveWireSparks 8429 End 8430 ConditionState = REALLYDAMAGED RUBBLE 8431 Model = ABPWRPLANT_E 8432 ParticleSysBone = Smoke01 SmolderingSmoke 8433 ParticleSysBone = Smoke02 SteamVent 8434 ParticleSysBone = Smoke03 SmolderingSmoke 8435 ParticleSysBone = Smoke04 SmolderingSmoke 8436 ParticleSysBone = Smoke05 SmolderingSmoke 8437 ParticleSysBone = Smoke06 SmolderingSmoke 8438 ParticleSysBone = Fire01 SmolderingFireLarge 8439 ParticleSysBone = Fire02 SmolderingFireLarge 8440 ParticleSysBone = Fire03 SmolderingFireLarge 8441 ParticleSysBone = Spark01 LiveWireSparks 8442 End 8443 8444 ; day upgrade 8445 ConditionState = POWER_PLANT_UPGRADED ; 8446 Model = ABPWRPLANT 8447 Animation = ABPWRPLANT.ABPWRPLANT 8448 AnimationMode = LOOP 8449 ParticleSysBone = Smoke02 SteamVent 8450 ParticleSysBone = Spark01 LiveWireSparks 8451 ParticleSysBone = Spark02 LiveWireSparks02 8452 ParticleSysBone = Spark03 LiveWireSparks02 8453 ParticleSysBone = Spark04 LiveWireSparks 8454 ParticleSysBone = Spark05 LiveWireSparks02 8455 ParticleSysBone = Spark06 LiveWireSparks 8456 End 8457 ConditionState = DAMAGED POWER_PLANT_UPGRADED 8458 Model = ABPWRPLANT_D 8459 ParticleSysBone = Smoke01 SmolderingSmoke 8460 ParticleSysBone = Smoke02 SteamVent 8461 ParticleSysBone = Smoke03 SmolderingSmoke 8462 ParticleSysBone = Fire01 SmolderingFireLarge 8463 ParticleSysBone = Spark01 LiveWireSparks 8464 ParticleSysBone = Spark02 LiveWireSparks02 8465 ParticleSysBone = Spark03 LiveWireSparks02 8466 ParticleSysBone = Spark04 LiveWireSparks 8467 ParticleSysBone = Spark05 LiveWireSparks02 8468 ParticleSysBone = Spark06 LiveWireSparks 8469 End 8470 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 8471 Model = ABPWRPLANT_E 8472 ParticleSysBone = Smoke01 SmolderingSmoke 8473 ParticleSysBone = Smoke02 SteamVent 8474 ParticleSysBone = Smoke03 SmolderingSmoke 8475 ParticleSysBone = Smoke04 SmolderingSmoke 8476 ParticleSysBone = Smoke05 SmolderingSmoke 8477 ParticleSysBone = Smoke06 SmolderingSmoke 8478 ParticleSysBone = Fire01 SmolderingFireLarge 8479 ParticleSysBone = Fire02 SmolderingFireLarge 8480 ParticleSysBone = Fire03 SmolderingFireLarge 8481 ParticleSysBone = Spark01 LiveWireSparks 8482 ParticleSysBone = Spark02 LiveWireSparks02 8483 ParticleSysBone = Spark03 LiveWireSparks02 8484 ParticleSysBone = Spark04 LiveWireSparks 8485 ParticleSysBone = Spark05 LiveWireSparks02 8486 ParticleSysBone = Spark06 LiveWireSparks 8487 End 8488 8489 ; night 8490 ConditionState = NIGHT; 8491 Model = ABPWRPLANT_N 8492 Animation = ABPWRPLANT_N.ABPWRPLANT_N 8493 AnimationMode = LOOP 8494 ParticleSysBone = Smoke02 SteamVent 8495 End 8496 ConditionState = DAMAGED NIGHT 8497 Model = ABPWRPLANT_DN 8498 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 8499 AnimationMode = LOOP 8500 ParticleSysBone = Smoke01 SmolderingSmoke 8501 ParticleSysBone = Smoke02 SteamVent 8502 ParticleSysBone = Smoke03 SmolderingSmoke 8503 ParticleSysBone = Fire01 SmolderingFireLarge 8504 ParticleSysBone = Sparks01 LiveWireSparks 8505 ParticleSysBone = Sparks02 LiveWireSparks 8506 ParticleSysBone = Sparks03 LiveWireSparks02 8507 End 8508 ConditionState = REALLYDAMAGED RUBBLE NIGHT; 8509 Model = ABPWRPLANT_EN 8510 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 8511 AnimationMode = LOOP 8512 ParticleSysBone = Smoke01 SmolderingSmoke 8513 ParticleSysBone = Smoke02 SteamVent 8514 ParticleSysBone = Smoke03 SmolderingSmoke 8515 ParticleSysBone = Smoke04 SmolderingSmoke 8516 ParticleSysBone = Smoke05 SmolderingSmoke 8517 ParticleSysBone = Smoke06 SmolderingSmoke 8518 ParticleSysBone = Fire01 SmolderingFireLarge 8519 ParticleSysBone = Fire02 SmolderingFireLarge 8520 ParticleSysBone = Fire03 SmolderingFireLarge 8521 ParticleSysBone = Sparks01 LiveWireSparks 8522 ParticleSysBone = Sparks02 LiveWireSparks02 8523 ParticleSysBone = Sparks03 LiveWireSparks02 8524 ParticleSysBone = Sparks04 LiveWireSparks 8525 ParticleSysBone = Sparks05 LiveWireSparks02 8526 ParticleSysBone = Sparks07 LiveWireSparks 8527 End 8528 8529 ; night upgraded 8530 ConditionState = NIGHT POWER_PLANT_UPGRADED 8531 Model = ABPWRPLANT_N 8532 Animation = ABPWRPLANT_N.ABPWRPLANT_N 8533 AnimationMode = LOOP 8534 ParticleSysBone = Smoke02 SteamVent 8535 ParticleSysBone = Sparks02 LiveWireSparks02 8536 ParticleSysBone = Sparks03 LiveWireSparks02 8537 ParticleSysBone = Sparks04 LiveWireSparks 8538 ParticleSysBone = Sparks05 LiveWireSparks02 8539 ParticleSysBone = Sparks07 LiveWireSparks 8540 ParticleSysBone = Sparks08 LiveWireSparks02 8541 ParticleSysBone = Sparks09 LiveWireSparks 8542 ParticleSysBone = Sparks10 LiveWireSparks02 8543 ParticleSysBone = Sparks11 LiveWireSparks 8544 End 8545 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED 8546 Model = ABPWRPLANT_DN 8547 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 8548 AnimationMode = LOOP 8549 ParticleSysBone = Smoke01 SmolderingSmoke 8550 ParticleSysBone = Smoke02 SteamVent 8551 ParticleSysBone = Smoke03 SmolderingSmoke 8552 ParticleSysBone = Fire01 SmolderingFireLarge 8553 ParticleSysBone = Sparks02 LiveWireSparks02 8554 ParticleSysBone = Sparks03 LiveWireSparks02 8555 ParticleSysBone = Sparks04 LiveWireSparks 8556 ParticleSysBone = Sparks05 LiveWireSparks02 8557 ParticleSysBone = Sparks07 LiveWireSparks 8558 ParticleSysBone = Sparks08 LiveWireSparks02 8559 ParticleSysBone = Sparks09 LiveWireSparks 8560 ParticleSysBone = Sparks10 LiveWireSparks02 8561 ParticleSysBone = Sparks11 LiveWireSparks 8562 End 8563 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 8564 Model = ABPWRPLANT_EN 8565 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 8566 AnimationMode = LOOP 8567 ParticleSysBone = Smoke01 SmolderingSmoke 8568 ParticleSysBone = Smoke02 SteamVent 8569 ParticleSysBone = Smoke03 SmolderingSmoke 8570 ParticleSysBone = Smoke04 SmolderingSmoke 8571 ParticleSysBone = Smoke05 SmolderingSmoke 8572 ParticleSysBone = Smoke06 SmolderingSmoke 8573 ParticleSysBone = Fire01 SmolderingFireLarge 8574 ParticleSysBone = Fire02 SmolderingFireLarge 8575 ParticleSysBone = Fire03 SmolderingFireLarge 8576 ParticleSysBone = Sparks02 LiveWireSparks02 8577 ParticleSysBone = Sparks03 LiveWireSparks02 8578 ParticleSysBone = Sparks04 LiveWireSparks 8579 ParticleSysBone = Sparks05 LiveWireSparks02 8580 ParticleSysBone = Sparks07 LiveWireSparks 8581 ParticleSysBone = Sparks08 LiveWireSparks02 8582 ParticleSysBone = Sparks09 LiveWireSparks 8583 ParticleSysBone = Sparks10 LiveWireSparks02 8584 ParticleSysBone = Sparks11 LiveWireSparks 8585 End 8586 8587 8588 ; day ******************************************** 8589 ConditionState = SNOW 8590 Model = ABPWRPLANT_S 8591 Animation = ABPWRPLANT_S.ABPWRPLANT_S 8592 AnimationMode = LOOP 8593 ParticleSysBone = Smoke02 SteamVent 8594 End 8595 ConditionState = DAMAGED SNOW 8596 Model = ABPWRPLANT_DS 8597 ParticleSysBone = Smoke01 SmolderingSmoke 8598 ParticleSysBone = Smoke02 SteamVent 8599 ParticleSysBone = Smoke03 SmolderingSmoke 8600 ParticleSysBone = Fire01 SmolderingFireLarge 8601 ParticleSysBone = Sparks01 LiveWireSparks 8602 ParticleSysBone = Sparks02 LiveWireSparks 8603 End 8604 ConditionState = REALLYDAMAGED RUBBLE SNOW 8605 Model = ABPWRPLANT_ES 8606 ParticleSysBone = Smoke01 SmolderingSmoke 8607 ParticleSysBone = Smoke02 SteamVent 8608 ParticleSysBone = Smoke03 SmolderingSmoke 8609 ParticleSysBone = Smoke04 SmolderingSmoke 8610 ParticleSysBone = Smoke05 SmolderingSmoke 8611 ParticleSysBone = Smoke06 SmolderingSmoke 8612 ParticleSysBone = Fire01 SmolderingFireLarge 8613 ParticleSysBone = Fire02 SmolderingFireLarge 8614 ParticleSysBone = Fire03 SmolderingFireLarge 8615 ParticleSysBone = Spark01 LiveWireSparks 8616 End 8617 8618 8619 ; day upgrade 8620 ConditionState = POWER_PLANT_UPGRADED SNOW; 8621 Model = ABPWRPLANT_S 8622 Animation = ABPWRPLANT_S.ABPWRPLANT_S 8623 AnimationMode = LOOP 8624 ParticleSysBone = Smoke02 SteamVent 8625 ParticleSysBone = Spark01 LiveWireSparks 8626 ParticleSysBone = Spark02 LiveWireSparks02 8627 ParticleSysBone = Spark03 LiveWireSparks02 8628 ParticleSysBone = Spark04 LiveWireSparks 8629 ParticleSysBone = Spark05 LiveWireSparks02 8630 ParticleSysBone = Spark06 LiveWireSparks 8631 End 8632 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 8633 Model = ABPWRPLANT_DS 8634 ParticleSysBone = Smoke01 SmolderingSmoke 8635 ParticleSysBone = Smoke02 SteamVent 8636 ParticleSysBone = Smoke03 SmolderingSmoke 8637 ParticleSysBone = Fire01 SmolderingFireLarge 8638 ParticleSysBone = Spark01 LiveWireSparks 8639 ParticleSysBone = Spark02 LiveWireSparks02 8640 ParticleSysBone = Spark03 LiveWireSparks02 8641 ParticleSysBone = Spark04 LiveWireSparks 8642 ParticleSysBone = Spark05 LiveWireSparks02 8643 ParticleSysBone = Spark06 LiveWireSparks 8644 End 8645 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 8646 Model = ABPWRPLANT_ES 8647 ParticleSysBone = Smoke01 SmolderingSmoke 8648 ParticleSysBone = Smoke02 SteamVent 8649 ParticleSysBone = Smoke03 SmolderingSmoke 8650 ParticleSysBone = Smoke04 SmolderingSmoke 8651 ParticleSysBone = Smoke05 SmolderingSmoke 8652 ParticleSysBone = Smoke06 SmolderingSmoke 8653 ParticleSysBone = Fire01 SmolderingFireLarge 8654 ParticleSysBone = Fire02 SmolderingFireLarge 8655 ParticleSysBone = Fire03 SmolderingFireLarge 8656 ParticleSysBone = Spark01 LiveWireSparks 8657 ParticleSysBone = Spark02 LiveWireSparks02 8658 ParticleSysBone = Spark03 LiveWireSparks02 8659 ParticleSysBone = Spark04 LiveWireSparks 8660 ParticleSysBone = Spark05 LiveWireSparks02 8661 ParticleSysBone = Spark06 LiveWireSparks 8662 End 8663 8664 8665 ; night 8666 ConditionState = NIGHT SNOW; 8667 Model = ABPWRPLANT_NS 8668 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 8669 AnimationMode = LOOP 8670 ParticleSysBone = Smoke02 SteamVent 8671 End 8672 ConditionState = DAMAGED NIGHT SNOW 8673 Model = ABPWRPLANT_DNS 8674 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 8675 AnimationMode = LOOP 8676 ParticleSysBone = Smoke01 SmolderingSmoke 8677 ParticleSysBone = Smoke02 SteamVent 8678 ParticleSysBone = Smoke03 SmolderingSmoke 8679 ParticleSysBone = Fire01 SmolderingFireLarge 8680 ParticleSysBone = Sparks01 LiveWireSparks 8681 ParticleSysBone = Sparks02 LiveWireSparks 8682 ParticleSysBone = Sparks03 LiveWireSparks02 8683 End 8684 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; 8685 Model = ABPWRPLANT_ENS 8686 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 8687 AnimationMode = LOOP 8688 ParticleSysBone = Smoke01 SmolderingSmoke 8689 ParticleSysBone = Smoke02 SteamVent 8690 ParticleSysBone = Smoke03 SmolderingSmoke 8691 ParticleSysBone = Smoke04 SmolderingSmoke 8692 ParticleSysBone = Smoke05 SmolderingSmoke 8693 ParticleSysBone = Smoke06 SmolderingSmoke 8694 ParticleSysBone = Fire01 SmolderingFireLarge 8695 ParticleSysBone = Fire02 SmolderingFireLarge 8696 ParticleSysBone = Fire03 SmolderingFireLarge 8697 ParticleSysBone = Sparks01 LiveWireSparks 8698 ParticleSysBone = Sparks02 LiveWireSparks02 8699 ParticleSysBone = Sparks03 LiveWireSparks02 8700 ParticleSysBone = Sparks04 LiveWireSparks 8701 ParticleSysBone = Sparks05 LiveWireSparks02 8702 ParticleSysBone = Sparks07 LiveWireSparks 8703 End 8704 8705 ; night upgraded 8706 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 8707 Model = ABPWRPLANT_NS 8708 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 8709 AnimationMode = LOOP 8710 ParticleSysBone = Smoke02 SteamVent 8711 ParticleSysBone = Sparks02 LiveWireSparks02 8712 ParticleSysBone = Sparks03 LiveWireSparks02 8713 ParticleSysBone = Sparks04 LiveWireSparks 8714 ParticleSysBone = Sparks05 LiveWireSparks02 8715 ParticleSysBone = Sparks07 LiveWireSparks 8716 ParticleSysBone = Sparks08 LiveWireSparks02 8717 ParticleSysBone = Sparks09 LiveWireSparks 8718 ParticleSysBone = Sparks10 LiveWireSparks02 8719 ParticleSysBone = Sparks11 LiveWireSparks 8720 End 8721 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW 8722 Model = ABPWRPLANT_DNS 8723 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 8724 AnimationMode = LOOP 8725 ParticleSysBone = Smoke01 SmolderingSmoke 8726 ParticleSysBone = Smoke02 SteamVent 8727 ParticleSysBone = Smoke03 SmolderingSmoke 8728 ParticleSysBone = Fire01 SmolderingFireLarge 8729 ParticleSysBone = Sparks02 LiveWireSparks02 8730 ParticleSysBone = Sparks03 LiveWireSparks02 8731 ParticleSysBone = Sparks04 LiveWireSparks 8732 ParticleSysBone = Sparks05 LiveWireSparks02 8733 ParticleSysBone = Sparks07 LiveWireSparks 8734 ParticleSysBone = Sparks08 LiveWireSparks02 8735 ParticleSysBone = Sparks09 LiveWireSparks 8736 ParticleSysBone = Sparks10 LiveWireSparks02 8737 ParticleSysBone = Sparks11 LiveWireSparks 8738 End 8739 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 8740 Model = ABPWRPLANT_ENS 8741 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 8742 AnimationMode = LOOP 8743 ParticleSysBone = Smoke01 SmolderingSmoke 8744 ParticleSysBone = Smoke02 SteamVent 8745 ParticleSysBone = Smoke03 SmolderingSmoke 8746 ParticleSysBone = Smoke04 SmolderingSmoke 8747 ParticleSysBone = Smoke05 SmolderingSmoke 8748 ParticleSysBone = Smoke06 SmolderingSmoke 8749 ParticleSysBone = Fire01 SmolderingFireLarge 8750 ParticleSysBone = Fire02 SmolderingFireLarge 8751 ParticleSysBone = Fire03 SmolderingFireLarge 8752 ParticleSysBone = Sparks02 LiveWireSparks02 8753 ParticleSysBone = Sparks03 LiveWireSparks02 8754 ParticleSysBone = Sparks04 LiveWireSparks 8755 ParticleSysBone = Sparks05 LiveWireSparks02 8756 ParticleSysBone = Sparks07 LiveWireSparks 8757 ParticleSysBone = Sparks08 LiveWireSparks02 8758 ParticleSysBone = Sparks09 LiveWireSparks 8759 ParticleSysBone = Sparks10 LiveWireSparks02 8760 ParticleSysBone = Sparks11 LiveWireSparks 8761 End 8762 8763 ;************************************************************************************************************************** 8764 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8765 ;for this draw module 8766 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8767 Model = ABPWRPLANT 8768 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8769 End 8770 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8771 Model = ABPWRPLANT_D 8772 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8773 End 8774 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8775 Model = ABPWRPLANT_E 8776 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8777 End 8778 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8779 Model = ABPWRPLANT_N 8780 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8781 End 8782 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8783 Model = ABPWRPLANT_DN 8784 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8785 End 8786 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8787 Model = ABPWRPLANT_EN 8788 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8789 End 8790 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8791 Model = ABPWRPLANT_S 8792 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8793 End 8794 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8795 Model = ABPWRPLANT_DS 8796 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8797 End 8798 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8799 Model = ABPWRPLANT_ES 8800 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8801 End 8802 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8803 Model = ABPWRPLANT_NS 8804 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8805 End 8806 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8807 Model = ABPWRPLANT_DNS 8808 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8809 End 8810 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8811 Model = ABPWRPLANT_ENS 8812 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8813 End 8814 8815 ConditionState = AWAITING_CONSTRUCTION 8816 Model = NONE 8817 End 8818 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8819 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8820 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8821 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8822 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8823 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8824 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8825 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8826 AliasConditionState = SOLD DAMAGED 8827 AliasConditionState = SOLD REALLYDAMAGED 8828 AliasConditionState = SOLD NIGHT 8829 AliasConditionState = SOLD NIGHT DAMAGED 8830 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8831 AliasConditionState = SOLD SNOW 8832 AliasConditionState = SOLD SNOW DAMAGED 8833 AliasConditionState = SOLD SNOW REALLYDAMAGED 8834 AliasConditionState = SOLD NIGHT SNOW 8835 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8836 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8837 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 8838 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 8839 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 8840 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 8841 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 8842 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 8843 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 8844 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 8845 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 8846 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 8847 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 8848 ;************************************************************************************************************************** 8849 8850 8851 8852 8853 8854 8855 End 8856 8857 ; ------------ construction-zone fence ----------------- 8858 8859 Draw = W3DModelDraw ModuleTag_02 8860 AnimationsRequirePower = No 8861 DefaultConditionState 8862 Model = None 8863 TransitionKey = DOWN_DEFAULT 8864 End 8865 ConditionState = NIGHT 8866 Model = None 8867 TransitionKey = DOWN_DEFAULT 8868 End 8869 ConditionState = SNOW 8870 Model = None 8871 TransitionKey = DOWN_DEFAULT 8872 End 8873 ConditionState = SNOW NIGHT 8874 Model = None 8875 TransitionKey = DOWN_DEFAULT 8876 End 8877 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8878 Model = ABPwrPlant_A4 8879 Animation = ABPwrPlant_A4.ABPwrPlant_A4 8880 AnimationMode = MANUAL 8881 Flags = START_FRAME_LAST 8882 TransitionKey = UP_DAY 8883 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8884 ParticleSysBone = SparksS01 LiveWireSparks02 8885 End 8886 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8887 Model = ABPwrPlant_A4N 8888 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 8889 AnimationMode = MANUAL 8890 Flags = START_FRAME_LAST 8891 TransitionKey = UP_NIGHT 8892 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8893 ParticleSysBone = SparksS01 LiveWireSparks02 8894 End 8895 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8896 Model = ABPwrPlant_A4S 8897 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8898 AnimationMode = MANUAL 8899 Flags = START_FRAME_LAST 8900 TransitionKey = UP_SNOW 8901 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8902 ParticleSysBone = SparksS01 LiveWireSparks02 8903 End 8904 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8905 Model = ABPwrPlant_A4S 8906 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8907 AnimationMode = MANUAL 8908 Flags = START_FRAME_LAST 8909 TransitionKey = UP_SNOWNIGHT 8910 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8911 ParticleSysBone = SparksS01 LiveWireSparks02 8912 End 8913 TransitionState = DOWN_DEFAULT UP_DAY 8914 Model = ABPwrPlant_A4 8915 Animation = ABPwrPlant_A4.ABPwrPlant_A4 8916 AnimationMode = ONCE 8917 AnimationSpeedFactorRange = 1.0 1.0 8918 Flags = START_FRAME_FIRST 8919 End 8920 TransitionState = DOWN_DEFAULT UP_NIGHT 8921 Model = ABPwrPlant_A4N 8922 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 8923 AnimationMode = ONCE 8924 AnimationSpeedFactorRange = 1.0 1.0 8925 Flags = START_FRAME_FIRST 8926 End 8927 TransitionState = DOWN_DEFAULT UP_SNOW 8928 Model = ABPwrPlant_A4S 8929 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8930 AnimationMode = ONCE 8931 AnimationSpeedFactorRange = 1.0 1.0 8932 Flags = START_FRAME_FIRST 8933 End 8934 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8935 Model = ABPwrPlant_A4SN 8936 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 8937 AnimationMode = ONCE 8938 AnimationSpeedFactorRange = 1.0 1.0 8939 Flags = START_FRAME_FIRST 8940 End 8941 TransitionState = UP_DAY DOWN_DEFAULT 8942 Model = ABPwrPlant_A4 8943 Animation = ABPwrPlant_A4.ABPwrPlant_A4 8944 AnimationMode = ONCE_BACKWARDS 8945 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8946 Flags = START_FRAME_LAST 8947 End 8948 TransitionState = UP_NIGHT DOWN_DEFAULT 8949 Model = ABPwrPlant_A4N 8950 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 8951 AnimationMode = ONCE_BACKWARDS 8952 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8953 Flags = START_FRAME_LAST 8954 End 8955 TransitionState = UP_SNOW DOWN_DEFAULT 8956 Model = ABPwrPlant_A4S 8957 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8958 AnimationMode = ONCE_BACKWARDS 8959 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8960 Flags = START_FRAME_LAST 8961 End 8962 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8963 Model = ABPwrPlant_A4SN 8964 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 8965 AnimationMode = ONCE_BACKWARDS 8966 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8967 Flags = START_FRAME_LAST 8968 End 8969 End 8970 8971 ; ------------ under-construction scaffolding ----------------- 8972 Draw = W3DModelDraw ModuleTag_03 8973 AnimationsRequirePower = No 8974 MinLODRequired = MEDIUM 8975 DefaultConditionState 8976 Model = None 8977 TransitionKey = DOWN_DEFAULT 8978 End 8979 ConditionState = NIGHT 8980 Model = None 8981 TransitionKey = DOWN_DEFAULT 8982 End 8983 ConditionState = SNOW 8984 Model = None 8985 TransitionKey = DOWN_DEFAULT 8986 End 8987 ConditionState = SNOW NIGHT 8988 Model = None 8989 TransitionKey = DOWN_DEFAULT 8990 End 8991 ConditionState = PARTIALLY_CONSTRUCTED 8992 Model = ABPwrPlant_A6 8993 Animation = ABPwrPlant_A6.ABPwrPlant_A6 8994 AnimationMode = MANUAL 8995 Flags = START_FRAME_LAST 8996 TransitionKey = UP_DAY 8997 ParticleSysBone = SparksS01 BuildUpBlueSpark 8998 ParticleSysBone = SparksS02 BuildUpBlueSpark 8999 ParticleSysBone = SparksS03 SparksSmall 9000 ParticleSysBone = SparksS06 BuildUpBlueSpark 9001 End 9002 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9003 Model = ABPwrPlant_A6N 9004 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 9005 AnimationMode = MANUAL 9006 Flags = START_FRAME_LAST 9007 TransitionKey = UP_NIGHT 9008 ParticleSysBone = SparksS01 BuildUpBlueSpark 9009 ParticleSysBone = SparksS02 BuildUpBlueSpark 9010 ParticleSysBone = SparksS03 SparksSmall 9011 ParticleSysBone = SparksS06 BuildUpBlueSpark 9012 End 9013 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9014 Model = ABPwrPlant_A6S 9015 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 9016 AnimationMode = MANUAL 9017 Flags = START_FRAME_LAST 9018 TransitionKey = UP_SNOW 9019 ParticleSysBone = SparksS01 BuildUpBlueSpark 9020 ParticleSysBone = SparksS02 BuildUpBlueSpark 9021 ParticleSysBone = SparksS03 SparksSmall 9022 ParticleSysBone = SparksS06 BuildUpBlueSpark 9023 End 9024 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9025 Model = ABPwrPlant_A6SN 9026 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 9027 AnimationMode = MANUAL 9028 Flags = START_FRAME_LAST 9029 TransitionKey = UP_SNOWNIGHT 9030 ParticleSysBone = SparksS01 BuildUpBlueSpark 9031 ParticleSysBone = SparksS02 BuildUpBlueSpark 9032 ParticleSysBone = SparksS03 SparksSmall 9033 ParticleSysBone = SparksS06 BuildUpBlueSpark 9034 End 9035 TransitionState = DOWN_DEFAULT UP_DAY 9036 Model = ABPwrPlant_A6 9037 Animation = ABPwrPlant_A6.ABPwrPlant_A6 9038 AnimationMode = ONCE 9039 AnimationSpeedFactorRange = 1.0 1.0 9040 Flags = START_FRAME_FIRST 9041 End 9042 TransitionState = DOWN_DEFAULT UP_NIGHT 9043 Model = ABPwrPlant_A6N 9044 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 9045 AnimationMode = ONCE 9046 AnimationSpeedFactorRange = 1.0 1.0 9047 Flags = START_FRAME_FIRST 9048 End 9049 TransitionState = DOWN_DEFAULT UP_SNOW 9050 Model = ABPwrPlant_A6S 9051 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 9052 AnimationMode = ONCE 9053 9054 AnimationSpeedFactorRange = 1.0 1.0 9055 Flags = START_FRAME_FIRST 9056 End 9057 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9058 Model = ABPwrPlant_A6SN 9059 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 9060 AnimationMode = ONCE 9061 AnimationSpeedFactorRange = 1.0 1.0 9062 Flags = START_FRAME_FIRST 9063 End 9064 TransitionState = UP_DAY DOWN_DEFAULT 9065 Model = ABPwrPlant_A6 9066 Animation = ABPwrPlant_A6.ABPwrPlant_A6 9067 AnimationMode = ONCE_BACKWARDS 9068 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9069 Flags = START_FRAME_LAST 9070 End 9071 TransitionState = UP_NIGHT DOWN_DEFAULT 9072 Model = ABPwrPlant_A6N 9073 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 9074 AnimationMode = ONCE_BACKWARDS 9075 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9076 Flags = START_FRAME_LAST 9077 End 9078 TransitionState = UP_SNOW DOWN_DEFAULT 9079 Model = ABPwrPlant_A6S 9080 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 9081 AnimationMode = ONCE_BACKWARDS 9082 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9083 Flags = START_FRAME_LAST 9084 End 9085 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9086 Model = ABPwrPlant_A6SN 9087 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 9088 AnimationMode = ONCE_BACKWARDS 9089 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9090 Flags = START_FRAME_LAST 9091 End 9092 End 9093 9094 ; ------------ being-constructed crane ----------------- 9095 Draw = W3DModelDraw ModuleTag_04 9096 AnimationsRequirePower = No 9097 DefaultConditionState 9098 Model = None 9099 TransitionKey = DOWN_DEFAULT 9100 End 9101 ConditionState = NIGHT 9102 Model = None 9103 TransitionKey = DOWN_DEFAULT 9104 End 9105 ConditionState = SNOW 9106 Model = None 9107 TransitionKey = DOWN_DEFAULT 9108 End 9109 ConditionState = SNOW NIGHT 9110 Model = None 9111 TransitionKey = DOWN_DEFAULT 9112 End 9113 ConditionState = SOLD 9114 Model = NONE 9115 End 9116 9117 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9118 Model = ABPwrPlant_A5 9119 Animation = ABPwrPlant_A5.ABPwrPlant_A5 9120 AnimationMode = LOOP 9121 TransitionKey = UP_DAY 9122 End 9123 9124 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9125 Model = ABPwrPlant_A5N 9126 Animation = ABPwrPlant_A5N.ABPwrPlant_A5N 9127 AnimationMode = LOOP 9128 TransitionKey = UP_NIGHT 9129 End 9130 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9131 Model = ABPwrPlant_A5S 9132 Animation = ABPwrPlant_A5S.ABPwrPlant_A5S 9133 AnimationMode = LOOP 9134 TransitionKey = UP_SNOW 9135 End 9136 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9137 Model = ABPwrPlant_A5SN 9138 Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN 9139 AnimationMode = LOOP 9140 TransitionKey = UP_SNOWNIGHT 9141 End 9142 TransitionState = DOWN_DEFAULT UP_DAY 9143 Model = ABPwrPlant_AB 9144 Animation = ABPwrPlant_AB.ABPwrPlant_AB 9145 AnimationMode = ONCE 9146 AnimationSpeedFactorRange = 1.0 1.0 9147 Flags = START_FRAME_FIRST 9148 End 9149 9150 TransitionState = DOWN_DEFAULT UP_NIGHT 9151 Model = ABPwrPlant_ABN 9152 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 9153 AnimationMode = ONCE 9154 AnimationSpeedFactorRange = 1.0 1.0 9155 Flags = START_FRAME_FIRST 9156 End 9157 9158 TransitionState = DOWN_DEFAULT UP_SNOW 9159 Model = ABPwrPlant_ABS 9160 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 9161 AnimationMode = ONCE 9162 AnimationSpeedFactorRange = 1.0 1.0 9163 Flags = START_FRAME_FIRST 9164 End 9165 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9166 Model = ABPwrPlant_ABSN 9167 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 9168 AnimationMode = ONCE 9169 AnimationSpeedFactorRange = 1.0 1.0 9170 Flags = START_FRAME_FIRST 9171 End 9172 TransitionState = UP_DAY DOWN_DEFAULT 9173 Model = ABPwrPlant_AB 9174 Animation = ABPwrPlant_AB.ABPwrPlant_AB 9175 AnimationMode = ONCE_BACKWARDS 9176 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9177 Flags = START_FRAME_LAST 9178 End 9179 TransitionState = UP_NIGHT DOWN_DEFAULT 9180 Model = ABPwrPlant_ABN 9181 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 9182 AnimationMode = ONCE_BACKWARDS 9183 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9184 Flags = START_FRAME_LAST 9185 End 9186 TransitionState = UP_SNOW DOWN_DEFAULT 9187 Model = ABPwrPlant_ABS 9188 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 9189 AnimationMode = ONCE_BACKWARDS 9190 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9191 Flags = START_FRAME_LAST 9192 End 9193 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9194 Model = ABPwrPlant_ABSN 9195 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 9196 AnimationMode = ONCE_BACKWARDS 9197 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9198 Flags = START_FRAME_LAST 9199 End 9200 End 9201 9202 ; ---- the control rods ----- 9203 Draw = W3DModelDraw ModuleTag_05 9204 OkToChangeModelColor = Yes 9205 9206 ; no upgrade 9207 ConditionState = NONE 9208 Model ABPWRPLANT_A1 9209 End 9210 AliasConditionState = SNOW 9211 AliasConditionState = NIGHT 9212 AliasConditionState = SNOW NIGHT 9213 9214 ConditionState = DAMAGED 9215 Model ABPWRPLANT_A1D 9216 End 9217 AliasConditionState = DAMAGED SNOW 9218 AliasConditionState = DAMAGED NIGHT 9219 AliasConditionState = DAMAGED SNOW NIGHT 9220 9221 ConditionState = REALLYDAMAGED RUBBLE 9222 Model ABPWRPLANT_A1E 9223 End 9224 AliasConditionState = REALLYDAMAGED RUBBLE SNOW 9225 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 9226 AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 9227 9228 9229 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9230 Model = ABPWRPLANT_A1 9231 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9232 End 9233 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9234 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9235 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 9236 9237 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9238 Model = ABPWRPLANT_A1D 9239 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9240 End 9241 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9242 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9243 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 9244 9245 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9246 Model = ABPWRPLANT_A1E 9247 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9248 End 9249 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9250 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9251 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 9252 9253 ; first to upgrade 9254 ConditionState = POWER_PLANT_UPGRADING 9255 Model ABPWRPLANT_A1 9256 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 9257 AnimationMode = ONCE 9258 Flags = START_FRAME_FIRST 9259 End 9260 AliasConditionState = POWER_PLANT_UPGRADING SNOW 9261 AliasConditionState = POWER_PLANT_UPGRADING NIGHT 9262 AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT 9263 9264 ConditionState = DAMAGED POWER_PLANT_UPGRADING 9265 Model ABPWRPLANT_A1D 9266 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 9267 AnimationMode = ONCE 9268 Flags = START_FRAME_FIRST 9269 End 9270 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW 9271 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT 9272 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT 9273 9274 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING 9275 Model ABPWRPLANT_A1E 9276 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 9277 AnimationMode = ONCE 9278 Flags = START_FRAME_FIRST 9279 End 9280 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW 9281 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT 9282 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT 9283 9284 ; already upgraded 9285 ConditionState = POWER_PLANT_UPGRADED 9286 Model ABPWRPLANT_A1 9287 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 9288 AnimationMode = MANUAL 9289 Flags = START_FRAME_LAST 9290 End 9291 AliasConditionState = POWER_PLANT_UPGRADED SNOW 9292 AliasConditionState = POWER_PLANT_UPGRADED NIGHT 9293 AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT 9294 9295 ConditionState = DAMAGED POWER_PLANT_UPGRADED 9296 Model ABPWRPLANT_A1D 9297 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 9298 AnimationMode = MANUAL 9299 Flags = START_FRAME_LAST 9300 End 9301 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 9302 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT 9303 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT 9304 9305 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 9306 Model ABPWRPLANT_A1E 9307 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 9308 AnimationMode = MANUAL 9309 Flags = START_FRAME_LAST 9310 End 9311 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 9312 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT 9313 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT 9314 9315 9316 ConditionState = AWAITING_CONSTRUCTION 9317 Model = NONE 9318 End 9319 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9320 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9321 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9322 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9323 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9324 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9325 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9326 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9327 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9328 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9329 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9330 AliasConditionState = SOLD DAMAGED 9331 AliasConditionState = SOLD REALLYDAMAGED 9332 AliasConditionState = SOLD NIGHT 9333 AliasConditionState = SOLD NIGHT DAMAGED 9334 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9335 AliasConditionState = SOLD NIGHT SNOW 9336 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9337 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9338 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 9339 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 9340 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 9341 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 9342 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 9343 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 9344 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 9345 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 9346 ;************************************************************************************************************************** 9347 9348 End 9349 9350 9351 9352 PlacementViewAngle = -45 9353 9354 ; ***DESIGN parameters *** 9355 DisplayName = OBJECT:ColdFusionReactor 9356 Side = AmericaAirForceGeneral 9357 EditorSorting = STRUCTURE 9358 Prerequisites 9359 ; Object = AirF_AmericaCommandCenter 9360 End 9361 BuildCost = 800 9362 BuildTime = 10.0 ; in seconds 9363 EnergyProduction = 5 9364 EnergyBonus = 5 9365 VisionRange = 200.0 ; Shroud clearing distance 9366 ShroudClearingRange = 200 9367 ArmorSet 9368 Conditions = None 9369 Armor = StructureArmor 9370 DamageFX = StructureDamageFXNoShake 9371 End 9372 CommandSet = AirF_AmericaPowerPlantCommandSet 9373 ExperienceValue = 100 100 100 100 ; Experience point value at each level 9374 9375 ; *** AUDIO Parameters *** 9376 VoiceSelect = ColdFusionReactorSelect 9377 SoundOnDamaged = BuildingDamagedStateLight 9378 SoundOnReallyDamaged = BuildingDestroy 9379 9380 UnitSpecificSounds 9381 UnderConstruction = UnderConstructionLoop 9382 End 9383 9384 ; *** ENGINEERING Parameters *** 9385 RadarPriority = STRUCTURE 9386 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 9387 Body = StructureBody ModuleTag_06 9388 MaxHealth = 800.0 9389 InitialHealth = 800.0 9390 9391 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9392 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9393 SubdualDamageCap = 1000 9394 SubdualDamageHealRate = 500 9395 SubdualDamageHealAmount = 100 9396 End 9397 9398 Behavior = PowerPlantUpgrade ModuleTag_07 9399 TriggeredBy = Upgrade_AmericaAdvancedControlRods 9400 End 9401 9402 Behavior = BaseRegenerateUpdate ModuleTag_08 9403 ;No data 9404 End 9405 Behavior = PowerPlantUpdate ModuleTag_09 9406 RodsExtendTime = 600 9407 End 9408 9409 9410 Behavior = DestroyDie ModuleTag_10 9411 ;nothing 9412 End 9413 Behavior = CreateObjectDie ModuleTag_11 9414 CreationList = OCL_ABPowerPlantExplode 9415 End 9416 Behavior = CreateObjectDie ModuleTag_12 9417 CreationList = OCL_AmericanRangerDebris02 9418 ExemptStatus = UNDER_CONSTRUCTION 9419 End 9420 Behavior = FXListDie ModuleTag_13 9421 DeathFX = FX_StructureSmallDeath 9422 End 9423 9424 Behavior = ProductionUpdate ModuleTag_14 9425 ; nothing 9426 End 9427 9428 Behavior = FlammableUpdate ModuleTag_16 9429 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9430 AflameDamageAmount = 5 ; taking this much damage... 9431 AflameDamageDelay = 500 ; this often. 9432 End 9433 9434 Behavior = TransitionDamageFX ModuleTag_17 9435 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 9436 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9437 ;--------------------------------------------------------------------------------------- 9438 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9439 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9440 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9441 End 9442 9443 Geometry = BOX 9444 GeometryMajorRadius = 22.0 9445 GeometryMinorRadius = 30.0 9446 GeometryHeight = 46.0 9447 GeometryIsSmall = No 9448 Shadow = SHADOW_VOLUME 9449 BuildCompletion = PLACED_BY_PLAYER 9450 9451 End 9452 9453 ;------------------------------------------------------------------------------ 9454 Object AirF_AmericaParticleCannonUplink 9455 9456 ; *** ART Parameters *** 9457 SelectPortrait = SAUplink_L 9458 ButtonImage = SAUplink 9459 9460 Draw = W3DModelDraw ModuleTag_01 9461 ExtraPublicBone = FX01 9462 ExtraPublicBone = FX02 9463 ExtraPublicBone = FX03 9464 ExtraPublicBone = FX04 9465 ExtraPublicBone = FX05 9466 OkToChangeModelColor = Yes 9467 9468 9469 ; day ************************************** 9470 ConditionState = NONE 9471 Model = ABSDILink 9472 Animation = ABSDILink.ABSDILink 9473 AnimationMode = LOOP 9474 Flags = MAINTAIN_FRAME_ACROSS_STATES 9475 End 9476 ConditionState = DAMAGED 9477 Model = ABSDILink_D 9478 Animation = ABSDILink_D.ABSDILink_D 9479 AnimationMode = LOOP 9480 Flags = MAINTAIN_FRAME_ACROSS_STATES 9481 End 9482 ConditionState = REALLYDAMAGED RUBBLE 9483 Model = ABSDILink_E 9484 Animation = ABSDILink_E.ABSDILink_E 9485 AnimationMode = LOOP 9486 Flags = MAINTAIN_FRAME_ACROSS_STATES 9487 End 9488 9489 9490 ; night ************************************* 9491 ConditionState = NIGHT 9492 Model = ABSDILink_N 9493 Animation = ABSDILink_N.ABSDILink_N 9494 AnimationMode = LOOP 9495 Flags = MAINTAIN_FRAME_ACROSS_STATES 9496 End 9497 ConditionState = DAMAGED NIGHT 9498 Model = ABSDILink_DN 9499 Animation = ABSDILink_DN.ABSDILink_DN 9500 AnimationMode = LOOP 9501 Flags = MAINTAIN_FRAME_ACROSS_STATES 9502 End 9503 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9504 Model = ABSDILink_EN 9505 Animation = ABSDILink_EN.ABSDILink_EN 9506 AnimationMode = LOOP 9507 Flags = MAINTAIN_FRAME_ACROSS_STATES 9508 End 9509 9510 ; day snow ************************************** 9511 ConditionState = SNOW 9512 Model = ABSDILink_S 9513 Animation = ABSDILink_S.ABSDILink_S 9514 AnimationMode = LOOP 9515 Flags = MAINTAIN_FRAME_ACROSS_STATES 9516 End 9517 ConditionState = DAMAGED SNOW 9518 Model = ABSDILink_DS 9519 Animation = ABSDILink_DS.ABSDILink_DS 9520 AnimationMode = LOOP 9521 Flags = MAINTAIN_FRAME_ACROSS_STATES 9522 End 9523 ConditionState = REALLYDAMAGED RUBBLE SNOW 9524 Model = ABSDILink_ES 9525 Animation = ABSDILink_ES.ABSDILink_ES 9526 AnimationMode = LOOP 9527 Flags = MAINTAIN_FRAME_ACROSS_STATES 9528 End 9529 9530 ; night snow ************************************* 9531 ConditionState = NIGHT SNOW 9532 Model = ABSDILink_NS 9533 Animation = ABSDILink_NS.ABSDILink_NS 9534 AnimationMode = LOOP 9535 Flags = MAINTAIN_FRAME_ACROSS_STATES 9536 End 9537 ConditionState = DAMAGED NIGHT SNOW 9538 Model = ABSDILink_DNS 9539 Animation = ABSDILink_DNS.ABSDILink_DNS 9540 AnimationMode = LOOP 9541 Flags = MAINTAIN_FRAME_ACROSS_STATES 9542 End 9543 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9544 Model = ABSDILink_ENS 9545 Animation = ABSDILink_ENS.ABSDILink_ENS 9546 AnimationMode = LOOP 9547 Flags = MAINTAIN_FRAME_ACROSS_STATES 9548 End 9549 9550 ;************************************************************************************************************************** 9551 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9552 ;for this draw module 9553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9554 Model = ABSDILink 9555 Animation = ABSDILink.ABSDILink 9556 AnimationMode = LOOP 9557 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9558 End 9559 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9560 Model = ABSDILink_D 9561 Animation = ABSDILink_D.ABSDILink_D 9562 AnimationMode = LOOP 9563 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9564 End 9565 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9566 Model = ABSDILink_E 9567 Animation = ABSDILink_E.ABSDILink_E 9568 AnimationMode = LOOP 9569 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9570 End 9571 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9572 Model = ABSDILink_N 9573 Animation = ABSDILink_N.ABSDILink_N 9574 AnimationMode = LOOP 9575 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9576 End 9577 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9578 Model = ABSDILink_DN 9579 Animation = ABSDILink_DN.ABSDILink_DN 9580 AnimationMode = LOOP 9581 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9582 End 9583 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9584 Model = ABSDILink_EN 9585 Animation = ABSDILink_EN.ABSDILink_EN 9586 AnimationMode = LOOP 9587 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9588 End 9589 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9590 Model = ABSDILink_S 9591 Animation = ABSDILink_S.ABSDILink_S 9592 AnimationMode = LOOP 9593 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9594 End 9595 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9596 Model = ABSDILink_DS 9597 Animation = ABSDILink_DS.ABSDILink_DS 9598 AnimationMode = LOOP 9599 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9600 End 9601 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9602 Model = ABSDILink_ES 9603 Animation = ABSDILink_ES.ABSDILink_ES 9604 AnimationMode = LOOP 9605 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9606 End 9607 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9608 Model = ABSDILink_NS 9609 Animation = ABSDILink_NS.ABSDILink_NS 9610 AnimationMode = LOOP 9611 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9612 End 9613 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9614 Model = ABSDILink_DNS 9615 Animation = ABSDILink_DNS.ABSDILink_DNS 9616 AnimationMode = LOOP 9617 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9618 End 9619 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9620 Model = ABSDILink_ENS 9621 Animation = ABSDILink_ENS.ABSDILink_ENS 9622 AnimationMode = LOOP 9623 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9624 End 9625 9626 ConditionState = AWAITING_CONSTRUCTION 9627 Model = NONE 9628 End 9629 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9630 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9631 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9632 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9633 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9634 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9635 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9636 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9637 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9638 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9639 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9640 AliasConditionState = SOLD 9641 AliasConditionState = SOLD DAMAGED 9642 AliasConditionState = SOLD REALLYDAMAGED 9643 AliasConditionState = SOLD NIGHT 9644 AliasConditionState = SOLD NIGHT DAMAGED 9645 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9646 AliasConditionState = SOLD SNOW 9647 AliasConditionState = SOLD SNOW DAMAGED 9648 AliasConditionState = SOLD SNOW REALLYDAMAGED 9649 AliasConditionState = SOLD NIGHT SNOW 9650 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9651 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9652 ;************************************************************************************************************************** 9653 9654 9655 9656 End 9657 9658 ;------------ the cannon section (hatch, dish animations) ----------- 9659 Draw = W3DModelDraw ModuleTag_02 9660 ExtraPublicBone = FXConnector 9661 ExtraPublicBone = FXMain 9662 OkToChangeModelColor = Yes 9663 ; day ************************************** 9664 ConditionState = NONE 9665 Model = ABSDILink_A1 9666 Animation = ABSDILink_A1.ABSDILink_A1 9667 AnimationMode = MANUAL 9668 Flags = START_FRAME_FIRST 9669 End 9670 AliasConditionState = NIGHT 9671 AliasConditionState = NIGHT SNOW 9672 AliasConditionState = SNOW 9673 9674 ConditionState = DAMAGED 9675 Model = ABSDILink_A1D 9676 Animation = ABSDILink_A1D.ABSDILink_A1D 9677 AnimationMode = MANUAL 9678 Flags = START_FRAME_FIRST 9679 End 9680 AliasConditionState = NIGHT DAMAGED 9681 AliasConditionState = NIGHT SNOW DAMAGED 9682 AliasConditionState = SNOW DAMAGED 9683 9684 ConditionState = REALLYDAMAGED RUBBLE 9685 Model = ABSDILink_A1E 9686 Animation = ABSDILink_A1E.ABSDILink_A1E 9687 AnimationMode = MANUAL 9688 Flags = START_FRAME_FIRST 9689 End 9690 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 9691 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 9692 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 9693 9694 ConditionState = AWAITING_CONSTRUCTION 9695 Model = None 9696 End 9697 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 9698 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 9699 AliasConditionState = SNOW AWAITING_CONSTRUCTION 9700 9701 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9702 Model = ABSDILink_A1 9703 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9704 End 9705 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9706 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9707 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9708 9709 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9710 Model = ABSDILink_A1D 9711 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9712 End 9713 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9714 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9715 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9716 9717 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9718 Model = ABSDILink_A1E 9719 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9720 End 9721 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9722 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9723 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9724 9725 ;Preparing to fire! 9726 ConditionState = UNPACKING 9727 Model = ABSDILink_A1 9728 Animation = ABSDILink_A1.ABSDILink_A1 9729 AnimationMode = ONCE 9730 Flags = MAINTAIN_FRAME_ACROSS_STATES2 9731 End 9732 AliasConditionState = NIGHT UNPACKING 9733 AliasConditionState = NIGHT SNOW UNPACKING 9734 AliasConditionState = SNOW UNPACKING 9735 9736 ConditionState = UNPACKING DAMAGED 9737 Model = ABSDILink_A1D 9738 Animation = ABSDILink_A1D.ABSDILink_A1D 9739 AnimationMode = ONCE 9740 Flags = MAINTAIN_FRAME_ACROSS_STATES2 9741 End 9742 AliasConditionState = NIGHT UNPACKING DAMAGED 9743 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 9744 AliasConditionState = SNOW UNPACKING DAMAGED 9745 9746 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 9747 Model = ABSDILink_A1E 9748 Animation = ABSDILink_A1E.ABSDILink_A1E 9749 AnimationMode = ONCE 9750 Flags = MAINTAIN_FRAME_ACROSS_STATES2 9751 End 9752 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 9753 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 9754 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 9755 9756 ;Ready to fire -- or firing! 9757 ConditionState = DEPLOYED 9758 Model = ABSDILink_A1 9759 Animation = ABSDILink_A1.ABSDILink_A1 9760 AnimationMode = MANUAL 9761 Flags = START_FRAME_LAST 9762 End 9763 AliasConditionState = NIGHT DEPLOYED 9764 AliasConditionState = NIGHT SNOW DEPLOYED 9765 AliasConditionState = SNOW DEPLOYED 9766 9767 ConditionState = DEPLOYED DAMAGED 9768 Model = ABSDILink_A1D 9769 Animation = ABSDILink_A1D.ABSDILink_A1D 9770 AnimationMode = MANUAL 9771 Flags = START_FRAME_LAST 9772 End 9773 AliasConditionState = NIGHT DEPLOYED DAMAGED 9774 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 9775 AliasConditionState = SNOW DEPLOYED DAMAGED 9776 9777 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 9778 Model = ABSDILink_A1E 9779 Animation = ABSDILink_A1E.ABSDILink_A1E 9780 AnimationMode = MANUAL 9781 Flags = START_FRAME_LAST 9782 End 9783 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 9784 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 9785 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 9786 9787 ;Packing up (recharging for new attack) 9788 ConditionState = PACKING 9789 Model = ABSDILink_A1 9790 Animation = ABSDILink_A1.ABSDILink_A1 9791 AnimationMode = ONCE_BACKWARDS 9792 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9793 End 9794 AliasConditionState = NIGHT PACKING 9795 AliasConditionState = NIGHT SNOW PACKING 9796 AliasConditionState = SNOW PACKING 9797 9798 ConditionState = PACKING DAMAGED 9799 Model = ABSDILink_A1D 9800 Animation = ABSDILink_A1D.ABSDILink_A1D 9801 AnimationMode = ONCE_BACKWARDS 9802 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9803 End 9804 AliasConditionState = NIGHT PACKING DAMAGED 9805 AliasConditionState = NIGHT SNOW PACKING DAMAGED 9806 AliasConditionState = SNOW PACKING DAMAGED 9807 9808 ConditionState = PACKING REALLYDAMAGED RUBBLE 9809 Model = ABSDILink_A1E 9810 Animation = ABSDILink_A1E.ABSDILink_A1E 9811 AnimationMode = ONCE_BACKWARDS 9812 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9813 End 9814 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 9815 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 9816 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 9817 9818 9819 ConditionState = SOLD DEPLOYED 9820 Model = NONE 9821 End 9822 ConditionState = SOLD SNOW DEPLOYED 9823 Model = NONE 9824 End 9825 ConditionState = SOLD NIGHT DEPLOYED 9826 Model = NONE 9827 End 9828 ConditionState = SOLD NIGHT SNOW DEPLOYED 9829 Model = NONE 9830 End 9831 End 9832 9833 9834 ; ------------ construction-zone fence ----------------- 9835 Draw = W3DModelDraw ModuleTag_03 9836 AnimationsRequirePower = No 9837 DefaultConditionState 9838 Model = None 9839 TransitionKey = DOWN_DEFAULT 9840 End 9841 ConditionState = NIGHT 9842 Model = None 9843 TransitionKey = DOWN_DEFAULT 9844 End 9845 ConditionState = SNOW 9846 Model = None 9847 TransitionKey = DOWN_DEFAULT 9848 End 9849 ConditionState = SNOW NIGHT 9850 Model = None 9851 TransitionKey = DOWN_DEFAULT 9852 End 9853 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9854 Model = ABSDILink_A4 9855 Animation = ABSDILink_A4.ABSDILink_A4 9856 AnimationMode = MANUAL 9857 Flags = START_FRAME_LAST 9858 TransitionKey = UP_DAY 9859 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9860 ParticleSysBone = SparksS01 LiveWireSparks02 9861 End 9862 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9863 Model = ABSDILink_A4N 9864 Animation = ABSDILink_A4N.ABSDILink_A4N 9865 AnimationMode = MANUAL 9866 Flags = START_FRAME_LAST 9867 TransitionKey = UP_NIGHT 9868 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9869 ParticleSysBone = SparksS01 LiveWireSparks02 9870 End 9871 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9872 Model = ABSDILink_A4S 9873 Animation = ABSDILink_A4S.ABSDILink_A4S 9874 AnimationMode = MANUAL 9875 Flags = START_FRAME_LAST 9876 TransitionKey = UP_SNOW 9877 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9878 ParticleSysBone = SparksS01 LiveWireSparks02 9879 End 9880 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9881 Model = ABSDILink_A4SN 9882 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9883 AnimationMode = MANUAL 9884 Flags = START_FRAME_LAST 9885 TransitionKey = UP_SNOWNIGHT 9886 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9887 ParticleSysBone = SparksS01 LiveWireSparks02 9888 End 9889 TransitionState = DOWN_DEFAULT UP_DAY 9890 Model = ABSDILink_A4 9891 Animation = ABSDILink_A4.ABSDILink_A4 9892 AnimationMode = ONCE 9893 AnimationSpeedFactorRange = 1.0 1.0 9894 Flags = START_FRAME_FIRST 9895 End 9896 TransitionState = DOWN_DEFAULT UP_NIGHT 9897 Model = ABSDILink_A4N 9898 Animation = ABSDILink_A4N.ABSDILink_A4N 9899 AnimationMode = ONCE 9900 AnimationSpeedFactorRange = 1.0 1.0 9901 Flags = START_FRAME_FIRST 9902 End 9903 TransitionState = DOWN_DEFAULT UP_SNOW 9904 Model = ABSDILink_A4S 9905 Animation = ABSDILink_A4S.ABSDILink_A4S 9906 AnimationMode = ONCE 9907 AnimationSpeedFactorRange = 1.0 1.0 9908 Flags = START_FRAME_FIRST 9909 End 9910 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9911 Model = ABSDILink_A4SN 9912 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9913 AnimationMode = ONCE 9914 AnimationSpeedFactorRange = 1.0 1.0 9915 Flags = START_FRAME_FIRST 9916 End 9917 TransitionState = UP_DAY DOWN_DEFAULT 9918 Model = ABSDILink_A4 9919 Animation = ABSDILink_A4.ABSDILink_A4 9920 AnimationMode = ONCE_BACKWARDS 9921 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9922 Flags = START_FRAME_LAST 9923 End 9924 TransitionState = UP_NIGHT DOWN_DEFAULT 9925 Model = ABSDILink_A4N 9926 Animation = ABSDILink_A4N.ABSDILink_A4N 9927 AnimationMode = ONCE_BACKWARDS 9928 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9929 Flags = START_FRAME_LAST 9930 End 9931 TransitionState = UP_SNOW DOWN_DEFAULT 9932 Model = ABSDILink_A4S 9933 Animation = ABSDILink_A4S.ABSDILink_A4S 9934 AnimationMode = ONCE_BACKWARDS 9935 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9936 Flags = START_FRAME_LAST 9937 End 9938 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9939 Model = ABSDILink_A4SN 9940 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9941 AnimationMode = ONCE_BACKWARDS 9942 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9943 Flags = START_FRAME_LAST 9944 End 9945 End 9946 9947 ; ------------ under-construction scaffolding ----------------- 9948 Draw = W3DModelDraw ModuleTag_04 9949 AnimationsRequirePower = No 9950 MinLODRequired = MEDIUM 9951 DefaultConditionState 9952 Model = None 9953 TransitionKey = DOWN_DEFAULT 9954 End 9955 ConditionState = NIGHT 9956 Model = None 9957 TransitionKey = DOWN_DEFAULT 9958 End 9959 ConditionState = SNOW 9960 Model = None 9961 TransitionKey = DOWN_DEFAULT 9962 End 9963 ConditionState = SNOW NIGHT 9964 Model = None 9965 TransitionKey = DOWN_DEFAULT 9966 End 9967 ConditionState = PARTIALLY_CONSTRUCTED 9968 Model = ABSDILink_A6 9969 Animation = ABSDILink_A6.ABSDILink_A6 9970 AnimationMode = MANUAL 9971 Flags = START_FRAME_LAST 9972 TransitionKey = UP_DAY 9973 ParticleSysBone = Sparks01 BuildUpBlueSpark 9974 ParticleSysBone = Sparks02 BuildUpBlueSpark 9975 ParticleSysBone = Sparks03 BuildUpBlueSpark 9976 ParticleSysBone = Sparks04 BuildUpBlueSpark 9977 ParticleSysBone = Sparks05 BuildUpBlueSpark 9978 End 9979 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9980 Model = ABSDILink_A6N 9981 Animation = ABSDILink_A6N.ABSDILink_A6N 9982 AnimationMode = MANUAL 9983 Flags = START_FRAME_LAST 9984 TransitionKey = UP_NIGHT 9985 ParticleSysBone = Sparks01 BuildUpBlueSpark 9986 ParticleSysBone = Sparks02 BuildUpBlueSpark 9987 ParticleSysBone = Sparks03 BuildUpBlueSpark 9988 ParticleSysBone = Sparks04 BuildUpBlueSpark 9989 ParticleSysBone = Sparks05 BuildUpBlueSpark 9990 End 9991 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9992 Model = ABSDILink_A6S 9993 Animation = ABSDILink_A6S.ABSDILink_A6S 9994 AnimationMode = MANUAL 9995 Flags = START_FRAME_LAST 9996 TransitionKey = UP_SNOW 9997 ParticleSysBone = Sparks01 BuildUpBlueSpark 9998 ParticleSysBone = Sparks02 BuildUpBlueSpark 9999 ParticleSysBone = Sparks03 BuildUpBlueSpark 10000 ParticleSysBone = Sparks04 BuildUpBlueSpark 10001 ParticleSysBone = Sparks05 BuildUpBlueSpark 10002 End 10003 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10004 Model = ABSDILink_A6SN 10005 Animation = ABSDILink_A6SN.ABSDILink_A6SN 10006 AnimationMode = MANUAL 10007 Flags = START_FRAME_LAST 10008 TransitionKey = UP_SNOWNIGHT 10009 ParticleSysBone = Sparks01 BuildUpBlueSpark 10010 ParticleSysBone = Sparks02 BuildUpBlueSpark 10011 ParticleSysBone = Sparks03 BuildUpBlueSpark 10012 ParticleSysBone = Sparks04 BuildUpBlueSpark 10013 ParticleSysBone = Sparks05 BuildUpBlueSpark 10014 End 10015 TransitionState = DOWN_DEFAULT UP_DAY 10016 Model = ABSDILink_A6 10017 Animation = ABSDILink_A6.ABSDILink_A6 10018 AnimationMode = ONCE 10019 AnimationSpeedFactorRange = 1.0 1.0 10020 Flags = START_FRAME_FIRST 10021 End 10022 TransitionState = DOWN_DEFAULT UP_NIGHT 10023 Model = ABSDILink_A6N 10024 Animation = ABSDILink_A6N.ABSDILink_A6N 10025 AnimationMode = ONCE 10026 AnimationSpeedFactorRange = 1.0 1.0 10027 Flags = START_FRAME_FIRST 10028 End 10029 TransitionState = DOWN_DEFAULT UP_SNOW 10030 Model = ABSDILink_A6S 10031 Animation = ABSDILink_A6S.ABSDILink_A6S 10032 AnimationMode = ONCE 10033 AnimationSpeedFactorRange = 1.0 1.0 10034 Flags = START_FRAME_FIRST 10035 End 10036 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10037 Model = ABSDILink_A6SN 10038 Animation = ABSDILink_A6SN.ABSDILink_A6SN 10039 AnimationMode = ONCE 10040 AnimationSpeedFactorRange = 1.0 1.0 10041 Flags = START_FRAME_FIRST 10042 End 10043 TransitionState = UP_DAY DOWN_DEFAULT 10044 Model = ABSDILink_A6 10045 Animation = ABSDILink_A6.ABSDILink_A6 10046 AnimationMode = ONCE_BACKWARDS 10047 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10048 Flags = START_FRAME_LAST 10049 End 10050 TransitionState = UP_NIGHT DOWN_DEFAULT 10051 Model = ABSDILink_A6N 10052 Animation = ABSDILink_A6N.ABSDILink_A6N 10053 AnimationMode = ONCE_BACKWARDS 10054 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10055 Flags = START_FRAME_LAST 10056 End 10057 TransitionState = UP_SNOW DOWN_DEFAULT 10058 Model = ABSDILink_A6S 10059 Animation = ABSDILink_A6S.ABSDILink_A6S 10060 AnimationMode = ONCE_BACKWARDS 10061 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10062 Flags = START_FRAME_LAST 10063 End 10064 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10065 Model = ABSDILink_A6SN 10066 Animation = ABSDILink_A6SN.ABSDILink_A6SN 10067 AnimationMode = ONCE_BACKWARDS 10068 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10069 Flags = START_FRAME_LAST 10070 End 10071 End 10072 10073 ; ------------ being-constructed crane ----------------- 10074 Draw = W3DModelDraw ModuleTag_05 10075 AnimationsRequirePower = No 10076 DefaultConditionState 10077 Model = None 10078 TransitionKey = DOWN_DEFAULT 10079 End 10080 ConditionState = NIGHT 10081 Model = None 10082 TransitionKey = DOWN_DEFAULT 10083 End 10084 ConditionState = SNOW 10085 Model = None 10086 TransitionKey = DOWN_DEFAULT 10087 End 10088 ConditionState = SNOW NIGHT 10089 Model = None 10090 TransitionKey = DOWN_DEFAULT 10091 End 10092 ConditionState = SOLD 10093 Model = NONE 10094 End 10095 10096 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10097 Model = ABSDILink_A5 10098 Animation = ABSDILink_A5.ABSDILink_A5 10099 AnimationMode = LOOP 10100 TransitionKey = UP_DAY 10101 End 10102 10103 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10104 Model = ABSDILink_A5N 10105 Animation = ABSDILink_A5N.ABSDILink_A5N 10106 AnimationMode = LOOP 10107 TransitionKey = UP_NIGHT 10108 End 10109 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10110 Model = ABSDILink_A5S 10111 Animation = ABSDILink_A5S.ABSDILink_A5S 10112 AnimationMode = LOOP 10113 TransitionKey = UP_SNOW 10114 End 10115 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10116 Model = ABSDILink_A5SN 10117 Animation = ABSDILink_A5SN.ABSDILink_A5SN 10118 AnimationMode = LOOP 10119 TransitionKey = UP_SNOWNIGHT 10120 End 10121 TransitionState = DOWN_DEFAULT UP_DAY 10122 Model = ABSDILink_AB 10123 Animation = ABSDILink_AB.ABSDILink_AB 10124 AnimationMode = ONCE 10125 AnimationSpeedFactorRange = 1.0 1.0 10126 Flags = START_FRAME_FIRST 10127 End 10128 10129 TransitionState = DOWN_DEFAULT UP_NIGHT 10130 Model = ABSDILink_ABN 10131 Animation = ABSDILink_ABN.ABSDILink_ABN 10132 AnimationMode = ONCE 10133 AnimationSpeedFactorRange = 1.0 1.0 10134 Flags = START_FRAME_FIRST 10135 End 10136 TransitionState = DOWN_DEFAULT UP_SNOW 10137 Model = ABSDILink_ABS 10138 Animation = ABSDILink_ABS.ABSDILink_ABS 10139 AnimationMode = ONCE 10140 AnimationSpeedFactorRange = 1.0 1.0 10141 Flags = START_FRAME_FIRST 10142 End 10143 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10144 Model = ABSDILink_ABSN 10145 Animation = ABSDILink_ABSN.ABSDILink_ABSN 10146 AnimationMode = ONCE 10147 AnimationSpeedFactorRange = 1.0 1.0 10148 Flags = START_FRAME_FIRST 10149 End 10150 TransitionState = UP_DAY DOWN_DEFAULT 10151 Model = ABSDILink_AB 10152 Animation = ABSDILink_AB.ABSDILink_AB 10153 AnimationMode = ONCE_BACKWARDS 10154 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10155 Flags = START_FRAME_LAST 10156 End 10157 TransitionState = UP_NIGHT DOWN_DEFAULT 10158 Model = ABSDILink_ABN 10159 Animation = ABSDILink_ABN.ABSDILink_ABN 10160 AnimationMode = ONCE_BACKWARDS 10161 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10162 Flags = START_FRAME_LAST 10163 End 10164 TransitionState = UP_SNOW DOWN_DEFAULT 10165 Model = ABSDILink_ABS 10166 Animation = ABSDILink_ABS.ABSDILink_ABS 10167 AnimationMode = ONCE_BACKWARDS 10168 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10169 Flags = START_FRAME_LAST 10170 End 10171 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10172 Model = ABSDILink_ABSN 10173 Animation = ABSDILink_ABSN.ABSDILink_ABSN 10174 AnimationMode = ONCE_BACKWARDS 10175 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10176 Flags = START_FRAME_LAST 10177 End 10178 End 10179 10180 PlacementViewAngle = -45 10181 10182 ; ***DESIGN parameters *** 10183 DisplayName = OBJECT:ParticleCannon 10184 Side = AmericaAirForceGeneral 10185 EditorSorting = STRUCTURE 10186 Prerequisites 10187 Object = AirF_AmericaStrategyCenter 10188 End 10189 BuildCost = 5000 10190 BuildTime = 60.0 ; in seconds 10191 EnergyProduction = -10 10192 VisionRange = 200.0 ; Shroud clearing distance 10193 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 10194 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 10195 10196 ShroudClearingRange = 200 10197 ArmorSet 10198 Conditions = None 10199 Armor = StructureArmorTough 10200 DamageFX = StructureDamageFXNoShake 10201 End 10202 CommandSet = AirF_AmericaParticleUplinkCannonCommandSet 10203 ExperienceValue = 400 400 400 400 ; Experience point value at each level 10204 10205 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 10206 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 10207 10208 ; *** AUDIO Parameters *** 10209 VoiceSelect = ParticleCannonSelect 10210 SoundOnDamaged = BuildingDamagedStateLight 10211 SoundOnReallyDamaged = BuildingDestroy 10212 10213 UnitSpecificSounds 10214 UnderConstruction = UnderConstructionLoop 10215 End 10216 10217 ; *** ENGINEERING Parameters *** 10218 RadarPriority = STRUCTURE 10219 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 10220 Body = StructureBody ModuleTag_06 10221 MaxHealth = 4000.0 10222 InitialHealth = 4000.0 10223 10224 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10225 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10226 SubdualDamageCap = 4200 10227 SubdualDamageHealRate = 500 10228 SubdualDamageHealAmount = 100 10229 End 10230 Behavior = BaseRegenerateUpdate ModuleTag_07 10231 ;No data 10232 End 10233 10234 Behavior = SpecialPowerCreate ModuleTag_16 10235 ;nothing 10236 End 10237 Behavior = SpecialAbility ModuleTag_11 10238 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 10239 UpdateModuleStartsAttack = Yes 10240 End 10241 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 10242 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 10243 10244 ;The values trigger the various pre-stages before being ready to actually fire. 10245 ;The total combined value of these determines the first sign of activity in the 10246 ;cannon. 10247 BeginChargeTime = 5000 ;The outer nodes begin to charge. 10248 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 10249 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 10250 10251 ;***NOTE -- these values effect gameplay***** 10252 TotalFiringTime = 10000 ;The total ground contact time of the beam 10253 10254 DamagePerSecond = 400 ;Amount of damage inflicted per second 10255 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 10256 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 10257 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 10258 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 10259 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 10260 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 10261 ;******************************************** 10262 10263 ;Bone names for required elements 10264 OuterEffectBoneName = FX ;The base name for the outer node bones. 10265 OuterEffectNumBones = 5 ;The number of outer nodes. 10266 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 10267 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 10268 10269 ;These are particle systems tied to the outer nodes in varying intensities. 10270 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 10271 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 10272 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 10273 10274 ;The connectors system connects each of the outer nodes to the central node that receives 10275 ;the lasers from outside. 10276 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 10277 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 10278 10279 ;Currently commented out -- These 10280 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 10281 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 10282 10283 ;This is the name of the bone on the building where the beam is fired from 10284 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 10285 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 10286 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 10287 10288 ;The flare fxlist that is played over and over during the beam firing process. Be 10289 ;mindful of the delay because that effects both art and sound. 10290 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 10291 DelayBetweenLaunchFX = 1000 10292 10293 ;Each scorch mark creates an object in the world, so while making more looks better 10294 ;it becomes a performance issue. The scalar will calculate the size of the scorch 10295 ;mark to make based on the current size of the beam (which changes dynamically). The 10296 ;number also matches the number of times the "GroundHitFX" is called. 10297 TotalScorchMarks = 20 10298 ScorchMarkScalar = 2.4 10299 10300 ;***NOTE -- these values effect gameplay*** 10301 ;The swath of death is the path the laser tracers centered on the targeted position. 10302 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 10303 ;a sine wave iteration, but always goes through the target point. 10304 SwathOfDeathDistance = 200.0 10305 SwathOfDeathAmplitude = 50.0 10306 10307 10308 ManualDrivingSpeed = 20 10309 ManualFastDrivingSpeed = 40 10310 DoubleClickToFastDriveDelay = 500 10311 10312 ;***SOUNDS!**** 10313 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 10314 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 10315 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 10316 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 10317 10318 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 10319 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 10320 End 10321 10322 Behavior = FlammableUpdate ModuleTag_14 10323 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10324 AflameDamageAmount = 5 ; taking this much damage... 10325 AflameDamageDelay = 500 ; this often. 10326 End 10327 10328 Behavior = ProductionUpdate ModuleTag_15 10329 ; This is needed in order to get a public timer to work! 10330 End 10331 10332 Behavior = TransitionDamageFX ModuleTag_17 10333 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10334 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10335 ;--------------------------------------------------------------------------------------- 10336 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10337 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10338 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10339 End 10340 10341 Behavior = SlowDeathBehavior ModuleTag_18 10342 ; don't run this death if we are under construction... 10343 ExemptStatus = UNDER_CONSTRUCTION 10344 DestructionDelay = 2000 10345 FX = INITIAL FX_ParticleUplinkDeathInitial 10346 OCL = INITIAL OCL_SDILinkLasers 10347 FX = FINAL FX_StructureMediumDeath 10348 OCL = FINAL OCL_ParticleUplinkDeathFinal 10349 End 10350 10351 Behavior = InstantDeathBehavior ModuleTag_19 10352 ; if we are under construction, use this death instead 10353 RequiredStatus = UNDER_CONSTRUCTION 10354 OCL = OCL_ABPowerPlantExplode 10355 FX = FX_StructureMediumDeath 10356 End 10357 10358 Geometry = BOX 10359 GeometryMajorRadius = 64.0 10360 GeometryMinorRadius = 38.0 10361 GeometryHeight = 38.0 10362 GeometryIsSmall = No 10363 Shadow = SHADOW_VOLUME 10364 BuildCompletion = PLACED_BY_PLAYER 10365 10366 End 10367 10368 ;------------------------------------------------------------------------------ 10369 Object AirF_SDILasers 10370 Draw = W3DModelDraw ModuleTag_01 10371 OkToChangeModelColor = Yes 10372 ConditionState = NONE 10373 Model = ABSDILink_L 10374 Animation = ABSDILink_L.ABSDILink_L 10375 AnimationMode = ONCE 10376 End 10377 End 10378 Behavior = LifetimeUpdate ModuleTag_02 10379 MinLifetime = 3000 ; min lifetime in msec 10380 MaxLifetime = 3000 ; max lifetime in msec 10381 End 10382 Body = HighlanderBody ModuleTag_03 10383 MaxHealth = 1.0 10384 InitialHealth = 1.0 10385 End 10386 Behavior = DestroyDie ModuleTag_04 10387 ;<NO DATA> 10388 End 10389 End 10390 10391 ;------------------------------------------------------------------------------ 10392 10393 Object AirF_AmericaStrategyCenter 10394 10395 ; *** ART Parameters *** 10396 SelectPortrait = SAStrategyCenter_L 10397 ButtonImage = SAStrategyCenter 10398 Draw = W3DModelDraw ModuleTag_01 10399 OkToChangeModelColor = Yes 10400 10401 ; day *************************************************** 10402 ConditionState = NONE 10403 Model = ABStrategy 10404 Animation = ABStrategy.ABStrategy 10405 AnimationMode = LOOP 10406 End 10407 ConditionState = DAMAGED 10408 Model = ABStrategy_D 10409 Animation = ABStrategy_D.ABStrategy_D 10410 AnimationMode = LOOP 10411 End 10412 ConditionState = REALLYDAMAGED RUBBLE 10413 Model = ABStrategy_E 10414 Animation = ABStrategy_E.ABStrategy_E 10415 AnimationMode = LOOP 10416 End 10417 10418 ; SNOW *************************************************** 10419 ConditionState = SNOW 10420 Model = ABStrategy_S 10421 Animation = ABStrategy_S.ABStrategy_S 10422 AnimationMode = LOOP 10423 End 10424 ConditionState = DAMAGED SNOW 10425 Model = ABStrategy_DS 10426 Animation = ABStrategy_DS.ABStrategy_DS 10427 AnimationMode = LOOP 10428 End 10429 ConditionState = REALLYDAMAGED RUBBLE SNOW 10430 Model = ABStrategy_ES 10431 Animation = ABStrategy_ES.ABStrategy_ES 10432 AnimationMode = LOOP 10433 End 10434 10435 ; night ************************************************** 10436 ConditionState = NIGHT 10437 Model = ABStrategy_N 10438 Animation = ABStrategy_N.ABStrategy_N 10439 AnimationMode = ONCE_BACKWARDS 10440 Flags = START_FRAME_FIRST 10441 End 10442 ConditionState = NIGHT DAMAGED 10443 Model = ABStrategy_DN 10444 Animation = ABStrategy_DN.ABStrategy_DN 10445 AnimationMode = LOOP 10446 End 10447 ConditionState = NIGHT REALLYDAMAGED RUBBLE 10448 Model = ABStrategy_EN 10449 Animation = ABStrategy_EN.ABStrategy_EN 10450 AnimationMode = LOOP 10451 End 10452 10453 ; night Snow************************************************** 10454 ConditionState = NIGHT SNOW 10455 Model = ABStrategy_NS 10456 Animation = ABStrategy_NS.ABStrategy_NS 10457 AnimationMode = ONCE_BACKWARDS 10458 Flags = START_FRAME_FIRST 10459 End 10460 ConditionState = NIGHT DAMAGED SNOW 10461 Model = ABStrategy_DNS 10462 Animation = ABStrategy_DNS.ABStrategy_DNS 10463 AnimationMode = LOOP 10464 End 10465 ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW 10466 Model = ABStrategy_ENS 10467 Animation = ABStrategy_ENS.ABStrategy_ENS 10468 AnimationMode = LOOP 10469 End 10470 10471 ;************************************************************************************************************************** 10472 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10473 ;for this draw module 10474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10475 Model = ABStrategy 10476 Animation = ABStrategy.ABStrategy 10477 AnimationMode = LOOP 10478 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10479 End 10480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10481 Model = ABStrategy_D 10482 Animation = ABStrategy_D.ABStrategy_D 10483 AnimationMode = LOOP 10484 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10485 End 10486 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10487 Model = ABStrategy_E 10488 Animation = ABStrategy_E.ABStrategy_E 10489 AnimationMode = LOOP 10490 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10491 End 10492 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10493 Model = ABStrategy_N 10494 Animation = ABStrategy_N.ABStrategy_N 10495 AnimationMode = LOOP 10496 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10497 End 10498 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10499 Model = ABStrategy_DN 10500 Animation = ABStrategy_DN.ABStrategy_DN 10501 AnimationMode = LOOP 10502 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10503 End 10504 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10505 Model = ABStrategy_EN 10506 Animation = ABStrategy_EN.ABStrategy_EN 10507 AnimationMode = LOOP 10508 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10509 End 10510 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10511 Model = ABStrategy_S 10512 Animation = ABStrategy_S.ABStrategy_S 10513 AnimationMode = LOOP 10514 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10515 End 10516 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10517 Model = ABStrategy_DS 10518 Animation = ABStrategy_DS.ABStrategy_DS 10519 AnimationMode = LOOP 10520 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10521 End 10522 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10523 Model = ABStrategy_ES 10524 Animation = ABStrategy_ES.ABStrategy_ES 10525 AnimationMode = LOOP 10526 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10527 End 10528 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10529 Model = ABStrategy_NS 10530 Animation = ABStrategy_NS.ABStrategy_NS 10531 AnimationMode = LOOP 10532 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10533 End 10534 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10535 Model = ABStrategy_DNS 10536 Animation = ABStrategy_DNS.ABStrategy_DNS 10537 AnimationMode = LOOP 10538 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10539 End 10540 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10541 Model = ABStrategy_ENS 10542 Animation = ABStrategy_ENS.ABStrategy_ENS 10543 AnimationMode = LOOP 10544 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10545 End 10546 10547 ConditionState = AWAITING_CONSTRUCTION 10548 Model = NONE 10549 End 10550 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10551 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10552 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10553 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10554 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10555 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10556 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10557 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10558 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10559 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10560 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10561 AliasConditionState = SOLD 10562 AliasConditionState = SOLD DAMAGED 10563 AliasConditionState = SOLD REALLYDAMAGED 10564 AliasConditionState = SOLD NIGHT 10565 AliasConditionState = SOLD NIGHT DAMAGED 10566 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10567 AliasConditionState = SOLD SNOW 10568 AliasConditionState = SOLD SNOW DAMAGED 10569 AliasConditionState = SOLD SNOW REALLYDAMAGED 10570 AliasConditionState = SOLD NIGHT SNOW 10571 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10572 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10573 ;************************************************************************************************************************** 10574 10575 10576 End 10577 10578 ; ------------ construction-zone fence ----------------- 10579 Draw = W3DModelDraw ModuleTag_02 10580 AnimationsRequirePower = No 10581 OkToChangeModelColor = Yes 10582 DefaultConditionState 10583 Model = None 10584 TransitionKey = DOWN_DEFAULT 10585 End 10586 ConditionState = NIGHT 10587 Model = None 10588 TransitionKey = DOWN_DEFAULT 10589 End 10590 ConditionState = SNOW 10591 Model = None 10592 TransitionKey = DOWN_DEFAULT 10593 End 10594 ConditionState = SNOW NIGHT 10595 Model = None 10596 TransitionKey = DOWN_DEFAULT 10597 End 10598 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10599 Model = ABStrategy_A4 10600 Animation = ABStrategy_A4.ABStrategy_A4 10601 AnimationMode = MANUAL 10602 Flags = START_FRAME_LAST 10603 TransitionKey = UP_DAY 10604 ParticleSysBone = SparksS01 LiveWireSparks02 10605 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10606 End 10607 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10608 Model = ABStrategy_A4N 10609 Animation = ABStrategy_A4N.ABStrategy_A4N 10610 AnimationMode = MANUAL 10611 Flags = START_FRAME_LAST 10612 TransitionKey = UP_NIGHT 10613 ParticleSysBone = SparksS01 LiveWireSparks02 10614 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10615 End 10616 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10617 Model = ABStrategy_A4S 10618 Animation = ABStrategy_A4S.ABStrategy_A4S 10619 AnimationMode = MANUAL 10620 Flags = START_FRAME_LAST 10621 TransitionKey = UP_SNOW 10622 ParticleSysBone = SparksS01 LiveWireSparks02 10623 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10624 End 10625 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10626 Model = ABStrategy_A4SN 10627 Animation = ABStrategy_A4SN.ABStrategy_A4SN 10628 AnimationMode = MANUAL 10629 Flags = START_FRAME_LAST 10630 TransitionKey = UP_SNOWNIGHT 10631 ParticleSysBone = SparksS01 LiveWireSparks02 10632 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10633 End 10634 TransitionState = DOWN_DEFAULT UP_DAY 10635 Model = ABStrategy_A4 10636 Animation = ABStrategy_A4.ABStrategy_A4 10637 AnimationMode = ONCE 10638 AnimationSpeedFactorRange = 1.0 1.0 10639 Flags = START_FRAME_FIRST 10640 End 10641 TransitionState = DOWN_DEFAULT UP_NIGHT 10642 Model = ABStrategy_A4N 10643 Animation = ABStrategy_A4N.ABStrategy_A4N 10644 AnimationMode = ONCE 10645 AnimationSpeedFactorRange = 1.0 1.0 10646 Flags = START_FRAME_FIRST 10647 End 10648 TransitionState = DOWN_DEFAULT UP_SNOW 10649 Model = ABStrategy_A4S 10650 Animation = ABStrategy_A4S.ABStrategy_A4S 10651 AnimationMode = ONCE 10652 AnimationSpeedFactorRange = 1.0 1.0 10653 Flags = START_FRAME_FIRST 10654 End 10655 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10656 Model = ABStrategy_A4SN 10657 Animation = ABStrategy_A4SN.ABStrategy_A4SN 10658 AnimationMode = ONCE 10659 AnimationSpeedFactorRange = 1.0 1.0 10660 Flags = START_FRAME_FIRST 10661 End 10662 TransitionState = UP_DAY DOWN_DEFAULT 10663 Model = ABStrategy_A4 10664 Animation = ABStrategy_A4.ABStrategy_A4 10665 AnimationMode = ONCE_BACKWARDS 10666 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10667 Flags = START_FRAME_LAST 10668 End 10669 TransitionState = UP_NIGHT DOWN_DEFAULT 10670 Model = ABStrategy_A4N 10671 Animation = ABStrategy_A4N.ABStrategy_A4N 10672 AnimationMode = ONCE_BACKWARDS 10673 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10674 Flags = START_FRAME_LAST 10675 End 10676 TransitionState = UP_SNOW DOWN_DEFAULT 10677 Model = ABStrategy_A4S 10678 Animation = ABStrategy_A4S.ABStrategy_A4S 10679 AnimationMode = ONCE_BACKWARDS 10680 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10681 Flags = START_FRAME_LAST 10682 End 10683 10684 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10685 Model = ABStrategy_A4SN 10686 Animation = ABStrategy_A4SN.ABStrategy_A4SN 10687 AnimationMode = ONCE_BACKWARDS 10688 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10689 Flags = START_FRAME_LAST 10690 End 10691 End 10692 10693 ; ------------ under-construction scaffolding ----------------- 10694 Draw = W3DModelDraw ModuleTag_03 10695 AnimationsRequirePower = No 10696 MinLODRequired = MEDIUM 10697 OkToChangeModelColor = Yes 10698 10699 DefaultConditionState 10700 Model = None 10701 TransitionKey = DOWN_DEFAULT 10702 End 10703 ConditionState = NIGHT 10704 Model = None 10705 TransitionKey = DOWN_DEFAULT 10706 End 10707 ConditionState = SNOW 10708 Model = None 10709 TransitionKey = DOWN_DEFAULT 10710 End 10711 ConditionState = SNOW NIGHT 10712 Model = None 10713 TransitionKey = DOWN_DEFAULT 10714 End 10715 ConditionState = PARTIALLY_CONSTRUCTED 10716 Model = ABStrategy_A6 10717 Animation = ABStrategy_A6.ABStrategy_A6 10718 AnimationMode = MANUAL 10719 Flags = START_FRAME_LAST 10720 TransitionKey = UP_DAY 10721 ParticleSysBone = Sparks01 BuildUpBlueSpark 10722 ParticleSysBone = Sparks02 BuildUpBlueSpark 10723 ParticleSysBone = Sparks03 BuildUpBlueSpark 10724 ParticleSysBone = Sparks04 BuildUpBlueSpark 10725 ParticleSysBone = Sparks05 BuildUpBlueSpark 10726 ParticleSysBone = Sparks06 BuildUpBlueSpark 10727 End 10728 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10729 Model = ABStrategy_A6N 10730 Animation = ABStrategy_A6N.ABStrategy_A6N 10731 AnimationMode = MANUAL 10732 Flags = START_FRAME_LAST 10733 TransitionKey = UP_NIGHT 10734 ParticleSysBone = Sparks01 BuildUpBlueSpark 10735 ParticleSysBone = Sparks02 BuildUpBlueSpark 10736 ParticleSysBone = Sparks03 BuildUpBlueSpark 10737 ParticleSysBone = Sparks04 BuildUpBlueSpark 10738 ParticleSysBone = Sparks05 BuildUpBlueSpark 10739 ParticleSysBone = Sparks06 BuildUpBlueSpark 10740 End 10741 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10742 Model = ABStrategy_A6S 10743 Animation = ABStrategy_A6S.ABStrategy_A6S 10744 AnimationMode = MANUAL 10745 Flags = START_FRAME_LAST 10746 TransitionKey = UP_SNOW 10747 ParticleSysBone = Sparks01 BuildUpBlueSpark 10748 ParticleSysBone = Sparks02 BuildUpBlueSpark 10749 ParticleSysBone = Sparks03 BuildUpBlueSpark 10750 ParticleSysBone = Sparks04 BuildUpBlueSpark 10751 ParticleSysBone = Sparks05 BuildUpBlueSpark 10752 ParticleSysBone = Sparks06 BuildUpBlueSpark 10753 End 10754 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10755 Model = ABStrategy_A6SN 10756 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10757 AnimationMode = MANUAL 10758 Flags = START_FRAME_LAST 10759 TransitionKey = UP_SNOWNIGHT 10760 ParticleSysBone = Sparks01 BuildUpBlueSpark 10761 ParticleSysBone = Sparks02 BuildUpBlueSpark 10762 ParticleSysBone = Sparks03 BuildUpBlueSpark 10763 ParticleSysBone = Sparks04 BuildUpBlueSpark 10764 ParticleSysBone = Sparks05 BuildUpBlueSpark 10765 ParticleSysBone = Sparks06 BuildUpBlueSpark 10766 End 10767 TransitionState = DOWN_DEFAULT UP_DAY 10768 Model = ABStrategy_A6 10769 Animation = ABStrategy_A6.ABStrategy_A6 10770 AnimationMode = ONCE 10771 AnimationSpeedFactorRange = 1.0 1.0 10772 Flags = START_FRAME_FIRST 10773 End 10774 TransitionState = DOWN_DEFAULT UP_NIGHT 10775 Model = ABStrategy_A6N 10776 Animation = ABStrategy_A6N.ABStrategy_A6N 10777 AnimationMode = ONCE 10778 AnimationSpeedFactorRange = 1.0 1.0 10779 Flags = START_FRAME_FIRST 10780 End 10781 TransitionState = DOWN_DEFAULT UP_SNOW 10782 Model = ABStrategy_A6S 10783 Animation = ABStrategy_A6S.ABStrategy_A6S 10784 AnimationMode = ONCE 10785 AnimationSpeedFactorRange = 1.0 1.0 10786 Flags = START_FRAME_FIRST 10787 End 10788 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10789 Model = ABStrategy_A6SN 10790 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10791 AnimationMode = ONCE 10792 AnimationSpeedFactorRange = 1.0 1.0 10793 Flags = START_FRAME_FIRST 10794 End 10795 TransitionState = UP_DAY DOWN_DEFAULT 10796 Model = ABStrategy_A6 10797 Animation = ABStrategy_A6.ABStrategy_A6 10798 AnimationMode = ONCE_BACKWARDS 10799 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10800 Flags = START_FRAME_LAST 10801 End 10802 TransitionState = UP_NIGHT DOWN_DEFAULT 10803 Model = ABStrategy_A6N 10804 Animation = ABStrategy_A6N.ABStrategy_A6N 10805 AnimationMode = ONCE_BACKWARDS 10806 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10807 Flags = START_FRAME_LAST 10808 End 10809 TransitionState = UP_SNOW DOWN_DEFAULT 10810 Model = ABStrategy_A6S 10811 Animation = ABStrategy_A6S.ABStrategy_A6S 10812 AnimationMode = ONCE_BACKWARDS 10813 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10814 Flags = START_FRAME_LAST 10815 End 10816 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10817 Model = ABStrategy_A6SN 10818 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10819 AnimationMode = ONCE_BACKWARDS 10820 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10821 Flags = START_FRAME_LAST 10822 End 10823 End 10824 10825 ; ------------ being-constructed crane ----------------- 10826 Draw = W3DModelDraw ModuleTag_04 10827 AnimationsRequirePower = No 10828 DefaultConditionState 10829 Model = None 10830 TransitionKey = DOWN_DEFAULT 10831 End 10832 ConditionState = NIGHT 10833 Model = None 10834 TransitionKey = DOWN_DEFAULT 10835 End 10836 ConditionState = SNOW 10837 Model = None 10838 TransitionKey = DOWN_DEFAULT 10839 End 10840 ConditionState = SNOW NIGHT 10841 10842 Model = None 10843 TransitionKey = DOWN_DEFAULT 10844 End 10845 ConditionState = SOLD 10846 Model = NONE 10847 End 10848 10849 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10850 Model = ABStrategy_A5 10851 Animation = ABStrategy_A5.ABStrategy_A5 10852 AnimationMode = LOOP 10853 TransitionKey = UP_DAY 10854 End 10855 10856 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10857 Model = ABStrategy_A5N 10858 Animation = ABStrategy_A5N.ABStrategy_A5N 10859 AnimationMode = LOOP 10860 TransitionKey = UP_NIGHT 10861 End 10862 10863 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10864 Model = ABStrategy_A5S 10865 Animation = ABStrategy_A5S.ABStrategy_A5S 10866 AnimationMode = LOOP 10867 TransitionKey = UP_SNOW 10868 End 10869 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10870 Model = ABStrategy_A5SN 10871 Animation = ABStrategy_A5SN.ABStrategy_A5SN 10872 AnimationMode = LOOP 10873 TransitionKey = UP_SNOWNIGHT 10874 End 10875 TransitionState = DOWN_DEFAULT UP_DAY 10876 Model = ABStrategy_AB 10877 Animation = ABStrategy_AB.ABStrategy_AB 10878 AnimationMode = ONCE 10879 AnimationSpeedFactorRange = 1.0 1.0 10880 Flags = START_FRAME_FIRST 10881 End 10882 10883 TransitionState = DOWN_DEFAULT UP_NIGHT 10884 Model = ABStrategy_ABN 10885 Animation = ABStrategy_ABN.ABStrategy_ABN 10886 AnimationMode = ONCE 10887 AnimationSpeedFactorRange = 1.0 1.0 10888 Flags = START_FRAME_FIRST 10889 End 10890 TransitionState = DOWN_DEFAULT UP_SNOW 10891 Model = ABStrategy_ABS 10892 Animation = ABStrategy_ABS.ABStrategy_ABS 10893 AnimationMode = ONCE 10894 AnimationSpeedFactorRange = 1.0 1.0 10895 Flags = START_FRAME_FIRST 10896 End 10897 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10898 Model = ABStrategy_ABSN 10899 Animation = ABStrategy_ABSN.ABStrategy_ABSN 10900 AnimationMode = ONCE 10901 AnimationSpeedFactorRange = 1.0 1.0 10902 Flags = START_FRAME_FIRST 10903 End 10904 TransitionState = UP_DAY DOWN_DEFAULT 10905 Model = ABStrategy_AB 10906 Animation = ABStrategy_AB.ABStrategy_AB 10907 AnimationMode = ONCE_BACKWARDS 10908 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10909 Flags = START_FRAME_LAST 10910 End 10911 TransitionState = UP_NIGHT DOWN_DEFAULT 10912 Model = ABStrategy_ABN 10913 Animation = ABStrategy_ABN.ABStrategy_ABN 10914 AnimationMode = ONCE_BACKWARDS 10915 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10916 Flags = START_FRAME_LAST 10917 End 10918 TransitionState = UP_SNOW DOWN_DEFAULT 10919 Model = ABStrategy_ABS 10920 Animation = ABStrategy_ABS.ABStrategy_ABS 10921 AnimationMode = ONCE_BACKWARDS 10922 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10923 Flags = START_FRAME_LAST 10924 End 10925 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10926 Model = ABStrategy_ABSN 10927 Animation = ABStrategy_ABSN.ABStrategy_ABSN 10928 AnimationMode = ONCE_BACKWARDS 10929 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10930 Flags = START_FRAME_LAST 10931 End 10932 End 10933 10934 ; ------------ BOMBARDMENT BATTLE PLAN ----------------- 10935 Draw = W3DModelDraw ModuleTag_05 10936 OkToChangeModelColor = Yes 10937 DefaultConditionState 10938 Model = ABStrategy_A1 10939 Animation = ABStrategy_A1.ABStrategy_A1 10940 AnimationMode = ONCE_BACKWARDS 10941 Flags = START_FRAME_FIRST 10942 End 10943 AliasConditionState = DAMAGED 10944 AliasConditionState = REALLYDAMAGED 10945 AliasConditionState = NIGHT 10946 AliasConditionState = NIGHT SNOW 10947 AliasConditionState = SNOW 10948 AliasConditionState = NIGHT DAMAGED 10949 AliasConditionState = NIGHT SNOW DAMAGED 10950 AliasConditionState = SNOW DAMAGED 10951 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10952 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10953 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10954 10955 ConditionState = DOOR_1_OPENING 10956 Model = ABStrategy_A1 10957 Animation = ABStrategy_A1.ABStrategy_A1 10958 AnimationMode = ONCE 10959 End 10960 AliasConditionState = DAMAGED DOOR_1_OPENING 10961 AliasConditionState = REALLYDAMAGED DOOR_1_OPENING 10962 AliasConditionState = NIGHT DOOR_1_OPENING 10963 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 10964 AliasConditionState = SNOW DOOR_1_OPENING 10965 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 10966 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 10967 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 10968 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 10969 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 10970 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 10971 10972 ConditionState = DOOR_1_CLOSING 10973 Model = ABStrategy_A1 10974 Animation = ABStrategy_A1.ABStrategy_A1 10975 AnimationMode = ONCE_BACKWARDS 10976 Flags = START_FRAME_LAST 10977 End 10978 AliasConditionState = DAMAGED DOOR_1_CLOSING 10979 AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING 10980 AliasConditionState = NIGHT DOOR_1_CLOSING 10981 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 10982 AliasConditionState = SNOW DOOR_1_CLOSING 10983 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 10984 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 10985 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 10986 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 10987 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 10988 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 10989 10990 ConditionState = DOOR_1_WAITING_TO_CLOSE 10991 Model = NONE 10992 End 10993 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 10994 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 10995 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 10996 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 10997 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 10998 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 10999 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11000 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11001 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11002 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11003 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11004 11005 11006 ;************************************************************************************************************************** 11007 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11008 ;for this draw module 11009 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11010 Model = ABStrategy_A1 11011 Animation = ABStrategy_A1.ABStrategy_A1 11012 AnimationMode = MANUAL 11013 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11014 End 11015 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11016 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11017 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11018 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11019 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11020 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11021 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11022 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11023 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11024 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11025 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11026 11027 ConditionState = AWAITING_CONSTRUCTION 11028 Model = NONE 11029 End 11030 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11031 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11032 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11033 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11034 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11035 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11036 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11037 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11038 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11039 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11040 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11041 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 11042 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 11043 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11044 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 11045 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11046 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11047 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 11048 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11049 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11050 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11051 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11052 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11053 ;************************************************************************************************************************** 11054 11055 11056 End 11057 11058 Draw = W3DModelDraw ModuleTag_06 11059 ;***This is the bombardment cannon object that only shows up when ready to fire*** 11060 OkToChangeModelColor = Yes 11061 DefaultConditionState 11062 Model = ABStrategy_A8 11063 WeaponLaunchBone = PRIMARY Muzzle 11064 WeaponMuzzleFlash = PRIMARY MuzzleFX 11065 WeaponRecoilBone = PRIMARY Barrel 11066 Turret = Turret01 11067 TurretPitch = TurretEL 11068 HideSubObject = Chassis 11069 End 11070 AliasConditionState = DAMAGED 11071 AliasConditionState = REALLYDAMAGED 11072 AliasConditionState = NIGHT 11073 AliasConditionState = NIGHT SNOW 11074 AliasConditionState = SNOW 11075 AliasConditionState = NIGHT DAMAGED 11076 AliasConditionState = NIGHT SNOW DAMAGED 11077 AliasConditionState = SNOW DAMAGED 11078 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11079 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11080 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11081 11082 ConditionState = DOOR_1_WAITING_TO_CLOSE 11083 Model = ABStrategy_A8 11084 ShowSubObject = Chassis 11085 End 11086 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 11087 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11088 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 11089 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11090 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 11091 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11092 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11093 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11094 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11095 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11096 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11097 11098 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11099 Model = ABStrategy_A8 11100 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11101 End 11102 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11103 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11104 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11105 11106 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11107 Model = ABStrategy_A8 11108 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11109 End 11110 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11111 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11112 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11113 11114 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 11115 Model = ABStrategy_A8 11116 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11117 End 11118 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT 11119 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW 11120 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW 11121 11122 11123 11124 11125 ConditionState = AWAITING_CONSTRUCTION 11126 Model = NONE 11127 End 11128 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11129 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11130 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11131 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11132 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11133 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11134 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11135 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11136 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11137 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11138 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11139 AliasConditionState = SOLD 11140 AliasConditionState = SOLD DAMAGED 11141 AliasConditionState = SOLD REALLYDAMAGED 11142 AliasConditionState = SOLD NIGHT 11143 AliasConditionState = SOLD NIGHT DAMAGED 11144 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11145 AliasConditionState = SOLD SNOW 11146 AliasConditionState = SOLD SNOW DAMAGED 11147 AliasConditionState = SOLD SNOW REALLYDAMAGED 11148 AliasConditionState = SOLD NIGHT SNOW 11149 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11150 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11151 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 11152 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 11153 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11154 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 11155 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11156 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11157 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 11158 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11159 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11160 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11161 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11162 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11163 11164 11165 End 11166 11167 ; ------------ HOLD THE LINE BATTLE PLAN ----------------- 11168 Draw = W3DModelDraw ModuleTag_07 11169 OkToChangeModelColor = Yes 11170 DefaultConditionState 11171 Model = ABStrategy_A7 11172 Animation = ABStrategy_A7.ABStrategy_A7 11173 AnimationMode = ONCE_BACKWARDS 11174 Flags = START_FRAME_FIRST 11175 End 11176 AliasConditionState = DAMAGED 11177 AliasConditionState = REALLYDAMAGED 11178 AliasConditionState = NIGHT 11179 AliasConditionState = NIGHT SNOW 11180 AliasConditionState = SNOW 11181 AliasConditionState = NIGHT DAMAGED 11182 AliasConditionState = NIGHT SNOW DAMAGED 11183 AliasConditionState = SNOW DAMAGED 11184 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11185 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11186 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11187 11188 ConditionState = DOOR_2_OPENING 11189 Model = ABStrategy_A7 11190 Animation = ABStrategy_A7.ABStrategy_A7 11191 AnimationMode = ONCE 11192 End 11193 AliasConditionState = DAMAGED DOOR_2_OPENING 11194 AliasConditionState = REALLYDAMAGED DOOR_2_OPENING 11195 AliasConditionState = NIGHT DOOR_2_OPENING 11196 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 11197 AliasConditionState = SNOW DOOR_2_OPENING 11198 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 11199 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 11200 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 11201 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 11202 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 11203 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 11204 11205 ConditionState = DOOR_2_CLOSING 11206 Model = ABStrategy_A7 11207 Animation = ABStrategy_A7.ABStrategy_A7 11208 AnimationMode = ONCE_BACKWARDS 11209 Flags = START_FRAME_LAST 11210 End 11211 AliasConditionState = DAMAGED DOOR_2_CLOSING 11212 AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING 11213 AliasConditionState = NIGHT DOOR_2_CLOSING 11214 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 11215 AliasConditionState = SNOW DOOR_2_CLOSING 11216 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 11217 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 11218 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 11219 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11220 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11221 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11222 11223 ConditionState = DOOR_2_WAITING_TO_CLOSE 11224 Model = ABStrategy_A7 11225 Animation = ABStrategy_A7.ABStrategy_A7 11226 AnimationMode = ONCE 11227 Flags = START_FRAME_LAST 11228 End 11229 AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE 11230 AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11231 AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE 11232 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 11233 AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE 11234 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 11235 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11236 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11237 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 11238 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 11239 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 11240 11241 ;************************************************************************************************************************** 11242 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11243 ;for this draw module 11244 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11245 Model = ABStrategy_A7 11246 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11247 End 11248 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11249 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11250 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11251 11252 ConditionState = AWAITING_CONSTRUCTION 11253 Model = NONE 11254 End 11255 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11256 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11257 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11258 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11259 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11260 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11261 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11262 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11263 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11264 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11265 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11266 AliasConditionState = SOLD 11267 AliasConditionState = SOLD DAMAGED 11268 AliasConditionState = SOLD REALLYDAMAGED 11269 AliasConditionState = SOLD NIGHT 11270 AliasConditionState = SOLD NIGHT DAMAGED 11271 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11272 AliasConditionState = SOLD SNOW 11273 AliasConditionState = SOLD SNOW DAMAGED 11274 AliasConditionState = SOLD SNOW REALLYDAMAGED 11275 AliasConditionState = SOLD NIGHT SNOW 11276 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11277 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11278 AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE 11279 AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE 11280 AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11281 AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE 11282 AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 11283 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11284 AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE 11285 AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11286 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11287 AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 11288 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11289 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11290 ;************************************************************************************************************************** 11291 End 11292 11293 ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- 11294 Draw = W3DModelDraw ModuleTag_08 11295 OkToChangeModelColor = Yes 11296 DefaultConditionState 11297 Model = ABStrategy_A2 11298 Animation = ABStrategy_A2.ABStrategy_A2 11299 AnimationMode = ONCE_BACKWARDS 11300 Flags = START_FRAME_FIRST 11301 End 11302 AliasConditionState = DAMAGED 11303 AliasConditionState = REALLYDAMAGED 11304 AliasConditionState = NIGHT 11305 AliasConditionState = NIGHT SNOW 11306 AliasConditionState = SNOW 11307 AliasConditionState = NIGHT DAMAGED 11308 AliasConditionState = NIGHT SNOW DAMAGED 11309 AliasConditionState = SNOW DAMAGED 11310 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11311 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11312 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11313 11314 ConditionState = DOOR_3_OPENING 11315 Model = ABStrategy_A2 11316 Animation = ABStrategy_A2.ABStrategy_A2 11317 AnimationMode = ONCE 11318 End 11319 AliasConditionState = DAMAGED DOOR_3_OPENING 11320 AliasConditionState = REALLYDAMAGED DOOR_3_OPENING 11321 AliasConditionState = NIGHT DOOR_3_OPENING 11322 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 11323 AliasConditionState = SNOW DOOR_3_OPENING 11324 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 11325 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 11326 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 11327 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 11328 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 11329 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 11330 11331 ConditionState = DOOR_3_CLOSING 11332 Model = ABStrategy_A2 11333 Animation = ABStrategy_A2.ABStrategy_A2 11334 AnimationMode = ONCE_BACKWARDS 11335 Flags = START_FRAME_LAST 11336 End 11337 AliasConditionState = DAMAGED DOOR_3_CLOSING 11338 AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING 11339 AliasConditionState = NIGHT DOOR_3_CLOSING 11340 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 11341 AliasConditionState = SNOW DOOR_3_CLOSING 11342 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 11343 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 11344 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 11345 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11346 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11347 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11348 11349 ConditionState = DOOR_3_WAITING_TO_CLOSE 11350 Model = NONE 11351 End 11352 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 11353 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11354 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 11355 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11356 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 11357 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11358 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11359 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11360 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11361 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11362 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11363 11364 11365 ;************************************************************************************************************************** 11366 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11367 ;for this draw module 11368 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11369 Model = ABStrategy_A2 11370 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11371 End 11372 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11373 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11374 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11375 11376 ConditionState = AWAITING_CONSTRUCTION 11377 Model = NONE 11378 End 11379 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11380 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11381 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11382 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11383 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11384 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11385 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11386 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11387 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11388 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11389 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11390 AliasConditionState = SOLD 11391 AliasConditionState = SOLD DAMAGED 11392 AliasConditionState = SOLD REALLYDAMAGED 11393 AliasConditionState = SOLD NIGHT 11394 AliasConditionState = SOLD NIGHT DAMAGED 11395 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11396 AliasConditionState = SOLD SNOW 11397 AliasConditionState = SOLD SNOW DAMAGED 11398 AliasConditionState = SOLD SNOW REALLYDAMAGED 11399 AliasConditionState = SOLD NIGHT SNOW 11400 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11401 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11402 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 11403 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 11404 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11405 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 11406 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11407 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11408 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 11409 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11410 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11411 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11412 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11413 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11414 ;************************************************************************************************************************** 11415 11416 11417 End 11418 Draw = W3DModelDraw ModuleTag_09 11419 ;***This is the radar array that only shows up when plan is active*** 11420 OkToChangeModelColor = Yes 11421 DefaultConditionState 11422 Model = NONE 11423 End 11424 AliasConditionState = DAMAGED 11425 AliasConditionState = REALLYDAMAGED 11426 AliasConditionState = NIGHT 11427 AliasConditionState = NIGHT SNOW 11428 AliasConditionState = SNOW 11429 AliasConditionState = NIGHT DAMAGED 11430 AliasConditionState = NIGHT SNOW DAMAGED 11431 AliasConditionState = SNOW DAMAGED 11432 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11433 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11434 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11435 11436 ConditionState = DOOR_3_WAITING_TO_CLOSE 11437 Model = ABStrategy_A3 11438 Animation = ABStrategy_A3.ABStrategy_A3 11439 AnimationMode = LOOP 11440 End 11441 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 11442 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11443 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 11444 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11445 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 11446 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11447 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11448 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11449 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11450 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11451 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11452 11453 ConditionState = AWAITING_CONSTRUCTION 11454 Model = NONE 11455 End 11456 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11457 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11458 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11459 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11460 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11461 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11462 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11463 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11464 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11465 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11466 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11467 AliasConditionState = SOLD 11468 AliasConditionState = SOLD DAMAGED 11469 AliasConditionState = SOLD REALLYDAMAGED 11470 AliasConditionState = SOLD NIGHT 11471 AliasConditionState = SOLD NIGHT DAMAGED 11472 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11473 AliasConditionState = SOLD SNOW 11474 AliasConditionState = SOLD SNOW DAMAGED 11475 AliasConditionState = SOLD SNOW REALLYDAMAGED 11476 AliasConditionState = SOLD NIGHT SNOW 11477 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11478 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11479 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 11480 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 11481 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11482 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 11483 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11484 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11485 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 11486 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11487 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11488 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11489 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11490 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11491 11492 End 11493 11494 PlacementViewAngle = -45 11495 11496 ; ***DESIGN parameters *** 11497 DisplayName = OBJECT:StrategyCenter 11498 Side = AmericaAirForceGeneral 11499 EditorSorting = STRUCTURE 11500 Prerequisites 11501 Object = AirF_AmericaWarFactory AirF_AmericaAirfield 11502 End 11503 CommandSet = AirF_AmericaStrategyCenterCommandSet 11504 BuildCost = 2500 11505 BuildTime = 60.0 ; in seconds 11506 EnergyProduction = -2 11507 VisionRange = 400.0 ; Shroud clearing distance 11508 11509 MaxSimultaneousOfType = 1 11510 11511 ShroudClearingRange = 400 11512 WeaponSet 11513 Conditions = None 11514 Weapon = PRIMARY StrategyCenterGun 11515 AutoChooseSources = PRIMARY NONE 11516 End 11517 ArmorSet 11518 Conditions = None 11519 Armor = StructureArmor 11520 DamageFX = StructureDamageFXNoShake 11521 End 11522 ExperienceValue = 250 250 250 250 ; Experience point value at each level 11523 11524 ; *** AUDIO Parameters *** 11525 VoiceSelect = StrategyCenterSelect 11526 SoundOnDamaged = BuildingDamagedStateLight 11527 SoundOnReallyDamaged = BuildingDestroy 11528 11529 UnitSpecificSounds 11530 UnderConstruction = UnderConstructionLoop 11531 End 11532 11533 UnitSpecificSounds 11534 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 11535 TurretMoveStart = NoSound 11536 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop 11537 End 11538 11539 ; *** ENGINEERING Parameters *** 11540 RadarPriority = STRUCTURE 11541 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGY_CENTER FS_ADVANCED_TECH 11542 Body = StructureBody ModuleTag_10 11543 MaxHealth = 1500.0 11544 InitialHealth = 1500.0 11545 11546 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11547 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11548 SubdualDamageCap = 1700 11549 SubdualDamageHealRate = 500 11550 SubdualDamageHealAmount = 100 11551 End 11552 Behavior = ProductionUpdate ModuleTag_11 11553 ; nothing 11554 End 11555 Behavior = BaseRegenerateUpdate ModuleTag_12 11556 ;No data 11557 End 11558 11559 Behavior = SpecialAbility ModuleTag_13 11560 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 11561 UpdateModuleStartsAttack = Yes 11562 End 11563 Behavior = BattlePlanUpdate ModuleTag_14 11564 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 11565 11566 ;Transition Timings 11567 BombardmentPlanAnimationTime = 7000 11568 HoldTheLinePlanAnimationTime = 7000 11569 SearchAndDestroyPlanAnimationTime = 7000 11570 TransitionIdleTime = 0 11571 11572 ;Messages 11573 BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated 11574 HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated 11575 SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated 11576 11577 ;Audio hooks 11578 BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound 11579 BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound 11580 BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement 11581 SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack 11582 SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop 11583 SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack 11584 SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement 11585 HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack 11586 HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack 11587 HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement 11588 11589 ;Army bonuses granted by different battle plans 11590 ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... 11591 InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these 11592 BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. 11593 HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! 11594 SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! 11595 ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! 11596 11597 ;Building bonuses granted based on battle plan mode. 11598 StrategyCenterSearchAndDestroySightRangeScalar = 2.0 11599 StrategyCenterSearchAndDestroyDetectsStealth = Yes 11600 StrategyCenterHoldTheLineMaxHealthScalar = 2.0 11601 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO 11602 11603 ;Revealing info 11604 ;VisionObjectName = VisionObject 11605 11606 End 11607 11608 Behavior = AIUpdateInterface ModuleTag_15 11609 Turret 11610 ControlledWeaponSlots = PRIMARY 11611 TurretTurnRate = 60 // turn rate, in degrees per sec 11612 TurretPitchRate = 60 11613 AllowsPitch = Yes 11614 FiresWhileTurning = Yes 11615 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 11616 ; since you never know from whence cometh danger 11617 NaturalTurretAngle = -90 ; this turret points backwards normally 11618 11619 FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here 11620 MinIdleScanInterval = 500 ; in milliseconds 11621 MaxIdleScanInterval = 1000 ; in milliseconds 11622 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 11623 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 11624 End 11625 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 11626 End 11627 11628 Behavior = StealthDetectorUpdate ModuleTag_16 11629 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 11630 InitiallyDisabled = Yes ; only will be active when search & destroy plan active. 11631 DetectionRange = 500 ;Dustin, enable this for independant balancing! 11632 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 11633 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 11634 End 11635 11636 Behavior = SpyVisionSpecialPower SpyTag_1 11637 SpecialPowerTemplate = SuperweaponCIAIntelligence 11638 BaseDuration = 30000 ;in milliseconds 11639 BonusDurationPerCaptured = 10000 ;in milliseconds 11640 MaxDuration = 240000 ;in milliseconds 11641 End 11642 Behavior = SpyVisionUpdate SpyTag_2 11643 ;<NO DATA> 11644 End 11645 11646 Behavior = DestroyDie ModuleTag_17 11647 ;nothing 11648 End 11649 Behavior = CreateObjectDie ModuleTag_18 11650 CreationList = OCL_ABPowerPlantExplode 11651 End 11652 Behavior = CreateObjectDie ModuleTag_19 11653 CreationList = AirF_OCL_AmericanRangerDebris04 11654 ExemptStatus = UNDER_CONSTRUCTION 11655 End 11656 Behavior = FXListDie ModuleTag_20 11657 DeathFX = FX_StructureMediumDeath 11658 End 11659 11660 Behavior = FlammableUpdate ModuleTag_22 11661 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11662 AflameDamageAmount = 5 ; taking this much damage... 11663 AflameDamageDelay = 500 ; this often. 11664 End 11665 11666 Behavior = TransitionDamageFX ModuleTag_23 11667 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 11668 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11669 ;--------------------------------------------------------------------------------------- 11670 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11671 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 11672 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 11673 End 11674 11675 11676 Behavior = OCLSpecialPower ModuleTag_24;this has been removed from everywhere but the ChinaAirfield in CHI05 11677 SpecialPowerTemplate = AirF_SuperweaponCarpetBomb 11678 OCL = AirF_SUPERWEAPON_CarpetBomb 11679 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 11680 End 11681 11682 11683 Geometry = BOX 11684 GeometryMajorRadius = 62.0 11685 GeometryMinorRadius = 44.0 11686 GeometryHeight = 24.0 11687 GeometryIsSmall = No 11688 Shadow = SHADOW_VOLUME 11689 BuildCompletion = PLACED_BY_PLAYER 11690 11691 End 11692 11693 ;------------------------------------------------------------------------------ 11694 11695 Object AirF_AmericaAirfield 11696 11697 ; *** ART Parameters *** 11698 SelectPortrait = SAACommand_L 11699 ButtonImage = SAACommand 11700 Draw = W3DModelDraw ModuleTag_01 11701 11702 ExtraPublicBone = Runway1Parking1 11703 ExtraPublicBone = Runway1Parking2 11704 ExtraPublicBone = Runway2Parking1 11705 ExtraPublicBone = Runway2Parking2 11706 ExtraPublicBone = Runway1Park1Han 11707 ExtraPublicBone = Runway1Park2Han 11708 ExtraPublicBone = Runway2Park1Han 11709 ExtraPublicBone = Runway2Park2Han 11710 ExtraPublicBone = Runway1Prep1 11711 ExtraPublicBone = Runway1Prep2 11712 ExtraPublicBone = Runway2Prep1 11713 ExtraPublicBone = Runway2Prep2 11714 ExtraPublicBone = RunwayStart1 11715 ExtraPublicBone = RunwayStart2 11716 ExtraPublicBone = RunwayEnd1 11717 ExtraPublicBone = RunwayEnd2 11718 ExtraPublicBone = HeliPark01 11719 11720 OkToChangeModelColor = Yes 11721 11722 ; day ******************************************** 11723 DefaultConditionState 11724 Model = ABArFrcCmd 11725 Animation = ABArFrcCmd.ABArFrcCmd 11726 AnimationMode = LOOP 11727 End 11728 ConditionState = DAMAGED 11729 Model = ABArFrcCmd_D 11730 Animation = ABArFrcCmd_D.ABArFrcCmd_D 11731 AnimationMode = LOOP 11732 ParticleSysBone = Smoke01 SmolderingSmoke 11733 ParticleSysBone = Smoke02 SmolderingSmoke 11734 ParticleSysBone = Smoke03 SmolderingSmoke 11735 ParticleSysBone = Fire01 SmolderingFire 11736 End 11737 ConditionState = REALLYDAMAGED RUBBLE 11738 Model = ABArFrcCmd_E 11739 Animation = ABArFrcCmd_E.ABArFrcCmd_E 11740 AnimationMode = LOOP 11741 ParticleSysBone = Smoke01 SmolderingSmoke 11742 ParticleSysBone = Smoke02 SmolderingSmoke 11743 ParticleSysBone = Smoke03 SmolderingSmoke 11744 ParticleSysBone = Smoke04 SmolderingSmoke 11745 ParticleSysBone = Smoke05 SmokeFactionLarge 11746 ParticleSysBone = Smoke06 SmokeFactionLarge 11747 ParticleSysBone = Fire01 SmolderingFire 11748 ParticleSysBone = Fire02 SmolderingFire 11749 ParticleSysBone = Fire03 FireFactionLarge 11750 ParticleSysBone = Spark01 SparksLarge 11751 End 11752 11753 ConditionState = SNOW 11754 Model = ABArFrcCmd_S 11755 Animation = ABArFrcCmd_S.ABArFrcCmd_S 11756 AnimationMode = LOOP 11757 End 11758 ConditionState = DAMAGED SNOW 11759 Model = ABArFrcCmd_DS 11760 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 11761 AnimationMode = LOOP 11762 ParticleSysBone = Smoke01 SmolderingSmoke 11763 ParticleSysBone = Smoke02 SmolderingSmoke 11764 ParticleSysBone = Smoke03 SmolderingSmoke 11765 ParticleSysBone = Fire01 SmolderingFire 11766 End 11767 ConditionState = REALLYDAMAGED RUBBLE SNOW 11768 Model = ABArFrcCmd_ES 11769 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 11770 AnimationMode = LOOP 11771 ParticleSysBone = Smoke01 SmolderingSmoke 11772 ParticleSysBone = Smoke02 SmolderingSmoke 11773 ParticleSysBone = Smoke03 SmolderingSmoke 11774 ParticleSysBone = Smoke04 SmolderingSmoke 11775 ParticleSysBone = Smoke05 SmokeFactionLarge 11776 ParticleSysBone = Smoke06 SmokeFactionLarge 11777 ParticleSysBone = Fire01 SmolderingFire 11778 ParticleSysBone = Fire02 SmolderingFire 11779 ParticleSysBone = Fire03 FireFactionLarge 11780 ParticleSysBone = Spark01 SparksLarge 11781 End 11782 11783 ; night ****************************************** 11784 ConditionState = NIGHT 11785 Model = ABArFrcCmd_N 11786 Animation = ABArFrcCmd_N.ABArFrcCmd_N 11787 AnimationMode = LOOP 11788 End 11789 ConditionState = DAMAGED NIGHT 11790 Model = ABArFrcCmd_ND 11791 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 11792 AnimationMode = LOOP 11793 End 11794 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11795 Model = ABArFrcCmd_NE 11796 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 11797 AnimationMode = LOOP 11798 End 11799 11800 ConditionState = NIGHT SNOW 11801 Model = ABArFrcCmd_NS 11802 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 11803 AnimationMode = LOOP 11804 End 11805 ConditionState = DAMAGED NIGHT SNOW 11806 Model = ABArFrcCmd_NDS 11807 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 11808 AnimationMode = LOOP 11809 End 11810 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11811 Model = ABArFrcCmd_NES 11812 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 11813 AnimationMode = LOOP 11814 End 11815 11816 ;************************************************************************************************************************** 11817 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11818 ;for this draw module 11819 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11820 Model = ABArFrcCmd 11821 Animation = ABArFrcCmd.ABArFrcCmd 11822 AnimationMode = LOOP 11823 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11824 End 11825 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11826 Model = ABArFrcCmd_D 11827 Animation = ABArFrcCmd_D.ABArFrcCmd_D 11828 AnimationMode = LOOP 11829 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11830 End 11831 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11832 Model = ABArFrcCmd_E 11833 Animation = ABArFrcCmd_E.ABArFrcCmd_E 11834 AnimationMode = LOOP 11835 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11836 End 11837 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11838 Model = ABArFrcCmd_N 11839 Animation = ABArFrcCmd_N.ABArFrcCmd_N 11840 AnimationMode = LOOP 11841 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11842 End 11843 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 11844 Model = ABArFrcCmd_ND 11845 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 11846 AnimationMode = LOOP 11847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11848 End 11849 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 11850 Model = ABArFrcCmd_NE 11851 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 11852 AnimationMode = LOOP 11853 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11854 End 11855 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11856 Model = ABArFrcCmd_S 11857 Animation = ABArFrcCmd_S.ABArFrcCmd_S 11858 AnimationMode = LOOP 11859 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11860 End 11861 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 11862 Model = ABArFrcCmd_DS 11863 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 11864 AnimationMode = LOOP 11865 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11866 End 11867 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 11868 Model = ABArFrcCmd_ES 11869 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 11870 AnimationMode = LOOP 11871 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11872 End 11873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11874 Model = ABArFrcCmd_NS 11875 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 11876 AnimationMode = LOOP 11877 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11878 End 11879 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 11880 Model = ABArFrcCmd_NDS 11881 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 11882 AnimationMode = LOOP 11883 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11884 End 11885 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 11886 Model = ABArFrcCmd_NES 11887 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 11888 AnimationMode = LOOP 11889 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11890 End 11891 11892 ConditionState = AWAITING_CONSTRUCTION 11893 Model = NONE 11894 End 11895 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11896 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11897 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11898 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11899 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11900 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11901 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11902 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11903 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11904 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11905 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11906 AliasConditionState = SOLD 11907 AliasConditionState = SOLD DAMAGED 11908 AliasConditionState = SOLD REALLYDAMAGED 11909 AliasConditionState = SOLD NIGHT 11910 AliasConditionState = SOLD NIGHT DAMAGED 11911 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11912 AliasConditionState = SOLD SNOW 11913 AliasConditionState = SOLD SNOW DAMAGED 11914 AliasConditionState = SOLD SNOW REALLYDAMAGED 11915 AliasConditionState = SOLD NIGHT SNOW 11916 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11917 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11918 ;************************************************************************************************************************** 11919 11920 End 11921 11922 ; ------------ blinky production lights ----------------- 11923 Draw = W3DModelDraw ModuleTag_02 11924 DefaultConditionState 11925 Model = None 11926 End 11927 ConditionState = ACTIVELY_CONSTRUCTING 11928 Model = ABArFrcCmd_A9 11929 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 11930 AnimationMode = LOOP 11931 End 11932 End 11933 11934 ; ----------------- door #1 ------------------- 11935 Draw = W3DModelDraw ModuleTag_03 11936 ConditionState = NONE 11937 Model = ABArFrcCmd_A7 11938 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11939 AnimationMode = MANUAL 11940 Flags = START_FRAME_FIRST 11941 End 11942 AliasConditionState = NIGHT 11943 AliasConditionState = SNOW 11944 AliasConditionState = NIGHT SNOW 11945 AliasConditionState = NIGHT DAMAGED 11946 AliasConditionState = SNOW DAMAGED 11947 AliasConditionState = NIGHT SNOW DAMAGED 11948 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11949 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11950 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11951 11952 ConditionState = DOOR_1_OPENING 11953 Model = ABArFrcCmd_A7 11954 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11955 AnimationMode = ONCE 11956 Flags = START_FRAME_FIRST 11957 End 11958 AliasConditionState = NIGHT DOOR_1_OPENING 11959 AliasConditionState = SNOW DOOR_1_OPENING 11960 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 11961 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 11962 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 11963 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 11964 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 11965 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 11966 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 11967 11968 ConditionState = DOOR_1_CLOSING 11969 Model = ABArFrcCmd_A7 11970 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11971 AnimationMode = ONCE_BACKWARDS 11972 Flags = START_FRAME_LAST 11973 End 11974 AliasConditionState = NIGHT DOOR_1_CLOSING 11975 AliasConditionState = SNOW DOOR_1_CLOSING 11976 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 11977 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 11978 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 11979 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 11980 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11981 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11982 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11983 11984 ConditionState = DOOR_1_WAITING_OPEN 11985 Model = ABArFrcCmd_A7 11986 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11987 AnimationMode = MANUAL 11988 Flags = START_FRAME_LAST 11989 End 11990 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 11991 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 11992 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 11993 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 11994 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 11995 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 11996 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 11997 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 11998 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 11999 12000 12001 ;************************************************************************************************************************** 12002 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12003 ;for this draw module 12004 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12005 Model = ABArFrcCmd_A7 12006 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12007 End 12008 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12009 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12010 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12011 12012 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12013 Model = ABArFrcCmd_A7 12014 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12015 End 12016 12017 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12018 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12019 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12020 12021 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12022 Model = ABArFrcCmd_A7 12023 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12024 End 12025 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12026 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12027 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12028 12029 ConditionState = AWAITING_CONSTRUCTION 12030 Model = NONE 12031 End 12032 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12033 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12034 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12035 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12036 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12037 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12038 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12039 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12040 AliasConditionState = SOLD 12041 AliasConditionState = SOLD DAMAGED 12042 AliasConditionState = SOLD REALLYDAMAGED 12043 AliasConditionState = SOLD NIGHT 12044 AliasConditionState = SOLD NIGHT DAMAGED 12045 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12046 AliasConditionState = SOLD SNOW 12047 AliasConditionState = SOLD SNOW DAMAGED 12048 AliasConditionState = SOLD SNOW REALLYDAMAGED 12049 AliasConditionState = SOLD NIGHT SNOW 12050 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12051 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12052 ;************************************************************************************************************************** 12053 12054 End 12055 12056 ; ----------------- door #2 ------------------- 12057 Draw = W3DModelDraw ModuleTag_04 12058 DefaultConditionState 12059 Model = ABArFrcCmd_A8 12060 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12061 AnimationMode = MANUAL 12062 Flags = START_FRAME_FIRST 12063 End 12064 AliasConditionState = NIGHT 12065 AliasConditionState = SNOW 12066 AliasConditionState = NIGHT SNOW 12067 AliasConditionState = NIGHT DAMAGED 12068 AliasConditionState = SNOW DAMAGED 12069 AliasConditionState = NIGHT SNOW DAMAGED 12070 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12071 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12072 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12073 12074 12075 ConditionState = DOOR_2_OPENING 12076 Model = ABArFrcCmd_A8 12077 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12078 AnimationMode = ONCE 12079 Flags = START_FRAME_FIRST 12080 End 12081 AliasConditionState = NIGHT DOOR_2_OPENING 12082 AliasConditionState = SNOW DOOR_2_OPENING 12083 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 12084 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 12085 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 12086 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 12087 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 12088 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 12089 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 12090 12091 12092 ConditionState = DOOR_2_CLOSING 12093 Model = ABArFrcCmd_A8 12094 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12095 AnimationMode = ONCE_BACKWARDS 12096 Flags = START_FRAME_LAST 12097 End 12098 AliasConditionState = NIGHT DOOR_2_CLOSING 12099 AliasConditionState = SNOW DOOR_2_CLOSING 12100 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 12101 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 12102 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 12103 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 12104 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 12105 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 12106 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 12107 12108 ConditionState = DOOR_2_WAITING_OPEN 12109 Model = ABArFrcCmd_A8 12110 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12111 AnimationMode = MANUAL 12112 Flags = START_FRAME_LAST 12113 End 12114 AliasConditionState = NIGHT DOOR_2_WAITING_OPEN 12115 AliasConditionState = SNOW DOOR_2_WAITING_OPEN 12116 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN 12117 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN 12118 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN 12119 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN 12120 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 12121 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 12122 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 12123 12124 ;************************************************************************************************************************** 12125 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12126 ;for this draw module 12127 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12128 Model = ABArFrcCmd_A8 12129 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12130 End 12131 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12132 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12133 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12134 12135 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12136 Model = ABArFrcCmd_A8 12137 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12138 End 12139 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12140 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12141 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12142 12143 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12144 Model = ABArFrcCmd_A8 12145 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12146 End 12147 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12148 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12149 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12150 12151 ConditionState = AWAITING_CONSTRUCTION 12152 Model = NONE 12153 End 12154 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12155 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12156 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12157 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12158 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12159 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12160 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12161 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12162 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12163 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12164 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12165 AliasConditionState = SOLD 12166 AliasConditionState = SOLD DAMAGED 12167 AliasConditionState = SOLD REALLYDAMAGED 12168 AliasConditionState = SOLD NIGHT 12169 AliasConditionState = SOLD NIGHT DAMAGED 12170 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12171 AliasConditionState = SOLD SNOW 12172 AliasConditionState = SOLD SNOW DAMAGED 12173 AliasConditionState = SOLD SNOW REALLYDAMAGED 12174 AliasConditionState = SOLD NIGHT SNOW 12175 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12176 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12177 ;************************************************************************************************************************** 12178 12179 End 12180 12181 ; ----------------- door #3 ------------------- 12182 Draw = W3DModelDraw ModuleTag_05 12183 DefaultConditionState 12184 Model = ABArFrcCmd_A2 12185 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12186 AnimationMode = MANUAL 12187 Flags = START_FRAME_FIRST 12188 End 12189 AliasConditionState = NIGHT 12190 AliasConditionState = SNOW 12191 AliasConditionState = NIGHT SNOW 12192 AliasConditionState = NIGHT DAMAGED 12193 AliasConditionState = SNOW DAMAGED 12194 AliasConditionState = NIGHT SNOW DAMAGED 12195 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12196 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12197 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12198 12199 12200 ConditionState = DOOR_3_OPENING 12201 Model = ABArFrcCmd_A2 12202 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12203 AnimationMode = ONCE 12204 Flags = START_FRAME_FIRST 12205 End 12206 AliasConditionState = NIGHT DOOR_3_OPENING 12207 AliasConditionState = SNOW DOOR_3_OPENING 12208 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 12209 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 12210 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 12211 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 12212 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 12213 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 12214 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 12215 12216 ConditionState = DOOR_3_CLOSING 12217 Model = ABArFrcCmd_A2 12218 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12219 AnimationMode = ONCE_BACKWARDS 12220 Flags = START_FRAME_LAST 12221 End 12222 AliasConditionState = NIGHT DOOR_3_CLOSING 12223 AliasConditionState = SNOW DOOR_3_CLOSING 12224 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 12225 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 12226 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 12227 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 12228 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 12229 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 12230 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 12231 12232 ConditionState = DOOR_3_WAITING_OPEN 12233 Model = ABArFrcCmd_A2 12234 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12235 AnimationMode = MANUAL 12236 Flags = START_FRAME_LAST 12237 End 12238 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 12239 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 12240 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN 12241 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 12242 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 12243 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN 12244 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 12245 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 12246 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 12247 12248 12249 ;************************************************************************************************************************** 12250 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12251 ;for this draw module 12252 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12253 Model = ABArFrcCmd_A2 12254 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12255 End 12256 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12257 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12258 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12259 12260 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12261 Model = ABArFrcCmd_A2 12262 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12263 End 12264 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12265 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12266 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12267 12268 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12269 Model = ABArFrcCmd_A2 12270 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12271 End 12272 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12273 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12274 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12275 12276 ConditionState = AWAITING_CONSTRUCTION 12277 Model = NONE 12278 End 12279 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12280 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12281 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12282 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12283 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12284 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12285 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12286 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12287 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12288 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12289 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12290 AliasConditionState = SOLD 12291 AliasConditionState = SOLD DAMAGED 12292 AliasConditionState = SOLD REALLYDAMAGED 12293 AliasConditionState = SOLD NIGHT 12294 AliasConditionState = SOLD NIGHT DAMAGED 12295 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12296 AliasConditionState = SOLD SNOW 12297 AliasConditionState = SOLD SNOW DAMAGED 12298 AliasConditionState = SOLD SNOW REALLYDAMAGED 12299 AliasConditionState = SOLD NIGHT SNOW 12300 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12301 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12302 ;************************************************************************************************************************** 12303 12304 End 12305 12306 ; ----------------- door #4 ------------------- 12307 Draw = W3DModelDraw ModuleTag_06 12308 DefaultConditionState 12309 Model = ABArFrcCmd_A3 12310 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12311 AnimationMode = MANUAL 12312 Flags = START_FRAME_FIRST 12313 End 12314 AliasConditionState = NIGHT 12315 AliasConditionState = SNOW 12316 AliasConditionState = NIGHT SNOW 12317 AliasConditionState = NIGHT DAMAGED 12318 AliasConditionState = SNOW DAMAGED 12319 AliasConditionState = NIGHT SNOW DAMAGED 12320 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12321 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12322 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12323 12324 ConditionState = DOOR_4_OPENING 12325 Model = ABArFrcCmd_A3 12326 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12327 AnimationMode = ONCE 12328 Flags = START_FRAME_FIRST 12329 End 12330 AliasConditionState = NIGHT DOOR_4_OPENING 12331 AliasConditionState = SNOW DOOR_4_OPENING 12332 AliasConditionState = NIGHT SNOW DOOR_4_OPENING 12333 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 12334 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 12335 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING 12336 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 12337 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 12338 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 12339 12340 ConditionState = DOOR_4_CLOSING 12341 Model = ABArFrcCmd_A3 12342 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12343 AnimationMode = ONCE_BACKWARDS 12344 Flags = START_FRAME_LAST 12345 End 12346 AliasConditionState = NIGHT DOOR_4_CLOSING 12347 AliasConditionState = SNOW DOOR_4_CLOSING 12348 AliasConditionState = NIGHT SNOW DOOR_4_CLOSING 12349 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 12350 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 12351 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING 12352 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 12353 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 12354 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 12355 12356 ConditionState = DOOR_4_WAITING_OPEN 12357 Model = ABArFrcCmd_A3 12358 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12359 AnimationMode = MANUAL 12360 Flags = START_FRAME_LAST 12361 End 12362 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 12363 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 12364 AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN 12365 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 12366 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 12367 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN 12368 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 12369 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 12370 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 12371 12372 ;************************************************************************************************************************** 12373 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12374 ;for this draw module 12375 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12376 Model = ABArFrcCmd_A3 12377 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12378 End 12379 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12380 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12381 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12382 12383 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12384 Model = ABArFrcCmd_A3 12385 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12386 End 12387 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12388 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12389 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12390 12391 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12392 Model = ABArFrcCmd_A3 12393 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12394 End 12395 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12396 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12397 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12398 12399 ConditionState = AWAITING_CONSTRUCTION 12400 Model = NONE 12401 End 12402 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12403 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12404 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12405 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12406 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12407 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12408 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12409 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12410 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12411 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12412 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12413 AliasConditionState = SOLD 12414 AliasConditionState = SOLD DAMAGED 12415 AliasConditionState = SOLD REALLYDAMAGED 12416 AliasConditionState = SOLD NIGHT 12417 AliasConditionState = SOLD NIGHT DAMAGED 12418 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12419 AliasConditionState = SOLD SNOW 12420 AliasConditionState = SOLD SNOW DAMAGED 12421 AliasConditionState = SOLD SNOW REALLYDAMAGED 12422 AliasConditionState = SOLD NIGHT SNOW 12423 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12424 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12425 ;************************************************************************************************************************** 12426 End 12427 12428 ; ------------ construction-zone fence ----------------- 12429 Draw = W3DModelDraw ModuleTag_07 12430 AnimationsRequirePower = No 12431 DefaultConditionState 12432 Model = None 12433 TransitionKey = DOWN_DEFAULT 12434 End 12435 ConditionState = NIGHT 12436 Model = None 12437 TransitionKey = DOWN_DEFAULT 12438 End 12439 ConditionState = SNOW 12440 Model = None 12441 TransitionKey = DOWN_DEFAULT 12442 End 12443 ConditionState = SNOW NIGHT 12444 Model = None 12445 TransitionKey = DOWN_DEFAULT 12446 End 12447 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12448 Model = ABArFrcCmd_A4 12449 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 12450 AnimationMode = MANUAL 12451 Flags = START_FRAME_LAST 12452 TransitionKey = UP_DAY 12453 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12454 ParticleSysBone = SparksS01 LiveWireSparks02 12455 End 12456 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12457 Model = ABArFrcCmd_A4N 12458 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 12459 AnimationMode = MANUAL 12460 Flags = START_FRAME_LAST 12461 TransitionKey = UP_NIGHT 12462 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12463 ParticleSysBone = SparksS01 LiveWireSparks02 12464 End 12465 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12466 Model = ABArFrcCmd_A4S 12467 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 12468 AnimationMode = MANUAL 12469 Flags = START_FRAME_LAST 12470 TransitionKey = UP_SNOW 12471 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12472 ParticleSysBone = SparksS01 LiveWireSparks02 12473 End 12474 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12475 Model = ABArFrcCmd_A4SN 12476 ; @todo srj -- missing 12477 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 12478 AnimationMode = MANUAL 12479 Flags = START_FRAME_LAST 12480 TransitionKey = UP_SNOWNIGHT 12481 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12482 ParticleSysBone = SparksS01 LiveWireSparks02 12483 End 12484 TransitionState = DOWN_DEFAULT UP_DAY 12485 Model = ABArFrcCmd_A4 12486 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 12487 AnimationMode = ONCE 12488 AnimationSpeedFactorRange = 1.0 1.0 12489 Flags = START_FRAME_FIRST 12490 End 12491 TransitionState = DOWN_DEFAULT UP_NIGHT 12492 Model = ABArFrcCmd_A4N 12493 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 12494 AnimationMode = ONCE 12495 AnimationSpeedFactorRange = 1.0 1.0 12496 Flags = START_FRAME_FIRST 12497 End 12498 TransitionState = DOWN_DEFAULT UP_SNOW 12499 Model = ABArFrcCmd_A4S 12500 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 12501 AnimationMode = ONCE 12502 AnimationSpeedFactorRange = 1.0 1.0 12503 Flags = START_FRAME_FIRST 12504 End 12505 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12506 Model = ABArFrcCmd_A4SN 12507 ; @todo srj -- missing 12508 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 12509 AnimationMode = ONCE 12510 AnimationSpeedFactorRange = 1.0 1.0 12511 Flags = START_FRAME_FIRST 12512 End 12513 TransitionState = UP_DAY DOWN_DEFAULT 12514 Model = ABArFrcCmd_A4 12515 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 12516 AnimationMode = ONCE_BACKWARDS 12517 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12518 Flags = START_FRAME_LAST 12519 End 12520 TransitionState = UP_NIGHT DOWN_DEFAULT 12521 Model = ABArFrcCmd_A4N 12522 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 12523 AnimationMode = ONCE_BACKWARDS 12524 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12525 Flags = START_FRAME_LAST 12526 End 12527 TransitionState = UP_SNOW DOWN_DEFAULT 12528 Model = ABArFrcCmd_A4S 12529 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 12530 AnimationMode = ONCE_BACKWARDS 12531 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12532 Flags = START_FRAME_LAST 12533 End 12534 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12535 Model = ABArFrcCmd_A4SN 12536 ; @todo srj -- missing 12537 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 12538 AnimationMode = ONCE_BACKWARDS 12539 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12540 Flags = START_FRAME_LAST 12541 End 12542 End 12543 12544 ; ------------ under-construction scaffolding ----------------- 12545 Draw = W3DModelDraw ModuleTag_08 12546 AnimationsRequirePower = No 12547 MinLODRequired = MEDIUM 12548 DefaultConditionState 12549 Model = None 12550 TransitionKey = DOWN_DEFAULT 12551 End 12552 ConditionState = NIGHT 12553 Model = None 12554 TransitionKey = DOWN_DEFAULT 12555 End 12556 ConditionState = SNOW 12557 Model = None 12558 TransitionKey = DOWN_DEFAULT 12559 End 12560 ConditionState = SNOW NIGHT 12561 Model = None 12562 TransitionKey = DOWN_DEFAULT 12563 End 12564 ConditionState = PARTIALLY_CONSTRUCTED 12565 Model = ABArFrcCmd_A6 12566 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 12567 AnimationMode = MANUAL 12568 Flags = START_FRAME_LAST 12569 TransitionKey = UP_DAY 12570 ParticleSysBone = Sparks01 BuildUpBlueSpark 12571 ParticleSysBone = Sparks02 BuildUpBlueSpark 12572 ParticleSysBone = Sparks03 BuildUpBlueSpark 12573 ParticleSysBone = Sparks04 BuildUpBlueSpark 12574 ParticleSysBone = Sparks05 BuildUpBlueSpark 12575 ParticleSysBone = Sparks06 BuildUpBlueSpark 12576 End 12577 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12578 Model = ABArFrcCmd_A6N 12579 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 12580 AnimationMode = MANUAL 12581 Flags = START_FRAME_LAST 12582 TransitionKey = UP_NIGHT 12583 ParticleSysBone = Sparks01 BuildUpBlueSpark 12584 ParticleSysBone = Sparks02 BuildUpBlueSpark 12585 ParticleSysBone = Sparks03 BuildUpBlueSpark 12586 ParticleSysBone = Sparks04 BuildUpBlueSpark 12587 ParticleSysBone = Sparks05 BuildUpBlueSpark 12588 ParticleSysBone = Sparks06 BuildUpBlueSpark 12589 End 12590 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12591 Model = ABArFrcCmd_A6S 12592 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 12593 AnimationMode = MANUAL 12594 Flags = START_FRAME_LAST 12595 TransitionKey = UP_SNOW 12596 ParticleSysBone = Sparks01 BuildUpBlueSpark 12597 ParticleSysBone = Sparks02 BuildUpBlueSpark 12598 ParticleSysBone = Sparks03 BuildUpBlueSpark 12599 ParticleSysBone = Sparks04 BuildUpBlueSpark 12600 ParticleSysBone = Sparks05 BuildUpBlueSpark 12601 ParticleSysBone = Sparks06 BuildUpBlueSpark 12602 End 12603 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12604 Model = ABArFrcCmd_A6SN 12605 ; @todo srj -- missing 12606 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 12607 AnimationMode = MANUAL 12608 Flags = START_FRAME_LAST 12609 TransitionKey = UP_SNOWNIGHT 12610 ParticleSysBone = Sparks01 BuildUpBlueSpark 12611 ParticleSysBone = Sparks02 BuildUpBlueSpark 12612 ParticleSysBone = Sparks03 BuildUpBlueSpark 12613 ParticleSysBone = Sparks04 BuildUpBlueSpark 12614 ParticleSysBone = Sparks05 BuildUpBlueSpark 12615 ParticleSysBone = Sparks06 BuildUpBlueSpark 12616 End 12617 TransitionState = DOWN_DEFAULT UP_DAY 12618 Model = ABArFrcCmd_A6 12619 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 12620 AnimationMode = ONCE 12621 AnimationSpeedFactorRange = 1.0 1.0 12622 Flags = START_FRAME_FIRST 12623 End 12624 TransitionState = DOWN_DEFAULT UP_NIGHT 12625 Model = ABArFrcCmd_A6N 12626 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 12627 AnimationMode = ONCE 12628 AnimationSpeedFactorRange = 1.0 1.0 12629 Flags = START_FRAME_FIRST 12630 End 12631 12632 TransitionState = DOWN_DEFAULT UP_SNOW 12633 Model = ABArFrcCmd_A6S 12634 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 12635 AnimationMode = ONCE 12636 AnimationSpeedFactorRange = 1.0 1.0 12637 Flags = START_FRAME_FIRST 12638 End 12639 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12640 Model = ABArFrcCmd_A6SN 12641 ; @todo srj -- missing 12642 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 12643 AnimationMode = ONCE 12644 AnimationSpeedFactorRange = 1.0 1.0 12645 Flags = START_FRAME_FIRST 12646 End 12647 TransitionState = UP_DAY DOWN_DEFAULT 12648 Model = ABArFrcCmd_A6 12649 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 12650 AnimationMode = ONCE_BACKWARDS 12651 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12652 Flags = START_FRAME_LAST 12653 End 12654 TransitionState = UP_NIGHT DOWN_DEFAULT 12655 Model = ABArFrcCmd_A6N 12656 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 12657 AnimationMode = ONCE_BACKWARDS 12658 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12659 Flags = START_FRAME_LAST 12660 End 12661 TransitionState = UP_SNOW DOWN_DEFAULT 12662 Model = ABArFrcCmd_A6S 12663 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 12664 AnimationMode = ONCE_BACKWARDS 12665 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12666 Flags = START_FRAME_LAST 12667 End 12668 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12669 Model = ABArFrcCmd_A6SN 12670 ; @todo srj -- missing 12671 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 12672 AnimationMode = ONCE_BACKWARDS 12673 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12674 Flags = START_FRAME_LAST 12675 End 12676 End 12677 12678 ; ------------ being-constructed crane ----------------- 12679 Draw = W3DModelDraw ModuleTag_09 12680 AnimationsRequirePower = No 12681 DefaultConditionState 12682 Model = None 12683 TransitionKey = DOWN_DEFAULT 12684 End 12685 ConditionState = NIGHT 12686 Model = None 12687 TransitionKey = DOWN_DEFAULT 12688 End 12689 ConditionState = SNOW 12690 Model = None 12691 TransitionKey = DOWN_DEFAULT 12692 End 12693 ConditionState = SNOW NIGHT 12694 Model = None 12695 TransitionKey = DOWN_DEFAULT 12696 End 12697 ConditionState = SOLD 12698 Model = NONE 12699 End 12700 12701 ConditionState = ACTIVELY_BEING_CONSTRUCTED 12702 Model = ABArFrcCmd_A5 12703 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 12704 AnimationMode = LOOP 12705 TransitionKey = UP_DAY 12706 End 12707 12708 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 12709 Model = ABArFrcCmd_A5N 12710 Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N 12711 AnimationMode = LOOP 12712 TransitionKey = UP_NIGHT 12713 End 12714 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 12715 Model = ABArFrcCmd_A5S 12716 Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S 12717 AnimationMode = LOOP 12718 TransitionKey = UP_SNOW 12719 End 12720 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 12721 Model = ABArFrcCmd_A5SN 12722 Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN 12723 AnimationMode = LOOP 12724 TransitionKey = UP_SNOWNIGHT 12725 End 12726 TransitionState = DOWN_DEFAULT UP_DAY 12727 Model = ABArFrcCmd_AB 12728 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 12729 AnimationMode = ONCE 12730 AnimationSpeedFactorRange = 1.0 1.0 12731 Flags = START_FRAME_FIRST 12732 End 12733 12734 TransitionState = DOWN_DEFAULT UP_NIGHT 12735 Model = ABArFrcCmd_ABN 12736 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 12737 AnimationMode = ONCE 12738 AnimationSpeedFactorRange = 1.0 1.0 12739 Flags = START_FRAME_FIRST 12740 End 12741 TransitionState = DOWN_DEFAULT UP_SNOW 12742 Model = ABArFrcCmd_ABS 12743 ; @todo srj -- not found 12744 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12745 AnimationMode = ONCE 12746 AnimationSpeedFactorRange = 1.0 1.0 12747 Flags = START_FRAME_FIRST 12748 End 12749 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12750 Model = ABArFrcCmd_ABSN 12751 Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN 12752 AnimationMode = ONCE 12753 AnimationSpeedFactorRange = 1.0 1.0 12754 Flags = START_FRAME_FIRST 12755 End 12756 TransitionState = UP_DAY DOWN_DEFAULT 12757 Model = ABArFrcCmd_AB 12758 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 12759 AnimationMode = ONCE_BACKWARDS 12760 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12761 Flags = START_FRAME_LAST 12762 End 12763 TransitionState = UP_NIGHT DOWN_DEFAULT 12764 Model = ABArFrcCmd_ABN 12765 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 12766 AnimationMode = ONCE_BACKWARDS 12767 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12768 Flags = START_FRAME_LAST 12769 End 12770 TransitionState = UP_SNOW DOWN_DEFAULT 12771 Model = ABArFrcCmd_ABS 12772 ; @todo srj -- not found 12773 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12774 AnimationMode = ONCE_BACKWARDS 12775 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12776 Flags = START_FRAME_LAST 12777 End 12778 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12779 Model = ABArFrcCmd_ABS 12780 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12781 AnimationMode = ONCE_BACKWARDS 12782 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12783 Flags = START_FRAME_LAST 12784 End 12785 End 12786 12787 PlacementViewAngle = -45 12788 12789 ; ***DESIGN parameters *** 12790 DisplayName = OBJECT:Airfield 12791 Side = AmericaAirForceGeneral 12792 EditorSorting = STRUCTURE 12793 Prerequisites 12794 Object = AirF_AmericaSupplyCenter 12795 End 12796 BuildCost = 800 12797 BuildTime = 30.0 ; in seconds 12798 EnergyProduction = -1 12799 CommandSet = AirF_AmericaAirfieldCommandSet 12800 VisionRange = 200.0 ; Shroud clearing distance 12801 ShroudClearingRange = 200 12802 ArmorSet 12803 Conditions = None 12804 Armor = StructureArmor 12805 DamageFX = StructureDamageFXNoShake 12806 End 12807 ExperienceValue = 150 150 150 150 ; Experience point value at each level 12808 12809 ; *** AUDIO Parameters *** 12810 VoiceSelect = AirfieldUSASelect 12811 SoundOnDamaged = BuildingDamagedStateLight 12812 SoundOnReallyDamaged = BuildingDestroy 12813 12814 UnitSpecificSounds 12815 UnderConstruction = UnderConstructionLoop 12816 End 12817 12818 ; *** ENGINEERING Parameters *** 12819 RadarPriority = STRUCTURE 12820 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 12821 Body = StructureBody ModuleTag_10 12822 MaxHealth = 2500.0 12823 InitialHealth = 2500.0 12824 12825 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12826 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12827 SubdualDamageCap = 2700 12828 SubdualDamageHealRate = 500 12829 SubdualDamageHealAmount = 100 12830 End 12831 12832 Behavior = ParkingPlaceBehavior ModuleTag_11 12833 HealAmountPerSecond = 10 12834 NumRows = 2 12835 NumCols = 2 12836 HasRunways = Yes 12837 ApproachHeight = 50 12838 End 12839 12840 Behavior = ProductionUpdate ModuleTag_12 12841 NumDoorAnimations = 4 12842 DoorOpeningTime = 2000 ;in mSeconds 12843 DoorWaitOpenTime = 3000 ;in mSeconds 12844 DoorCloseTime = 2000 ;in mSeconds 12845 ConstructionCompleteDuration = 1000 ;in mSeconds 12846 End 12847 Behavior = BaseRegenerateUpdate ModuleTag_13 12848 ;No data 12849 End 12850 12851 Behavior = DestroyDie ModuleTag_14 12852 ;nothing 12853 End 12854 Behavior = CreateObjectDie ModuleTag_15 12855 CreationList = OCL_ABPowerPlantExplode 12856 End 12857 Behavior = CreateObjectDie ModuleTag_16 12858 CreationList = OCL_AmericanRangerDebris02 12859 ExemptStatus = UNDER_CONSTRUCTION 12860 End 12861 Behavior = FXListDie ModuleTag_17 12862 DeathFX = FX_StructureMediumDeath 12863 End 12864 12865 Behavior = FlammableUpdate ModuleTag_19 12866 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12867 AflameDamageAmount = 5 ; taking this much damage... 12868 AflameDamageDelay = 500 ; this often. 12869 End 12870 12871 Behavior = TransitionDamageFX ModuleTag_31 12872 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 12873 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12874 ;--------------------------------------------------------------------------------------- 12875 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12876 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12877 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12878 End 12879 12880 Geometry = BOX 12881 GeometryMajorRadius = 112.0 12882 GeometryMinorRadius = 74.0 12883 GeometryHeight = 25.0 12884 GeometryIsSmall = No 12885 FactoryExitWidth = 25 12886 Shadow = SHADOW_VOLUME 12887 BuildCompletion = PLACED_BY_PLAYER 12888 12889 End 12890 12891 12892 ;------------------------------------------------------------------------------ 12893 Object AirF_AmericaSupplyCenter 12894 12895 ; *** ART Parameters *** 12896 SelectPortrait = SASupplyCntr_L 12897 ButtonImage = SASupplyCntr 12898 Draw = W3DModelDraw ModuleTag_01 12899 OkToChangeModelColor = Yes 12900 12901 ; day ************************************** 12902 ConditionState = NONE 12903 Model = ABSupplyCT 12904 Animation = ABSupplyCT.ABSupplyCT 12905 AnimationMode = LOOP 12906 Flags = MAINTAIN_FRAME_ACROSS_STATES 12907 End 12908 ConditionState = DAMAGED 12909 Model = ABSupplyCT_D 12910 Animation = ABSupplyCT_D.ABSupplyCT_D 12911 AnimationMode = LOOP 12912 Flags = MAINTAIN_FRAME_ACROSS_STATES 12913 ParticleSysBone = Smoke01 SmolderingSmoke 12914 ParticleSysBone = Smoke02 SmolderingSmoke 12915 ParticleSysBone = Smoke03 SmolderingSmoke 12916 ParticleSysBone = Smoke04 SmolderingSmoke 12917 ParticleSysBone = Smoke01 SmolderingFire 12918 ParticleSysBone = Smoke02 SmolderingFire 12919 ParticleSysBone = Smoke03 SmolderingFire 12920 ParticleSysBone = Smoke04 SmolderingFire 12921 End 12922 ConditionState = REALLYDAMAGED RUBBLE 12923 Model = ABSupplyCT_E 12924 Animation = ABSupplyCT_E.ABSupplyCT_E 12925 AnimationMode = LOOP 12926 Flags = MAINTAIN_FRAME_ACROSS_STATES 12927 ParticleSysBone = Smoke01 SmolderingSmoke 12928 ParticleSysBone = Smoke02 SmolderingSmoke 12929 ParticleSysBone = Smoke03 SmolderingSmoke 12930 ParticleSysBone = Smoke04 SmolderingSmoke 12931 ParticleSysBone = Smoke05 SmolderingSmoke 12932 ParticleSysBone = Smoke06 SmolderingSmoke 12933 ParticleSysBone = Smoke01 SmolderingFire 12934 ParticleSysBone = Smoke02 SmolderingFire 12935 ParticleSysBone = Smoke03 SmolderingFire 12936 ParticleSysBone = Smoke04 SmolderingFire 12937 ParticleSysBone = Smoke05 SmolderingFire 12938 ParticleSysBone = Smoke06 SmolderingFire 12939 End 12940 12941 12942 ; day Snow ************************************** 12943 ConditionState = SNOW 12944 Model = ABSupplyCT_S 12945 Animation = ABSupplyCT_S.ABSupplyCT_S 12946 AnimationMode = LOOP 12947 Flags = MAINTAIN_FRAME_ACROSS_STATES 12948 End 12949 ConditionState = DAMAGED SNOW 12950 Model = ABSupplyCT_DS 12951 Animation = ABSupplyCT_DS.ABSupplyCT_DS 12952 AnimationMode = LOOP 12953 Flags = MAINTAIN_FRAME_ACROSS_STATES 12954 ParticleSysBone = Smoke01 SmolderingSmoke 12955 ParticleSysBone = Smoke02 SmolderingSmoke 12956 ParticleSysBone = Smoke03 SmolderingSmoke 12957 ParticleSysBone = Smoke04 SmolderingSmoke 12958 ParticleSysBone = Smoke01 SmolderingFire 12959 ParticleSysBone = Smoke02 SmolderingFire 12960 ParticleSysBone = Smoke03 SmolderingFire 12961 ParticleSysBone = Smoke04 SmolderingFire 12962 End 12963 ConditionState = REALLYDAMAGED RUBBLE SNOW 12964 Model = ABSupplyCT_ES 12965 Animation = ABSupplyCT_ES.ABSupplyCT_ES 12966 AnimationMode = LOOP 12967 Flags = MAINTAIN_FRAME_ACROSS_STATES 12968 ParticleSysBone = Smoke01 SmolderingSmoke 12969 ParticleSysBone = Smoke02 SmolderingSmoke 12970 ParticleSysBone = Smoke03 SmolderingSmoke 12971 ParticleSysBone = Smoke04 SmolderingSmoke 12972 ParticleSysBone = Smoke05 SmolderingSmoke 12973 ParticleSysBone = Smoke06 SmolderingSmoke 12974 ParticleSysBone = Smoke01 SmolderingFire 12975 ParticleSysBone = Smoke02 SmolderingFire 12976 ParticleSysBone = Smoke03 SmolderingFire 12977 ParticleSysBone = Smoke04 SmolderingFire 12978 ParticleSysBone = Smoke05 SmolderingFire 12979 ParticleSysBone = Smoke06 SmolderingFire 12980 End 12981 12982 12983 12984 ; Night ************************************* 12985 ConditionState = NIGHT 12986 Model = ABSupplyCT_N 12987 Animation = ABSupplyCT_N.ABSupplyCT_N 12988 AnimationMode = LOOP 12989 Flags = MAINTAIN_FRAME_ACROSS_STATES 12990 End 12991 ConditionState = DAMAGED NIGHT 12992 Model = ABSupplyCT_DN 12993 Animation = ABSupplyCT_DN.ABSupplyCT_DN 12994 AnimationMode = LOOP 12995 Flags = MAINTAIN_FRAME_ACROSS_STATES 12996 End 12997 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12998 Model = ABSupplyCT_EN 12999 Animation = ABSupplyCT_EN.ABSupplyCT_EN 13000 AnimationMode = LOOP 13001 Flags = MAINTAIN_FRAME_ACROSS_STATES 13002 End 13003 13004 13005 ; Night Snow************************************* 13006 ConditionState = NIGHT SNOW 13007 Model = ABSupplyCT_NS 13008 Animation = ABSupplyCT_NS.ABSupplyCT_NS 13009 AnimationMode = LOOP 13010 Flags = MAINTAIN_FRAME_ACROSS_STATES 13011 End 13012 ConditionState = DAMAGED NIGHT SNOW 13013 Model = ABSupplyCT_DNS 13014 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 13015 AnimationMode = LOOP 13016 Flags = MAINTAIN_FRAME_ACROSS_STATES 13017 End 13018 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13019 Model = ABSupplyCT_ENS 13020 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 13021 AnimationMode = LOOP 13022 Flags = MAINTAIN_FRAME_ACROSS_STATES 13023 End 13024 13025 ;************************************************************************************************************************** 13026 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13027 ;for this draw module 13028 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13029 Model = ABSupplyCT 13030 Animation = ABSupplyCT.ABSupplyCT 13031 AnimationMode = LOOP 13032 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13033 End 13034 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13035 Model = ABSupplyCT_D 13036 Animation = ABSupplyCT_D.ABSupplyCT_D 13037 AnimationMode = LOOP 13038 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13039 End 13040 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13041 Model = ABSupplyCT_E 13042 Animation = ABSupplyCT_E.ABSupplyCT_E 13043 AnimationMode = LOOP 13044 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13045 End 13046 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13047 Model = ABSupplyCT_N 13048 Animation = ABSupplyCT_N.ABSupplyCT_N 13049 AnimationMode = LOOP 13050 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13051 End 13052 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13053 Model = ABSupplyCT_DN 13054 Animation = ABSupplyCT_DN.ABSupplyCT_DN 13055 AnimationMode = LOOP 13056 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13057 End 13058 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13059 Model = ABSupplyCT_EN 13060 Animation = ABSupplyCT_EN.ABSupplyCT_EN 13061 AnimationMode = LOOP 13062 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13063 End 13064 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13065 Model = ABSupplyCT_S 13066 Animation = ABSupplyCT_S.ABSupplyCT_S 13067 AnimationMode = LOOP 13068 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13069 End 13070 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13071 Model = ABSupplyCT_DS 13072 Animation = ABSupplyCT_DS.ABSupplyCT_DS 13073 AnimationMode = LOOP 13074 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13075 End 13076 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13077 Model = ABSupplyCT_ES 13078 Animation = ABSupplyCT_ES.ABSupplyCT_ES 13079 AnimationMode = LOOP 13080 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13081 End 13082 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13083 Model = ABSupplyCT_NS 13084 Animation = ABSupplyCT_NS.ABSupplyCT_NS 13085 AnimationMode = LOOP 13086 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13087 End 13088 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13089 Model = ABSupplyCT_DNS 13090 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 13091 AnimationMode = LOOP 13092 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13093 End 13094 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13095 Model = ABSupplyCT_ENS 13096 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 13097 AnimationMode = LOOP 13098 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13099 End 13100 13101 ConditionState = AWAITING_CONSTRUCTION 13102 Model = NONE 13103 End 13104 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13105 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13106 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13107 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13108 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13109 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13110 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13111 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13112 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13113 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13114 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13115 AliasConditionState = SOLD 13116 AliasConditionState = SOLD DAMAGED 13117 AliasConditionState = SOLD REALLYDAMAGED 13118 AliasConditionState = SOLD NIGHT 13119 AliasConditionState = SOLD NIGHT DAMAGED 13120 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13121 AliasConditionState = SOLD SNOW 13122 AliasConditionState = SOLD SNOW DAMAGED 13123 AliasConditionState = SOLD SNOW REALLYDAMAGED 13124 AliasConditionState = SOLD NIGHT SNOW 13125 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13126 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13127 ;************************************************************************************************************************** 13128 13129 13130 13131 End 13132 13133 ; ------------ construction-zone fence ----------------- 13134 Draw = W3DModelDraw ModuleTag_02 13135 AnimationsRequirePower = No 13136 DefaultConditionState 13137 Model = None 13138 TransitionKey = DOWN_DEFAULT 13139 End 13140 ConditionState = NIGHT 13141 Model = None 13142 TransitionKey = DOWN_DEFAULT 13143 End 13144 ConditionState = SNOW 13145 Model = None 13146 TransitionKey = DOWN_DEFAULT 13147 End 13148 ConditionState = SNOW NIGHT 13149 Model = None 13150 TransitionKey = DOWN_DEFAULT 13151 End 13152 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13153 Model = ABSupplyCT_A4 13154 Animation = ABSupplyCT_A4.ABSupplyCT_A4 13155 AnimationMode = MANUAL 13156 Flags = START_FRAME_LAST 13157 TransitionKey = UP_DAY 13158 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13159 ParticleSysBone = SparksS01 LiveWireSparks02 13160 End 13161 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13162 Model = ABSupplyCT_A4N 13163 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 13164 AnimationMode = MANUAL 13165 Flags = START_FRAME_LAST 13166 TransitionKey = UP_NIGHT 13167 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13168 ParticleSysBone = SparksS01 LiveWireSparks02 13169 End 13170 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13171 Model = ABSupplyCT_A4S 13172 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 13173 AnimationMode = MANUAL 13174 Flags = START_FRAME_LAST 13175 TransitionKey = UP_SNOW 13176 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13177 ParticleSysBone = SparksS01 LiveWireSparks02 13178 End 13179 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13180 Model = ABSupplyCT_A4SN 13181 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 13182 AnimationMode = MANUAL 13183 Flags = START_FRAME_LAST 13184 TransitionKey = UP_SNOWNIGHT 13185 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13186 ParticleSysBone = SparksS01 LiveWireSparks02 13187 End 13188 TransitionState = DOWN_DEFAULT UP_DAY 13189 Model = ABSupplyCT_A4 13190 Animation = ABSupplyCT_A4.ABSupplyCT_A4 13191 AnimationMode = ONCE 13192 AnimationSpeedFactorRange = 1.0 1.0 13193 Flags = START_FRAME_FIRST 13194 End 13195 TransitionState = DOWN_DEFAULT UP_NIGHT 13196 Model = ABSupplyCT_A4N 13197 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 13198 AnimationMode = ONCE 13199 AnimationSpeedFactorRange = 1.0 1.0 13200 Flags = START_FRAME_FIRST 13201 End 13202 TransitionState = DOWN_DEFAULT UP_SNOW 13203 Model = ABSupplyCT_A4S 13204 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 13205 AnimationMode = ONCE 13206 AnimationSpeedFactorRange = 1.0 1.0 13207 Flags = START_FRAME_FIRST 13208 End 13209 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13210 Model = ABSupplyCT_A4SN 13211 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 13212 AnimationMode = ONCE 13213 AnimationSpeedFactorRange = 1.0 1.0 13214 Flags = START_FRAME_FIRST 13215 End 13216 TransitionState = UP_DAY DOWN_DEFAULT 13217 Model = ABSupplyCT_A4 13218 Animation = ABSupplyCT_A4.ABSupplyCT_A4 13219 AnimationMode = ONCE_BACKWARDS 13220 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13221 Flags = START_FRAME_LAST 13222 End 13223 TransitionState = UP_NIGHT DOWN_DEFAULT 13224 Model = ABSupplyCT_A4N 13225 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 13226 AnimationMode = ONCE_BACKWARDS 13227 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13228 Flags = START_FRAME_LAST 13229 End 13230 TransitionState = UP_SNOW DOWN_DEFAULT 13231 Model = ABSupplyCT_A4S 13232 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 13233 AnimationMode = ONCE_BACKWARDS 13234 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13235 Flags = START_FRAME_LAST 13236 End 13237 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13238 Model = ABSupplyCT_A4SN 13239 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 13240 AnimationMode = ONCE_BACKWARDS 13241 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13242 Flags = START_FRAME_LAST 13243 End 13244 End 13245 13246 ; ------------ under-construction scaffolding ----------------- 13247 Draw = W3DModelDraw ModuleTag_03 13248 AnimationsRequirePower = No 13249 MinLODRequired = MEDIUM 13250 DefaultConditionState 13251 Model = None 13252 TransitionKey = DOWN_DEFAULT 13253 End 13254 ConditionState = NIGHT 13255 Model = None 13256 TransitionKey = DOWN_DEFAULT 13257 End 13258 ConditionState = SNOW 13259 Model = None 13260 TransitionKey = DOWN_DEFAULT 13261 End 13262 ConditionState = SNOW NIGHT 13263 Model = None 13264 TransitionKey = DOWN_DEFAULT 13265 End 13266 ConditionState = PARTIALLY_CONSTRUCTED 13267 Model = ABSupplyCT_A6 13268 Animation = ABSupplyCT_A6.ABSupplyCT_A6 13269 AnimationMode = MANUAL 13270 Flags = START_FRAME_LAST 13271 TransitionKey = UP_DAY 13272 ParticleSysBone = Sparks01 BuildUpBlueSpark 13273 ParticleSysBone = Sparks02 BuildUpBlueSpark 13274 ParticleSysBone = Sparks03 BuildUpBlueSpark 13275 ParticleSysBone = Sparks04 BuildUpBlueSpark 13276 ParticleSysBone = Sparks05 BuildUpBlueSpark 13277 ParticleSysBone = Sparks06 BuildUpBlueSpark 13278 End 13279 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13280 Model = ABSupplyCT_A6N 13281 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 13282 AnimationMode = MANUAL 13283 Flags = START_FRAME_LAST 13284 TransitionKey = UP_NIGHT 13285 ParticleSysBone = Sparks01 BuildUpBlueSpark 13286 ParticleSysBone = Sparks02 BuildUpBlueSpark 13287 ParticleSysBone = Sparks03 BuildUpBlueSpark 13288 ParticleSysBone = Sparks04 BuildUpBlueSpark 13289 ParticleSysBone = Sparks05 BuildUpBlueSpark 13290 ParticleSysBone = Sparks06 BuildUpBlueSpark 13291 End 13292 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13293 Model = ABSupplyCT_A6S 13294 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 13295 AnimationMode = MANUAL 13296 Flags = START_FRAME_LAST 13297 TransitionKey = UP_SNOW 13298 ParticleSysBone = Sparks01 BuildUpBlueSpark 13299 ParticleSysBone = Sparks02 BuildUpBlueSpark 13300 ParticleSysBone = Sparks03 BuildUpBlueSpark 13301 ParticleSysBone = Sparks04 BuildUpBlueSpark 13302 ParticleSysBone = Sparks05 BuildUpBlueSpark 13303 ParticleSysBone = Sparks06 BuildUpBlueSpark 13304 End 13305 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13306 Model = ABSupplyCT_A6SN 13307 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 13308 AnimationMode = MANUAL 13309 Flags = START_FRAME_LAST 13310 TransitionKey = UP_SNOWNIGHT 13311 ParticleSysBone = Sparks01 BuildUpBlueSpark 13312 ParticleSysBone = Sparks02 BuildUpBlueSpark 13313 ParticleSysBone = Sparks03 BuildUpBlueSpark 13314 ParticleSysBone = Sparks04 BuildUpBlueSpark 13315 ParticleSysBone = Sparks05 BuildUpBlueSpark 13316 ParticleSysBone = Sparks06 BuildUpBlueSpark 13317 End 13318 TransitionState = DOWN_DEFAULT UP_DAY 13319 Model = ABSupplyCT_A6 13320 Animation = ABSupplyCT_A6.ABSupplyCT_A6 13321 AnimationMode = ONCE 13322 AnimationSpeedFactorRange = 1.0 1.0 13323 Flags = START_FRAME_FIRST 13324 End 13325 TransitionState = DOWN_DEFAULT UP_NIGHT 13326 Model = ABSupplyCT_A6N 13327 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 13328 AnimationMode = ONCE 13329 AnimationSpeedFactorRange = 1.0 1.0 13330 Flags = START_FRAME_FIRST 13331 End 13332 TransitionState = DOWN_DEFAULT UP_SNOW 13333 Model = ABSupplyCT_A6S 13334 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 13335 AnimationMode = ONCE 13336 AnimationSpeedFactorRange = 1.0 1.0 13337 Flags = START_FRAME_FIRST 13338 End 13339 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13340 Model = ABSupplyCT_A6SN 13341 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 13342 AnimationMode = ONCE 13343 AnimationSpeedFactorRange = 1.0 1.0 13344 Flags = START_FRAME_FIRST 13345 End 13346 TransitionState = UP_DAY DOWN_DEFAULT 13347 Model = ABSupplyCT_A6 13348 Animation = ABSupplyCT_A6.ABSupplyCT_A6 13349 AnimationMode = ONCE_BACKWARDS 13350 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13351 Flags = START_FRAME_LAST 13352 End 13353 TransitionState = UP_NIGHT DOWN_DEFAULT 13354 Model = ABSupplyCT_A6N 13355 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 13356 AnimationMode = ONCE_BACKWARDS 13357 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13358 Flags = START_FRAME_LAST 13359 End 13360 TransitionState = UP_SNOW DOWN_DEFAULT 13361 Model = ABSupplyCT_A6S 13362 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 13363 AnimationMode = ONCE_BACKWARDS 13364 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13365 Flags = START_FRAME_LAST 13366 End 13367 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13368 Model = ABSupplyCT_A6SN 13369 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 13370 AnimationMode = ONCE_BACKWARDS 13371 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13372 Flags = START_FRAME_LAST 13373 End 13374 End 13375 13376 ; ------------ being-constructed crane ----------------- 13377 Draw = W3DModelDraw ModuleTag_04 13378 AnimationsRequirePower = No 13379 DefaultConditionState 13380 Model = None 13381 TransitionKey = DOWN_DEFAULT 13382 End 13383 ConditionState = NIGHT 13384 Model = None 13385 TransitionKey = DOWN_DEFAULT 13386 End 13387 ConditionState = SNOW 13388 Model = None 13389 TransitionKey = DOWN_DEFAULT 13390 End 13391 ConditionState = SNOW NIGHT 13392 Model = None 13393 TransitionKey = DOWN_DEFAULT 13394 End 13395 ConditionState = SOLD 13396 Model = NONE 13397 End 13398 13399 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13400 Model = ABSupplyCT_A5 13401 Animation = ABSupplyCT_A5.ABSupplyCT_A5 13402 AnimationMode = LOOP 13403 TransitionKey = UP_DAY 13404 End 13405 13406 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13407 Model = ABSupplyCT_A5N 13408 Animation = ABSupplyCT_A5N.ABSupplyCT_A5N 13409 AnimationMode = LOOP 13410 TransitionKey = UP_NIGHT 13411 End 13412 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13413 Model = ABSupplyCT_A5S 13414 Animation = ABSupplyCT_A5S.ABSupplyCT_A5S 13415 AnimationMode = LOOP 13416 TransitionKey = UP_SNOW 13417 End 13418 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13419 Model = ABSupplyCT_A5SN 13420 Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN 13421 AnimationMode = LOOP 13422 TransitionKey = UP_SNOWNIGHT 13423 End 13424 TransitionState = DOWN_DEFAULT UP_DAY 13425 Model = ABSupplyCT_AB 13426 Animation = ABSupplyCT_AB.ABSupplyCT_AB 13427 AnimationMode = ONCE 13428 AnimationSpeedFactorRange = 1.0 1.0 13429 Flags = START_FRAME_FIRST 13430 End 13431 13432 TransitionState = DOWN_DEFAULT UP_NIGHT 13433 Model = ABSupplyCT_ABN 13434 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 13435 AnimationMode = ONCE 13436 AnimationSpeedFactorRange = 1.0 1.0 13437 Flags = START_FRAME_FIRST 13438 End 13439 TransitionState = DOWN_DEFAULT UP_SNOW 13440 Model = ABSupplyCT_ABS 13441 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 13442 AnimationMode = ONCE 13443 AnimationSpeedFactorRange = 1.0 1.0 13444 Flags = START_FRAME_FIRST 13445 End 13446 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13447 Model = ABSupplyCT_ABSN 13448 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 13449 AnimationMode = ONCE 13450 AnimationSpeedFactorRange = 1.0 1.0 13451 Flags = START_FRAME_FIRST 13452 End 13453 TransitionState = UP_DAY DOWN_DEFAULT 13454 Model = ABSupplyCT_AB 13455 Animation = ABSupplyCT_AB.ABSupplyCT_AB 13456 AnimationMode = ONCE_BACKWARDS 13457 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13458 Flags = START_FRAME_LAST 13459 End 13460 TransitionState = UP_NIGHT DOWN_DEFAULT 13461 Model = ABSupplyCT_ABN 13462 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 13463 AnimationMode = ONCE_BACKWARDS 13464 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13465 Flags = START_FRAME_LAST 13466 End 13467 TransitionState = UP_SNOW DOWN_DEFAULT 13468 Model = ABSupplyCT_ABS 13469 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 13470 AnimationMode = ONCE_BACKWARDS 13471 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13472 Flags = START_FRAME_LAST 13473 End 13474 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13475 Model = ABSupplyCT_ABSN 13476 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 13477 AnimationMode = ONCE_BACKWARDS 13478 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13479 Flags = START_FRAME_LAST 13480 End 13481 End 13482 13483 ; ------------ Grabbing box crane arm ----------------- 13484 Draw = W3DModelDraw ModuleTag_19 13485 OkToChangeModelColor = Yes 13486 ConditionState = NONE ; sit there 13487 Model = ABSupplyCT_A8 13488 Animation = ABSupplyCT_A8.ABSupplyCT_A8 13489 AnimationMode = LOOP 13490 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13491 WaitForStateToFinishIfPossible = TRANS_Playing 13492 End 13493 AliasConditionState = NIGHT 13494 AliasConditionState = SNOW 13495 AliasConditionState = NIGHT SNOW 13496 AliasConditionState = DAMAGED 13497 AliasConditionState = NIGHT DAMAGED 13498 AliasConditionState = SNOW DAMAGED 13499 AliasConditionState = NIGHT SNOW DAMAGED 13500 AliasConditionState = REALLYDAMAGED RUBBLE 13501 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 13502 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 13503 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 13504 13505 ConditionState = DOCKING_ACTIVE ; play arm box anim once 13506 Model = ABSupplyCT_A7 13507 Animation = ABSupplyCT_A7.ABSupplyCT_A7 13508 AnimationMode = ONCE 13509 Flags = START_FRAME_FIRST 13510 TransitionKey = TRANS_Playing 13511 End 13512 AliasConditionState = NIGHT DOCKING_ACTIVE 13513 AliasConditionState = SNOW DOCKING_ACTIVE 13514 AliasConditionState = NIGHT SNOW DOCKING_ACTIVE 13515 AliasConditionState = DAMAGED DOCKING_ACTIVE 13516 AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE 13517 AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE 13518 AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE 13519 AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13520 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13521 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13522 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13523 13524 End 13525 13526 ; ------------ Spinny Belt ----------------- 13527 Draw = W3DModelDraw ModuleTag_SpinnyBelt 13528 OkToChangeModelColor = Yes 13529 ConditionState = NONE ; sit there 13530 Model = ABSupplyCT_A9 13531 Animation = ABSupplyCT_A9.ABSupplyCT_A9 13532 AnimationMode = LOOP 13533 End 13534 AliasConditionState = NIGHT 13535 AliasConditionState = SNOW 13536 AliasConditionState = NIGHT SNOW 13537 AliasConditionState = DAMAGED 13538 AliasConditionState = NIGHT DAMAGED 13539 AliasConditionState = SNOW DAMAGED 13540 AliasConditionState = NIGHT SNOW DAMAGED 13541 AliasConditionState = REALLYDAMAGED RUBBLE 13542 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 13543 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 13544 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 13545 13546 13547 ;************************************************************************************************************************** 13548 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13549 ;for this draw module 13550 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13551 Model = ABSupplyCT_A9 13552 Animation = ABSupplyCT_A9.ABSupplyCT_A9 13553 AnimationMode = LOOP 13554 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13555 End 13556 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13557 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13558 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13559 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13560 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13561 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13562 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13563 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13564 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13565 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13566 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13567 13568 13569 ConditionState = AWAITING_CONSTRUCTION 13570 Model = NONE 13571 End 13572 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13573 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13574 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13575 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13576 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13577 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13578 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13579 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13580 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13581 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13582 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13583 AliasConditionState = SOLD 13584 AliasConditionState = SOLD DAMAGED 13585 AliasConditionState = SOLD REALLYDAMAGED 13586 AliasConditionState = SOLD NIGHT 13587 AliasConditionState = SOLD NIGHT DAMAGED 13588 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13589 AliasConditionState = SOLD SNOW 13590 AliasConditionState = SOLD SNOW DAMAGED 13591 AliasConditionState = SOLD SNOW REALLYDAMAGED 13592 AliasConditionState = SOLD NIGHT SNOW 13593 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13594 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13595 ;************************************************************************************************************************** 13596 End 13597 13598 PlacementViewAngle = -45 13599 13600 ; ***DESIGN parameters *** 13601 DisplayName = OBJECT:SupplyCenter 13602 Side = AmericaAirForceGeneral 13603 EditorSorting = STRUCTURE 13604 Prerequisites 13605 Object = AirF_AmericaPowerPlant 13606 End 13607 13608 13609 BuildCost = 2000 13610 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. 13611 BuildTime = 10.0 ; in seconds 13612 EnergyProduction = -1 13613 CommandSet = AirF_AmericaSupplyCenterCommandSet 13614 VisionRange = 200.0 ; Shroud clearing distance 13615 ShroudClearingRange = 200 13616 ArmorSet 13617 Conditions = None 13618 Armor = StructureArmor 13619 DamageFX = StructureDamageFXNoShake 13620 End 13621 ExperienceValue = 200 200 200 200 ; Experience point value at each level 13622 13623 ; *** AUDIO Parameters *** 13624 VoiceSelect = SupplyCenterUSASelect 13625 SoundOnDamaged = BuildingDamagedStateLight 13626 SoundOnReallyDamaged = BuildingDestroy 13627 13628 UnitSpecificSounds 13629 UnderConstruction = UnderConstructionLoop 13630 End 13631 13632 ; *** ENGINEERING Parameters *** 13633 RadarPriority = STRUCTURE 13634 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 13635 Body = StructureBody ModuleTag_05 13636 MaxHealth = 2000.0 13637 InitialHealth = 2000.0 13638 13639 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13640 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13641 SubdualDamageCap = 2200 13642 SubdualDamageHealRate = 500 13643 SubdualDamageHealAmount = 100 13644 End 13645 Behavior = SupplyCenterCreate ModuleTag_06 13646 ;nothing 13647 End 13648 Behavior = DestroyDie ModuleTag_07 13649 ;nothing 13650 End 13651 Behavior = CreateObjectDie ModuleTag_08 13652 CreationList = AirF_OCL_AmericanRangerDebris03 13653 ExemptStatus = UNDER_CONSTRUCTION 13654 End 13655 Behavior = ProductionUpdate ModuleTag_09 13656 ; nothing 13657 End 13658 Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 13659 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 13660 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 13661 End 13662 Behavior = BaseRegenerateUpdate ModuleTag_11 13663 ;No data 13664 End 13665 Behavior = SpawnBehavior ModuleTag_12 13666 SpawnNumber = 1 13667 SpawnReplaceDelay = 9999 13668 SpawnTemplateName = AFG_AmericaVehicleChinook 13669 OneShot = Yes 13670 CanReclaimOrphans = No 13671 SlavesHaveFreeWill = Yes 13672 End 13673 13674 Behavior = SupplyCenterDockUpdate ModuleTag_13 13675 NumberApproachPositions = 9 ; There are 9 approach bones in the art 13676 End 13677 13678 Behavior = FlammableUpdate ModuleTag_15 13679 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13680 AflameDamageAmount = 5 ; taking this much damage... 13681 AflameDamageDelay = 500 ; this often. 13682 End 13683 13684 Behavior = CreateObjectDie ModuleTag_16 13685 CreationList = OCL_LargeStructureDebris 13686 End 13687 Behavior = FXListDie ModuleTag_17 13688 DeathFX = FX_StructureSmallDeath 13689 End 13690 13691 Behavior = TransitionDamageFX ModuleTag_18 13692 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 13693 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13694 ;--------------------------------------------------------------------------------------- 13695 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13696 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 13697 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 13698 End 13699 13700 Geometry = BOX 13701 GeometryMajorRadius = 44.0 13702 GeometryMinorRadius = 45.0 13703 GeometryHeight = 24.0 13704 GeometryIsSmall = No 13705 Shadow = SHADOW_VOLUME 13706 BuildCompletion = PLACED_BY_PLAYER 13707 13708 End 13709 13710 ;------------------------------------------------------------------------------ 13711 Object AirF_AmericaSupplyDropZone 13712 13713 ; *** ART Parameters *** 13714 SelectPortrait = SADropZone_L 13715 ButtonImage = SADropZone 13716 Draw = W3DModelDraw ModuleTag_01 13717 OkToChangeModelColor = Yes 13718 ConditionState = NONE 13719 Model = ABSupDrop 13720 ParticleSysBone = Flare01 LandingZoneSmoke 13721 Animation = ABSupDrop.ABSupDrop 13722 AnimationMode = LOOP 13723 End 13724 13725 ConditionState = DAMAGED 13726 Model = ABSupDrop_D 13727 ParticleSysBone = Flare01 LandingZoneSmoke 13728 Animation = ABSupDrop_D.ABSupDrop_D 13729 AnimationMode = LOOP 13730 End 13731 13732 ConditionState = REALLYDAMAGED RUBBLE 13733 Model = ABSupDrop_E 13734 ParticleSysBone = Flare01 LandingZoneSmoke 13735 Animation = ABSupDrop_E.ABSupDrop_E 13736 AnimationMode = LOOP 13737 End 13738 13739 ConditionState = NIGHT 13740 Model = ABSupDrop_N 13741 ParticleSysBone = Flare01 LandingZoneSmoke 13742 Animation = ABSupDrop_N.ABSupDrop_N 13743 AnimationMode = LOOP 13744 End 13745 13746 ConditionState = DAMAGED NIGHT 13747 Model = ABSupDrop_DN 13748 ParticleSysBone = Flare01 LandingZoneSmoke 13749 Animation = ABSupDrop_DN.ABSupDrop_DN 13750 AnimationMode = LOOP 13751 End 13752 13753 ConditionState = REALLYDAMAGED RUBBLE NIGHT 13754 Model = ABSupDrop_EN 13755 ParticleSysBone = Flare01 LandingZoneSmoke 13756 Animation = ABSupDrop_EN.ABSupDrop_EN 13757 AnimationMode = LOOP 13758 End 13759 13760 ;----------- SNOW 13761 13762 ConditionState = SNOW 13763 Model = ABSupDrop_S 13764 ParticleSysBone = Flare01 LandingZoneSmoke 13765 Animation = ABSupDrop_S.ABSupDrop_S 13766 AnimationMode = LOOP 13767 End 13768 13769 ConditionState = DAMAGED SNOW 13770 Model = ABSupDrop_DS 13771 ParticleSysBone = Flare01 LandingZoneSmoke 13772 Animation = ABSupDrop_DS.ABSupDrop_DS 13773 13774 AnimationMode = LOOP 13775 End 13776 13777 ConditionState = REALLYDAMAGED RUBBLE SNOW 13778 Model = ABSupDrop_ES 13779 ParticleSysBone = Flare01 LandingZoneSmoke 13780 Animation = ABSupDrop_ES.ABSupDrop_ES 13781 AnimationMode = LOOP 13782 End 13783 13784 ;---------- SNOW NIGHT 13785 13786 ConditionState = NIGHT SNOW 13787 Model = ABSupDrop_NS 13788 ParticleSysBone = Flare01 LandingZoneSmoke 13789 Animation = ABSupDrop_NS.ABSupDrop_NS 13790 AnimationMode = LOOP 13791 End 13792 13793 ConditionState = DAMAGED NIGHT SNOW 13794 Model = ABSupDrop_DNS 13795 ParticleSysBone = Flare01 LandingZoneSmoke 13796 Animation = ABSupDrop_DNS.ABSupDrop_DNS 13797 AnimationMode = LOOP 13798 End 13799 13800 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13801 Model = ABSupDrop_ENS 13802 ParticleSysBone = Flare01 LandingZoneSmoke 13803 Animation = ABSupDrop_ENS.ABSupDrop_ENS 13804 AnimationMode = LOOP 13805 End 13806 13807 ;************************************************************************************************************************** 13808 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13809 ;for this draw module 13810 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13811 Model = ABSupDrop 13812 Animation = ABSupDrop.ABSupDrop 13813 AnimationMode = LOOP 13814 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13815 End 13816 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13817 Model = ABSupDrop_D 13818 Animation = ABSupDrop_D.ABSupDrop_D 13819 AnimationMode = LOOP 13820 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13821 End 13822 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13823 Model = ABSupDrop_E 13824 Animation = ABSupDrop_E.ABSupDrop_E 13825 AnimationMode = LOOP 13826 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13827 End 13828 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13829 Model = ABSupDrop_N 13830 Animation = ABSupDrop_N.ABSupDrop_N 13831 AnimationMode = LOOP 13832 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13833 End 13834 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13835 Model = ABSupDrop_DN 13836 Animation = ABSupDrop_DN.ABSupDrop_DN 13837 AnimationMode = LOOP 13838 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13839 End 13840 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13841 Model = ABSupDrop_EN 13842 Animation = ABSupDrop_EN.ABSupDrop_EN 13843 AnimationMode = LOOP 13844 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13845 End 13846 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13847 Model = ABSupDrop_S 13848 Animation = ABSupDrop_S.ABSupDrop_S 13849 AnimationMode = LOOP 13850 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13851 End 13852 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13853 Model = ABSupDrop_DS 13854 Animation = ABSupDrop_DS.ABSupDrop_DS 13855 AnimationMode = LOOP 13856 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13857 End 13858 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13859 Model = ABSupDrop_ES 13860 Animation = ABSupDrop_ES.ABSupDrop_ES 13861 AnimationMode = LOOP 13862 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13863 End 13864 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13865 Model = ABSupDrop_NS 13866 Animation = ABSupDrop_NS.ABSupDrop_NS 13867 AnimationMode = LOOP 13868 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13869 End 13870 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13871 Model = ABSupDrop_DNS 13872 Animation = ABSupDrop_DNS.ABSupDrop_DNS 13873 AnimationMode = LOOP 13874 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13875 End 13876 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13877 Model = ABSupDrop_ENS 13878 Animation = ABSupDrop_ENS.ABSupDrop_ENS 13879 AnimationMode = LOOP 13880 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13881 End 13882 13883 ConditionState = AWAITING_CONSTRUCTION 13884 Model = NONE 13885 End 13886 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13887 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13888 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13889 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13890 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13891 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13892 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13893 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13894 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13895 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13896 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13897 AliasConditionState = SOLD 13898 AliasConditionState = SOLD DAMAGED 13899 AliasConditionState = SOLD REALLYDAMAGED 13900 AliasConditionState = SOLD NIGHT 13901 AliasConditionState = SOLD NIGHT DAMAGED 13902 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13903 AliasConditionState = SOLD SNOW 13904 AliasConditionState = SOLD SNOW DAMAGED 13905 AliasConditionState = SOLD SNOW REALLYDAMAGED 13906 AliasConditionState = SOLD NIGHT SNOW 13907 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13908 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13909 ;************************************************************************************************************************** 13910 13911 13912 13913 End 13914 13915 ; ------------ construction-zone fence ----------------- 13916 Draw = W3DModelDraw ModuleTag_02 13917 AnimationsRequirePower = No 13918 DefaultConditionState 13919 Model = None 13920 TransitionKey = DOWN_DEFAULT 13921 End 13922 ConditionState = NIGHT 13923 Model = None 13924 TransitionKey = DOWN_DEFAULT 13925 End 13926 ConditionState = SNOW 13927 Model = None 13928 TransitionKey = DOWN_DEFAULT 13929 End 13930 ConditionState = SNOW NIGHT 13931 Model = None 13932 TransitionKey = DOWN_DEFAULT 13933 End 13934 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13935 Model = ABSupDrop_A4 13936 Animation = ABSupDrop_A4.ABSupDrop_A4 13937 AnimationMode = MANUAL 13938 Flags = START_FRAME_LAST 13939 TransitionKey = UP_DAY 13940 End 13941 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13942 Model = ABSupDrop_A4N 13943 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13944 AnimationMode = MANUAL 13945 Flags = START_FRAME_LAST 13946 TransitionKey = UP_NIGHT 13947 End 13948 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13949 Model = ABSupDrop_A4S 13950 Animation = ABSupDrop_A4S.ABSupDrop_A4S 13951 AnimationMode = MANUAL 13952 Flags = START_FRAME_LAST 13953 TransitionKey = UP_SNOW 13954 End 13955 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13956 Model = ABSupDrop_A4SN 13957 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 13958 AnimationMode = MANUAL 13959 Flags = START_FRAME_LAST 13960 TransitionKey = UP_SNOWNIGHT 13961 End 13962 TransitionState = DOWN_DEFAULT UP_DAY 13963 Model = ABSupDrop_A4 13964 Animation = ABSupDrop_A4.ABSupDrop_A4 13965 AnimationMode = ONCE 13966 AnimationSpeedFactorRange = 1.0 1.0 13967 Flags = START_FRAME_FIRST 13968 End 13969 TransitionState = DOWN_DEFAULT UP_NIGHT 13970 Model = ABSupDrop_A4N 13971 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13972 AnimationMode = ONCE 13973 AnimationSpeedFactorRange = 1.0 1.0 13974 Flags = START_FRAME_FIRST 13975 End 13976 TransitionState = DOWN_DEFAULT UP_SNOW 13977 Model = ABSupDrop_A4S 13978 Animation = ABSupDrop_A4S.ABSupDrop_A4S 13979 AnimationMode = ONCE 13980 AnimationSpeedFactorRange = 1.0 1.0 13981 Flags = START_FRAME_FIRST 13982 End 13983 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13984 Model = ABSupDrop_A4SN 13985 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 13986 AnimationMode = ONCE 13987 AnimationSpeedFactorRange = 1.0 1.0 13988 Flags = START_FRAME_FIRST 13989 End 13990 TransitionState = UP_DAY DOWN_DEFAULT 13991 Model = ABSupDrop_A4 13992 Animation = ABSupDrop_A4.ABSupDrop_A4 13993 AnimationMode = ONCE_BACKWARDS 13994 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13995 Flags = START_FRAME_LAST 13996 End 13997 TransitionState = UP_NIGHT DOWN_DEFAULT 13998 Model = ABSupDrop_A4N 13999 Animation = ABSupDrop_A4N.ABSupDrop_A4N 14000 AnimationMode = ONCE_BACKWARDS 14001 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14002 Flags = START_FRAME_LAST 14003 End 14004 TransitionState = UP_SNOW DOWN_DEFAULT 14005 Model = ABSupDrop_A4S 14006 Animation = ABSupDrop_A4S.ABSupDrop_A4S 14007 AnimationMode = ONCE_BACKWARDS 14008 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14009 Flags = START_FRAME_LAST 14010 End 14011 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14012 Model = ABSupDrop_A4SN 14013 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 14014 AnimationMode = ONCE_BACKWARDS 14015 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14016 Flags = START_FRAME_LAST 14017 End 14018 End 14019 14020 ; ------------ under-construction scaffolding ----------------- 14021 Draw = W3DModelDraw ModuleTag_03 14022 AnimationsRequirePower = No 14023 MinLODRequired = MEDIUM 14024 DefaultConditionState 14025 Model = None 14026 TransitionKey = DOWN_DEFAULT 14027 End 14028 ConditionState = NIGHT 14029 Model = None 14030 TransitionKey = DOWN_DEFAULT 14031 End 14032 ConditionState = SNOW 14033 Model = None 14034 TransitionKey = DOWN_DEFAULT 14035 End 14036 ConditionState = SNOW NIGHT 14037 Model = None 14038 TransitionKey = DOWN_DEFAULT 14039 End 14040 ConditionState = PARTIALLY_CONSTRUCTED 14041 Model = ABSupDrop_A6 14042 Animation = ABSupDrop_A6.ABSupDrop_A6 14043 AnimationMode = MANUAL 14044 Flags = START_FRAME_LAST 14045 TransitionKey = UP_DAY 14046 ParticleSysBone = Sparks01 BuildUpBlueSpark 14047 ParticleSysBone = Sparks02 BuildUpBlueSpark 14048 ParticleSysBone = Sparks03 BuildUpBlueSpark 14049 ParticleSysBone = Sparks04 BuildUpBlueSpark 14050 ParticleSysBone = Sparks05 BuildUpBlueSpark 14051 ParticleSysBone = Sparks06 BuildUpBlueSpark 14052 End 14053 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14054 Model = ABSupDrop_A6N 14055 Animation = ABSupDrop_A6N.ABSupDrop_A6N 14056 AnimationMode = MANUAL 14057 Flags = START_FRAME_LAST 14058 TransitionKey = UP_NIGHT 14059 ParticleSysBone = Sparks01 BuildUpBlueSpark 14060 ParticleSysBone = Sparks02 BuildUpBlueSpark 14061 ParticleSysBone = Sparks03 BuildUpBlueSpark 14062 ParticleSysBone = Sparks04 BuildUpBlueSpark 14063 ParticleSysBone = Sparks05 BuildUpBlueSpark 14064 ParticleSysBone = Sparks06 BuildUpBlueSpark 14065 End 14066 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14067 Model = ABSupDrop_A6S 14068 Animation = ABSupDrop_A6S.ABSupDrop_A6S 14069 AnimationMode = MANUAL 14070 Flags = START_FRAME_LAST 14071 TransitionKey = UP_SNOW 14072 ParticleSysBone = Sparks01 BuildUpBlueSpark 14073 ParticleSysBone = Sparks02 BuildUpBlueSpark 14074 ParticleSysBone = Sparks03 BuildUpBlueSpark 14075 ParticleSysBone = Sparks04 BuildUpBlueSpark 14076 ParticleSysBone = Sparks05 BuildUpBlueSpark 14077 ParticleSysBone = Sparks06 BuildUpBlueSpark 14078 End 14079 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14080 Model = ABSupDrop_A6SN 14081 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 14082 AnimationMode = MANUAL 14083 Flags = START_FRAME_LAST 14084 TransitionKey = UP_SNOWNIGHT 14085 ParticleSysBone = Sparks01 BuildUpBlueSpark 14086 ParticleSysBone = Sparks02 BuildUpBlueSpark 14087 ParticleSysBone = Sparks03 BuildUpBlueSpark 14088 ParticleSysBone = Sparks04 BuildUpBlueSpark 14089 ParticleSysBone = Sparks05 BuildUpBlueSpark 14090 ParticleSysBone = Sparks06 BuildUpBlueSpark 14091 End 14092 TransitionState = DOWN_DEFAULT UP_DAY 14093 Model = ABSupDrop_A6 14094 Animation = ABSupDrop_A6.ABSupDrop_A6 14095 AnimationMode = ONCE 14096 AnimationSpeedFactorRange = 1.0 1.0 14097 Flags = START_FRAME_FIRST 14098 End 14099 TransitionState = DOWN_DEFAULT UP_NIGHT 14100 Model = ABSupDrop_A6N 14101 Animation = ABSupDrop_A6N.ABSupDrop_A6N 14102 AnimationMode = ONCE 14103 AnimationSpeedFactorRange = 1.0 1.0 14104 Flags = START_FRAME_FIRST 14105 End 14106 TransitionState = DOWN_DEFAULT UP_SNOW 14107 Model = ABSupDrop_A6S 14108 Animation = ABSupDrop_A6S.ABSupDrop_A6S 14109 AnimationMode = ONCE 14110 AnimationSpeedFactorRange = 1.0 1.0 14111 Flags = START_FRAME_FIRST 14112 End 14113 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14114 Model = ABSupDrop_A6SN 14115 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 14116 AnimationMode = ONCE 14117 AnimationSpeedFactorRange = 1.0 1.0 14118 Flags = START_FRAME_FIRST 14119 End 14120 TransitionState = UP_DAY DOWN_DEFAULT 14121 Model = ABSupDrop_A6 14122 Animation = ABSupDrop_A6.ABSupDrop_A6 14123 AnimationMode = ONCE_BACKWARDS 14124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14125 Flags = START_FRAME_LAST 14126 End 14127 TransitionState = UP_NIGHT DOWN_DEFAULT 14128 Model = ABSupDrop_A6N 14129 Animation = ABSupDrop_A6N.ABSupDrop_A6N 14130 AnimationMode = ONCE_BACKWARDS 14131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14132 Flags = START_FRAME_LAST 14133 End 14134 TransitionState = UP_SNOW DOWN_DEFAULT 14135 Model = ABSupDrop_A6S 14136 Animation = ABSupDrop_A6S.ABSupDrop_A6S 14137 AnimationMode = ONCE_BACKWARDS 14138 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14139 Flags = START_FRAME_LAST 14140 End 14141 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14142 Model = ABSupDrop_A6SN 14143 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 14144 AnimationMode = ONCE_BACKWARDS 14145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14146 Flags = START_FRAME_LAST 14147 End 14148 End 14149 PlacementViewAngle = -45 14150 14151 ; ***DESIGN parameters *** 14152 DisplayName = OBJECT:AmericaSupplyDropZone 14153 Side = AmericaAirForceGeneral 14154 EditorSorting = STRUCTURE 14155 BuildCost = 2500 14156 BuildTime = 45.0 ; in seconds 14157 Prerequisites 14158 Object = AirF_AmericaStrategyCenter 14159 End 14160 EnergyProduction = -4 14161 ShroudClearingRange = 100 14162 ArmorSet 14163 Conditions = None 14164 Armor = StructureArmor 14165 DamageFX = StructureDamageFXNoShake 14166 End 14167 ExperienceValue = 200 200 200 200 ; Experience point value at each level 14168 14169 ; *** AUDIO Parameters *** 14170 VoiceSelect = SupplyDropZoneSelect 14171 14172 UnitSpecificSounds 14173 UnderConstruction = UnderConstructionLoop 14174 End 14175 14176 14177 ; *** ENGINEERING Parameters *** 14178 ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 14179 ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE... 14180 ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 14181 KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_SUPPLY_DROPZONE 14182 RadarPriority = STRUCTURE 14183 14184 Body = ActiveBody ModuleTag_04 14185 MaxHealth = 1000.0 14186 InitialHealth = 1000.0 14187 14188 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14189 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14190 SubdualDamageCap = 1200 14191 SubdualDamageHealRate = 500 14192 SubdualDamageHealAmount = 100 14193 End 14194 14195 Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 14196 OCL = OCL_AmericaSupplyDropZoneCrateDrop 14197 MinDelay = 120000 14198 MaxDelay = 120000 14199 CreateAtEdge = Yes ; as opposed to just creating on self 14200 End 14201 14202 Behavior = DestroyDie ModuleTag_06 14203 End 14204 14205 Behavior = CreateObjectDie ModuleTag_07 14206 CreationList = AirF_OCL_AmericanRangerDebris03 14207 ExemptStatus = UNDER_CONSTRUCTION 14208 End 14209 14210 Behavior = CreateObjectDie ModuleTag_08 14211 CreationList = OCL_LargeStructureDebris 14212 End 14213 14214 Behavior = FlammableUpdate ModuleTag_09 14215 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14216 AflameDamageAmount = 5 ; taking this much damage... 14217 AflameDamageDelay = 500 ; this often. 14218 End 14219 14220 Behavior = FXListDie ModuleTag_10 14221 DeathFX = FX_StructureMediumDeath 14222 End 14223 14224 Behavior = BaseRegenerateUpdate ModuleTag_11 14225 ;No data 14226 End 14227 14228 Behavior = TransitionDamageFX ModuleTag_31 14229 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 14230 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14231 ;--------------------------------------------------------------------------------------- 14232 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14233 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14234 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14235 End 14236 14237 Geometry = BOX 14238 GeometryMajorRadius = 27.0 14239 GeometryMinorRadius = 27.0 14240 GeometryHeight = 9.0 14241 GeometryIsSmall = No 14242 Shadow = SHADOW_VOLUME 14243 14244 End 14245 14246 14247 ;------------------------------------------------------------------------------ 14248 Object AirF_AmericaBarracks 14249 14250 ; *** ART Parameters *** 14251 SelectPortrait = SABarracks_L 14252 ButtonImage = SABarracks 14253 PlacementViewAngle = -45 14254 14255 ;Main barracks model 14256 Draw = W3DModelDraw ModuleTag_01 14257 OkToChangeModelColor = Yes 14258 14259 ;DAY ******************************* 14260 ConditionState = NONE 14261 Model = ABBARRACKS 14262 Animation = ABBarracks.ABBarracks 14263 AnimationMode = LOOP 14264 End 14265 ConditionState = DAMAGED 14266 Model = ABBarracks_D 14267 Animation = ABBarracks_D.ABBarracks_D 14268 AnimationMode = LOOP 14269 End 14270 ConditionState = REALLYDAMAGED RUBBLE 14271 Model = ABBarracks_E 14272 Animation = ABBarracks_E.ABBarracks_E 14273 AnimationMode = LOOP 14274 End 14275 14276 14277 ;NIGHT ***************************** 14278 ConditionState = NIGHT 14279 Model = ABBARRACKS_N 14280 Animation = ABBarracks_N.ABBarracks_N 14281 AnimationMode = LOOP 14282 End 14283 ConditionState = DAMAGED NIGHT 14284 Model = ABBarracks_DN 14285 Animation = ABBarracks_DN.ABBarracks_DN 14286 AnimationMode = LOOP 14287 End 14288 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14289 Model = ABBarracks_EN 14290 Animation = ABBarracks_EN.ABBarracks_EN 14291 AnimationMode = LOOP 14292 End 14293 14294 14295 ;SNOW ****************************** 14296 ConditionState = SNOW 14297 Model = ABBARRACKS_S 14298 Animation = ABBarracks_S.ABBarracks_S 14299 AnimationMode = LOOP 14300 End 14301 ConditionState = DAMAGED SNOW 14302 Model = ABBarracks_DS 14303 Animation = ABBarracks_DS.ABBarracks_DS 14304 AnimationMode = LOOP 14305 End 14306 ConditionState = REALLYDAMAGED RUBBLE SNOW 14307 Model = ABBarracks_ES 14308 Animation = ABBarracks_ES.ABBarracks_ES 14309 AnimationMode = LOOP 14310 End 14311 14312 14313 ;SNOW AND NIGHT ******************** 14314 ConditionState = SNOW NIGHT 14315 Model = ABBARRACKS_NS 14316 Animation = ABBarracks_NS.ABBarracks_NS 14317 AnimationMode = LOOP 14318 End 14319 ConditionState = DAMAGED SNOW NIGHT 14320 Model = ABBarracks_DNS 14321 Animation = ABBarracks_DNS.ABBarracks_DNS 14322 AnimationMode = LOOP 14323 End 14324 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 14325 Model = ABBarracks_ENS 14326 Animation = ABBarracks_ENS.ABBarracks_ENS 14327 AnimationMode = LOOP 14328 End 14329 14330 14331 ;************************************************************************************************************************** 14332 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14333 ;for this draw module 14334 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14335 Model = ABBarracks 14336 Animation = ABBarracks.ABBarracks 14337 AnimationMode = LOOP 14338 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14339 End 14340 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14341 Model = ABBarracks_D 14342 Animation = ABBarracks_D.ABBarracks_D 14343 AnimationMode = LOOP 14344 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14345 End 14346 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14347 Model = ABBarracks_E 14348 Animation = ABBarracks_E.ABBarracks_E 14349 AnimationMode = LOOP 14350 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14351 End 14352 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14353 Model = ABBarracks_N 14354 Animation = ABBarracks_N.ABBarracks_N 14355 AnimationMode = LOOP 14356 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14357 End 14358 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14359 Model = ABBarracks_DN 14360 Animation = ABBarracks_DN.ABBarracks_DN 14361 AnimationMode = LOOP 14362 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14363 End 14364 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14365 Model = ABBarracks_EN 14366 Animation = ABBarracks_EN.ABBarracks_EN 14367 AnimationMode = LOOP 14368 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14369 End 14370 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14371 Model = ABBarracks_S 14372 Animation = ABBarracks_S.ABBarracks_S 14373 AnimationMode = LOOP 14374 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14375 End 14376 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14377 Model = ABBarracks_DS 14378 Animation = ABBarracks_DS.ABBarracks_DS 14379 AnimationMode = LOOP 14380 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14381 End 14382 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14383 Model = ABBarracks_ES 14384 Animation = ABBarracks_ES.ABBarracks_ES 14385 AnimationMode = LOOP 14386 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14387 End 14388 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14389 Model = ABBarracks_NS 14390 Animation = ABBarracks_NS.ABBarracks_NS 14391 AnimationMode = LOOP 14392 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14393 End 14394 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14395 Model = ABBarracks_DNS 14396 Animation = ABBarracks_DNS.ABBarracks_DNS 14397 AnimationMode = LOOP 14398 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14399 End 14400 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14401 Model = ABBarracks_ENS 14402 Animation = ABBarracks_ENS.ABBarracks_ENS 14403 AnimationMode = LOOP 14404 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14405 End 14406 14407 ConditionState = AWAITING_CONSTRUCTION 14408 Model = NONE 14409 End 14410 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14411 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14412 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14413 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14414 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14415 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14416 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14417 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14418 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14419 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14420 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14421 AliasConditionState = SOLD 14422 AliasConditionState = SOLD DAMAGED 14423 AliasConditionState = SOLD REALLYDAMAGED 14424 AliasConditionState = SOLD NIGHT 14425 AliasConditionState = SOLD NIGHT DAMAGED 14426 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14427 AliasConditionState = SOLD SNOW 14428 AliasConditionState = SOLD SNOW DAMAGED 14429 AliasConditionState = SOLD SNOW REALLYDAMAGED 14430 AliasConditionState = SOLD NIGHT SNOW 14431 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14432 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14433 ;************************************************************************************************************************** 14434 14435 End 14436 14437 ; Draw = W3DModelDraw ModuleTag_TestFlag 14438 ; DefaultConditionState 14439 ; Model = ABBarracks_FA 14440 ; Animation = ABBarracks_FA.ABBarracks_FA 14441 ; AnimationMode = LOOP 14442 ; End 14443 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14444 ; Model = None 14445 ; End 14446 ; End 14447 14448 ; ------------ construction-zone fence ----------------- 14449 Draw = W3DModelDraw ModuleTag_02 14450 AnimationsRequirePower = No 14451 DefaultConditionState 14452 Model = None 14453 TransitionKey = DOWN_DEFAULT 14454 End 14455 ConditionState = NIGHT 14456 Model = None 14457 TransitionKey = DOWN_DEFAULT 14458 End 14459 ConditionState = SNOW 14460 Model = None 14461 TransitionKey = DOWN_DEFAULT 14462 End 14463 ConditionState = SNOW NIGHT 14464 Model = None 14465 TransitionKey = DOWN_DEFAULT 14466 End 14467 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14468 Model = ABBarracks_A4 14469 Animation = ABBarracks_A4.ABBarracks_A4 14470 AnimationMode = MANUAL 14471 Flags = START_FRAME_LAST 14472 TransitionKey = UP_DAY 14473 ParticleSysBone = SparksS01 LiveWireSparks02 14474 End 14475 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14476 Model = ABBarracks_A4N 14477 Animation = ABBarracks_A4N.ABBarracks_A4N 14478 AnimationMode = MANUAL 14479 Flags = START_FRAME_LAST 14480 TransitionKey = UP_NIGHT 14481 ParticleSysBone = SparksS01 LiveWireSparks02 14482 End 14483 14484 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14485 Model = ABBarracks_A4S 14486 Animation = ABBarracks_A4S.ABBarracks_A4S 14487 AnimationMode = MANUAL 14488 Flags = START_FRAME_LAST 14489 TransitionKey = UP_SNOW 14490 ParticleSysBone = SparksS01 LiveWireSparks02 14491 End 14492 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14493 Model = ABBarracks_A4SN 14494 Animation = ABBarracks_A4SN.ABBarracks_A4SN 14495 AnimationMode = MANUAL 14496 Flags = START_FRAME_LAST 14497 TransitionKey = UP_SNOWNIGHT 14498 ParticleSysBone = SparksS01 LiveWireSparks02 14499 End 14500 TransitionState = DOWN_DEFAULT UP_DAY 14501 Model = ABBarracks_A4 14502 Animation = ABBarracks_A4.ABBarracks_A4 14503 AnimationMode = ONCE 14504 AnimationSpeedFactorRange = 1.0 1.0 14505 Flags = START_FRAME_FIRST 14506 End 14507 TransitionState = DOWN_DEFAULT UP_NIGHT 14508 Model = ABBarracks_A4N 14509 Animation = ABBarracks_A4N.ABBarracks_A4N 14510 AnimationMode = ONCE 14511 AnimationSpeedFactorRange = 1.0 1.0 14512 Flags = START_FRAME_FIRST 14513 End 14514 TransitionState = DOWN_DEFAULT UP_SNOW 14515 Model = ABBarracks_A4S 14516 Animation = ABBarracks_A4S.ABBarracks_A4S 14517 AnimationMode = ONCE 14518 AnimationSpeedFactorRange = 1.0 1.0 14519 Flags = START_FRAME_FIRST 14520 End 14521 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14522 Model = ABBarracks_A4SN 14523 Animation = ABBarracks_A4SN.ABBarracks_A4SN 14524 AnimationMode = ONCE 14525 AnimationSpeedFactorRange = 1.0 1.0 14526 Flags = START_FRAME_FIRST 14527 End 14528 TransitionState = UP_DAY DOWN_DEFAULT 14529 Model = ABBarracks_A4 14530 Animation = ABBarracks_A4.ABBarracks_A4 14531 AnimationMode = ONCE_BACKWARDS 14532 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14533 Flags = START_FRAME_LAST 14534 End 14535 TransitionState = UP_NIGHT DOWN_DEFAULT 14536 Model = ABBarracks_A4N 14537 Animation = ABBarracks_A4N.ABBarracks_A4N 14538 AnimationMode = ONCE_BACKWARDS 14539 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14540 Flags = START_FRAME_LAST 14541 End 14542 TransitionState = UP_SNOW DOWN_DEFAULT 14543 Model = ABBarracks_A4S 14544 Animation = ABBarracks_A4S.ABBarracks_A4S 14545 AnimationMode = ONCE_BACKWARDS 14546 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14547 Flags = START_FRAME_LAST 14548 End 14549 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14550 Model = ABBarracks_A4SN 14551 Animation = ABBarracks_A4SN.ABBarracks_A4SN 14552 AnimationMode = ONCE_BACKWARDS 14553 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14554 Flags = START_FRAME_LAST 14555 End 14556 End 14557 14558 ; ------------ under-construction scaffolding ----------------- 14559 Draw = W3DModelDraw ModuleTag_03 14560 AnimationsRequirePower = No 14561 MinLODRequired = MEDIUM 14562 DefaultConditionState 14563 Model = None 14564 TransitionKey = DOWN_DEFAULT 14565 End 14566 ConditionState = NIGHT 14567 Model = None 14568 TransitionKey = DOWN_DEFAULT 14569 End 14570 ConditionState = SNOW 14571 Model = None 14572 TransitionKey = DOWN_DEFAULT 14573 End 14574 ConditionState = SNOW NIGHT 14575 Model = None 14576 TransitionKey = DOWN_DEFAULT 14577 End 14578 ConditionState = PARTIALLY_CONSTRUCTED 14579 Model = ABBarracks_A6 14580 Animation = ABBarracks_A6.ABBarracks_A6 14581 AnimationMode = MANUAL 14582 Flags = START_FRAME_LAST 14583 TransitionKey = UP_DAY 14584 ParticleSysBone = Sparks01 BuildUpBlueSpark 14585 ParticleSysBone = Sparks02 BuildUpBlueSpark 14586 ParticleSysBone = Sparks03 BuildUpBlueSpark 14587 ParticleSysBone = Sparks04 BuildUpBlueSpark 14588 ParticleSysBone = Sparks05 BuildUpBlueSpark 14589 ParticleSysBone = Sparks06 BuildUpBlueSpark 14590 End 14591 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14592 Model = ABBarracks_A6N 14593 Animation = ABBarracks_A6N.ABBarracks_A6N 14594 AnimationMode = MANUAL 14595 Flags = START_FRAME_LAST 14596 TransitionKey = UP_NIGHT 14597 ParticleSysBone = Sparks01 BuildUpBlueSpark 14598 ParticleSysBone = Sparks02 BuildUpBlueSpark 14599 ParticleSysBone = Sparks03 BuildUpBlueSpark 14600 ParticleSysBone = Sparks04 BuildUpBlueSpark 14601 ParticleSysBone = Sparks05 BuildUpBlueSpark 14602 ParticleSysBone = Sparks06 BuildUpBlueSpark 14603 End 14604 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14605 Model = ABBarracks_A6S 14606 Animation = ABBarracks_A6S.ABBarracks_A6S 14607 AnimationMode = MANUAL 14608 Flags = START_FRAME_LAST 14609 TransitionKey = UP_SNOW 14610 ParticleSysBone = Sparks01 BuildUpBlueSpark 14611 ParticleSysBone = Sparks02 BuildUpBlueSpark 14612 ParticleSysBone = Sparks03 BuildUpBlueSpark 14613 ParticleSysBone = Sparks04 BuildUpBlueSpark 14614 ParticleSysBone = Sparks05 BuildUpBlueSpark 14615 ParticleSysBone = Sparks06 BuildUpBlueSpark 14616 End 14617 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14618 Model = ABBarracks_A6SN 14619 Animation = ABBarracks_A6SN.ABBarracks_A6SN 14620 AnimationMode = MANUAL 14621 Flags = START_FRAME_LAST 14622 TransitionKey = UP_SNOWNIGHT 14623 ParticleSysBone = Sparks01 BuildUpBlueSpark 14624 ParticleSysBone = Sparks02 BuildUpBlueSpark 14625 ParticleSysBone = Sparks03 BuildUpBlueSpark 14626 ParticleSysBone = Sparks04 BuildUpBlueSpark 14627 ParticleSysBone = Sparks05 BuildUpBlueSpark 14628 ParticleSysBone = Sparks06 BuildUpBlueSpark 14629 End 14630 TransitionState = DOWN_DEFAULT UP_DAY 14631 Model = ABBarracks_A6 14632 Animation = ABBarracks_A6.ABBarracks_A6 14633 AnimationMode = ONCE 14634 AnimationSpeedFactorRange = 1.0 1.0 14635 Flags = START_FRAME_FIRST 14636 End 14637 TransitionState = DOWN_DEFAULT UP_NIGHT 14638 Model = ABBarracks_A6N 14639 Animation = ABBarracks_A6N.ABBarracks_A6N 14640 AnimationMode = ONCE 14641 AnimationSpeedFactorRange = 1.0 1.0 14642 Flags = START_FRAME_FIRST 14643 End 14644 TransitionState = DOWN_DEFAULT UP_SNOW 14645 Model = ABBarracks_A6S 14646 Animation = ABBarracks_A6S.ABBarracks_A6S 14647 AnimationMode = ONCE 14648 AnimationSpeedFactorRange = 1.0 1.0 14649 Flags = START_FRAME_FIRST 14650 End 14651 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14652 Model = ABBarracks_A6SN 14653 Animation = ABBarracks_A6SN.ABBarracks_A6SN 14654 AnimationMode = ONCE 14655 AnimationSpeedFactorRange = 1.0 1.0 14656 Flags = START_FRAME_FIRST 14657 End 14658 TransitionState = UP_DAY DOWN_DEFAULT 14659 Model = ABBarracks_A6 14660 Animation = ABBarracks_A6.ABBarracks_A6 14661 AnimationMode = ONCE_BACKWARDS 14662 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14663 Flags = START_FRAME_LAST 14664 End 14665 TransitionState = UP_NIGHT DOWN_DEFAULT 14666 Model = ABBarracks_A6N 14667 Animation = ABBarracks_A6N.ABBarracks_A6N 14668 AnimationMode = ONCE_BACKWARDS 14669 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14670 Flags = START_FRAME_LAST 14671 End 14672 TransitionState = UP_SNOW DOWN_DEFAULT 14673 Model = ABBarracks_A6S 14674 Animation = ABBarracks_A6S.ABBarracks_A6S 14675 AnimationMode = ONCE_BACKWARDS 14676 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14677 Flags = START_FRAME_LAST 14678 End 14679 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14680 Model = ABBarracks_A6SN 14681 Animation = ABBarracks_A6SN.ABBarracks_A6SN 14682 AnimationMode = ONCE_BACKWARDS 14683 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14684 Flags = START_FRAME_LAST 14685 End 14686 End 14687 14688 ; ------------ being-constructed crane ----------------- 14689 Draw = W3DModelDraw ModuleTag_04 14690 AnimationsRequirePower = No 14691 DefaultConditionState 14692 Model = None 14693 TransitionKey = DOWN_DEFAULT 14694 End 14695 ConditionState = NIGHT 14696 Model = None 14697 TransitionKey = DOWN_DEFAULT 14698 End 14699 ConditionState = SNOW 14700 Model = None 14701 TransitionKey = DOWN_DEFAULT 14702 End 14703 ConditionState = SNOW NIGHT 14704 Model = None 14705 TransitionKey = DOWN_DEFAULT 14706 End 14707 ConditionState = SOLD 14708 Model = NONE 14709 End 14710 14711 ConditionState = ACTIVELY_BEING_CONSTRUCTED 14712 Model = ABBarracks_A5 14713 Animation = ABBarracks_A5.ABBarracks_A5 14714 AnimationMode = LOOP 14715 TransitionKey = UP_DAY 14716 End 14717 14718 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 14719 Model = ABBarracks_A5N 14720 Animation = ABBarracks_A5N.ABBarracks_A5N 14721 AnimationMode = LOOP 14722 TransitionKey = UP_NIGHT 14723 End 14724 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 14725 Model = ABBarracks_A5S 14726 Animation = ABBarracks_A5S.ABBarracks_A5S 14727 AnimationMode = LOOP 14728 TransitionKey = UP_SNOW 14729 End 14730 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 14731 Model = ABBarracks_A5SN 14732 Animation = ABBarracks_A5SN.ABBarracks_A5SN 14733 AnimationMode = LOOP 14734 TransitionKey = UP_SNOWNIGHT 14735 End 14736 TransitionState = DOWN_DEFAULT UP_DAY 14737 Model = ABBarracks_AB 14738 Animation = ABBarracks_AB.ABBarracks_AB 14739 AnimationMode = ONCE 14740 AnimationSpeedFactorRange = 1.0 1.0 14741 Flags = START_FRAME_FIRST 14742 End 14743 14744 TransitionState = DOWN_DEFAULT UP_NIGHT 14745 Model = ABBarracks_ABN 14746 Animation = ABBarracks_ABN.ABBarracks_ABN 14747 AnimationMode = ONCE 14748 AnimationSpeedFactorRange = 1.0 1.0 14749 Flags = START_FRAME_FIRST 14750 End 14751 TransitionState = DOWN_DEFAULT UP_SNOW 14752 Model = ABBarracks_ABS 14753 Animation = ABBarracks_ABS.ABBarracks_ABS 14754 AnimationMode = ONCE 14755 AnimationSpeedFactorRange = 1.0 1.0 14756 Flags = START_FRAME_FIRST 14757 End 14758 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14759 Model = ABBarracks_ABSN 14760 Animation = ABBarracks_ABSN.ABBarracks_ABSN 14761 AnimationMode = ONCE 14762 AnimationSpeedFactorRange = 1.0 1.0 14763 Flags = START_FRAME_FIRST 14764 End 14765 TransitionState = UP_DAY DOWN_DEFAULT 14766 Model = ABBarracks_AB 14767 Animation = ABBarracks_AB.ABBarracks_AB 14768 AnimationMode = ONCE_BACKWARDS 14769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14770 Flags = START_FRAME_LAST 14771 End 14772 TransitionState = UP_NIGHT DOWN_DEFAULT 14773 Model = ABBarracks_ABN 14774 Animation = ABBarracks_ABN.ABBarracks_ABN 14775 AnimationMode = ONCE_BACKWARDS 14776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14777 Flags = START_FRAME_LAST 14778 End 14779 TransitionState = UP_SNOW DOWN_DEFAULT 14780 Model = ABBarracks_ABS 14781 Animation = ABBarracks_ABS.ABBarracks_ABS 14782 AnimationMode = ONCE_BACKWARDS 14783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14784 Flags = START_FRAME_LAST 14785 End 14786 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14787 Model = ABBarracks_ABSN 14788 Animation = ABBarracks_ABSN.ABBarracks_ABSN 14789 AnimationMode = ONCE_BACKWARDS 14790 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14791 Flags = START_FRAME_LAST 14792 End 14793 End 14794 14795 ; ***DESIGN parameters *** 14796 DisplayName = OBJECT:Barracks 14797 Side = AmericaAirForceGeneral 14798 EditorSorting = STRUCTURE 14799 BuildCost = 600 14800 BuildTime = 10.0 ; in seconds 14801 EnergyProduction = 0 14802 CommandSet = AirF_AmericaBarracksCommandSet 14803 VisionRange = 200.0 ; Shroud clearing distance 14804 ShroudClearingRange = 200 14805 ArmorSet 14806 Conditions = None 14807 Armor = StructureArmor 14808 DamageFX = StructureDamageFXNoShake 14809 End 14810 ExperienceValue = 100 100 100 100 ; Experience point value at each level 14811 14812 Prerequisites 14813 ; Object = AirF_AmericaPowerPlant 14814 End 14815 14816 ; *** AUDIO Parameters *** 14817 VoiceSelect = BarracksUSASelect 14818 SoundOnDamaged = BuildingDamagedStateLight 14819 SoundOnReallyDamaged = BuildingDestroy 14820 14821 UnitSpecificSounds 14822 UnderConstruction = UnderConstructionLoop 14823 End 14824 14825 ; *** ENGINEERING Parameters *** 14826 RadarPriority = STRUCTURE 14827 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 14828 Body = StructureBody ModuleTag_05 14829 MaxHealth = 1000.0 14830 InitialHealth = 1000.0 14831 14832 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14833 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14834 SubdualDamageCap = 1200 14835 SubdualDamageHealRate = 500 14836 SubdualDamageHealAmount = 100 14837 End 14838 Behavior = HealContain ModuleTag_06 14839 ContainMax = 10 ;way bigger than the # of objects we can have 14840 TimeForFullHeal = 2000 ;(in milliseconds) 14841 AllowInsideKindOf = INFANTRY 14842 AllowAlliesInside = Yes 14843 AllowNeutralInside = No 14844 AllowEnemiesInside = No 14845 End 14846 Behavior = DestroyDie ModuleTag_07 14847 ;nothing 14848 End 14849 Behavior = CreateObjectDie ModuleTag_08 14850 CreationList = OCL_LargeStructureDebris 14851 End 14852 Behavior = CreateObjectDie ModuleTag_09 14853 CreationList = OCL_AmericanRangerDebris02 14854 ExemptStatus = UNDER_CONSTRUCTION 14855 End 14856 Behavior = FXListDie ModuleTag_10 14857 DeathFX = FX_StructureMediumDeath 14858 End 14859 Behavior = ProductionUpdate ModuleTag_11 14860 ; nothing 14861 End 14862 Behavior = DefaultProductionExitUpdate ModuleTag_12 14863 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 14864 NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0 14865 End 14866 Behavior = BaseRegenerateUpdate ModuleTag_13 14867 ;No data 14868 End 14869 14870 Behavior = FlammableUpdate ModuleTag_15 14871 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14872 AflameDamageAmount = 5 ; taking this much damage... 14873 AflameDamageDelay = 500 ; this often. 14874 End 14875 14876 Behavior = TransitionDamageFX ModuleTag_16 14877 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 14878 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14879 ;--------------------------------------------------------------------------------------- 14880 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14881 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14882 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14883 End 14884 14885 Geometry = BOX 14886 GeometryMajorRadius = 55.0 14887 GeometryMinorRadius = 45.0 14888 GeometryHeight = 20.0 14889 GeometryIsSmall = No 14890 FactoryExitWidth = 25 ; How much space to leave for units exiting. 14891 Shadow = SHADOW_VOLUME 14892 BuildCompletion = PLACED_BY_PLAYER 14893 14894 End 14895 14896 14897 ;------------------------------------------------------------------------------ 14898 Object AirF_AmericaWarFactory 14899 14900 ; *** ART Parameters *** 14901 SelectPortrait = SACWeaponsfact_L 14902 ButtonImage = SACWeaponsfact 14903 14904 ; ------------ the main factory itself ----------------- 14905 Draw = W3DModelDraw ModuleTag_01 14906 OkToChangeModelColor = Yes 14907 ; day ************************************************** 14908 DefaultConditionState 14909 Model = ABWarFact 14910 Animation = ABWarFact.ABWarFact 14911 AnimationMode = LOOP 14912 ParticleSysBone = Smoke01 SteamVent 14913 ParticleSysBone = Smoke02 SteamVent 14914 End 14915 ConditionState = DAMAGED 14916 Model = ABWarFact_D 14917 Animation = ABWarFact_D.ABWarFact_D 14918 AnimationMode = LOOP 14919 End 14920 ConditionState = REALLYDAMAGED RUBBLE 14921 Model = ABWarFact_E 14922 Animation = ABWarFact_E.ABWarFact_E 14923 AnimationMode = LOOP 14924 End 14925 14926 14927 ; night ************************************************* 14928 ConditionState = NIGHT 14929 Model = ABWarFact_N 14930 Animation = ABWarFact_N.ABWarFact_N 14931 AnimationMode = LOOP 14932 End 14933 ConditionState = DAMAGED NIGHT 14934 Model = ABWarFact_DN 14935 Animation = ABWarFact_DN.ABWarFact_DN 14936 AnimationMode = LOOP 14937 End 14938 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14939 Model = ABWarFact_EN 14940 Animation = ABWarFact_EN.ABWarFact_EN 14941 AnimationMode = LOOP 14942 End 14943 14944 ; snow ************************************************* 14945 ConditionState = SNOW 14946 Model = ABWarFact_S 14947 Animation = ABWarFact_S.ABWarFact_S 14948 AnimationMode = LOOP 14949 End 14950 ConditionState = DAMAGED SNOW 14951 Model = ABWarFact_DS 14952 Animation = ABWarFact_DS.ABWarFact_DS 14953 AnimationMode = LOOP 14954 End 14955 ConditionState = REALLYDAMAGED RUBBLE SNOW 14956 Model = ABWarFact_ES 14957 Animation = ABWarFact_ES.ABWarFact_ES 14958 AnimationMode = LOOP 14959 End 14960 14961 14962 ; night snow ************************************************* 14963 ConditionState = NIGHT SNOW 14964 Model = ABWarFact_NS 14965 Animation = ABWarFact_NS.ABWarFact_NS 14966 AnimationMode = LOOP 14967 End 14968 ConditionState = DAMAGED NIGHT SNOW 14969 Model = ABWarFact_DNS 14970 Animation = ABWarFact_DNS.ABWarFact_DNS 14971 AnimationMode = LOOP 14972 End 14973 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 14974 Model = ABWarFact_ENS 14975 Animation = ABWarFact_ENS.ABWarFact_ENS 14976 AnimationMode = LOOP 14977 End 14978 14979 ;************************************************************************************************************************** 14980 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14981 ;for this draw module 14982 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14983 Model = ABWarFact 14984 Animation = ABWarFact.ABWarFact 14985 AnimationMode = LOOP 14986 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14987 End 14988 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14989 Model = ABWarFact_D 14990 Animation = ABWarFact_D.ABWarFact_D 14991 AnimationMode = LOOP 14992 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14993 End 14994 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14995 Model = ABWarFact_E 14996 Animation = ABWarFact_E.ABWarFact_E 14997 AnimationMode = LOOP 14998 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14999 End 15000 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15001 Model = ABWarFact_N 15002 Animation = ABWarFact_N.ABWarFact_N 15003 AnimationMode = LOOP 15004 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15005 End 15006 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15007 Model = ABWarFact_DN 15008 Animation = ABWarFact_DN.ABWarFact_DN 15009 AnimationMode = LOOP 15010 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15011 End 15012 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15013 Model = ABWarFact_EN 15014 Animation = ABWarFact_EN.ABWarFact_EN 15015 AnimationMode = LOOP 15016 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15017 End 15018 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15019 Model = ABWarFact_S 15020 Animation = ABWarFact_S.ABWarFact_S 15021 AnimationMode = LOOP 15022 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15023 End 15024 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15025 Model = ABWarFact_DS 15026 Animation = ABWarFact_DS.ABWarFact_DS 15027 AnimationMode = LOOP 15028 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15029 End 15030 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15031 Model = ABWarFact_ES 15032 Animation = ABWarFact_ES.ABWarFact_ES 15033 AnimationMode = LOOP 15034 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15035 End 15036 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15037 Model = ABWarFact_NS 15038 Animation = ABWarFact_NS.ABWarFact_NS 15039 AnimationMode = LOOP 15040 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15041 End 15042 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15043 Model = ABWarFact_DNS 15044 Animation = ABWarFact_DNS.ABWarFact_DNS 15045 AnimationMode = LOOP 15046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15047 End 15048 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15049 Model = ABWarFact_ENS 15050 Animation = ABWarFact_ENS.ABWarFact_ENS 15051 AnimationMode = LOOP 15052 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15053 End 15054 15055 ConditionState = AWAITING_CONSTRUCTION 15056 Model = NONE 15057 End 15058 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15059 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15060 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15061 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15062 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15063 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15064 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15065 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15066 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15067 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15068 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15069 AliasConditionState = SOLD 15070 AliasConditionState = SOLD DAMAGED 15071 AliasConditionState = SOLD REALLYDAMAGED 15072 AliasConditionState = SOLD NIGHT 15073 AliasConditionState = SOLD NIGHT DAMAGED 15074 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15075 AliasConditionState = SOLD SNOW 15076 AliasConditionState = SOLD SNOW DAMAGED 15077 AliasConditionState = SOLD SNOW REALLYDAMAGED 15078 AliasConditionState = SOLD NIGHT SNOW 15079 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15080 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15081 ;************************************************************************************************************************** 15082 15083 15084 End 15085 15086 ; ----------------- the factory door ------------------- 15087 Draw = W3DModelDraw ModuleTag_02 15088 DefaultConditionState 15089 Model = ABWarFact_A8 15090 Animation = ABWarFact_A8.ABWarFact_A8 15091 AnimationMode = MANUAL 15092 Flags = START_FRAME_FIRST 15093 End 15094 AliasConditionState = NIGHT 15095 AliasConditionState = SNOW 15096 AliasConditionState = SNOW NIGHT 15097 15098 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15099 Model = ABWarFact_A8 15100 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15101 End 15102 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15103 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15104 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15105 15106 ConditionState = DAMAGED 15107 Model = ABWarFact_A8D 15108 Animation = ABWarFact_A8D.ABWarFact_A8D 15109 AnimationMode = MANUAL 15110 Flags = START_FRAME_FIRST 15111 End 15112 AliasConditionState = NIGHT DAMAGED 15113 AliasConditionState = SNOW DAMAGED 15114 AliasConditionState = SNOW NIGHT DAMAGED 15115 15116 ConditionState = REALLYDAMAGED RUBBLE 15117 Model = ABWarFact_A8E 15118 Animation = ABWarFact_A8E.ABWarFact_A8E 15119 AnimationMode = MANUAL 15120 Flags = START_FRAME_FIRST 15121 End 15122 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 15123 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 15124 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 15125 15126 ConditionState = DOOR_1_OPENING 15127 Model = ABWarFact_A8 15128 Animation = ABWarFact_A8.ABWarFact_A8 15129 AnimationMode = ONCE 15130 Flags = START_FRAME_FIRST 15131 End 15132 AliasConditionState = NIGHT DOOR_1_OPENING 15133 AliasConditionState = SNOW DOOR_1_OPENING 15134 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 15135 15136 ConditionState = DOOR_1_OPENING DAMAGED 15137 Model = ABWarFact_A8D 15138 Animation = ABWarFact_A8D.ABWarFact_A8D 15139 AnimationMode = ONCE 15140 Flags = START_FRAME_FIRST 15141 End 15142 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 15143 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 15144 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 15145 15146 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 15147 Model = ABWarFact_A8E 15148 Animation = ABWarFact_A8E.ABWarFact_A8E 15149 AnimationMode = ONCE 15150 Flags = START_FRAME_FIRST 15151 End 15152 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 15153 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 15154 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 15155 15156 ConditionState = DOOR_1_CLOSING 15157 Model = ABWarFact_A8 15158 Animation = ABWarFact_A8.ABWarFact_A8 15159 AnimationMode = ONCE_BACKWARDS 15160 Flags = START_FRAME_LAST 15161 End 15162 AliasConditionState = NIGHT DOOR_1_CLOSING 15163 AliasConditionState = SNOW DOOR_1_CLOSING 15164 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 15165 15166 15167 ConditionState = DOOR_1_CLOSING DAMAGED 15168 Model = ABWarFact_A8D 15169 Animation = ABWarFact_A8D.ABWarFact_A8D 15170 AnimationMode = ONCE_BACKWARDS 15171 Flags = START_FRAME_LAST 15172 End 15173 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 15174 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 15175 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 15176 15177 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15178 Model = ABWarFact_A8E 15179 Animation = ABWarFact_A8E.ABWarFact_A8E 15180 AnimationMode = ONCE_BACKWARDS 15181 Flags = START_FRAME_LAST 15182 End 15183 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15184 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15185 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15186 15187 ConditionState = DOOR_1_WAITING_OPEN 15188 Model = ABWarFact_A8 15189 Animation = ABWarFact_A8.ABWarFact_A8 15190 AnimationMode = MANUAL 15191 Flags = START_FRAME_LAST 15192 End 15193 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 15194 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 15195 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 15196 15197 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 15198 Model = ABWarFact_A8D 15199 Animation = ABWarFact_A8D.ABWarFact_A8D 15200 AnimationMode = MANUAL 15201 Flags = START_FRAME_LAST 15202 End 15203 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 15204 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 15205 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 15206 15207 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15208 Model = ABWarFact_A8E 15209 Animation = ABWarFact_A8E.ABWarFact_A8E 15210 AnimationMode = MANUAL 15211 Flags = START_FRAME_LAST 15212 End 15213 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15214 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15215 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15216 15217 ConditionState = AWAITING_CONSTRUCTION 15218 Model = NONE 15219 End 15220 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15221 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15222 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15223 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15224 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15225 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15226 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15227 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15228 AliasConditionState = SOLD 15229 AliasConditionState = SOLD DAMAGED 15230 AliasConditionState = SOLD REALLYDAMAGED 15231 AliasConditionState = SOLD NIGHT 15232 AliasConditionState = SOLD NIGHT DAMAGED 15233 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15234 AliasConditionState = SOLD SNOW 15235 AliasConditionState = SOLD SNOW DAMAGED 15236 AliasConditionState = SOLD SNOW REALLYDAMAGED 15237 AliasConditionState = SOLD NIGHT SNOW 15238 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15239 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15240 End 15241 15242 ; ------------------ the construction crane ------------ 15243 Draw = W3DModelDraw ModuleTag_03 15244 ; ----------------------------------------------------------- 15245 OkToChangeModelColor = Yes 15246 ; ----------------------------------------------------------- 15247 DefaultConditionState 15248 Model = ABWarFact_A1 15249 Animation = ABWarFact_A1.ABWarFact_A1 15250 AnimationMode = LOOP 15251 TransitionKey = TRANS_Idle 15252 End 15253 ConditionState = DAMAGED 15254 Model = ABWarFact_A1D 15255 Animation = ABWarFact_A1D.ABWarFact_A1D 15256 AnimationMode = LOOP 15257 TransitionKey = TRANS_IdleDamaged 15258 End 15259 ConditionState = REALLYDAMAGED RUBBLE 15260 Model = ABWarFact_A1E 15261 Animation = ABWarFact_A1E.ABWarFact_A1E 15262 AnimationMode = LOOP 15263 TransitionKey = TRANS_IdleReallyDamaged 15264 End 15265 15266 ; ----------------------------------------------------------- 15267 TransitionState = TRANS_Constructing TRANS_Idle 15268 Model = ABWarFact_A3 15269 Animation = ABWarFact_A3.ABWarFact_A3 15270 AnimationMode = ONCE 15271 Flags = MAINTAIN_FRAME_ACROSS_STATES 15272 End 15273 TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged 15274 Model = ABWarFact_A3D 15275 Animation = ABWarFact_A3D.ABWarFact_A3D 15276 AnimationMode = ONCE 15277 Flags = MAINTAIN_FRAME_ACROSS_STATES 15278 End 15279 TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged 15280 Model = ABWarFact_A3E 15281 Animation = ABWarFact_A3E.ABWarFact_A3E 15282 AnimationMode = ONCE 15283 Flags = MAINTAIN_FRAME_ACROSS_STATES 15284 End 15285 15286 ; ----------------------------------------------------------- 15287 ConditionState = ACTIVELY_CONSTRUCTING 15288 Model = ABWarFact_A3 15289 Animation = ABWarFact_A3.ABWarFact_A3 15290 AnimationMode = ONCE 15291 TransitionKey = TRANS_Constructing 15292 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 15293 End 15294 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 15295 Model = ABWarFact_A3D 15296 Animation = ABWarFact_A3D.ABWarFact_A3D 15297 AnimationMode = ONCE 15298 TransitionKey = TRANS_ConstructingDamaged 15299 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 15300 End 15301 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15302 Model = ABWarFact_A3E 15303 Animation = ABWarFact_A3E.ABWarFact_A3E 15304 AnimationMode = ONCE 15305 TransitionKey = TRANS_ConstructingReallyDamaged 15306 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 15307 End 15308 ; ----------------------------------------------------------- 15309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD 15310 Model = ABWarFact_A1 15311 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15312 End 15313 ConditionState = SOLD 15314 Model = NONE 15315 End 15316 End 15317 15318 ; ------------------ the construction conveyor belt ------------ 15319 Draw = W3DModelDraw ModuleTag_04 15320 OkToChangeModelColor = Yes 15321 DefaultConditionState 15322 Model = ABWarFact_A7 15323 Animation = ABWarFact_A7.ABWarFact_A7 15324 AnimationMode = MANUAL 15325 Flags = START_FRAME_FIRST 15326 End 15327 AliasConditionState = SNOW 15328 AliasConditionState = NIGHT 15329 AliasConditionState = SNOW NIGHT 15330 15331 ConditionState = SOLD 15332 Model = NONE 15333 End 15334 AliasConditionState = SNOW SOLD 15335 AliasConditionState = NIGHT SOLD 15336 AliasConditionState = SNOW NIGHT SOLD 15337 15338 15339 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15340 Model = ABWarFact_A7 15341 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15342 End 15343 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15344 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15345 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15346 15347 ConditionState = DAMAGED 15348 Model = ABWarFact_A7D 15349 Animation = ABWarFact_A7D.ABWarFact_A7D 15350 AnimationMode = MANUAL 15351 Flags = START_FRAME_FIRST 15352 End 15353 AliasConditionState = SNOW DAMAGED 15354 AliasConditionState = NIGHT DAMAGED 15355 AliasConditionState = SNOW NIGHT DAMAGED 15356 15357 ConditionState = REALLYDAMAGED RUBBLE 15358 Model = ABWarFact_A7E 15359 Animation = ABWarFact_A7E.ABWarFact_A7E 15360 AnimationMode = MANUAL 15361 Flags = START_FRAME_FIRST 15362 End 15363 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 15364 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 15365 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 15366 15367 ConditionState = ACTIVELY_CONSTRUCTING 15368 Model = ABWarFact_A7 15369 Animation = ABWarFact_A7.ABWarFact_A7 15370 AnimationMode = LOOP 15371 End 15372 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 15373 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 15374 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 15375 15376 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 15377 Model = ABWarFact_A7D 15378 Animation = ABWarFact_A7D.ABWarFact_A7D 15379 AnimationMode = LOOP 15380 End 15381 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED 15382 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED 15383 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED 15384 15385 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15386 Model = ABWarFact_A7E 15387 Animation = ABWarFact_A7E.ABWarFact_A7E 15388 AnimationMode = LOOP 15389 End 15390 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15391 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15392 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15393 15394 End 15395 15396 ; ------------ construction done flashing lights ---------- 15397 Draw = W3DModelDraw ModuleTag_05 15398 DefaultConditionState 15399 Model = None 15400 End 15401 ConditionState = SOLD 15402 Model = NONE 15403 End 15404 ConditionState = SOLD SNOW 15405 Model = NONE 15406 End 15407 ConditionState = SOLD NIGHT 15408 Model = NONE 15409 End 15410 ConditionState = SOLD NIGHT SNOW 15411 Model = NONE 15412 End 15413 ConditionState = CONSTRUCTION_COMPLETE 15414 Model = ABWarFact_A2 15415 Animation = ABWarFact_A2.ABWarFact_A2 15416 AnimationMode = LOOP 15417 Flags = START_FRAME_FIRST 15418 End 15419 End 15420 15421 ; ------------ construction-zone fence ----------------- 15422 Draw = W3DModelDraw ModuleTag_06 15423 AnimationsRequirePower = No 15424 DefaultConditionState 15425 Model = None 15426 TransitionKey = DOWN_DEFAULT 15427 End 15428 ConditionState = NIGHT 15429 Model = None 15430 TransitionKey = DOWN_DEFAULT 15431 End 15432 ConditionState = SNOW 15433 Model = None 15434 TransitionKey = DOWN_DEFAULT 15435 End 15436 ConditionState = SNOW NIGHT 15437 Model = None 15438 TransitionKey = DOWN_DEFAULT 15439 End 15440 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15441 Model = ABWarFact_A4 15442 Animation = ABWarFact_A4.ABWarFact_A4 15443 AnimationMode = MANUAL 15444 Flags = START_FRAME_LAST 15445 TransitionKey = UP_DAY 15446 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15447 ParticleSysBone = SparksS01 LiveWireSparks02 15448 End 15449 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15450 Model = ABWarFact_A4N 15451 Animation = ABWarFact_A4N.ABWarFact_A4N 15452 AnimationMode = MANUAL 15453 Flags = START_FRAME_LAST 15454 TransitionKey = UP_NIGHT 15455 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15456 ParticleSysBone = SparksS01 LiveWireSparks02 15457 End 15458 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15459 Model = ABWarFact_A4S 15460 Animation = ABWarFact_A4S.ABWarFact_A4S 15461 AnimationMode = MANUAL 15462 Flags = START_FRAME_LAST 15463 TransitionKey = UP_SNOW 15464 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15465 ParticleSysBone = SparksS01 LiveWireSparks02 15466 End 15467 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15468 Model = ABWarFact_A4SN 15469 Animation = ABWarFact_A4SN.ABWarFact_A4SN 15470 AnimationMode = MANUAL 15471 Flags = START_FRAME_LAST 15472 TransitionKey = UP_SNOWNIGHT 15473 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15474 ParticleSysBone = SparksS01 LiveWireSparks02 15475 End 15476 TransitionState = DOWN_DEFAULT UP_DAY 15477 Model = ABWarFact_A4 15478 Animation = ABWarFact_A4.ABWarFact_A4 15479 AnimationMode = ONCE 15480 AnimationSpeedFactorRange = 1.0 1.0 15481 Flags = START_FRAME_FIRST 15482 End 15483 TransitionState = DOWN_DEFAULT UP_NIGHT 15484 Model = ABWarFact_A4N 15485 Animation = ABWarFact_A4N.ABWarFact_A4N 15486 AnimationMode = ONCE 15487 AnimationSpeedFactorRange = 1.0 1.0 15488 Flags = START_FRAME_FIRST 15489 End 15490 TransitionState = DOWN_DEFAULT UP_SNOW 15491 Model = ABWarFact_A4S 15492 Animation = ABWarFact_A4S.ABWarFact_A4S 15493 AnimationMode = ONCE 15494 AnimationSpeedFactorRange = 1.0 1.0 15495 Flags = START_FRAME_FIRST 15496 End 15497 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15498 Model = ABWarFact_A4SN 15499 Animation = ABWarFact_A4SN.ABWarFact_A4SN 15500 AnimationMode = ONCE 15501 AnimationSpeedFactorRange = 1.0 1.0 15502 Flags = START_FRAME_FIRST 15503 End 15504 TransitionState = UP_DAY DOWN_DEFAULT 15505 Model = ABWarFact_A4 15506 Animation = ABWarFact_A4.ABWarFact_A4 15507 AnimationMode = ONCE_BACKWARDS 15508 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15509 Flags = START_FRAME_LAST 15510 End 15511 TransitionState = UP_NIGHT DOWN_DEFAULT 15512 Model = ABWarFact_A4N 15513 Animation = ABWarFact_A4N.ABWarFact_A4N 15514 AnimationMode = ONCE_BACKWARDS 15515 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15516 Flags = START_FRAME_LAST 15517 End 15518 TransitionState = UP_SNOW DOWN_DEFAULT 15519 Model = ABWarFact_A4S 15520 Animation = ABWarFact_A4S.ABWarFact_A4S 15521 AnimationMode = ONCE_BACKWARDS 15522 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15523 Flags = START_FRAME_LAST 15524 End 15525 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15526 Model = ABWarFact_A4SN 15527 Animation = ABWarFact_A4SN.ABWarFact_A4SN 15528 AnimationMode = ONCE_BACKWARDS 15529 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15530 Flags = START_FRAME_LAST 15531 End 15532 End 15533 15534 ; ------------ under-construction scaffolding ----------------- 15535 Draw = W3DModelDraw ModuleTag_07 15536 AnimationsRequirePower = No 15537 MinLODRequired = MEDIUM 15538 DefaultConditionState 15539 Model = None 15540 TransitionKey = DOWN_DEFAULT 15541 End 15542 ConditionState = NIGHT 15543 Model = None 15544 TransitionKey = DOWN_DEFAULT 15545 End 15546 ConditionState = SNOW 15547 Model = None 15548 TransitionKey = DOWN_DEFAULT 15549 End 15550 ConditionState = SNOW NIGHT 15551 Model = None 15552 TransitionKey = DOWN_DEFAULT 15553 End 15554 ConditionState = PARTIALLY_CONSTRUCTED 15555 Model = ABWarFact_A6 15556 Animation = ABWarFact_A6.ABWarFact_A6 15557 AnimationMode = MANUAL 15558 Flags = START_FRAME_LAST 15559 TransitionKey = UP_DAY 15560 ParticleSysBone = Sparks01 BuildUpBlueSpark 15561 ParticleSysBone = Sparks02 BuildUpBlueSpark 15562 ParticleSysBone = Sparks03 BuildUpBlueSpark 15563 ParticleSysBone = Sparks04 BuildUpBlueSpark 15564 ParticleSysBone = Sparks05 BuildUpBlueSpark 15565 ParticleSysBone = Sparks06 BuildUpBlueSpark 15566 End 15567 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 15568 Model = ABWarFact_A6N 15569 Animation = ABWarFact_A6N.ABWarFact_A6N 15570 AnimationMode = MANUAL 15571 Flags = START_FRAME_LAST 15572 TransitionKey = UP_NIGHT 15573 ParticleSysBone = Sparks01 BuildUpBlueSpark 15574 ParticleSysBone = Sparks02 BuildUpBlueSpark 15575 ParticleSysBone = Sparks03 BuildUpBlueSpark 15576 ParticleSysBone = Sparks04 BuildUpBlueSpark 15577 ParticleSysBone = Sparks05 BuildUpBlueSpark 15578 ParticleSysBone = Sparks06 BuildUpBlueSpark 15579 End 15580 ConditionState = SNOW PARTIALLY_CONSTRUCTED 15581 Model = ABWarFact_A6S 15582 Animation = ABWarFact_A6S.ABWarFact_A6S 15583 AnimationMode = MANUAL 15584 Flags = START_FRAME_LAST 15585 TransitionKey = UP_SNOW 15586 ParticleSysBone = Sparks01 BuildUpBlueSpark 15587 ParticleSysBone = Sparks02 BuildUpBlueSpark 15588 ParticleSysBone = Sparks03 BuildUpBlueSpark 15589 ParticleSysBone = Sparks04 BuildUpBlueSpark 15590 ParticleSysBone = Sparks05 BuildUpBlueSpark 15591 ParticleSysBone = Sparks06 BuildUpBlueSpark 15592 End 15593 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 15594 Model = ABWarFact_A6SN 15595 Animation = ABWarFact_A6SN.ABWarFact_A6SN 15596 AnimationMode = MANUAL 15597 Flags = START_FRAME_LAST 15598 TransitionKey = UP_SNOWNIGHT 15599 ParticleSysBone = Sparks01 BuildUpBlueSpark 15600 ParticleSysBone = Sparks02 BuildUpBlueSpark 15601 ParticleSysBone = Sparks03 BuildUpBlueSpark 15602 ParticleSysBone = Sparks04 BuildUpBlueSpark 15603 ParticleSysBone = Sparks05 BuildUpBlueSpark 15604 ParticleSysBone = Sparks06 BuildUpBlueSpark 15605 End 15606 TransitionState = DOWN_DEFAULT UP_DAY 15607 Model = ABWarFact_A6 15608 Animation = ABWarFact_A6.ABWarFact_A6 15609 AnimationMode = ONCE 15610 AnimationSpeedFactorRange = 1.0 1.0 15611 Flags = START_FRAME_FIRST 15612 End 15613 TransitionState = DOWN_DEFAULT UP_NIGHT 15614 Model = ABWarFact_A6N 15615 Animation = ABWarFact_A6N.ABWarFact_A6N 15616 AnimationMode = ONCE 15617 AnimationSpeedFactorRange = 1.0 1.0 15618 Flags = START_FRAME_FIRST 15619 End 15620 TransitionState = DOWN_DEFAULT UP_SNOW 15621 Model = ABWarFact_A6S 15622 Animation = ABWarFact_A6S.ABWarFact_A6S 15623 AnimationMode = ONCE 15624 AnimationSpeedFactorRange = 1.0 1.0 15625 Flags = START_FRAME_FIRST 15626 End 15627 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15628 Model = ABWarFact_A6SN 15629 Animation = ABWarFact_A6SN.ABWarFact_A6SN 15630 AnimationMode = ONCE 15631 AnimationSpeedFactorRange = 1.0 1.0 15632 Flags = START_FRAME_FIRST 15633 End 15634 TransitionState = UP_DAY DOWN_DEFAULT 15635 Model = ABWarFact_A6 15636 Animation = ABWarFact_A6.ABWarFact_A6 15637 AnimationMode = ONCE_BACKWARDS 15638 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15639 Flags = START_FRAME_LAST 15640 End 15641 TransitionState = UP_NIGHT DOWN_DEFAULT 15642 Model = ABWarFact_A6N 15643 Animation = ABWarFact_A6N.ABWarFact_A6N 15644 AnimationMode = ONCE_BACKWARDS 15645 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15646 Flags = START_FRAME_LAST 15647 End 15648 TransitionState = UP_SNOW DOWN_DEFAULT 15649 Model = ABWarFact_A6S 15650 Animation = ABWarFact_A6S.ABWarFact_A6S 15651 AnimationMode = ONCE_BACKWARDS 15652 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15653 Flags = START_FRAME_LAST 15654 End 15655 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15656 Model = ABWarFact_A6SN 15657 Animation = ABWarFact_A6SN.ABWarFact_A6SN 15658 AnimationMode = ONCE_BACKWARDS 15659 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15660 Flags = START_FRAME_LAST 15661 End 15662 End 15663 15664 ; ------------ being-constructed crane ----------------- 15665 Draw = W3DModelDraw ModuleTag_08 15666 AnimationsRequirePower = No 15667 DefaultConditionState 15668 Model = None 15669 TransitionKey = DOWN_DEFAULT 15670 End 15671 ConditionState = NIGHT 15672 Model = None 15673 TransitionKey = DOWN_DEFAULT 15674 End 15675 ConditionState = SNOW 15676 Model = None 15677 TransitionKey = DOWN_DEFAULT 15678 End 15679 ConditionState = SNOW NIGHT 15680 Model = None 15681 TransitionKey = DOWN_DEFAULT 15682 End 15683 ConditionState = SOLD 15684 Model = NONE 15685 End 15686 15687 ConditionState = ACTIVELY_BEING_CONSTRUCTED 15688 Model = ABWarFact_A5 15689 Animation = ABWarFact_A5.ABWarFact_A5 15690 AnimationMode = LOOP 15691 TransitionKey = UP_DAY 15692 End 15693 15694 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 15695 Model = ABWarFact_A5N 15696 Animation = ABWarFact_A5N.ABWarFact_A5N 15697 AnimationMode = LOOP 15698 TransitionKey = UP_NIGHT 15699 End 15700 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 15701 Model = ABWarFact_A5S 15702 Animation = ABWarFact_A5S.ABWarFact_A5S 15703 AnimationMode = LOOP 15704 TransitionKey = UP_SNOW 15705 End 15706 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 15707 Model = ABWarFact_A5SN 15708 Animation = ABWarFact_A5SN.ABWarFact_A5SN 15709 AnimationMode = LOOP 15710 TransitionKey = UP_SNOWNIGHT 15711 End 15712 TransitionState = DOWN_DEFAULT UP_DAY 15713 Model = ABWarFact_AB 15714 Animation = ABWarFact_AB.ABWarFact_AB 15715 AnimationMode = ONCE 15716 AnimationSpeedFactorRange = 1.0 1.0 15717 Flags = START_FRAME_FIRST 15718 End 15719 15720 TransitionState = DOWN_DEFAULT UP_NIGHT 15721 Model = ABWarFact_ABN 15722 Animation = ABWarFact_ABN.ABWarFact_ABN 15723 AnimationMode = ONCE 15724 AnimationSpeedFactorRange = 1.0 1.0 15725 Flags = START_FRAME_FIRST 15726 End 15727 TransitionState = DOWN_DEFAULT UP_SNOW 15728 Model = ABWarFact_ABS 15729 Animation = ABWarFact_ABS.ABWarFact_ABS 15730 AnimationMode = ONCE 15731 AnimationSpeedFactorRange = 1.0 1.0 15732 Flags = START_FRAME_FIRST 15733 End 15734 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15735 Model = ABWarFact_ABSN 15736 Animation = ABWarFact_ABSN.ABWarFact_ABSN 15737 AnimationMode = ONCE 15738 AnimationSpeedFactorRange = 1.0 1.0 15739 Flags = START_FRAME_FIRST 15740 End 15741 TransitionState = UP_DAY DOWN_DEFAULT 15742 Model = ABWarFact_AB 15743 Animation = ABWarFact_AB.ABWarFact_AB 15744 AnimationMode = ONCE_BACKWARDS 15745 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15746 Flags = START_FRAME_LAST 15747 End 15748 TransitionState = UP_NIGHT DOWN_DEFAULT 15749 Model = ABWarFact_ABN 15750 Animation = ABWarFact_ABN.ABWarFact_ABN 15751 AnimationMode = ONCE_BACKWARDS 15752 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15753 Flags = START_FRAME_LAST 15754 End 15755 TransitionState = UP_SNOW DOWN_DEFAULT 15756 Model = ABWarFact_ABS 15757 Animation = ABWarFact_ABS.ABWarFact_ABS 15758 AnimationMode = ONCE_BACKWARDS 15759 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15760 Flags = START_FRAME_LAST 15761 End 15762 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15763 Model = ABWarFact_ABSN 15764 Animation = ABWarFact_ABSN.ABWarFact_ABSN 15765 AnimationMode = ONCE_BACKWARDS 15766 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15767 Flags = START_FRAME_LAST 15768 End 15769 End 15770 15771 PlacementViewAngle = -135 15772 15773 ; ***DESIGN parameters *** 15774 DisplayName = OBJECT:WarFactory 15775 Side = AmericaAirForceGeneral 15776 EditorSorting = STRUCTURE 15777 Prerequisites 15778 Object = AirF_AmericaSupplyCenter 15779 End 15780 BuildCost = 2000 15781 BuildTime = 15.0 ; in seconds 15782 15783 EnergyProduction = -1 15784 CommandSet = AirF_AmericaWarFactoryCommandSet 15785 VisionRange = 200.0 ; Shroud clearing distance 15786 ShroudClearingRange = 200 15787 ArmorSet 15788 Conditions = None 15789 Armor = StructureArmor 15790 DamageFX = StructureDamageFXNoShake 15791 End 15792 ExperienceValue = 200 200 200 200 ; Experience point value at each level 15793 15794 ; *** AUDIO Parameters *** 15795 VoiceSelect = WarFactoryUSASelect 15796 SoundOnDamaged = BuildingDamagedStateLight 15797 SoundOnReallyDamaged = BuildingDestroy 15798 15799 UnitSpecificSounds 15800 UnderConstruction = UnderConstructionLoop 15801 End 15802 15803 ; *** ENGINEERING Parameters *** 15804 RadarPriority = STRUCTURE 15805 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 15806 Body = StructureBody ModuleTag_09 15807 MaxHealth = 2000.0 15808 InitialHealth = 2000.0 15809 15810 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15811 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15812 SubdualDamageCap = 2200 15813 SubdualDamageHealRate = 500 15814 SubdualDamageHealAmount = 100 15815 End 15816 Behavior = ProductionUpdate ModuleTag_10 15817 NumDoorAnimations = 1 15818 DoorOpeningTime = 3250 ;in mSeconds 15819 DoorWaitOpenTime = 3000 ;in mSeconds 15820 DoorCloseTime = 4000 ;in mSeconds 15821 ConstructionCompleteDuration = 1500 ;in mSeconds 15822 End 15823 Behavior = DefaultProductionExitUpdate ModuleTag_11 15824 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 15825 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 15826 End 15827 Behavior = RepairDockUpdate ModuleTag_12 15828 TimeForFullHeal = 5000 ;(in milliseconds) 15829 NumberApproachPositions = 5 15830 End 15831 Behavior = BaseRegenerateUpdate ModuleTag_13 15832 ;No data 15833 End 15834 15835 ;---- Removed module 15836 ; Behavior = SlowDeathBehavior ModuleTag_14 15837 ; DestructionDelay = 500 15838 ; FX = FINAL FX_StructureMediumDeath 15839 ; OCL = FINAL OCL_AmericaWarFactoryDebris 15840 ; End 15841 15842 Behavior = TransitionDamageFX ModuleTag_15 15843 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 15844 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 15845 ;--------------------------------------------------------------------------------------- 15846 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 15847 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 15848 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 15849 End 15850 15851 Behavior = CreateObjectDie ModuleTag_16 15852 CreationList = OCL_AmericanRangerDebris05 15853 ExemptStatus = UNDER_CONSTRUCTION 15854 End 15855 15856 Behavior = FlammableUpdate ModuleTag_18 15857 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15858 AflameDamageAmount = 5 ; taking this much damage... 15859 AflameDamageDelay = 500 ; this often. 15860 End 15861 15862 Behavior = CreateObjectDie ModuleTag_20 15863 CreationList = OCL_LargeStructureDebris 15864 End 15865 15866 Behavior = FXListDie ModuleTag_21 15867 DeathFX = FX_StructureMediumDeath 15868 End 15869 15870 Behavior = DestroyDie ModuleTag_22 15871 ;nothing 15872 End 15873 15874 Geometry = BOX 15875 GeometryMajorRadius = 53.0 15876 GeometryMinorRadius = 60.0 15877 GeometryHeight = 40.0 15878 GeometryIsSmall = No 15879 FactoryExitWidth = 25 ; How much space to leave for units exiting. 15880 Shadow = SHADOW_VOLUME 15881 BuildCompletion = PLACED_BY_PLAYER 15882 15883 End 15884 15885 15886 15887 ;------------------------------------------------------------------------------ 15888 Object AirF_AmericaPatriotBattery 15889 15890 ; *** ART Parameters *** 15891 SelectPortrait = SAPatriot_L 15892 ButtonImage = SAPatriot 15893 Draw = W3DModelDraw ModuleTag_01 15894 15895 OkToChangeModelColor = Yes 15896 15897 DefaultConditionState 15898 Model = ABPatriot 15899 Turret = TURRET01 15900 TurretPitch = TURRETEL 15901 WeaponLaunchBone = PRIMARY WeaponA 15902 WeaponLaunchBone = SECONDARY WeaponA 15903 WeaponLaunchBone = TERTIARY WeaponA 15904 WeaponFireFXBone = PRIMARY WeaponA 15905 WeaponFireFXBone = SECONDARY WeaponA 15906 WeaponFireFXBone = TERTIARY WeaponA 15907 End 15908 AliasConditionState = NIGHT 15909 15910 ConditionState = DAMAGED 15911 Model = ABPatriot_D 15912 End 15913 AliasConditionState = DAMAGED NIGHT 15914 15915 ConditionState = REALLYDAMAGED RUBBLE 15916 Model = ABPatriot_E 15917 End 15918 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 15919 15920 15921 ConditionState = SNOW 15922 Model = ABPatriot_S 15923 End 15924 AliasConditionState = SNOW NIGHT 15925 15926 ConditionState = DAMAGED SNOW 15927 Model = ABPatriot_DS 15928 End 15929 AliasConditionState = SNOW NIGHT DAMAGED 15930 15931 ConditionState = REALLYDAMAGED RUBBLE SNOW 15932 Model = ABPatriot_ES 15933 End 15934 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 15935 15936 ;************************************************************************************************************************** 15937 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15938 ;for this draw module 15939 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15940 Model = ABPatriot 15941 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15942 End 15943 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15944 15945 15946 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15947 Model = ABPatriot_S 15948 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15949 End 15950 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15951 15952 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15953 Model = ABPatriot_D 15954 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15955 End 15956 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 15957 15958 15959 15960 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 15961 Model = ABPatriot_DS 15962 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15963 End 15964 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 15965 15966 15967 15968 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15969 Model = ABPatriot_E 15970 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15971 End 15972 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 15973 15974 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 15975 Model = ABPatriot_ES 15976 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15977 End 15978 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 15979 15980 15981 15982 ConditionState = AWAITING_CONSTRUCTION 15983 Model = NONE 15984 End 15985 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15986 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15987 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15988 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15989 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15990 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15991 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15992 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15993 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15994 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15995 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15996 AliasConditionState = SOLD DAMAGED 15997 AliasConditionState = SOLD REALLYDAMAGED 15998 AliasConditionState = SOLD NIGHT 15999 AliasConditionState = SOLD NIGHT DAMAGED 16000 AliasConditionState = SOLD NIGHT REALLYDAMAGED 16001 AliasConditionState = SOLD SNOW 16002 AliasConditionState = SOLD SNOW DAMAGED 16003 AliasConditionState = SOLD SNOW REALLYDAMAGED 16004 AliasConditionState = SOLD NIGHT SNOW 16005 AliasConditionState = SOLD NIGHT SNOW DAMAGED 16006 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 16007 ;************************************************************************************************************************** 16008 16009 16010 16011 End 16012 16013 ; ------------ construction-zone fence ----------------- 16014 Draw = W3DModelDraw ModuleTag_02 16015 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 16016 DefaultConditionState 16017 Model = None 16018 TransitionKey = DOWN_DEFAULT 16019 End 16020 ConditionState = NIGHT 16021 Model = None 16022 TransitionKey = DOWN_DEFAULT 16023 End 16024 ConditionState = SNOW 16025 Model = None 16026 TransitionKey = DOWN_DEFAULT 16027 End 16028 ConditionState = SNOW NIGHT 16029 Model = None 16030 TransitionKey = DOWN_DEFAULT 16031 End 16032 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16033 Model = ABPatriot_A4 16034 Animation = ABPatriot_A4.ABPatriot_A4 16035 AnimationMode = MANUAL 16036 Flags = START_FRAME_LAST 16037 TransitionKey = UP_DAY 16038 End 16039 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16040 Model = ABPatriot_A4N 16041 Animation = ABPatriot_A4N.ABPatriot_A4N 16042 AnimationMode = MANUAL 16043 Flags = START_FRAME_LAST 16044 TransitionKey = UP_NIGHT 16045 End 16046 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16047 Model = ABPatriot_A4S 16048 Animation = ABPatriot_A4S.ABPatriot_A4S 16049 AnimationMode = MANUAL 16050 Flags = START_FRAME_LAST 16051 TransitionKey = UP_SNOW 16052 End 16053 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16054 Model = ABPatriot_A4SN 16055 Animation = ABPatriot_A4SN.ABPatriot_A4SN 16056 AnimationMode = MANUAL 16057 Flags = START_FRAME_LAST 16058 TransitionKey = UP_SNOWNIGHT 16059 End 16060 TransitionState = DOWN_DEFAULT UP_DAY 16061 Model = ABPatriot_A4 16062 Animation = ABPatriot_A4.ABPatriot_A4 16063 AnimationMode = ONCE 16064 AnimationSpeedFactorRange = 1.0 1.0 16065 Flags = START_FRAME_FIRST 16066 End 16067 TransitionState = DOWN_DEFAULT UP_NIGHT 16068 Model = ABPatriot_A4N 16069 Animation = ABPatriot_A4N.ABPatriot_A4N 16070 AnimationMode = ONCE 16071 AnimationSpeedFactorRange = 1.0 1.0 16072 Flags = START_FRAME_FIRST 16073 End 16074 TransitionState = DOWN_DEFAULT UP_SNOW 16075 Model = ABPatriot_A4S 16076 Animation = ABPatriot_A4S.ABPatriot_A4S 16077 AnimationMode = ONCE 16078 AnimationSpeedFactorRange = 1.0 1.0 16079 Flags = START_FRAME_FIRST 16080 End 16081 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16082 Model = ABPatriot_A4SN 16083 Animation = ABPatriot_A4SN.ABPatriot_A4SN 16084 AnimationMode = ONCE 16085 AnimationSpeedFactorRange = 1.0 1.0 16086 Flags = START_FRAME_FIRST 16087 End 16088 TransitionState = UP_DAY DOWN_DEFAULT 16089 Model = ABPatriot_A4 16090 Animation = ABPatriot_A4.ABPatriot_A4 16091 AnimationMode = ONCE_BACKWARDS 16092 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16093 Flags = START_FRAME_LAST 16094 End 16095 TransitionState = UP_NIGHT DOWN_DEFAULT 16096 Model = ABPatriot_A4N 16097 Animation = ABPatriot_A4N.ABPatriot_A4N 16098 AnimationMode = ONCE_BACKWARDS 16099 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16100 Flags = START_FRAME_LAST 16101 End 16102 TransitionState = UP_SNOW DOWN_DEFAULT 16103 Model = ABPatriot_A4S 16104 Animation = ABPatriot_A4S.ABPatriot_A4S 16105 AnimationMode = ONCE_BACKWARDS 16106 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16107 Flags = START_FRAME_LAST 16108 End 16109 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16110 Model = ABPatriot_A4SN 16111 Animation = ABPatriot_A4SN.ABPatriot_A4SN 16112 AnimationMode = ONCE_BACKWARDS 16113 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16114 Flags = START_FRAME_LAST 16115 End 16116 End 16117 16118 ; ------------ under-construction scaffolding ----------------- 16119 Draw = W3DModelDraw ModuleTag_03 16120 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 16121 MinLODRequired = MEDIUM 16122 DefaultConditionState 16123 Model = None 16124 TransitionKey = DOWN_DEFAULT 16125 End 16126 ConditionState = NIGHT 16127 Model = None 16128 TransitionKey = DOWN_DEFAULT 16129 End 16130 ConditionState = SNOW 16131 Model = None 16132 TransitionKey = DOWN_DEFAULT 16133 End 16134 ConditionState = SNOW NIGHT 16135 Model = None 16136 TransitionKey = DOWN_DEFAULT 16137 End 16138 ConditionState = PARTIALLY_CONSTRUCTED 16139 Model = ABPatriot_A6 16140 Animation = ABPatriot_A6.ABPatriot_A6 16141 AnimationMode = MANUAL 16142 Flags = START_FRAME_LAST 16143 TransitionKey = UP_DAY 16144 ParticleSysBone = Sparks01 BuildUpBlueSpark 16145 ParticleSysBone = Sparks02 BuildUpBlueSpark 16146 End 16147 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16148 Model = ABPatriot_A6N 16149 Animation = ABPatriot_A6N.ABPatriot_A6N 16150 AnimationMode = MANUAL 16151 Flags = START_FRAME_LAST 16152 TransitionKey = UP_NIGHT 16153 ParticleSysBone = Sparks01 BuildUpBlueSpark 16154 ParticleSysBone = Sparks02 BuildUpBlueSpark 16155 End 16156 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16157 Model = ABPatriot_A6S 16158 Animation = ABPatriot_A6S.ABPatriot_A6S 16159 AnimationMode = MANUAL 16160 Flags = START_FRAME_LAST 16161 TransitionKey = UP_SNOW 16162 ParticleSysBone = Sparks01 BuildUpBlueSpark 16163 ParticleSysBone = Sparks02 BuildUpBlueSpark 16164 End 16165 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16166 Model = ABPatriot_A6SN 16167 Animation = ABPatriot_A6SN.ABPatriot_A6SN 16168 AnimationMode = MANUAL 16169 Flags = START_FRAME_LAST 16170 TransitionKey = UP_SNOWNIGHT 16171 ParticleSysBone = Sparks01 BuildUpBlueSpark 16172 ParticleSysBone = Sparks02 BuildUpBlueSpark 16173 End 16174 TransitionState = DOWN_DEFAULT UP_DAY 16175 Model = ABPatriot_A6 16176 Animation = ABPatriot_A6.ABPatriot_A6 16177 AnimationMode = ONCE 16178 AnimationSpeedFactorRange = 1.0 1.0 16179 Flags = START_FRAME_FIRST 16180 End 16181 TransitionState = DOWN_DEFAULT UP_NIGHT 16182 Model = ABPatriot_A6N 16183 Animation = ABPatriot_A6N.ABPatriot_A6N 16184 AnimationMode = ONCE 16185 AnimationSpeedFactorRange = 1.0 1.0 16186 Flags = START_FRAME_FIRST 16187 End 16188 TransitionState = DOWN_DEFAULT UP_SNOW 16189 Model = ABPatriot_A6S 16190 Animation = ABPatriot_A6S.ABPatriot_A6S 16191 AnimationMode = ONCE 16192 AnimationSpeedFactorRange = 1.0 1.0 16193 Flags = START_FRAME_FIRST 16194 End 16195 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16196 Model = ABPatriot_A6SN 16197 Animation = ABPatriot_A6SN.ABPatriot_A6SN 16198 AnimationMode = ONCE 16199 AnimationSpeedFactorRange = 1.0 1.0 16200 Flags = START_FRAME_FIRST 16201 End 16202 TransitionState = UP_DAY DOWN_DEFAULT 16203 Model = ABPatriot_A6 16204 Animation = ABPatriot_A6.ABPatriot_A6 16205 AnimationMode = ONCE_BACKWARDS 16206 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16207 Flags = START_FRAME_LAST 16208 End 16209 TransitionState = UP_NIGHT DOWN_DEFAULT 16210 Model = ABPatriot_A6N 16211 Animation = ABPatriot_A6N.ABPatriot_A6N 16212 AnimationMode = ONCE_BACKWARDS 16213 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16214 Flags = START_FRAME_LAST 16215 End 16216 TransitionState = UP_SNOW DOWN_DEFAULT 16217 Model = ABPatriot_A6S 16218 Animation = ABPatriot_A6S.ABPatriot_A6S 16219 AnimationMode = ONCE_BACKWARDS 16220 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16221 Flags = START_FRAME_LAST 16222 End 16223 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16224 Model = ABPatriot_A6SN 16225 Animation = ABPatriot_A6SN.ABPatriot_A6SN 16226 AnimationMode = ONCE_BACKWARDS 16227 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16228 Flags = START_FRAME_LAST 16229 End 16230 End 16231 16232 PlacementViewAngle = -45 16233 16234 ; ***DESIGN parameters *** 16235 DisplayName = OBJECT:PatriotBattery 16236 Side = AmericaAirForceGeneral 16237 EditorSorting = STRUCTURE 16238 Prerequisites 16239 Object = AirF_AmericaPowerPlant 16240 End 16241 BuildCost = 1000 16242 BuildTime = 25.0 ; in seconds 16243 EnergyProduction = -3 16244 WeaponSet 16245 Conditions = None 16246 Weapon = PRIMARY PatriotMissileWeapon 16247 Weapon = SECONDARY PatriotMissileAssistWeapon 16248 Weapon = TERTIARY PatriotMissileWeaponAir 16249 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 16250 AutoChooseSources = SECONDARY NONE 16251 AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT 16252 PreferredAgainst = PRIMARY VEHICLE INFANTRY 16253 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 16254 PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT 16255 ShareWeaponReloadTime = Yes 16256 End 16257 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 16258 ShroudClearingRange = 360 16259 ArmorSet 16260 Conditions = None 16261 Armor = BaseDefenseArmor 16262 DamageFX = StructureDamageFXNoShake 16263 End 16264 CommandSet = AmericaPatriotBatteryCommandSet 16265 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16266 16267 ;Behavior = AIUpdateInterface ModuleTag_20 16268 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 16269 ; MoodAttackCheckRate = 250 16270 ;End 16271 16272 ; *** AUDIO Parameters *** 16273 VoiceSelect = PatriotBatterySelect 16274 SoundOnDamaged = BuildingDamagedStateLight 16275 SoundOnReallyDamaged = BuildingDestroy 16276 16277 UnitSpecificSounds 16278 UnderConstruction = UnderConstructionLoop 16279 End 16280 16281 UnitSpecificSounds 16282 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16283 TurretMoveStart = NoSound 16284 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 16285 End 16286 16287 ; *** ENGINEERING Parameters *** 16288 RadarPriority = STRUCTURE 16289 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE 16290 Body = StructureBody ModuleTag_04 16291 MaxHealth = 1000.0 16292 InitialHealth = 1000.0 16293 16294 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16295 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16296 SubdualDamageCap = 1200 16297 SubdualDamageHealRate = 500 16298 SubdualDamageHealAmount = 100 16299 End 16300 16301 Behavior = StealthDetectorUpdate ModuleTag_13 16302 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 16303 DetectionRange = 200 ;Dustin, enable this for independant balancing! 16304 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 16305 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 16306 End 16307 16308 Behavior = BaseRegenerateUpdate ModuleTag_05 16309 ;No data 16310 End 16311 Behavior = AIUpdateInterface ModuleTag_06 16312 Turret 16313 TurretTurnRate = 180 // turn rate, in degrees per sec 16314 TurretPitchRate = 180 16315 AllowsPitch = Yes 16316 NaturalTurretPitch = 45 16317 GroundUnitPitch = 40 16318 MinPhysicalPitch = -20 16319 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 16320 MinIdleScanInterval = 250 ; in milliseconds 16321 MaxIdleScanInterval = 250 ; in milliseconds 16322 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 16323 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 16324 End 16325 16326 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 16327 MoodAttackCheckRate = 250 16328 End 16329 16330 Behavior = AssistedTargetingUpdate ModuleTag_07 16331 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 16332 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 16333 LaserFromAssisted = AirF_PatriotBinaryDataStream ; Stream to draw from the requestor to me 16334 LaserToTarget = AirF_PatriotBinaryDataStream ; Stream to draw from me to the target 16335 End 16336 16337 Behavior = DestroyDie ModuleTag_08 16338 ;nothing 16339 End 16340 Behavior = CreateObjectDie ModuleTag_09 16341 CreationList = AirF_OCL_AmericanRangerDebris03 16342 ExemptStatus = UNDER_CONSTRUCTION 16343 End 16344 Behavior = FXListDie ModuleTag_10 16345 DeathFX = FX_StructureTinyDeath 16346 End 16347 16348 Behavior = FlammableUpdate ModuleTag_12 16349 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16350 AflameDamageAmount = 5 ; taking this much damage... 16351 AflameDamageDelay = 500 ; this often. 16352 End 16353 16354 Behavior = TransitionDamageFX ModuleTag_14 16355 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 16356 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16357 ;--------------------------------------------------------------------------------------- 16358 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16359 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 16360 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 16361 End 16362 16363 Geometry = CYLINDER 16364 GeometryMajorRadius = 12.0 16365 GeometryMinorRadius = 1.0 16366 GeometryHeight = 14.0 16367 GeometryIsSmall = No 16368 Shadow = SHADOW_VOLUME 16369 BuildCompletion = PLACED_BY_PLAYER 16370 16371 End 16372 16373 ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini 16374 ;------------------------------------------------------------------------------ 16375 Object AirF_PatriotMissile 16376 16377 ; *** ART Parameters *** 16378 Draw = W3DModelDraw ModuleTag_01 16379 OkToChangeModelColor = Yes 16380 DefaultConditionState 16381 Model = AVRaptor_M 16382 End 16383 ConditionState = JAMMED 16384 ParticleSysBone = None SparksMedium 16385 End 16386 End 16387 16388 ; ***DESIGN parameters *** 16389 DisplayName = OBJECT:PatriotMissile 16390 EditorSorting = VEHICLE 16391 VisionRange = 300.0 16392 ShroudClearingRange = 0 16393 16394 ArmorSet 16395 Conditions = None 16396 Armor = ProjectileArmor 16397 DamageFX = None 16398 End 16399 ; *** ENGINEERING Parameters *** 16400 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 16401 Body = ActiveBody ModuleTag_02 16402 MaxHealth = 100.0 16403 InitialHealth = 100.0 16404 16405 SubdualDamageCap = 200 16406 SubdualDamageHealRate = 100000 16407 SubdualDamageHealAmount = 50 16408 End 16409 16410 ; ---- begin Projectile death behaviors 16411 Behavior = InstantDeathBehavior DeathModuleTag_01 16412 DeathTypes = NONE +DETONATED 16413 ; we detonated normally. 16414 ; no FX, just quiet destroy ourselves 16415 End 16416 Behavior = InstantDeathBehavior DeathModuleTag_02 16417 DeathTypes = NONE +LASERED 16418 ; shot down by laser. 16419 FX = FX_GenericMissileDisintegrate 16420 OCL = OCL_GenericMissileDisintegrate 16421 End 16422 Behavior = InstantDeathBehavior DeathModuleTag_03 16423 DeathTypes = ALL -LASERED -DETONATED 16424 ; shot down by nonlaser. 16425 FX = FX_GenericMissileDeath 16426 End 16427 ; ---- end Projectile death behaviors 16428 16429 Behavior = PhysicsBehavior ModuleTag_04 16430 Mass = 1 16431 End 16432 Behavior = MissileAIUpdate ModuleTag_05 16433 TryToFollowTarget = Yes 16434 FuelLifetime = 10000 16435 InitialVelocity = 50 ; in dist/sec 16436 IgnitionDelay = 0 16437 DistanceToTravelBeforeTurning = 5 16438 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 16439 End 16440 Locomotor = SET_NORMAL PatriotMissileLocomotor 16441 Geometry = Sphere 16442 GeometryIsSmall = Yes 16443 GeometryMajorRadius = 2.0 16444 16445 End 16446 16447 16448 16449 ;------------------------------------------------------------------------------ 16450 Object AirF_AmericaFireBase 16451 16452 ; *** ART Parameters *** 16453 SelectPortrait = SAFirebase_L 16454 ButtonImage = SAFirebase 16455 Draw = W3DModelDraw ModuleTag_01 16456 16457 IgnoreConditionStates = NIGHT 16458 16459 OkToChangeModelColor = Yes 16460 16461 ExtraPublicBone = STATION01 16462 ExtraPublicBone = STATION02 16463 ExtraPublicBone = STATION03 16464 ExtraPublicBone = STATION04 16465 16466 16467 DefaultConditionState 16468 Model = ABFIREBASE 16469 WeaponMuzzleFlash = PRIMARY MuzzleFX 16470 WeaponRecoilBone = PRIMARY Barrel 16471 Turret = TURRET01 16472 TurretPitch = TURRETEL 16473 WeaponLaunchBone = PRIMARY MUZZLE01 16474 WeaponFireFXBone = PRIMARY MUZZLEFX 16475 End 16476 16477 ConditionState = DAMAGED 16478 Model = ABFIREBASE_D 16479 End 16480 16481 ConditionState = REALLYDAMAGED RUBBLE 16482 Model = ABFIREBASE_E 16483 End 16484 16485 ConditionState = SNOW 16486 Model = ABFIREBASE_S 16487 End 16488 16489 ConditionState = DAMAGED SNOW 16490 Model = ABFIREBASE_DS 16491 End 16492 16493 ConditionState = REALLYDAMAGED RUBBLE SNOW 16494 Model = ABFIREBASE_DS 16495 End 16496 16497 ;************************************************************************************************************************** 16498 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 16499 ;for this draw module 16500 16501 ConditionState = AWAITING_CONSTRUCTION 16502 Model = NONE 16503 End 16504 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 16505 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 16506 AliasConditionState = AWAITING_CONSTRUCTION SNOW 16507 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 16508 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 16509 AliasConditionState = SOLD 16510 AliasConditionState = SOLD DAMAGED 16511 AliasConditionState = SOLD REALLYDAMAGED 16512 AliasConditionState = SOLD SNOW 16513 AliasConditionState = SOLD SNOW DAMAGED 16514 AliasConditionState = SOLD SNOW REALLYDAMAGED 16515 ;************************************************************************************************************************** 16516 16517 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16518 Model = ABFIREBASE 16519 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16520 End 16521 16522 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16523 Model = ABFIREBASE_S 16524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16525 End 16526 16527 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16528 Model = ABFIREBASE_D 16529 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16530 End 16531 16532 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 16533 Model = ABFIREBASE_DS 16534 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16535 End 16536 16537 ;************************************************************************************************************************** 16538 End 16539 16540 16541 16542 16543 ; ------------ construction-zone fence ----------------- 16544 Draw = W3DModelDraw ModuleTag_02 16545 AnimationsRequirePower = No 16546 DefaultConditionState 16547 Model = None 16548 TransitionKey = DOWN_DEFAULT 16549 End 16550 ConditionState = NIGHT 16551 Model = None 16552 TransitionKey = DOWN_DEFAULT 16553 End 16554 ConditionState = SNOW 16555 Model = None 16556 TransitionKey = DOWN_DEFAULT 16557 End 16558 ConditionState = SNOW NIGHT 16559 Model = None 16560 TransitionKey = DOWN_DEFAULT 16561 End 16562 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16563 Model = ABSupDrop_A4 16564 Animation = ABSupDrop_A4.ABSupDrop_A4 16565 AnimationMode = MANUAL 16566 Flags = START_FRAME_LAST 16567 TransitionKey = UP_DAY 16568 End 16569 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16570 Model = ABSupDrop_A4N 16571 Animation = ABSupDrop_A4N.ABSupDrop_A4N 16572 AnimationMode = MANUAL 16573 Flags = START_FRAME_LAST 16574 TransitionKey = UP_NIGHT 16575 End 16576 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16577 Model = ABSupDrop_A4S 16578 Animation = ABSupDrop_A4S.ABSupDrop_A4S 16579 AnimationMode = MANUAL 16580 Flags = START_FRAME_LAST 16581 TransitionKey = UP_SNOW 16582 End 16583 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16584 Model = ABSupDrop_A4SN 16585 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 16586 AnimationMode = MANUAL 16587 Flags = START_FRAME_LAST 16588 TransitionKey = UP_SNOWNIGHT 16589 End 16590 TransitionState = DOWN_DEFAULT UP_DAY 16591 Model = ABSupDrop_A4 16592 Animation = ABSupDrop_A4.ABSupDrop_A4 16593 AnimationMode = ONCE 16594 AnimationSpeedFactorRange = 1.0 1.0 16595 Flags = START_FRAME_FIRST 16596 End 16597 TransitionState = DOWN_DEFAULT UP_NIGHT 16598 Model = ABSupDrop_A4N 16599 Animation = ABSupDrop_A4N.ABSupDrop_A4N 16600 AnimationMode = ONCE 16601 AnimationSpeedFactorRange = 1.0 1.0 16602 Flags = START_FRAME_FIRST 16603 End 16604 TransitionState = DOWN_DEFAULT UP_SNOW 16605 Model = ABSupDrop_A4S 16606 Animation = ABSupDrop_A4S.ABSupDrop_A4S 16607 AnimationMode = ONCE 16608 AnimationSpeedFactorRange = 1.0 1.0 16609 Flags = START_FRAME_FIRST 16610 End 16611 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16612 Model = ABSupDrop_A4SN 16613 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 16614 AnimationMode = ONCE 16615 AnimationSpeedFactorRange = 1.0 1.0 16616 Flags = START_FRAME_FIRST 16617 End 16618 TransitionState = UP_DAY DOWN_DEFAULT 16619 Model = ABSupDrop_A4 16620 Animation = ABSupDrop_A4.ABSupDrop_A4 16621 AnimationMode = ONCE_BACKWARDS 16622 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16623 Flags = START_FRAME_LAST 16624 End 16625 TransitionState = UP_NIGHT DOWN_DEFAULT 16626 Model = ABSupDrop_A4N 16627 Animation = ABSupDrop_A4N.ABSupDrop_A4N 16628 AnimationMode = ONCE_BACKWARDS 16629 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16630 Flags = START_FRAME_LAST 16631 End 16632 TransitionState = UP_SNOW DOWN_DEFAULT 16633 Model = ABSupDrop_A4S 16634 Animation = ABSupDrop_A4S.ABSupDrop_A4S 16635 AnimationMode = ONCE_BACKWARDS 16636 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16637 Flags = START_FRAME_LAST 16638 End 16639 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16640 Model = ABSupDrop_A4SN 16641 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 16642 AnimationMode = ONCE_BACKWARDS 16643 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16644 Flags = START_FRAME_LAST 16645 End 16646 End 16647 16648 ; ------------ under-construction scaffolding ----------------- 16649 Draw = W3DModelDraw ModuleTag_03 16650 AnimationsRequirePower = No 16651 MinLODRequired = MEDIUM 16652 DefaultConditionState 16653 Model = None 16654 TransitionKey = DOWN_DEFAULT 16655 End 16656 ConditionState = NIGHT 16657 Model = None 16658 TransitionKey = DOWN_DEFAULT 16659 End 16660 ConditionState = SNOW 16661 Model = None 16662 TransitionKey = DOWN_DEFAULT 16663 End 16664 ConditionState = SNOW NIGHT 16665 Model = None 16666 TransitionKey = DOWN_DEFAULT 16667 End 16668 ConditionState = PARTIALLY_CONSTRUCTED 16669 Model = ABSupDrop_A6 16670 Animation = ABSupDrop_A6.ABSupDrop_A6 16671 AnimationMode = MANUAL 16672 Flags = START_FRAME_LAST 16673 TransitionKey = UP_DAY 16674 ParticleSysBone = Sparks01 BuildUpBlueSpark 16675 ParticleSysBone = Sparks02 BuildUpBlueSpark 16676 ParticleSysBone = Sparks03 BuildUpBlueSpark 16677 ParticleSysBone = Sparks04 BuildUpBlueSpark 16678 ParticleSysBone = Sparks05 BuildUpBlueSpark 16679 ParticleSysBone = Sparks06 BuildUpBlueSpark 16680 End 16681 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16682 Model = ABSupDrop_A6N 16683 Animation = ABSupDrop_A6N.ABSupDrop_A6N 16684 AnimationMode = MANUAL 16685 Flags = START_FRAME_LAST 16686 TransitionKey = UP_NIGHT 16687 ParticleSysBone = Sparks01 BuildUpBlueSpark 16688 ParticleSysBone = Sparks02 BuildUpBlueSpark 16689 ParticleSysBone = Sparks03 BuildUpBlueSpark 16690 ParticleSysBone = Sparks04 BuildUpBlueSpark 16691 ParticleSysBone = Sparks05 BuildUpBlueSpark 16692 ParticleSysBone = Sparks06 BuildUpBlueSpark 16693 End 16694 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16695 Model = ABSupDrop_A6S 16696 Animation = ABSupDrop_A6S.ABSupDrop_A6S 16697 AnimationMode = MANUAL 16698 Flags = START_FRAME_LAST 16699 TransitionKey = UP_SNOW 16700 ParticleSysBone = Sparks01 BuildUpBlueSpark 16701 ParticleSysBone = Sparks02 BuildUpBlueSpark 16702 ParticleSysBone = Sparks03 BuildUpBlueSpark 16703 ParticleSysBone = Sparks04 BuildUpBlueSpark 16704 ParticleSysBone = Sparks05 BuildUpBlueSpark 16705 ParticleSysBone = Sparks06 BuildUpBlueSpark 16706 End 16707 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16708 Model = ABSupDrop_A6SN 16709 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 16710 AnimationMode = MANUAL 16711 Flags = START_FRAME_LAST 16712 TransitionKey = UP_SNOWNIGHT 16713 ParticleSysBone = Sparks01 BuildUpBlueSpark 16714 ParticleSysBone = Sparks02 BuildUpBlueSpark 16715 ParticleSysBone = Sparks03 BuildUpBlueSpark 16716 ParticleSysBone = Sparks04 BuildUpBlueSpark 16717 ParticleSysBone = Sparks05 BuildUpBlueSpark 16718 ParticleSysBone = Sparks06 BuildUpBlueSpark 16719 End 16720 TransitionState = DOWN_DEFAULT UP_DAY 16721 Model = ABSupDrop_A6 16722 Animation = ABSupDrop_A6.ABSupDrop_A6 16723 AnimationMode = ONCE 16724 AnimationSpeedFactorRange = 1.0 1.0 16725 Flags = START_FRAME_FIRST 16726 End 16727 TransitionState = DOWN_DEFAULT UP_NIGHT 16728 Model = ABSupDrop_A6N 16729 Animation = ABSupDrop_A6N.ABSupDrop_A6N 16730 AnimationMode = ONCE 16731 AnimationSpeedFactorRange = 1.0 1.0 16732 Flags = START_FRAME_FIRST 16733 End 16734 TransitionState = DOWN_DEFAULT UP_SNOW 16735 Model = ABSupDrop_A6S 16736 Animation = ABSupDrop_A6S.ABSupDrop_A6S 16737 AnimationMode = ONCE 16738 AnimationSpeedFactorRange = 1.0 1.0 16739 Flags = START_FRAME_FIRST 16740 End 16741 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16742 Model = ABSupDrop_A6SN 16743 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 16744 AnimationMode = ONCE 16745 AnimationSpeedFactorRange = 1.0 1.0 16746 Flags = START_FRAME_FIRST 16747 End 16748 TransitionState = UP_DAY DOWN_DEFAULT 16749 Model = ABSupDrop_A6 16750 Animation = ABSupDrop_A6.ABSupDrop_A6 16751 AnimationMode = ONCE_BACKWARDS 16752 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16753 Flags = START_FRAME_LAST 16754 End 16755 TransitionState = UP_NIGHT DOWN_DEFAULT 16756 Model = ABSupDrop_A6N 16757 Animation = ABSupDrop_A6N.ABSupDrop_A6N 16758 AnimationMode = ONCE_BACKWARDS 16759 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16760 Flags = START_FRAME_LAST 16761 End 16762 TransitionState = UP_SNOW DOWN_DEFAULT 16763 Model = ABSupDrop_A6S 16764 Animation = ABSupDrop_A6S.ABSupDrop_A6S 16765 AnimationMode = ONCE_BACKWARDS 16766 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16767 Flags = START_FRAME_LAST 16768 End 16769 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16770 Model = ABSupDrop_A6SN 16771 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 16772 AnimationMode = ONCE_BACKWARDS 16773 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16774 Flags = START_FRAME_LAST 16775 End 16776 End 16777 PlacementViewAngle = -45 16778 16779 16780 16781 ; ***DESIGN parameters *** 16782 DisplayName = OBJECT:FireBase 16783 Side = AmericaAirForceGeneral 16784 EditorSorting = STRUCTURE 16785 Prerequisites 16786 Object = AirF_AmericaPowerPlant 16787 End 16788 BuildCost = 1000 16789 BuildTime = 25.0 ; in seconds 16790 EnergyProduction = 0 16791 WeaponSet 16792 Conditions = None 16793 Weapon = PRIMARY FireBaseHowitzerGun 16794 End 16795 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 16796 ShroudClearingRange = 360 16797 ArmorSet 16798 Conditions = None 16799 Armor = FireBaseArmor 16800 DamageFX = StructureDamageFXNoShake 16801 End 16802 CommandSet = AirF_AmericaFireBaseCommandSet 16803 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16804 16805 ; *** AUDIO Parameters *** 16806 VoiceSelect = PatriotBatterySelect 16807 SoundOnDamaged = BuildingDamagedStateLight 16808 SoundOnReallyDamaged = BuildingDestroy 16809 16810 UnitSpecificSounds 16811 UnderConstruction = UnderConstructionLoop 16812 End 16813 16814 UnitSpecificSounds 16815 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16816 TurretMoveStart = NoSound 16817 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 16818 End 16819 16820 ; *** ENGINEERING Parameters *** 16821 RadarPriority = STRUCTURE 16822 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED 16823 16824 16825 Body = HiveStructureBody ModuleTag_04; 16826 MaxHealth = 1000.0 16827 InitialHealth = 1000.0 16828 16829 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16830 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16831 SubdualDamageCap = 1200 16832 SubdualDamageHealRate = 500 16833 SubdualDamageHealAmount = 100 16834 ;**Careful with these damage types -- because area damage types will already 16835 ;**damage slaves. 16836 ;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 16837 ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 16838 End 16839 16840 16841 Behavior = BaseRegenerateUpdate ModuleTag_05 16842 ;No data 16843 End 16844 Behavior = AIUpdateInterface ModuleTag_06 16845 Turret 16846 TurretTurnRate = 60 // turn rate, in degrees per sec 16847 TurretPitchRate = 60 16848 AllowsPitch = Yes 16849 NaturalTurretPitch = 1 16850 GroundUnitPitch = 40 16851 MinPhysicalPitch = -20 16852 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 16853 MinIdleScanInterval = 550 ; in milliseconds 16854 MaxIdleScanInterval = 950 ; in milliseconds 16855 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 16856 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 16857 End 16858 16859 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 16860 MoodAttackCheckRate = 250 16861 End 16862 16863 Behavior = GarrisonContain ModuleTag_07 16864 ContainMax = 4 16865 EnterSound = GarrisonEnter 16866 ExitSound = GarrisonExit 16867 ImmuneToClearBuildingAttacks = Yes 16868 DamagePercentToUnits = 100% 16869 16870 IsEnclosingContainer = No 16871 16872 End 16873 16874 Behavior = DestroyDie ModuleTag_08 16875 ;nothing 16876 End 16877 16878 Behavior = FXListDie ModuleTag_10 16879 DeathFX = FX_StructureMediumDeath 16880 End 16881 16882 Behavior = FlammableUpdate ModuleTag_12 16883 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16884 AflameDamageAmount = 5 ; taking this much damage... 16885 AflameDamageDelay = 500 ; this often. 16886 End 16887 16888 Behavior = CreateObjectDie ModuleTag_13 16889 CreationList = OCL_LargeStructureDebris 16890 End 16891 16892 Behavior = TransitionDamageFX ModuleTag_14 16893 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 16894 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16895 ;--------------------------------------------------------------------------------------- 16896 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16897 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 16898 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 16899 End 16900 16901 Geometry = BOX 16902 GeometryMajorRadius = 26.0 16903 GeometryMinorRadius = 26.0 16904 GeometryHeight = 15.0 16905 GeometryIsSmall = No 16906 Shadow = SHADOW_VOLUME 16907 BuildCompletion = PLACED_BY_PLAYER 16908 16909 End 16910 16911 16912 16913 ;------------------------------------------------------------------------------ 16914 Object AFG_AmericaVehicleChinook 16915 16916 ; *** ART Parameters *** 16917 SelectPortrait = SAChinook_L 16918 ButtonImage = SAChinook 16919 16920 ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 16921 ;UpgradeCameo2 = NONE 16922 ;UpgradeCameo3 = NONE 16923 ;UpgradeCameo4 = NONE 16924 ;UpgradeCameo5 = NONE 16925 16926 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 16927 16928 ExtraPublicBone = RopeStart 16929 ExtraPublicBone = RopeEnd 16930 16931 DefaultConditionState 16932 Model = AVChinook 16933 Animation = AVChinook.AVChinook 16934 AnimationMode = LOOP 16935 End 16936 16937 ConditionState = REALLYDAMAGED 16938 Model = AVChinook_d 16939 Animation = AVChinook_d.AVChinook_d 16940 AnimationMode = LOOP 16941 End 16942 16943 ConditionState = RUBBLE 16944 Model = AVChinook_d 16945 Animation = AVChinook_d.AVChinook_d 16946 AnimationMode = LOOP 16947 End 16948 16949 ConditionState = RUBBLE SPECIAL_DAMAGED 16950 Model = AVChinook_d 16951 HideSubObject = Props01 16952 HideSubObject = Props02 16953 End 16954 16955 OkToChangeModelColor = Yes 16956 End 16957 16958 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 16959 ConditionState = NONE 16960 Model = None ; Nothing here 16961 TransitionKey = TRANS_Empty 16962 WaitForStateToFinishIfPossible = TRANS_Unloading 16963 End 16964 16965 ConditionState = DYING 16966 Model = None ; Nothing here 16967 End 16968 AliasConditionState = RUBBLE 16969 AliasConditionState = CARRYING RUBBLE 16970 AliasConditionState = DOCKING RUBBLE 16971 AliasConditionState = DOCKING CARRYING RUBBLE 16972 16973 ConditionState = CARRYING 16974 Model = AVChinook_A ;Carrying a full wobbly net of stuff 16975 Animation = AVChinook_A.AVChinook_A 16976 AnimationMode = LOOP 16977 TransitionKey = TRANS_Full 16978 WaitForStateToFinishIfPossible = TRANS_PickingUp 16979 End 16980 16981 ConditionState = DOCKING 16982 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 16983 Animation = AVChinook_A1SK.AVChinook_A1 16984 AnimationMode = ONCE_BACKWARDS 16985 Flags = START_FRAME_LAST 16986 AnimationSpeedFactorRange = .75 .75 16987 TransitionKey = TRANS_PickingUp 16988 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 16989 End 16990 16991 ConditionState = DOCKING CARRYING 16992 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 16993 Animation = AVChinook_A1SK.AVChinook_A1 16994 AnimationMode = ONCE 16995 AnimationSpeedFactorRange = 2.75 2.75 16996 TransitionKey = TRANS_Unloading 16997 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 16998 End 16999 End 17000 17001 ; ***DESIGN parameters *** 17002 DisplayName = OBJECT:Chinook 17003 EditorSorting = VEHICLE 17004 Side = America 17005 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 17006 VisionRange = 300.0 17007 ShroudClearingRange = 600 17008 BuildCost = 950 17009 BuildTime = 10.0 ;in seconds 17010 Prerequisites 17011 Object = AirF_AmericaSupplyCenter 17012 End 17013 ExperienceValue = 50 50 50 50 ;Experience point value at each level 17014 IsTrainable = No 17015 CommandSet = AmericaVehicleChinookCommandSet 17016 ArmorSet 17017 Conditions = None 17018 Armor = ChinookArmor 17019 DamageFX = None 17020 End 17021 17022 ; *** AUDIO Parameters *** 17023 VoiceSelect = ChinookVoiceSelect 17024 VoiceMove = ChinookVoiceMove 17025 VoiceAttack = ChinookVoiceAttack 17026 SoundAmbient = ChinookAmbientLoop 17027 SoundAmbientRubble = NoSound 17028 SoundEnter = HumveeEnter 17029 SoundExit = HumveeExit 17030 UnitSpecificSounds 17031 VoiceCreate = ChinookVoiceCreate 17032 VoiceSupply = ChinookVoiceSupply 17033 VoiceUnload = ChinookVoiceUnload 17034 VoiceCombatDrop = ChinookVoiceCombatDrop 17035 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 17036 VoiceGarrison = ChinookVoiceMove 17037 End 17038 17039 ; *** ENGINEERING Parameters *** 17040 RadarPriority = UNIT 17041 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 17042 ; (well, "near" actually) an Airfield to get healed... 17043 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 17044 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD 17045 17046 Body = ActiveBody ModuleTag_03 17047 MaxHealth = 300.0 17048 InitialHealth = 300.0 17049 End 17050 17051 Behavior = FXListDie ModuleTag_05 17052 DeathFX = FX_HelicopterStartDeath 17053 End 17054 17055 Behavior = TransitionDamageFX ModuleTag_06 17056 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 17057 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 17058 End 17059 17060 Behavior = ChinookAIUpdate ModuleTag_07 17061 MaxBoxes = 8 17062 SupplyCenterActionDelay = 2900 ;3000 ; ms for whole thing (one transaction) 17063 SupplyWarehouseActionDelay = 1200 ;1250 ; 875 ; ms per box (many small transactions) 17064 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 17065 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 17066 NumRopes = 4 17067 ; these define how long we can wait, once a guy is on-rope, before throwing another 17068 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 17069 ; and we'll wait for each guy to clear before spawning another. 17070 PerRopeDelayMin = 900 17071 PerRopeDelayMax = 1500 17072 RopeWidth = 0.5 17073 RopeColor = R:0 G:0 B:0 17074 RopeWobbleLen = 10 17075 RopeWobbleAmplitude = 0.25 17076 RopeWobbleRate = 180 17077 RopeFinalHeight = 10 ; stop this far above ground 17078 RappelSpeed = 30 17079 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 17080 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 17081 End 17082 Locomotor = SET_NORMAL ChinookLocomotor 17083 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 17084 17085 Behavior = TransportContain ModuleTag_08 17086 Slots = 10 17087 DamagePercentToUnits = 100% 17088 AllowInsideKindOf = INFANTRY VEHICLE 17089 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 17090 ExitDelay = 100 17091 NumberOfExitPaths = 1 17092 End 17093 Behavior = PhysicsBehavior ModuleTag_09 17094 Mass = 50.0 17095 End 17096 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 17097 DestructionDelay = 99999999 ; the destruction delay 17098 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 17099 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 17100 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 17101 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 17102 SoundDeathLoop = ComancheDamagedLoop 17103 MinSelfSpin = 100 ; in degrees per second 17104 MaxSelfSpin = 300 ; in degrees per second 17105 SelfSpinUpdateDelay = 100 ; in milliseconds 17106 SelfSpinUpdateAmount = 10 ; in degrees 17107 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 17108 MinBladeFlyOffDelay = 1500 ; in milliseconds 17109 MaxBladeFlyOffDelay = 1500 ; in milliseconds 17110 AttachParticle = SootySmokeTrail 17111 AttachParticleBone = Propeller02 17112 BladeObjectName = ComancheBlades 17113 BladeBoneName = Propeller01 17114 FXBlade = FX_HelicopterBladeExplosion 17115 OCLBlade = OCL_HelicopterBladeExplosion 17116 FXHitGround = FX_HelicopterHitGround 17117 OCLHitGround = OCL_HelicopterHitGround 17118 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 17119 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 17120 DelayFromGroundToFinalDeath = 30 17121 FinalRubbleObject = ChinookRubbleHull 17122 End 17123 17124 Behavior = FlammableUpdate ModuleTag_21 17125 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17126 AflameDamageAmount = 3 ; taking this much damage... 17127 AflameDamageDelay = 500 ; this often. 17128 End 17129 17130 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 17131 WeaponTemplate = AirF_PointDefenseLaser 17132 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 17133 ScanRate = 33 17134 ScanRange = 500.0 17135 PredictTargetVelocityFactor = 1.0 17136 End 17137 Scale = 1.30 ;Scaling 17138 GeometryMajorRadius = 1.0 17139 GeometryMinorRadius = 1.0 17140 GeometryHeight = 8.0 17141 Geometry = BOX 17142 GeometryMajorRadius = 20.0 17143 GeometryMinorRadius = 6.0 17144 GeometryHeight = 12.0 17145 GeometryIsSmall = No 17146 Shadow = SHADOW_VOLUME 17147 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 17148 17149 End 17150 17151 17152 ;-----------------------¸ÄΪºÚÓ¥------------------------------------------------------- 17153 Object AirF_AmericaVehicleChinook 17154 17155 ; *** ART Parameters *** 17156 SelectPortrait = T15 17157 ButtonImage = T15 17158 17159 ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 17160 ;UpgradeCameo2 = NONE 17161 ;UpgradeCameo3 = NONE 17162 ;UpgradeCameo4 = NONE 17163 ;UpgradeCameo5 = NONE 17164 17165 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 17166 17167 ExtraPublicBone = RopeStart 17168 ExtraPublicBone = RopeEnd 17169 17170 DefaultConditionState 17171 Model = uh-60 17172 Animation = uh-60.uh-60 17173 AnimationMode = LOOP 17174 End 17175 17176 ConditionState = REALLYDAMAGED 17177 Model = uh-60 17178 Animation = uh-60.uh-60 17179 AnimationMode = LOOP 17180 End 17181 17182 ConditionState = RUBBLE 17183 Model = uh-60 17184 Animation = uh-60.uh-60 17185 AnimationMode = LOOP 17186 End 17187 17188 ConditionState = RUBBLE SPECIAL_DAMAGED 17189 Model = uh-60 17190 HideSubObject = Props01 17191 HideSubObject = Props02 17192 End 17193 17194 OkToChangeModelColor = Yes 17195 End 17196 17197 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 17198 ConditionState = NONE 17199 Model = None ; Nothing here 17200 TransitionKey = TRANS_Empty 17201 WaitForStateToFinishIfPossible = TRANS_Unloading 17202 End 17203 17204 ConditionState = DYING 17205 Model = None ; Nothing here 17206 End 17207 AliasConditionState = RUBBLE 17208 AliasConditionState = CARRYING RUBBLE 17209 AliasConditionState = DOCKING RUBBLE 17210 AliasConditionState = DOCKING CARRYING RUBBLE 17211 17212 ConditionState = CARRYING 17213 Model = AVChinook_A ;Carrying a full wobbly net of stuff 17214 Animation = AVChinook_A.AVChinook_A 17215 AnimationMode = LOOP 17216 TransitionKey = TRANS_Full 17217 WaitForStateToFinishIfPossible = TRANS_PickingUp 17218 End 17219 17220 ConditionState = DOCKING 17221 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 17222 Animation = AVChinook_A1SK.AVChinook_A1 17223 AnimationMode = ONCE_BACKWARDS 17224 Flags = START_FRAME_LAST 17225 AnimationSpeedFactorRange = .75 .75 17226 TransitionKey = TRANS_PickingUp 17227 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 17228 End 17229 17230 ConditionState = DOCKING CARRYING 17231 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 17232 Animation = AVChinook_A1SK.AVChinook_A1 17233 AnimationMode = ONCE 17234 AnimationSpeedFactorRange = 2.75 2.75 17235 TransitionKey = TRANS_Unloading 17236 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 17237 End 17238 End 17239 17240 ; ***DESIGN parameters *** 17241 DisplayName = OBJECT:AirF_Chinook 17242 EditorSorting = VEHICLE 17243 Side = AmericaAirForceGeneral 17244 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 17245 VisionRange = 300.0 17246 ShroudClearingRange = 600 17247 BuildCost = 1200 17248 BuildTime = 15.0 ;in seconds 17249 Prerequisites 17250 Object = AirF_AmericaWarFactory 17251 End 17252 ExperienceValue = 60 60 60 60 ;Experience point value at each level 17253 IsTrainable = No 17254 CommandSet = UH60CommandSet 17255 WeaponSet 17256 Conditions = None 17257 Weapon = PRIMARY Chinook 17258 End 17259 WeaponSet 17260 Conditions = PLAYER_UPGRADE 17261 Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon 17262 End 17263 ArmorSet 17264 Conditions = None 17265 Armor = ChinookArmor 17266 DamageFX = None 17267 End 17268 17269 ; *** AUDIO Parameters *** 17270 VoiceSelect = CombatChinookVoiceSelect 17271 VoiceMove = ChinookVoiceMove 17272 VoiceAttack = CombatChinookVoiceAttack 17273 SoundAmbient = ChinookAmbientLoop 17274 SoundAmbientRubble = NoSound 17275 SoundEnter = HumveeEnter 17276 SoundExit = HumveeExit 17277 UnitSpecificSounds 17278 VoiceCreate = CombatChinookVoiceCreate 17279 VoiceSupply = ChinookVoiceSupply 17280 VoiceUnload = ChinookVoiceUnload 17281 VoiceCombatDrop = ChinookVoiceCombatDrop 17282 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 17283 VoiceGarrison = ChinookVoiceMove 17284 End 17285 17286 ; *** ENGINEERING Parameters *** 17287 RadarPriority = UNIT 17288 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 17289 ; (well, "near" actually) an Airfield to get healed... 17290 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 17291 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 17292 17293 17294 Behavior = AIUpdateInterface ModuleTag_04 17295 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS Stealthed 17296 End 17297 17298 Body = ActiveBody ModuleTag_03 17299 MaxHealth = 350.0 17300 InitialHealth = 350.0 17301 End 17302 17303 Behavior = FXListDie ModuleTag_05 17304 DeathFX = FX_HelicopterStartDeath 17305 End 17306 17307 Behavior = TransitionDamageFX ModuleTag_06 17308 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 17309 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 17310 End 17311 17312 Behavior = ChinookAIUpdate ModuleTag_07 17313 MaxBoxes = 8 17314 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) 17315 SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) 17316 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 17317 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 17318 NumRopes = 4 17319 ; these define how long we can wait, once a guy is on-rope, before throwing another 17320 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 17321 ; and we'll wait for each guy to clear before spawning another. 17322 PerRopeDelayMin = 900 17323 PerRopeDelayMax = 1500 17324 RopeWidth = 0.5 17325 RopeColor = R:0 G:0 B:0 17326 RopeWobbleLen = 10 17327 RopeWobbleAmplitude = 0.25 17328 RopeWobbleRate = 180 17329 RopeFinalHeight = 10 ; stop this far above ground 17330 RappelSpeed = 30 17331 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 17332 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 17333 End 17334 Locomotor = SET_NORMAL ChinookLocomotor 17335 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 17336 17337 Behavior = TransportContain ModuleTag_08 17338 PassengersAllowedToFire = Yes 17339 Slots = 8 17340 DamagePercentToUnits = 100% 17341 AllowInsideKindOf = INFANTRY 17342 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 17343 ExitDelay = 100 17344 NumberOfExitPaths = 1 17345 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 17346 ArmedRidersUpgradeMyWeaponSet = Yes 17347 End 17348 17349 Behavior = PhysicsBehavior ModuleTag_09 17350 Mass = 50.0 17351 End 17352 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 17353 DestructionDelay = 99999999 ; the destruction delay 17354 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 17355 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 17356 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 17357 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 17358 SoundDeathLoop = ComancheDamagedLoop 17359 MinSelfSpin = 100 ; in degrees per second 17360 MaxSelfSpin = 300 ; in degrees per second 17361 SelfSpinUpdateDelay = 100 ; in milliseconds 17362 SelfSpinUpdateAmount = 10 ; in degrees 17363 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 17364 MinBladeFlyOffDelay = 1500 ; in milliseconds 17365 MaxBladeFlyOffDelay = 1500 ; in milliseconds 17366 AttachParticle = SootySmokeTrail 17367 AttachParticleBone = Propeller02 17368 BladeObjectName = ComancheBlades 17369 BladeBoneName = Propeller01 17370 FXBlade = FX_HelicopterBladeExplosion 17371 OCLBlade = OCL_HelicopterBladeExplosion 17372 FXHitGround = FX_HelicopterHitGround 17373 OCLHitGround = OCL_HelicopterHitGround 17374 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 17375 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 17376 DelayFromGroundToFinalDeath = 30 17377 FinalRubbleObject = ChinookRubbleHull 17378 End 17379 17380 Behavior = FlammableUpdate ModuleTag_21 17381 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17382 AflameDamageAmount = 3 ; taking this much damage... 17383 AflameDamageDelay = 500 ; this often. 17384 End 17385 17386 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 17387 WeaponTemplate = AirF_PointDefenseLaser 17388 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 17389 ScanRate = 33 17390 ScanRange = 250.0 17391 PredictTargetVelocityFactor = 1.0 17392 End 17393 17394 Geometry = BOX 17395 GeometryMajorRadius = 20.0 17396 GeometryMinorRadius = 6.0 17397 GeometryHeight = 12.0 17398 GeometryIsSmall = No 17399 Shadow = SHADOW_VOLUME 17400 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 17401 17402 End 17403 17404 17405 ;------------------------------------------------------------------------------ 17406 Object AirF_AmericaJetRaptor 17407 17408 ; *** ART Parameters *** 17409 SelectPortrait = SACRaptor_L 17410 ButtonImage = SACRaptor 17411 17412 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 17413 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 17414 ;UpgradeCameo3 = NONE 17415 ;UpgradeCameo4 = NONE 17416 ;UpgradeCameo5 = NONE 17417 17418 Draw = W3DModelDraw ModuleTag_01 17419 ExtraPublicBone = WeaponA01 17420 DefaultConditionState 17421 Model = AVRaptor 17422 HideSubObject = BurnerFX01 BurnerFX02 17423 WeaponLaunchBone = PRIMARY WeaponA 17424 End 17425 17426 ConditionState = JETEXHAUST 17427 ; exhaust 17428 ParticleSysBone = Wingtip01 JetContrail 17429 ParticleSysBone = Wingtip02 JetContrail 17430 End 17431 17432 ConditionState = JETEXHAUST JETAFTERBURNER 17433 ; exhaust 17434 ParticleSysBone = Wingtip01 JetContrail 17435 ParticleSysBone = Wingtip02 JetContrail 17436 ; afterburner 17437 ShowSubObject = BurnerFX01 BurnerFX02 17438 ParticleSysBone = Engine01 JetLenzflare 17439 ParticleSysBone = Engine02 JetLenzflare 17440 End 17441 17442 ConditionState = REALLYDAMAGED 17443 Model = AVRaptor_D 17444 ; damage 17445 ParticleSysBone = Smoke01 JetSmoke 17446 ParticleSysBone = Engine01 JetEngineDamagedSmoke 17447 End 17448 17449 ConditionState = REALLYDAMAGED JETEXHAUST 17450 Model = AVRaptor_D 17451 ; damage 17452 ParticleSysBone = Smoke01 JetSmoke 17453 ParticleSysBone = Engine01 JetEngineDamagedSmoke 17454 ; exhaust 17455 ParticleSysBone = Wingtip01 JetContrail 17456 ParticleSysBone = Wingtip02 JetContrail 17457 End 17458 17459 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 17460 Model = AVRaptor_D 17461 ; damage 17462 ParticleSysBone = Smoke01 JetSmoke 17463 ParticleSysBone = Engine01 JetEngineDamagedSmoke 17464 ; afterburner 17465 ShowSubObject = BurnerFX01 BurnerFX02 17466 ParticleSysBone = Engine01 JetLenzflare 17467 ParticleSysBone = Engine02 JetLenzflare 17468 ; exhaust 17469 ParticleSysBone = Wingtip01 JetContrail 17470 ParticleSysBone = Wingtip02 JetContrail 17471 End 17472 17473 ConditionState = RUBBLE 17474 Model = AVRaptor_D1B 17475 HideSubObject = None 17476 ShowSubObject = None 17477 End 17478 17479 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 17480 Model = AVRaptor_D1B 17481 ;HideSubObject is needed cause there're inherited from default condition state 17482 HideSubObject = None 17483 ShowSubObject = None 17484 ParticleSysBone = Engine01 JetExhaust 17485 ParticleSysBone = Engine02 JetExhaust 17486 ; exhaust 17487 ParticleSysBone = Wingtip01 JetContrail 17488 ParticleSysBone = Wingtip02 JetContrail 17489 End 17490 17491 OkToChangeModelColor = Yes 17492 17493 End 17494 17495 ; ***DESIGN parameters *** 17496 DisplayName = OBJECT:KingRaptor 17497 EditorSorting = VEHICLE 17498 Side = AmericaAirForceGeneral 17499 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 17500 VisionRange = 200.0 17501 ShroudClearingRange = 400 17502 Prerequisites 17503 Object = AirF_AmericaAirfield 17504 End 17505 17506 WeaponSet 17507 Conditions = None 17508 Weapon = PRIMARY AirF_RaptorJetMissileWeapon 17509 End 17510 WeaponSet 17511 Conditions = PLAYER_UPGRADE 17512 Weapon = PRIMARY AirF_RaptorJetLaserGuidedMissileWeapon 17513 End 17514 ArmorSet 17515 Conditions = None 17516 Armor = AirplaneArmor 17517 DamageFX = None 17518 End 17519 17520 BuildCost = 1100 17521 BuildTime = 20 17522 ExperienceValue = 75 75 125 175 ;Experience point value at each level 17523 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 17524 IsTrainable = Yes ;Can gain experience 17525 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17526 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17527 CommandSet = AmericaJetRaptorCommandSet 17528 17529 ; *** AUDIO Parameters *** 17530 VoiceSelect = KingRaptorVoiceSelect 17531 VoiceMove = RaptorVoiceMove 17532 VoiceAttack = RaptorVoiceAttack 17533 VoiceAttackAir = RaptorVoiceAttackAir 17534 VoiceGuard = RaptorVoiceAirPatrol 17535 SoundAmbient = RaptorAmbientLoop 17536 SoundAmbientRubble = NoSound 17537 ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield 17538 ; SoundAmbient = NoSound 17539 UnitSpecificSounds 17540 VoiceCreate = KingRaptorVoiceCreate 17541 SoundEject = PilotSoundEject 17542 VoiceEject = PilotVoiceEject 17543 Afterburner = RaptorAfterburner 17544 VoiceLowFuel = RaptorVoiceLowFuel 17545 VoiceGarrison = RaptorVoiceMove 17546 End 17547 17548 ; *** ENGINEERING Parameters *** 17549 RadarPriority = UNIT 17550 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 17551 Body = ActiveBody ModuleTag_02 17552 MaxHealth = 240.0 17553 InitialHealth = 240.0 17554 End 17555 17556 Behavior = WeaponSetUpgrade ModuleTag_03 17557 TriggeredBy = Upgrade_AmericaLaserMissiles 17558 End 17559 Behavior = ExperienceScalarUpgrade ModuleTag_04 17560 TriggeredBy = Upgrade_AmericaAdvancedTraining 17561 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 17562 End 17563 17564 Behavior = JetSlowDeathBehavior ModuleTag_05 17565 FXOnGroundDeath = FX_JetOnGroundDeath 17566 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 17567 DestructionDelay = 99999999; destruction will happen when we 17568 RollRate = 0.2 17569 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 17570 PitchRate = 0.0 17571 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 17572 FXInitialDeath = FX_RaptorDeathInitial 17573 OCLInitialDeath = OCL_RaptorDeathInitial 17574 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 17575 FXSecondary = FX_JetDeathSecondary 17576 OCLSecondary = OCL_RaptorDeathSecondary 17577 FXHitGround = FX_JetDeathHitGround 17578 OCLHitGround = OCL_RaptorDeathHitGround 17579 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 17580 FXFinalBlowUp = FX_JetDeathFinalBlowUp 17581 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 17582 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 17583 End 17584 Behavior = EjectPilotDie ModuleTag_06 17585 ExemptStatus = HIJACKED 17586 GroundCreationList = OCL_EjectPilotOnGround 17587 AirCreationList = OCL_EjectPilotViaParachute 17588 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 17589 End 17590 17591 Behavior = PhysicsBehavior ModuleTag_07 17592 Mass = 500.0 17593 End 17594 17595 Behavior = TransitionDamageFX ModuleTag_08 17596 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 17597 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 17598 End 17599 17600 Behavior = JetAIUpdate ModuleTag_09 17601 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 17602 ; note that it's expressed as a percent of max health, not an absolute 17603 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 17604 TakeoffPause = 500 17605 MinHeight = 5 17606 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 17607 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 17608 End 17609 Locomotor = SET_NORMAL RaptorJetLocomotor 17610 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 17611 17612 Behavior = FlammableUpdate ModuleTag_21 17613 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17614 AflameDamageAmount = 3 ; taking this much damage... 17615 AflameDamageDelay = 500 ; this often. 17616 End 17617 Behavior = PointDefenseLaserUpdate ModuleTag_22 17618 WeaponTemplate = AirF_RaptorPointDefenseLaser 17619 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 17620 ScanRate = 10 17621 ScanRange = 200.0 17622 PredictTargetVelocityFactor = 2.0 17623 End 17624 Behavior = StealthDetectorUpdate ModuleTag_24 17625 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 17626 ;DetectionRange = 250 ;Dustin, enable this for independant balancing! 17627 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 17628 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 17629 End 17630 17631 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 17632 WeaponTemplate = AirF_PointDefenseLaser 17633 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 17634 ScanRate = 0 17635 ScanRange = 200.0 17636 PredictTargetVelocityFactor = 1.0 17637 End 17638 17639 Behavior = ArmorUpgrade ModuleTag_Armor25 17640 TriggeredBy = Upgrade_AmericaCountermeasures 17641 End 17642 17643 Behavior = CountermeasuresBehavior ModuleTag_26 17644 TriggeredBy = Upgrade_AmericaCountermeasures 17645 FlareTemplateName = CountermeasureFlare 17646 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 17647 VolleySize = 4 ; Number of flares launched per volley (requires bones) 17648 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 17649 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 17650 DelayBetweenVolleys = 1000 ; Time between flare volleys 17651 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 17652 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 17653 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 17654 ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 17655 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 17656 End 17657 17658 17659 17660 Geometry = Box 17661 GeometryIsSmall = Yes 17662 GeometryMajorRadius = 14.0 17663 GeometryMinorRadius = 7.0 17664 GeometryHeight = 5.0 17665 Shadow = SHADOW_VOLUME 17666 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 17667 17668 End 17669 17670 17671 17672 17673 17674 17675 17676 17677 17678 17679 17680 17681 17682 17683 17684 17685 17686 17687 17688 17689 17690 17691 17692 17693 17694 17695 17696 17697 ;------------------------------------------------------------------------------ 17698 Object AirF_AmericaJetB3 17699 17700 ; *** ART Parameters *** 17701 Draw = W3DModelDraw ModuleTag_01 17702 DefaultConditionState 17703 Model = AVB3bmbr 17704 ParticleSysBone = Engine01 JetBlackTrailThin 17705 ParticleSysBone = Engine02 JetBlackTrailThin 17706 ParticleSysBone = WingTip01 JetContrailThin 17707 ParticleSysBone = WingTip02 JetContrailThin 17708 ParticleSysBone = WingTip03 JetContrailThin 17709 ParticleSysBone = WingTip04 JetContrailThin 17710 End 17711 ConditionState = DAMAGED 17712 Model = AVB3bmbr_D 17713 ParticleSysBone = Smoke01 JetFireLarge 17714 ParticleSysBone = Smoke02 JetFireLarge 17715 ParticleSysBone = Engine01 JetBlackTrailThin 17716 ParticleSysBone = Engine02 JetBlackTrailThin 17717 ParticleSysBone = Engine03 JetBlackTrailThin 17718 ParticleSysBone = Engine04 JetBlackTrailThin 17719 ParticleSysBone = Smoke01 JetSmokeLarge 17720 ParticleSysBone = Smoke02 JetSmokeLarge 17721 End 17722 ConditionState = REALLYDAMAGED 17723 Model = AVB3bmbr_D 17724 ParticleSysBone = Smoke01 JetFireLarge 17725 ParticleSysBone = Smoke02 JetFireLarge 17726 ParticleSysBone = Engine01 JetBlackTrailThin 17727 ParticleSysBone = Engine02 JetBlackTrailThin 17728 ParticleSysBone = Engine03 JetBlackTrailThin 17729 ParticleSysBone = Engine04 JetBlackTrailThin 17730 ParticleSysBone = Smoke01 JetSmokeLarge 17731 ParticleSysBone = Smoke02 JetSmokeLarge 17732 End 17733 ConditionState = RUBBLE 17734 Model = AVB3bmbr_D1 17735 ParticleSysBone = Smoke01 JetFireLarge 17736 ParticleSysBone = Smoke02 JetFireLarge 17737 ParticleSysBone = Smoke01 JetSmokeLarge 17738 ParticleSysBone = Smoke02 JetSmokeLarge 17739 End 17740 OkToChangeModelColor = Yes 17741 End 17742 17743 ; Draw = W3DModelDraw ModuleTag_02 17744 ; DefaultConditionState 17745 ; Model = AVB3bmbr_A2K 17746 ; End 17747 ; ConditionState = DOOR_1_OPENING 17748 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 17749 ; AnimationMode = ONCE 17750 ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 17751 ; End 17752 ; ConditionState = DOOR_1_CLOSING 17753 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 17754 ; AnimationMode = ONCE_BACKWARDS 17755 ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 17756 ; End 17757 17758 ; ConditionState = REALLYDAMAGED 17759 ; Model = AVB3bmbr_A2DU 17760 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 17761 ; AnimationMode = MANUAL 17762 ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 17763 ; End 17764 ; ConditionState = DOOR_1_OPENING REALLYDAMAGED 17765 ; Model = AVB3bmbr_A2DU 17766 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 17767 ; AnimationMode = ONCE 17768 ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 17769 ; End 17770 ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED 17771 ; Model = AVB3bmbr_A2DU 17772 ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 17773 ; AnimationMode = ONCE_BACKWARDS 17774 ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 17775 ; End 17776 ; End 17777 17778 ; ***DESIGN parameters *** 17779 DisplayName = OBJECT:B52 17780 EditorSorting = VEHICLE 17781 Side = AmericaAirForceGeneral 17782 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 17783 VisionRange = 0.0 17784 ArmorSet 17785 Conditions = None 17786 Armor = AirplaneArmor 17787 DamageFX = TankDamageFX 17788 End 17789 ArmorSet 17790 Conditions = PLAYER_UPGRADE 17791 Armor = CountermeasuresAirplaneArmor 17792 DamageFX = None 17793 End 17794 CommandSet = Command_ScriptedTransportDrops 17795 17796 ; *** AUDIO Parameters *** 17797 SoundAmbient = B3BomberAmbientLoop 17798 SoundAmbientRubble = NoSound 17799 17800 ; *** ENGINEERING Parameters *** 17801 RadarPriority = UNIT 17802 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 17803 Body = ActiveBody ModuleTag_03 17804 MaxHealth = 1000.0 17805 InitialHealth = 1000.0 17806 End 17807 17808 ExperienceValue = 50 50 50 50 ; Experience point value at each level 17809 17810 ;SCRIPTED SUPPORT: These special powers are triggered directly 17811 ;from the transport without creating a transport. This is done 17812 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 17813 ;which also prevents creating the payload transport. 17814 Behavior = OCLSpecialPower ModuleTag_04 17815 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 17816 OCL = SUPERWEAPON_DaisyCutter 17817 CreateLocation = USE_OWNER_OBJECT 17818 ScriptedSpecialPowerOnly = Yes 17819 End 17820 Behavior = OCLSpecialPower ModuleTag_05 17821 SpecialPowerTemplate = SuperweaponMOAB ;@@KRIS@@ 17822 OCL = SUPERWEAPON_MOAB 17823 CreateLocation = USE_OWNER_OBJECT 17824 ScriptedSpecialPowerOnly = Yes 17825 End 17826 17827 Behavior = PhysicsBehavior ModuleTag_07 17828 Mass = 500.0 17829 End 17830 17831 Behavior = DeliverPayloadAIUpdate ModuleTag_08 17832 DoorDelay = 500 17833 MaxAttempts = 4 17834 DropOffset = X:0 Y:0 Z:-10 17835 DropDelay = 300 ; time in between each item dropped (if more than one) 17836 PutInContainer = AmericaParachute 17837 DeliveryDistance = 150 17838 End 17839 Locomotor = SET_NORMAL B3Locomotor 17840 17841 Behavior = TransportContain ModuleTag_09 17842 Slots = 100 ; hey, it's a BIG transport 17843 ScatterNearbyOnExit = No 17844 OrientLikeContainerOnExit = Yes 17845 KeepContainerVelocityOnExit = Yes 17846 ExitPitchRate = 30 17847 ExitBone = WeaponA01 17848 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 17849 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 17850 NumberOfExitPaths = 0 17851 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 17852 End 17853 17854 Behavior = JetSlowDeathBehavior ModuleTag_10 17855 DestructionDelay = 2000 17856 RollRate = 0.0 17857 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 17858 PitchRate = 0 17859 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 17860 FXInitialDeath = FX_JetBigDeathInitial 17861 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 17862 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 17863 OCLSecondary = OCL_AmericaJetCargoHulkDeath 17864 FXSecondary = FX_BigPlaneDeath 17865 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 17866 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 17867 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 17868 End 17869 17870 Behavior = TransitionDamageFX ModuleTag_11 17871 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 17872 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 17873 End 17874 17875 Behavior = ArmorUpgrade ModuleTag_Armor01 17876 TriggeredBy = Upgrade_AmericaCountermeasures 17877 End 17878 17879 Behavior = CountermeasuresBehavior ModuleTag_12 17880 TriggeredBy = Upgrade_AmericaCountermeasures 17881 FlareTemplateName = CountermeasureFlare 17882 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 17883 VolleySize = 4 ; Number of flares launched per volley (requires bones) 17884 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 17885 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 17886 DelayBetweenVolleys = 1000 ; Time between flare volleys 17887 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 17888 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 17889 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 17890 ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 17891 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 17892 End 17893 17894 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 17895 WeaponTemplate = AirF_PointDefenseLaser 17896 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 17897 ScanRate = 0 17898 ScanRange = 200.0 17899 PredictTargetVelocityFactor = 1.0 17900 End 17901 17902 Geometry = Box 17903 GeometryIsSmall = No 17904 GeometryMajorRadius = 60.0 17905 GeometryMinorRadius = 10.0 17906 GeometryHeight = 10.0 17907 Shadow = SHADOW_VOLUME 17908 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 17909 17910 End 17911 17912 17913 17914 17915 17916 17917 17918 17919 17920 17921 17922 17923 17924 17925 17926 17927 17928 17929 17930 17931 17932 17933 17934 17935 17936 17937 17938
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