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1 ;------------------------------------------------------------------------------ 2 Object Boss_PatriotBinaryDataStream 3 ; *** ART Parameters *** 4 Draw = W3DLaserDraw ModuleTag_01 5 Texture = EXBinaryStream32.tga 6 NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 7 InnerBeamWidth = 4 ;The total width of beam 8 InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) 9 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 10 ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) 11 Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 12 ArcHeight = 30.0 ;The height of the arc 13 SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio 14 TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 15 End 16 17 KindOf = IMMOBILE 18 ClientUpdate = LaserUpdate ModuleTag_02 19 ;nothing 20 End 21 22 ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state. 23 Behavior = DeletionUpdate ModuleTag_03 24 MinLifetime = 600 ; min lifetime in msec 25 MaxLifetime = 600 ; max lifetime in msec 26 End 27 End 28 29 30 31 ;------------------------------------------------------------------------------ 32 ;USA Construction Dozer or USDozer 33 Object Boss_VehicleDozer 34 35 ; *** ART Parameters *** 36 SelectPortrait = SACDozer_L 37 ButtonImage = SACDozer 38 39 ;UpgradeCameo1 = NONE 40 ;UpgradeCameo2 = NONE 41 ;UpgradeCameo3 = NONE 42 ;UpgradeCameo4 = NONE 43 ;UpgradeCameo5 = NONE 44 45 Draw = W3DTruckDraw ModuleTag_01 46 47 OkToChangeModelColor = Yes 48 49 DefaultConditionState 50 Model = AVCONSTDOZ_A 51 ParticleSysBone = EXHAUSTFX01 DozerSmokeLight 52 WaitForStateToFinishIfPossible = TRANS_DIGGING 53 End 54 55 ConditionState = PREATTACK_A 56 Animation = AVCONSTDOZ_A.AVCONSTDOZ_A 57 AnimationMode = ONCE 58 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 59 ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt 60 TransitionKey = TRANS_DIGGING 61 End 62 63 ConditionState = MOVING 64 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 65 WaitForStateToFinishIfPossible = TRANS_DIGGING 66 End 67 68 ConditionState = REALLYDAMAGED RUBBLE 69 Model = AVCONSTDOZ_AD 70 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 71 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 72 End 73 74 ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE 75 Model = AVCONSTDOZ_AD 76 Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD 77 AnimationMode = ONCE 78 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 79 TransitionKey = TRANS_DIGGING_DAMAGED 80 End 81 82 ConditionState = MOVING REALLYDAMAGED RUBBLE 83 Model = AVCONSTDOZ_AD 84 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 85 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 86 End 87 88 89 TrackMarks = EXTireTrack2.tga 90 Dust = RocketBuggyDust 91 DirtSpray = RocketBuggyDirtSpray 92 93 ; These parameters are only used if the model has a separate suspension, 94 ; and the locomotor has HasSuspension = Yes. 95 96 LeftFrontTireBone = TIRE01 97 RightFrontTireBone = TIRE02 98 LeftRearTireBone = TIRE03 99 RightRearTireBone = TIRE04 100 101 TireRotationMultiplier = 0.2 ; this * speed = rotation. 102 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 103 104 ParticlesAttachedToAnimatedBones = Yes 105 106 107 End 108 109 110 111 ; ***DESIGN parameters *** 112 DisplayName = OBJECT:Dozer 113 Side = Boss 114 EditorSorting = VEHICLE 115 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 116 BuildCost = 1000 117 BuildTime = 5.0 ; in seconds 118 VisionRange = 200 119 ShroudClearingRange = 200 120 121 WeaponSet 122 Conditions = None 123 Weapon = PRIMARY None 124 End 125 WeaponSet 126 Conditions = MINE_CLEARING_DETAIL 127 Weapon = PRIMARY DozerMineDisarmingWeapon 128 End 129 130 ArmorSet 131 Conditions = None 132 Armor = DozerArmor ;Special Explosion-Proof Armor 133 DamageFX = TankDamageFX 134 End 135 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 136 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 137 CommandSet = Boss_AmericaDozerCommandSet 138 139 ; *** AUDIO Parameters *** 140 VoiceSelect = DozerChinaVoiceSelect 141 VoiceMove = DozerChinaVoiceMove 142 VoiceEnter = DozerChinaVoiceMove 143 VoiceTaskComplete = DozerChinaVoiceBuildComplete 144 SoundMoveStart = DozerChinaMoveStart 145 SoundMoveStartDamaged = DozerChinaMoveStart 146 147 UnitSpecificSounds 148 VoiceCreate = DozerChinaVoiceCreate 149 VoiceCrush = DozerChinaVoiceCrush 150 VoiceNoBuild = DozerChinaVoiceBuildNot 151 VoiceRepair = DozerChinaVoiceRepair 152 VoiceDisarm = DozerChinaVoiceClearMine 153 VoiceEnter = DozerChinaVoiceMove 154 VoiceBuildResponse = DozerChinaVoiceBuild 155 End 156 157 ; *** ENGINEERING Parameters *** 158 RadarPriority = UNIT 159 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 160 161 Body = ActiveBody ModuleTag_02 162 MaxHealth = 250.0 163 InitialHealth = 250.0 164 165 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 166 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 167 SubdualDamageCap = 500 168 SubdualDamageHealRate = 500 169 SubdualDamageHealAmount = 50 170 End 171 Behavior = DozerAIUpdate ModuleTag_03 172 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 173 BoredTime = 5000 ; in milliseconds 174 BoredRange = 150 ; when bored, we look this far away to do something 175 ; the only "enemies" that workers can acquire are mines, to be disarmed... 176 AutoAcquireEnemiesWhenIdle = Yes 177 End 178 179 Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor 180 181 Behavior = PhysicsBehavior ModuleTag_04 182 Mass = 75.0 183 End 184 185 Behavior = StealthDetectorUpdate ModuleTag_05 186 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 187 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 188 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 189 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 190 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 191 End 192 193 Behavior = TransitionDamageFX ModuleTag_06 194 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 195 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 196 End 197 198 ; Catch fire, and explode death 199 Behavior = SlowDeathBehavior ModuleTag_07 200 DeathTypes = ALL -CRUSHED -SPLATTED 201 ProbabilityModifier = 100 202 DestructionDelay = 1500 203 DestructionDelayVariance = 600 204 FX = INITIAL FX_CrusaderCatchFire 205 OCL = FINAL OCL_AmericaDozerExplode 206 FX = FINAL FX_BattleMasterExplosionOneFinal 207 End 208 209 Behavior = CreateCrateDie ModuleTag_CratesChange 210 CrateData = SalvageCrateData 211 End 212 213 Behavior = FlammableUpdate ModuleTag_21 214 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 215 AflameDamageAmount = 3 ; taking this much damage... 216 AflameDamageDelay = 500 ; this often. 217 End 218 219 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 220 ;;;;;;;; End 221 222 Behavior = FXListDie ModuleTag_23 223 DeathTypes = NONE +CRUSHED +SPLATTED 224 DeathFX = FX_CarCrush 225 End 226 227 Behavior = DestroyDie ModuleTag_24 228 DeathTypes = NONE +CRUSHED +SPLATTED 229 End 230 231 Geometry = BOX 232 GeometryMajorRadius = 15.0 233 GeometryMinorRadius = 10.0 234 GeometryHeight = 15.0 235 GeometryIsSmall = Yes 236 Shadow = SHADOW_VOLUME 237 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 238 239 End 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 Object Boss_CommandCenter 288 289 ; *** ART Parameters *** 290 291 ; ------------ the main building itself ----------------- 292 SelectPortrait = SNComCentr_L 293 ButtonImage = SNComCentr 294 Draw = W3DModelDraw ModuleTag_01 295 OkToChangeModelColor = Yes 296 297 ; DAY ************************************ 298 DefaultConditionState 299 Model = NBConYard 300 Animation = NBConYard.NBConYard 301 AnimationMode = LOOP 302 End 303 ConditionState = DAMAGED 304 Model = NBConYard_D 305 Animation = NBConYard_D.NBConYard_D 306 AnimationMode = LOOP 307 ParticleSysBone = Fire01 SmolderingFire 308 ParticleSysBone = Fire02 SmolderingFire 309 ParticleSysBone = Fire03 SmolderingFire 310 ParticleSysBone = Smoke01 SmolderingSmoke 311 ParticleSysBone = Smoke02 SmolderingSmoke 312 ParticleSysBone = Smoke03 SmolderingSmoke 313 End 314 ConditionState = REALLYDAMAGED RUBBLE 315 Model = NBConYard_E 316 Animation = NBConYard_E.NBConYard_E 317 AnimationMode = LOOP 318 ParticleSysBone = Fire01 SmolderingFire 319 ParticleSysBone = Fire02 SmolderingFire 320 ParticleSysBone = Fire03 SmolderingFire 321 ParticleSysBone = Fire04 SmolderingFire 322 ParticleSysBone = Fire05 SmolderingFire 323 ParticleSysBone = Fire06 SmolderingFire 324 ParticleSysBone = Fire07 SmolderingFire 325 ParticleSysBone = Smoke01 SmolderingSmoke 326 ParticleSysBone = Smoke02 SmolderingSmoke 327 ParticleSysBone = Smoke03 SmolderingSmoke 328 End 329 330 331 ;NIGHT *********************************** 332 ConditionState = NIGHT 333 Model = NBConYard_N 334 Animation = NBConYard_N.NBConYard_N 335 AnimationMode = LOOP 336 End 337 ConditionState = DAMAGED NIGHT 338 Model = NBConYard_DN 339 Animation = NBConYard_DN.NBConYard_DN 340 AnimationMode = LOOP 341 ParticleSysBone = Fire01 SmolderingFire 342 ParticleSysBone = Fire02 SmolderingFire 343 ParticleSysBone = Fire03 SmolderingFire 344 ParticleSysBone = Smoke01 SmolderingSmoke 345 ParticleSysBone = Smoke02 SmolderingSmoke 346 ParticleSysBone = Smoke03 SmolderingSmoke 347 End 348 ConditionState = REALLYDAMAGED RUBBLE NIGHT 349 Model = NBConYard_EN 350 Animation = NBConYard_EN.NBConYard_EN 351 AnimationMode = LOOP 352 ParticleSysBone = Fire01 SmolderingFire 353 ParticleSysBone = Fire02 SmolderingFire 354 ParticleSysBone = Fire03 SmolderingFire 355 ParticleSysBone = Fire04 SmolderingFire 356 ParticleSysBone = Fire05 SmolderingFire 357 ParticleSysBone = Fire06 SmolderingFire 358 ParticleSysBone = Fire07 SmolderingFire 359 ParticleSysBone = Smoke01 SmolderingSmoke 360 ParticleSysBone = Smoke02 SmolderingSmoke 361 ParticleSysBone = Smoke03 SmolderingSmoke 362 End 363 364 365 ;SNOW ************************************* 366 ConditionState = SNOW 367 Model = NBConYard_S 368 Animation = NBConYard_S.NBConYard_S 369 AnimationMode = LOOP 370 End 371 ConditionState = DAMAGED SNOW 372 Model = NBConYard_DS 373 Animation = NBConYard_DS.NBConYard_DS 374 AnimationMode = LOOP 375 ParticleSysBone = Fire01 SmolderingFire 376 ParticleSysBone = Fire02 SmolderingFire 377 ParticleSysBone = Fire03 SmolderingFire 378 ParticleSysBone = Smoke01 SmolderingSmoke 379 ParticleSysBone = Smoke02 SmolderingSmoke 380 ParticleSysBone = Smoke03 SmolderingSmoke 381 End 382 ConditionState = REALLYDAMAGED RUBBLE SNOW 383 Model = NBConYard_ES 384 Animation = NBConYard_ES.NBConYard_ES 385 AnimationMode = LOOP 386 ParticleSysBone = Fire01 SmolderingFire 387 ParticleSysBone = Fire02 SmolderingFire 388 ParticleSysBone = Fire03 SmolderingFire 389 ParticleSysBone = Fire04 SmolderingFire 390 ParticleSysBone = Fire05 SmolderingFire 391 ParticleSysBone = Fire06 SmolderingFire 392 ParticleSysBone = Fire07 SmolderingFire 393 ParticleSysBone = Smoke01 SmolderingSmoke 394 ParticleSysBone = Smoke02 SmolderingSmoke 395 ParticleSysBone = Smoke03 SmolderingSmoke 396 End 397 398 ;NIGHT SNOW ***************************** 399 ConditionState = NIGHT SNOW 400 Model = NBConYard_NS 401 Animation = NBConYard_NS.NBConYard_NS 402 AnimationMode = LOOP 403 End 404 ConditionState = DAMAGED NIGHT SNOW 405 Model = NBConYard_DNS 406 Animation = NBConYard_DNS.NBConYard_DNS 407 AnimationMode = LOOP 408 ParticleSysBone = Fire01 SmolderingFire 409 ParticleSysBone = Fire02 SmolderingFire 410 ParticleSysBone = Fire03 SmolderingFire 411 ParticleSysBone = Smoke01 SmolderingSmoke 412 ParticleSysBone = Smoke02 SmolderingSmoke 413 ParticleSysBone = Smoke03 SmolderingSmoke 414 End 415 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 416 Model = NBConYard_ENS 417 Animation = NBConYard_ENS.NBConYard_ENS 418 AnimationMode = LOOP 419 ParticleSysBone = Fire01 SmolderingFire 420 ParticleSysBone = Fire02 SmolderingFire 421 ParticleSysBone = Fire03 SmolderingFire 422 ParticleSysBone = Fire04 SmolderingFire 423 ParticleSysBone = Fire05 SmolderingFire 424 ParticleSysBone = Fire06 SmolderingFire 425 ParticleSysBone = Fire07 SmolderingFire 426 ParticleSysBone = Smoke01 SmolderingSmoke 427 ParticleSysBone = Smoke02 SmolderingSmoke 428 ParticleSysBone = Smoke03 SmolderingSmoke 429 End 430 431 ;************************************************************************************************************************** 432 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 433 ;for this draw module 434 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 435 Model = NBConYard 436 Animation = NBConYard.NBConYard 437 AnimationMode = LOOP 438 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 439 End 440 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 441 Model = NBConYard_D 442 Animation = NBConYard_D.NBConYard_D 443 AnimationMode = LOOP 444 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 445 End 446 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 447 Model = NBConYard_E 448 Animation = NBConYard_E.NBConYard_E 449 AnimationMode = LOOP 450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 451 End 452 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 453 Model = NBConYard_N 454 Animation = NBConYard_N.NBConYard_N 455 AnimationMode = LOOP 456 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 457 End 458 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 459 Model = NBConYard_DN 460 Animation = NBConYard_DN.NBConYard_DN 461 AnimationMode = LOOP 462 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 463 End 464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 465 Model = NBConYard_EN 466 Animation = NBConYard_EN.NBConYard_EN 467 AnimationMode = LOOP 468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 469 End 470 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 471 Model = NBConYard_S 472 Animation = NBConYard_S.NBConYard_S 473 AnimationMode = LOOP 474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 475 End 476 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 477 Model = NBConYard_DS 478 Animation = NBConYard_DS.NBConYard_DS 479 AnimationMode = LOOP 480 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 481 End 482 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 483 Model = NBConYard_ES 484 Animation = NBConYard_ES.NBConYard_ES 485 AnimationMode = LOOP 486 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 487 End 488 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 489 Model = NBConYard_NS 490 Animation = NBConYard_NS.NBConYard_NS 491 AnimationMode = LOOP 492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 493 End 494 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 495 Model = NBConYard_DNS 496 Animation = NBConYard_DNS.NBConYard_DNS 497 AnimationMode = LOOP 498 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 499 End 500 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 501 Model = NBConYard_ENS 502 Animation = NBConYard_ENS.NBConYard_ENS 503 AnimationMode = LOOP 504 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 505 End 506 507 ConditionState = AWAITING_CONSTRUCTION 508 Model = NONE 509 End 510 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 511 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 512 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 513 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 514 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 515 AliasConditionState = AWAITING_CONSTRUCTION SNOW 516 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 517 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 518 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 519 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 520 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 521 AliasConditionState = SOLD 522 AliasConditionState = SOLD DAMAGED 523 AliasConditionState = SOLD REALLYDAMAGED 524 AliasConditionState = SOLD NIGHT 525 AliasConditionState = SOLD NIGHT DAMAGED 526 AliasConditionState = SOLD NIGHT REALLYDAMAGED 527 AliasConditionState = SOLD SNOW 528 AliasConditionState = SOLD SNOW DAMAGED 529 AliasConditionState = SOLD SNOW REALLYDAMAGED 530 AliasConditionState = SOLD NIGHT SNOW 531 AliasConditionState = SOLD NIGHT SNOW DAMAGED 532 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 533 ;************************************************************************************************************************** 534 End 535 536 ; ------------ Radar Extending ----------------- 537 Draw = W3DModelDraw ModuleTag_02 538 539 DefaultConditionState 540 Model = None 541 End 542 AliasConditionState = DAMAGED 543 AliasConditionState = REALLYDAMAGED RUBBLE 544 545 ConditionState = RADAR_EXTENDING RADAR_UPGRADED 546 Model = NBConYard_A2 547 Animation = NBConYard_A2.NBConYard_A2 548 AnimationMode = ONCE 549 Flags = START_FRAME_FIRST 550 End 551 552 ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 553 Model = NBConYard_A2D 554 Animation = NBConYard_A2D.NBConYard_A2D 555 AnimationMode = ONCE 556 Flags = START_FRAME_FIRST 557 End 558 559 ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 560 Model = NBConYard_A2E 561 Animation = NBConYard_A2E.NBConYard_A2E 562 AnimationMode = ONCE 563 Flags = START_FRAME_FIRST 564 End 565 566 ConditionState = RADAR_UPGRADED 567 Model = NBConYard_A2 568 Animation = NBConYard_A2.NBConYard_A2 569 AnimationMode = MANUAL 570 Flags = START_FRAME_LAST 571 End 572 573 ConditionState = RADAR_UPGRADED DAMAGED 574 Model = NBConYard_A2D 575 Animation = NBConYard_A2D.NBConYard_A2D 576 AnimationMode = MANUAL 577 Flags = START_FRAME_LAST 578 End 579 580 ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE 581 Model = NBConYard_A2E 582 Animation = NBConYard_A2E.NBConYard_A2E 583 AnimationMode = MANUAL 584 Flags = START_FRAME_LAST 585 End 586 587 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 588 Model = NBConYard_A2 589 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 590 End 591 592 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 593 Model = NBConYard_A2D 594 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 595 End 596 597 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 598 Model = NBConYard_A2E 599 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 600 End 601 602 End 603 PlacementViewAngle = -135 604 605 ; ------------ construction-zone fence ----------------- 606 Draw = W3DModelDraw ModuleTag_03 607 AnimationsRequirePower = No 608 DefaultConditionState 609 Model = None 610 TransitionKey = DOWN_DEFAULT 611 End 612 ConditionState = NIGHT 613 Model = None 614 TransitionKey = DOWN_DEFAULT 615 End 616 ConditionState = SNOW 617 Model = None 618 TransitionKey = DOWN_DEFAULT 619 End 620 ConditionState = SNOW NIGHT 621 Model = None 622 TransitionKey = DOWN_DEFAULT 623 End 624 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 625 Model = NBConYard_A4 626 Animation = NBConYard_A4.NBConYard_A4 627 AnimationMode = MANUAL 628 Flags = START_FRAME_LAST 629 TransitionKey = UP_DAY 630 ParticleSysBone = Pit SmolderingFire 631 ParticleSysBone = Pit01 SmolderingFire 632 ParticleSysBone = Pit SmolderingSmoke 633 ParticleSysBone = Pit01 SmolderingSmoke 634 End 635 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 636 Model = NBConYard_A4N 637 Animation = NBConYard_A4N.NBConYard_A4N 638 AnimationMode = MANUAL 639 Flags = START_FRAME_LAST 640 TransitionKey = UP_NIGHT 641 ParticleSysBone = Pit SmolderingFire 642 ParticleSysBone = Pit01 SmolderingFire 643 ParticleSysBone = Pit SmolderingSmoke 644 ParticleSysBone = Pit01 SmolderingSmoke 645 End 646 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 647 Model = NBConYard_A4S 648 Animation = NBConYard_A4S.NBConYard_A4S 649 AnimationMode = MANUAL 650 Flags = START_FRAME_LAST 651 TransitionKey = UP_SNOW 652 ParticleSysBone = Pit SmolderingFire 653 ParticleSysBone = Pit01 SmolderingFire 654 ParticleSysBone = Pit SmolderingSmoke 655 ParticleSysBone = Pit01 SmolderingSmoke 656 End 657 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 658 Model = NBConYard_A4SN 659 Animation = NBConYard_A4SN.NBConYard_A4SN 660 AnimationMode = MANUAL 661 Flags = START_FRAME_LAST 662 TransitionKey = UP_SNOWNIGHT 663 ParticleSysBone = Pit SmolderingFire 664 ParticleSysBone = Pit01 SmolderingFire 665 ParticleSysBone = Pit SmolderingSmoke 666 ParticleSysBone = Pit01 SmolderingSmoke 667 End 668 TransitionState = DOWN_DEFAULT UP_DAY 669 Model = NBConYard_A4 670 Animation = NBConYard_A4.NBConYard_A4 671 AnimationMode = ONCE 672 AnimationSpeedFactorRange = 1.0 1.0 673 Flags = START_FRAME_FIRST 674 ParticleSysBone = Pit SmolderingFire 675 ParticleSysBone = Pit01 SmolderingFire 676 ParticleSysBone = Pit SmolderingSmoke 677 ParticleSysBone = Pit01 SmolderingSmoke 678 End 679 TransitionState = DOWN_DEFAULT UP_NIGHT 680 Model = NBConYard_A4N 681 Animation = NBConYard_A4N.NBConYard_A4N 682 AnimationMode = ONCE 683 AnimationSpeedFactorRange = 1.0 1.0 684 Flags = START_FRAME_FIRST 685 ParticleSysBone = Pit SmolderingFire 686 ParticleSysBone = Pit01 SmolderingFire 687 ParticleSysBone = Pit SmolderingSmoke 688 ParticleSysBone = Pit01 SmolderingSmoke 689 End 690 TransitionState = DOWN_DEFAULT UP_SNOW 691 Model = NBConYard_A4S 692 Animation = NBConYard_A4S.NBConYard_A4S 693 AnimationMode = ONCE 694 AnimationSpeedFactorRange = 1.0 1.0 695 Flags = START_FRAME_FIRST 696 ParticleSysBone = Pit SmolderingFire 697 ParticleSysBone = Pit01 SmolderingFire 698 ParticleSysBone = Pit SmolderingSmoke 699 ParticleSysBone = Pit01 SmolderingSmoke 700 End 701 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 702 Model = NBConYard_A4SN 703 Animation = NBConYard_A4SN.NBConYard_A4SN 704 AnimationMode = ONCE 705 AnimationSpeedFactorRange = 1.0 1.0 706 Flags = START_FRAME_FIRST 707 ParticleSysBone = Pit SmolderingFire 708 ParticleSysBone = Pit01 SmolderingFire 709 ParticleSysBone = Pit SmolderingSmoke 710 ParticleSysBone = Pit01 SmolderingSmoke 711 End 712 TransitionState = UP_DAY DOWN_DEFAULT 713 Model = NBConYard_A4 714 Animation = NBConYard_A4.NBConYard_A4 715 AnimationMode = ONCE_BACKWARDS 716 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 717 Flags = START_FRAME_LAST 718 ParticleSysBone = Pit SmolderingFire 719 ParticleSysBone = Pit01 SmolderingFire 720 ParticleSysBone = Pit SmolderingSmoke 721 ParticleSysBone = Pit01 SmolderingSmoke 722 End 723 TransitionState = UP_NIGHT DOWN_DEFAULT 724 Model = NBConYard_A4N 725 Animation = NBConYard_A4N.NBConYard_A4N 726 AnimationMode = ONCE_BACKWARDS 727 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 728 Flags = START_FRAME_LAST 729 ParticleSysBone = Pit SmolderingFire 730 ParticleSysBone = Pit01 SmolderingFire 731 ParticleSysBone = Pit SmolderingSmoke 732 ParticleSysBone = Pit01 SmolderingSmoke 733 End 734 TransitionState = UP_SNOW DOWN_DEFAULT 735 Model = NBConYard_A4S 736 Animation = NBConYard_A4S.NBConYard_A4S 737 AnimationMode = ONCE_BACKWARDS 738 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 739 Flags = START_FRAME_LAST 740 ParticleSysBone = Pit SmolderingFire 741 ParticleSysBone = Pit01 SmolderingFire 742 ParticleSysBone = Pit SmolderingSmoke 743 ParticleSysBone = Pit01 SmolderingSmoke 744 End 745 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 746 Model = NBConYard_A4SN 747 Animation = NBConYard_A4SN.NBConYard_A4SN 748 AnimationMode = ONCE_BACKWARDS 749 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 750 Flags = START_FRAME_LAST 751 ParticleSysBone = Pit SmolderingFire 752 ParticleSysBone = Pit01 SmolderingFire 753 ParticleSysBone = Pit SmolderingSmoke 754 ParticleSysBone = Pit01 SmolderingSmoke 755 End 756 End 757 758 ; ------------ under-construction scaffolding ----------------- 759 Draw = W3DModelDraw ModuleTag_04 760 AnimationsRequirePower = No 761 MinLODRequired = MEDIUM 762 DefaultConditionState 763 Model = None 764 TransitionKey = DOWN_DEFAULT 765 End 766 ConditionState = NIGHT 767 Model = None 768 TransitionKey = DOWN_DEFAULT 769 End 770 ConditionState = SNOW 771 Model = None 772 TransitionKey = DOWN_DEFAULT 773 End 774 ConditionState = SNOW NIGHT 775 Model = None 776 TransitionKey = DOWN_DEFAULT 777 End 778 ConditionState = PARTIALLY_CONSTRUCTED 779 Model = NBConYard_A6 780 Animation = NBConYard_A6.NBConYard_A6 781 AnimationMode = MANUAL 782 Flags = START_FRAME_LAST 783 TransitionKey = UP_DAY 784 ParticleSysBone = Dust01 BuildingDustChina 785 ParticleSysBone = SmokeM01 BuildUpSmokeChina 786 ParticleSysBone = SmokeS02 BuildUpSmokeChina 787 ParticleSysBone = SparksM01 BuildUpSmokeChina 788 ParticleSysBone = SparksM02 BuildUpSmokeChina 789 ParticleSysBone = SparksS01 BuildUpSmokeChina 790 ParticleSysBone = SparksS02 BuildUpSmokeChina 791 End 792 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 793 Model = NBConYard_A6N 794 Animation = NBConYard_A6N.NBConYard_A6N 795 AnimationMode = MANUAL 796 Flags = START_FRAME_LAST 797 TransitionKey = UP_NIGHT 798 799 ParticleSysBone = Dust01 BuildingDustChina 800 ParticleSysBone = SmokeM01 BuildUpSmokeChina 801 ParticleSysBone = SmokeS02 BuildUpSmokeChina 802 ParticleSysBone = SparksM01 BuildUpSmokeChina 803 ParticleSysBone = SparksM02 BuildUpSmokeChina 804 ParticleSysBone = SparksS01 BuildUpSmokeChina 805 ParticleSysBone = SparksS02 BuildUpSmokeChina 806 End 807 ConditionState = SNOW PARTIALLY_CONSTRUCTED 808 Model = NBConYard_A6S 809 Animation = NBConYard_A6S.NBConYard_A6S 810 AnimationMode = MANUAL 811 Flags = START_FRAME_LAST 812 TransitionKey = UP_SNOW 813 ParticleSysBone = Dust01 BuildingSnowDust 814 ParticleSysBone = SmokeM01 BuildUpSnowSmoke 815 ParticleSysBone = SmokeS02 BuildUpSnowSmoke 816 ParticleSysBone = SparksM01 BuildUpSnowSmoke 817 ParticleSysBone = SparksM02 BuildUpSnowSmoke 818 ParticleSysBone = SparksS01 BuildUpSnowSmoke 819 ParticleSysBone = SparksS02 BuildUpSnowSmoke 820 End 821 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 822 Model = NBConYard_A6SN 823 Animation = NBConYard_A6SN.NBConYard_A6SN 824 AnimationMode = MANUAL 825 Flags = START_FRAME_LAST 826 TransitionKey = UP_SNOWNIGHT 827 ParticleSysBone = Dust01 BuildingNightSnowDust 828 ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke 829 ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke 830 ParticleSysBone = SparksM01 BuildUpNightSnowSmoke 831 ParticleSysBone = SparksM02 BuildUpNightSnowSmoke 832 ParticleSysBone = SparksS01 BuildUpNightSnowSmoke 833 ParticleSysBone = SparksS02 BuildUpNightSnowSmoke 834 End 835 TransitionState = DOWN_DEFAULT UP_DAY 836 Model = NBConYard_A6 837 Animation = NBConYard_A6.NBConYard_A6 838 AnimationMode = ONCE 839 AnimationSpeedFactorRange = 1.0 1.0 840 Flags = START_FRAME_FIRST 841 End 842 TransitionState = DOWN_DEFAULT UP_NIGHT 843 Model = NBConYard_A6N 844 Animation = NBConYard_A6N.NBConYard_A6N 845 AnimationMode = ONCE 846 AnimationSpeedFactorRange = 1.0 1.0 847 Flags = START_FRAME_FIRST 848 End 849 TransitionState = DOWN_DEFAULT UP_SNOW 850 Model = NBConYard_A6S 851 Animation = NBConYard_A6S.NBConYard_A6S 852 AnimationMode = ONCE 853 AnimationSpeedFactorRange = 1.0 1.0 854 Flags = START_FRAME_FIRST 855 End 856 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 857 Model = NBConYard_A6SN 858 Animation = NBConYard_A6SN.NBConYard_A6SN 859 AnimationMode = ONCE 860 AnimationSpeedFactorRange = 1.0 1.0 861 Flags = START_FRAME_FIRST 862 End 863 TransitionState = UP_DAY DOWN_DEFAULT 864 Model = NBConYard_A6 865 Animation = NBConYard_A6.NBConYard_A6 866 AnimationMode = ONCE_BACKWARDS 867 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 868 Flags = START_FRAME_LAST 869 End 870 TransitionState = UP_NIGHT DOWN_DEFAULT 871 Model = NBConYard_A6N 872 Animation = NBConYard_A6N.NBConYard_A6N 873 AnimationMode = ONCE_BACKWARDS 874 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 875 Flags = START_FRAME_LAST 876 End 877 TransitionState = UP_SNOW DOWN_DEFAULT 878 Model = NBConYard_A6S 879 Animation = NBConYard_A6S.NBConYard_A6S 880 AnimationMode = ONCE_BACKWARDS 881 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 882 Flags = START_FRAME_LAST 883 End 884 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 885 Model = NBConYard_A6SN 886 Animation = NBConYard_A6SN.NBConYard_A6SN 887 AnimationMode = ONCE_BACKWARDS 888 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 889 Flags = START_FRAME_LAST 890 End 891 End 892 893 ; ------------ being-constructed crane ----------------- 894 Draw = W3DModelDraw ModuleTag_05 895 AnimationsRequirePower = No 896 DefaultConditionState 897 Model = None 898 TransitionKey = DOWN_DEFAULT 899 End 900 ConditionState = NIGHT 901 Model = None 902 TransitionKey = DOWN_DEFAULT 903 End 904 ConditionState = SNOW 905 Model = None 906 TransitionKey = DOWN_DEFAULT 907 End 908 ConditionState = SNOW NIGHT 909 Model = None 910 TransitionKey = DOWN_DEFAULT 911 End 912 913 ConditionState = ACTIVELY_BEING_CONSTRUCTED 914 Model = NBConYard_A5 915 Animation = NBConYard_A5.NBConYard_A5 916 AnimationMode = LOOP 917 TransitionKey = UP_DAY 918 End 919 920 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 921 Model = NBConYard_A5N 922 Animation = NBConYard_A5N.NBConYard_A5N 923 AnimationMode = LOOP 924 TransitionKey = UP_NIGHT 925 End 926 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 927 Model = NBConYard_A5S 928 Animation = NBConYard_A5S.NBConYard_A5S 929 AnimationMode = LOOP 930 TransitionKey = UP_SNOW 931 End 932 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 933 Model = NBConYard_A5SN 934 Animation = NBConYard_A5SN.NBConYard_A5SN 935 AnimationMode = LOOP 936 TransitionKey = UP_SNOWNIGHT 937 End 938 TransitionState = DOWN_DEFAULT UP_DAY 939 Model = NBConYard_AB 940 Animation = NBConYard_AB.NBConYard_AB 941 AnimationMode = ONCE 942 AnimationSpeedFactorRange = 1.0 1.0 943 Flags = START_FRAME_FIRST 944 End 945 946 TransitionState = DOWN_DEFAULT UP_NIGHT 947 Model = NBConYard_ABN 948 Animation = NBConYard_ABN.NBConYard_ABN 949 AnimationMode = ONCE 950 AnimationSpeedFactorRange = 1.0 1.0 951 Flags = START_FRAME_FIRST 952 End 953 TransitionState = DOWN_DEFAULT UP_SNOW 954 Model = NBConYard_ABS 955 Animation = NBConYard_ABS.NBConYard_ABS 956 AnimationMode = ONCE 957 AnimationSpeedFactorRange = 1.0 1.0 958 Flags = START_FRAME_FIRST 959 End 960 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 961 Model = NBConYard_ABSN 962 Animation = NBConYard_ABSN.NBConYard_ABSN 963 AnimationMode = ONCE 964 AnimationSpeedFactorRange = 1.0 1.0 965 Flags = START_FRAME_FIRST 966 End 967 TransitionState = UP_DAY DOWN_DEFAULT 968 Model = NBConYard_AB 969 Animation = NBConYard_AB.NBConYard_AB 970 AnimationMode = ONCE_BACKWARDS 971 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 972 Flags = START_FRAME_LAST 973 End 974 TransitionState = UP_NIGHT DOWN_DEFAULT 975 Model = NBConYard_ABN 976 Animation = NBConYard_ABN.NBConYard_ABN 977 AnimationMode = ONCE_BACKWARDS 978 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 979 Flags = START_FRAME_LAST 980 End 981 TransitionState = UP_SNOW DOWN_DEFAULT 982 Model = NBConYard_ABS 983 Animation = NBConYard_ABS.NBConYard_ABS 984 AnimationMode = ONCE_BACKWARDS 985 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 986 Flags = START_FRAME_LAST 987 End 988 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 989 Model = NBConYard_ABSN 990 Animation = NBConYard_ABSN.NBConYard_ABSN 991 AnimationMode = ONCE_BACKWARDS 992 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 993 Flags = START_FRAME_LAST 994 End 995 End 996 997 ; ----------------- the factory door ------------------- 998 Draw = W3DModelDraw ModuleTag_06 999 DefaultConditionState 1000 Model = NBConYard_A7 1001 Animation = NBConYard_A7.NBConYard_A7 1002 AnimationMode = MANUAL 1003 Flags = START_FRAME_FIRST 1004 End 1005 AliasConditionState = NIGHT 1006 AliasConditionState = SNOW 1007 AliasConditionState = NIGHT SNOW 1008 1009 ConditionState = DAMAGED 1010 Model = NBConYard_A7D 1011 Animation = NBConYard_A7D.NBConYard_A7D 1012 AnimationMode = MANUAL 1013 Flags = START_FRAME_FIRST 1014 End 1015 AliasConditionState = NIGHT DAMAGED 1016 AliasConditionState = SNOW DAMAGED 1017 AliasConditionState = NIGHT SNOW DAMAGED 1018 1019 ConditionState = REALLYDAMAGED RUBBLE 1020 Model = NBConYard_A7D 1021 Animation = NBConYard_A7D.NBConYard_A7D 1022 AnimationMode = MANUAL 1023 Flags = START_FRAME_FIRST 1024 End 1025 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 1026 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 1027 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 1028 1029 ConditionState = DOOR_1_OPENING 1030 Model = NBConYard_A7 1031 Animation = NBConYard_A7.NBConYard_A7 1032 AnimationMode = ONCE 1033 Flags = START_FRAME_FIRST 1034 End 1035 AliasConditionState = NIGHT DOOR_1_OPENING 1036 AliasConditionState = SNOW DOOR_1_OPENING 1037 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 1038 1039 ConditionState = DOOR_1_OPENING DAMAGED 1040 Model = NBConYard_A7D 1041 Animation = NBConYard_A7D.NBConYard_A7D 1042 AnimationMode = ONCE 1043 Flags = START_FRAME_FIRST 1044 End 1045 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 1046 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 1047 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 1048 1049 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 1050 Model = NBConYard_A7D 1051 Animation = NBConYard_A7D.NBConYard_A7D 1052 AnimationMode = ONCE 1053 Flags = START_FRAME_FIRST 1054 End 1055 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 1056 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 1057 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 1058 1059 ConditionState = DOOR_1_CLOSING 1060 Model = NBConYard_A7 1061 Animation = NBConYard_A7.NBConYard_A7 1062 AnimationMode = ONCE_BACKWARDS 1063 Flags = START_FRAME_LAST 1064 End 1065 AliasConditionState = NIGHT DOOR_1_CLOSING 1066 AliasConditionState = SNOW DOOR_1_CLOSING 1067 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 1068 1069 ConditionState = DOOR_1_CLOSING DAMAGED 1070 Model = NBConYard_A7D 1071 Animation = NBConYard_A7D.NBConYard_A7D 1072 AnimationMode = ONCE_BACKWARDS 1073 Flags = START_FRAME_LAST 1074 End 1075 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 1076 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 1077 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 1078 1079 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 1080 Model = NBConYard_A7D 1081 Animation = NBConYard_A7D.NBConYard_A7D 1082 AnimationMode = ONCE_BACKWARDS 1083 Flags = START_FRAME_LAST 1084 End 1085 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 1086 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 1087 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 1088 1089 ConditionState = DOOR_1_WAITING_OPEN 1090 Model = NBConYard_A7 1091 Animation = NBConYard_A7.NBConYard_A7 1092 AnimationMode = MANUAL 1093 Flags = START_FRAME_LAST 1094 End 1095 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 1096 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 1097 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 1098 1099 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 1100 Model = NBConYard_A7D 1101 Animation = NBConYard_A7D.NBConYard_A7D 1102 AnimationMode = MANUAL 1103 Flags = START_FRAME_LAST 1104 End 1105 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 1106 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 1107 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 1108 1109 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 1110 Model = NBConYard_A7D 1111 Animation = NBConYard_A7D.NBConYard_A7D 1112 AnimationMode = MANUAL 1113 Flags = START_FRAME_LAST 1114 End 1115 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 1116 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 1117 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 1118 1119 ;************************************************************************************************************************** 1120 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1121 ;for this draw module 1122 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1123 Model = NBConYard_A7 1124 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1125 End 1126 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1127 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1128 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1129 1130 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1131 Model = NBConYard_A7D 1132 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1133 End 1134 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 1135 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 1136 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 1137 1138 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1139 Model = NBConYard_A7D 1140 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1141 End 1142 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 1143 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 1144 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 1145 1146 ConditionState = AWAITING_CONSTRUCTION 1147 Model = NONE 1148 End 1149 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1150 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1151 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1152 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1153 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1154 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1155 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1156 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1157 AliasConditionState = SOLD DAMAGED 1158 AliasConditionState = SOLD REALLYDAMAGED 1159 AliasConditionState = SOLD NIGHT 1160 AliasConditionState = SOLD NIGHT DAMAGED 1161 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1162 AliasConditionState = SOLD NIGHT SNOW 1163 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1164 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1165 ;************************************************************************************************************************** 1166 1167 End 1168 1169 ; Officers club flag 1170 Draw = W3DModelDraw ModuleTag_OfficersClub 1171 OkToChangeModelColor = No 1172 1173 ConditionState = NONE 1174 Model = None 1175 End 1176 AliasConditionState = DAMAGED 1177 AliasConditionState = REALLYDAMAGED 1178 AliasConditionState = RUBBLE 1179 AliasConditionState = REALLYDAMAGED RUBBLE 1180 ConditionState = PREORDER 1181 Model = OCFlagCHA 1182 Animation = OCFlagCHA.OCFlagCHA 1183 AnimationMode = LOOP 1184 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1185 End 1186 ; ConditionState = PREORDER DAMAGED 1187 ; Model = OCFlagCHA_D 1188 ; Animation = OCFlagCHA_D.OCFlagCHA_D 1189 ; AnimationMode = LOOP 1190 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1191 ; End 1192 ; ConditionState = PREORDER REALLYDAMAGED 1193 ; Model = OCFlagCHA_E 1194 ; Animation = OCFlagCHA_E.OCFlagCHA_E 1195 ; AnimationMode = LOOP 1196 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1197 ; End 1198 End 1199 1200 PlacementViewAngle = -135 1201 1202 ; ***DESIGN parameters *** 1203 DisplayName = OBJECT:CommandCenter 1204 Side = Boss 1205 EditorSorting = STRUCTURE 1206 BuildCost = 2000 1207 BuildTime = 45.0 ; in seconds 1208 EnergyProduction = 0 ;Command center should be free 1209 CommandSet = Boss_ChinaCommandCenterCommandSet 1210 VisionRange = 300.0 ; Shroud clearing distance 1211 ShroudClearingRange = 300 1212 ArmorSet 1213 Conditions = None 1214 Armor = StructureArmorTough 1215 DamageFX = StructureDamageFXNoShake 1216 End 1217 ExperienceValue = 200 200 200 200 ; Experience point value at each level 1218 1219 ; *** AUDIO Parameters *** 1220 VoiceSelect = CommandCenterChinaSelect 1221 SoundOnDamaged = BuildingDamagedStateLight 1222 SoundOnReallyDamaged = BuildingDestroy 1223 1224 UnitSpecificSounds 1225 UnderConstruction = UnderConstructionLoop 1226 End 1227 1228 ; *** ENGINEERING Parameters *** 1229 RadarPriority = STRUCTURE 1230 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 1231 1232 Body = StructureBody ModuleTag_07 1233 MaxHealth = 5000.0 1234 InitialHealth = 5000.0 1235 1236 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1237 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1238 SubdualDamageCap = 5200 1239 SubdualDamageHealRate = 500 1240 SubdualDamageHealAmount = 100 1241 End 1242 1243 Behavior = PreorderCreate ModuleTag_PreorderCreate 1244 End 1245 1246 Behavior = ProductionUpdate ModuleTag_08 1247 NumDoorAnimations = 1 1248 DoorOpeningTime = 3000 ;in mSeconds 1249 DoorWaitOpenTime = 3000 ;in mSeconds 1250 DoorCloseTime = 3000 ;in mSeconds 1251 ConstructionCompleteDuration = 1500 ;in mSeconds 1252 End 1253 Behavior = DefaultProductionExitUpdate ModuleTag_09 1254 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 1255 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 1256 End 1257 Behavior = RadarUpdate ModuleTag_10 1258 RadarExtendTime = 4000 ;in mSeconds 1259 End 1260 1261 Behavior = DestroyDie ModuleTag_11 1262 ;nothing 1263 End 1264 Behavior = CreateObjectDie ModuleTag_12 1265 CreationList = OCL_LargeStructureDebris 1266 End 1267 Behavior = FXListDie ModuleTag_13 1268 DeathFX = FX_StructureMediumDeath 1269 End 1270 1271 Behavior = RadarUpgrade ModuleTag_14 1272 TriggeredBy = Upgrade_ChinaRadar 1273 End 1274 1275 Behavior = GenerateMinefieldBehavior ModuleTag_15 1276 TriggeredBy = Upgrade_ChinaMines 1277 MineName = ChinaStandardMine 1278 SmartBorder = Yes 1279 AlwaysCircular = Yes 1280 1281 Upgradable = Yes 1282 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 1283 UpgradedMineName = ChinaEMPMine 1284 End 1285 1286 Behavior = OCLSpecialPower ModuleTag_17 1287 SpecialPowerTemplate = SuperweaponArtilleryBarrage 1288 UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 1289 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 1290 OCL = SUPERWEAPON_ArtilleryBarrage1 1291 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 1292 End 1293 1294 Behavior = OCLSpecialPower ModuleTag_18 1295 SpecialPowerTemplate = SuperweaponClusterMines 1296 OCL = SUPERWEAPON_ClusterMines 1297 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1298 End 1299 1300 Behavior = OCLSpecialPower ModuleTag_19 1301 SpecialPowerTemplate = SuperweaponEMPPulse 1302 OCL = SUPERWEAPON_EMPPulse 1303 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1304 End 1305 1306 Behavior = CashHackSpecialPower ModuleTag_20 1307 SpecialPowerTemplate = SuperweaponCashHack 1308 UpgradeMoneyAmount = SCIENCE_CashHack3 4000 1309 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 1310 MoneyAmount = 1000 ; amount of money to steal 1311 End 1312 1313 Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 1314 SpecialPowerTemplate = SuperweaponChinaCarpetBomb 1315 OCL = SUPERWEAPON_ChinaCarpetBomb 1316 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1317 End 1318 1319 Behavior = SpecialAbility ModuleTag_91 1320 SpecialPowerTemplate = SuperweaponSpectreGunship 1321 UpdateModuleStartsAttack = Yes 1322 End 1323 Behavior = SpectreGunshipDeploymentUpdate ModuleTag_92 1324 SpecialPowerTemplate = SuperweaponSpectreGunship 1325 GunshipTemplateName = AmericaJetSpectreGunship 1326 AttackAreaRadius = 200 1327 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 1328 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 1329 End 1330 1331 Behavior = OCLSpecialPower ModuleTag_93 1332 SpecialPowerTemplate = SuperweaponSneakAttack 1333 OCL = OCL_CreateSneakAttackTunnelStart 1334 CreateLocation = CREATE_AT_LOCATION 1335 ReferenceObject = GLASneakAttackTunnelNetwork ;So we know what the final product is for script placement calculations 1336 End 1337 1338 Behavior = CashBountyPower ModuleTag_96 1339 SpecialPowerTemplate = SpecialAbilityCashBounty1 1340 Bounty = 5% 1341 End 1342 Behavior = CashBountyPower ModuleTag_97 1343 SpecialPowerTemplate = SpecialAbilityCashBounty2 1344 Bounty = 10% 1345 End 1346 Behavior = CashBountyPower ModuleTag_98 1347 SpecialPowerTemplate = SpecialAbilityCashBounty3 1348 Bounty = 20% 1349 End 1350 1351 Behavior = FlammableUpdate ModuleTag_23 1352 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1353 AflameDamageAmount = 5 ; taking this much damage... 1354 AflameDamageDelay = 500 ; this often. 1355 End 1356 1357 Behavior = TransitionDamageFX ModuleTag_24 1358 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 1359 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1360 ;--------------------------------------------------------------------------------------- 1361 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1362 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1363 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1364 End 1365 1366 Behavior = CommandSetUpgrade ModuleTag_25 1367 CommandSet = Boss_ChinaCommandCenterCommandSetUpgrade 1368 TriggeredBy = Upgrade_ChinaMines 1369 End 1370 1371 Behavior = ArmorUpgrade ModuleTag_26 1372 TriggeredBy = Upgrade_ChinaEMPMines 1373 End 1374 1375 Geometry = BOX 1376 FactoryExitWidth = 25 1377 GeometryMajorRadius = 60.0 1378 GeometryMinorRadius = 63.0 1379 GeometryHeight = 36.0 1380 GeometryIsSmall = No 1381 Shadow = SHADOW_VOLUME 1382 BuildCompletion = PLACED_BY_PLAYER 1383 1384 End 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 ;------------------------------------------------------------------------------ 1410 Object Boss_PowerPlant 1411 1412 ; *** ART Parameters *** 1413 SelectPortrait = SAPowerPlant_L 1414 ButtonImage = SAPowerPlant 1415 1416 ; ---- the building itself ------ 1417 Draw = W3DModelDraw ModuleTag_01 1418 OkToChangeModelColor = Yes 1419 1420 ; day ******************************************** 1421 ConditionState = NONE; 1422 Model = ABPWRPLANT 1423 Animation = ABPWRPLANT.ABPWRPLANT 1424 AnimationMode = LOOP 1425 ParticleSysBone = Smoke02 SteamVent 1426 End 1427 ConditionState = DAMAGED 1428 Model = ABPWRPLANT_D 1429 ParticleSysBone = Smoke01 SmolderingSmoke 1430 ParticleSysBone = Smoke02 SteamVent 1431 ParticleSysBone = Smoke03 SmolderingSmoke 1432 ParticleSysBone = Fire01 SmolderingFireLarge 1433 ParticleSysBone = Sparks01 LiveWireSparks 1434 ParticleSysBone = Sparks02 LiveWireSparks 1435 End 1436 ConditionState = REALLYDAMAGED RUBBLE 1437 Model = ABPWRPLANT_E 1438 ParticleSysBone = Smoke01 SmolderingSmoke 1439 ParticleSysBone = Smoke02 SteamVent 1440 ParticleSysBone = Smoke03 SmolderingSmoke 1441 ParticleSysBone = Smoke04 SmolderingSmoke 1442 ParticleSysBone = Smoke05 SmolderingSmoke 1443 ParticleSysBone = Smoke06 SmolderingSmoke 1444 ParticleSysBone = Fire01 SmolderingFireLarge 1445 ParticleSysBone = Fire02 SmolderingFireLarge 1446 ParticleSysBone = Fire03 SmolderingFireLarge 1447 ParticleSysBone = Spark01 LiveWireSparks 1448 End 1449 1450 ; day upgrade 1451 ConditionState = POWER_PLANT_UPGRADED ; 1452 Model = ABPWRPLANT 1453 Animation = ABPWRPLANT.ABPWRPLANT 1454 AnimationMode = LOOP 1455 ParticleSysBone = Smoke02 SteamVent 1456 ParticleSysBone = Spark01 LiveWireSparks 1457 ParticleSysBone = Spark02 LiveWireSparks02 1458 ParticleSysBone = Spark03 LiveWireSparks02 1459 ParticleSysBone = Spark04 LiveWireSparks 1460 ParticleSysBone = Spark05 LiveWireSparks02 1461 ParticleSysBone = Spark06 LiveWireSparks 1462 End 1463 ConditionState = DAMAGED POWER_PLANT_UPGRADED 1464 Model = ABPWRPLANT_D 1465 ParticleSysBone = Smoke01 SmolderingSmoke 1466 ParticleSysBone = Smoke02 SteamVent 1467 ParticleSysBone = Smoke03 SmolderingSmoke 1468 ParticleSysBone = Fire01 SmolderingFireLarge 1469 ParticleSysBone = Spark01 LiveWireSparks 1470 ParticleSysBone = Spark02 LiveWireSparks02 1471 ParticleSysBone = Spark03 LiveWireSparks02 1472 ParticleSysBone = Spark04 LiveWireSparks 1473 ParticleSysBone = Spark05 LiveWireSparks02 1474 ParticleSysBone = Spark06 LiveWireSparks 1475 End 1476 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 1477 Model = ABPWRPLANT_E 1478 ParticleSysBone = Smoke01 SmolderingSmoke 1479 ParticleSysBone = Smoke02 SteamVent 1480 ParticleSysBone = Smoke03 SmolderingSmoke 1481 ParticleSysBone = Smoke04 SmolderingSmoke 1482 ParticleSysBone = Smoke05 SmolderingSmoke 1483 ParticleSysBone = Smoke06 SmolderingSmoke 1484 ParticleSysBone = Fire01 SmolderingFireLarge 1485 ParticleSysBone = Fire02 SmolderingFireLarge 1486 ParticleSysBone = Fire03 SmolderingFireLarge 1487 ParticleSysBone = Spark01 LiveWireSparks 1488 ParticleSysBone = Spark02 LiveWireSparks02 1489 ParticleSysBone = Spark03 LiveWireSparks02 1490 ParticleSysBone = Spark04 LiveWireSparks 1491 ParticleSysBone = Spark05 LiveWireSparks02 1492 ParticleSysBone = Spark06 LiveWireSparks 1493 End 1494 1495 ; night 1496 ConditionState = NIGHT; 1497 Model = ABPWRPLANT_N 1498 Animation = ABPWRPLANT_N.ABPWRPLANT_N 1499 AnimationMode = LOOP 1500 ParticleSysBone = Smoke02 SteamVent 1501 End 1502 ConditionState = DAMAGED NIGHT 1503 Model = ABPWRPLANT_DN 1504 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 1505 AnimationMode = LOOP 1506 ParticleSysBone = Smoke01 SmolderingSmoke 1507 ParticleSysBone = Smoke02 SteamVent 1508 ParticleSysBone = Smoke03 SmolderingSmoke 1509 ParticleSysBone = Fire01 SmolderingFireLarge 1510 ParticleSysBone = Sparks01 LiveWireSparks 1511 ParticleSysBone = Sparks02 LiveWireSparks 1512 ParticleSysBone = Sparks03 LiveWireSparks02 1513 End 1514 ConditionState = REALLYDAMAGED RUBBLE NIGHT; 1515 Model = ABPWRPLANT_EN 1516 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 1517 AnimationMode = LOOP 1518 ParticleSysBone = Smoke01 SmolderingSmoke 1519 ParticleSysBone = Smoke02 SteamVent 1520 ParticleSysBone = Smoke03 SmolderingSmoke 1521 ParticleSysBone = Smoke04 SmolderingSmoke 1522 ParticleSysBone = Smoke05 SmolderingSmoke 1523 ParticleSysBone = Smoke06 SmolderingSmoke 1524 ParticleSysBone = Fire01 SmolderingFireLarge 1525 ParticleSysBone = Fire02 SmolderingFireLarge 1526 ParticleSysBone = Fire03 SmolderingFireLarge 1527 ParticleSysBone = Sparks01 LiveWireSparks 1528 ParticleSysBone = Sparks02 LiveWireSparks02 1529 ParticleSysBone = Sparks03 LiveWireSparks02 1530 ParticleSysBone = Sparks04 LiveWireSparks 1531 ParticleSysBone = Sparks05 LiveWireSparks02 1532 ParticleSysBone = Sparks07 LiveWireSparks 1533 End 1534 1535 ; night upgraded 1536 ConditionState = NIGHT POWER_PLANT_UPGRADED 1537 Model = ABPWRPLANT_N 1538 Animation = ABPWRPLANT_N.ABPWRPLANT_N 1539 AnimationMode = LOOP 1540 ParticleSysBone = Smoke02 SteamVent 1541 ParticleSysBone = Sparks02 LiveWireSparks02 1542 ParticleSysBone = Sparks03 LiveWireSparks02 1543 ParticleSysBone = Sparks04 LiveWireSparks 1544 ParticleSysBone = Sparks05 LiveWireSparks02 1545 ParticleSysBone = Sparks07 LiveWireSparks 1546 ParticleSysBone = Sparks08 LiveWireSparks02 1547 ParticleSysBone = Sparks09 LiveWireSparks 1548 ParticleSysBone = Sparks10 LiveWireSparks02 1549 ParticleSysBone = Sparks11 LiveWireSparks 1550 End 1551 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED 1552 Model = ABPWRPLANT_DN 1553 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 1554 AnimationMode = LOOP 1555 ParticleSysBone = Smoke01 SmolderingSmoke 1556 ParticleSysBone = Smoke02 SteamVent 1557 ParticleSysBone = Smoke03 SmolderingSmoke 1558 ParticleSysBone = Fire01 SmolderingFireLarge 1559 ParticleSysBone = Sparks02 LiveWireSparks02 1560 ParticleSysBone = Sparks03 LiveWireSparks02 1561 ParticleSysBone = Sparks04 LiveWireSparks 1562 ParticleSysBone = Sparks05 LiveWireSparks02 1563 ParticleSysBone = Sparks07 LiveWireSparks 1564 ParticleSysBone = Sparks08 LiveWireSparks02 1565 ParticleSysBone = Sparks09 LiveWireSparks 1566 ParticleSysBone = Sparks10 LiveWireSparks02 1567 ParticleSysBone = Sparks11 LiveWireSparks 1568 End 1569 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 1570 Model = ABPWRPLANT_EN 1571 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 1572 AnimationMode = LOOP 1573 ParticleSysBone = Smoke01 SmolderingSmoke 1574 ParticleSysBone = Smoke02 SteamVent 1575 ParticleSysBone = Smoke03 SmolderingSmoke 1576 ParticleSysBone = Smoke04 SmolderingSmoke 1577 ParticleSysBone = Smoke05 SmolderingSmoke 1578 ParticleSysBone = Smoke06 SmolderingSmoke 1579 ParticleSysBone = Fire01 SmolderingFireLarge 1580 ParticleSysBone = Fire02 SmolderingFireLarge 1581 ParticleSysBone = Fire03 SmolderingFireLarge 1582 ParticleSysBone = Sparks02 LiveWireSparks02 1583 ParticleSysBone = Sparks03 LiveWireSparks02 1584 ParticleSysBone = Sparks04 LiveWireSparks 1585 ParticleSysBone = Sparks05 LiveWireSparks02 1586 ParticleSysBone = Sparks07 LiveWireSparks 1587 ParticleSysBone = Sparks08 LiveWireSparks02 1588 ParticleSysBone = Sparks09 LiveWireSparks 1589 ParticleSysBone = Sparks10 LiveWireSparks02 1590 ParticleSysBone = Sparks11 LiveWireSparks 1591 End 1592 1593 1594 ; day ******************************************** 1595 ConditionState = SNOW 1596 Model = ABPWRPLANT_S 1597 Animation = ABPWRPLANT_S.ABPWRPLANT_S 1598 AnimationMode = LOOP 1599 ParticleSysBone = Smoke02 SteamVent 1600 End 1601 ConditionState = DAMAGED SNOW 1602 Model = ABPWRPLANT_DS 1603 ParticleSysBone = Smoke01 SmolderingSmoke 1604 ParticleSysBone = Smoke02 SteamVent 1605 ParticleSysBone = Smoke03 SmolderingSmoke 1606 ParticleSysBone = Fire01 SmolderingFireLarge 1607 ParticleSysBone = Sparks01 LiveWireSparks 1608 ParticleSysBone = Sparks02 LiveWireSparks 1609 End 1610 ConditionState = REALLYDAMAGED RUBBLE SNOW 1611 Model = ABPWRPLANT_ES 1612 ParticleSysBone = Smoke01 SmolderingSmoke 1613 ParticleSysBone = Smoke02 SteamVent 1614 ParticleSysBone = Smoke03 SmolderingSmoke 1615 ParticleSysBone = Smoke04 SmolderingSmoke 1616 ParticleSysBone = Smoke05 SmolderingSmoke 1617 ParticleSysBone = Smoke06 SmolderingSmoke 1618 ParticleSysBone = Fire01 SmolderingFireLarge 1619 ParticleSysBone = Fire02 SmolderingFireLarge 1620 ParticleSysBone = Fire03 SmolderingFireLarge 1621 ParticleSysBone = Spark01 LiveWireSparks 1622 End 1623 1624 1625 ; day upgrade 1626 ConditionState = POWER_PLANT_UPGRADED SNOW; 1627 Model = ABPWRPLANT_S 1628 Animation = ABPWRPLANT_S.ABPWRPLANT_S 1629 AnimationMode = LOOP 1630 ParticleSysBone = Smoke02 SteamVent 1631 ParticleSysBone = Spark01 LiveWireSparks 1632 ParticleSysBone = Spark02 LiveWireSparks02 1633 ParticleSysBone = Spark03 LiveWireSparks02 1634 ParticleSysBone = Spark04 LiveWireSparks 1635 ParticleSysBone = Spark05 LiveWireSparks02 1636 ParticleSysBone = Spark06 LiveWireSparks 1637 End 1638 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 1639 Model = ABPWRPLANT_DS 1640 ParticleSysBone = Smoke01 SmolderingSmoke 1641 ParticleSysBone = Smoke02 SteamVent 1642 ParticleSysBone = Smoke03 SmolderingSmoke 1643 ParticleSysBone = Fire01 SmolderingFireLarge 1644 ParticleSysBone = Spark01 LiveWireSparks 1645 ParticleSysBone = Spark02 LiveWireSparks02 1646 ParticleSysBone = Spark03 LiveWireSparks02 1647 ParticleSysBone = Spark04 LiveWireSparks 1648 ParticleSysBone = Spark05 LiveWireSparks02 1649 ParticleSysBone = Spark06 LiveWireSparks 1650 End 1651 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 1652 Model = ABPWRPLANT_ES 1653 ParticleSysBone = Smoke01 SmolderingSmoke 1654 ParticleSysBone = Smoke02 SteamVent 1655 ParticleSysBone = Smoke03 SmolderingSmoke 1656 ParticleSysBone = Smoke04 SmolderingSmoke 1657 ParticleSysBone = Smoke05 SmolderingSmoke 1658 ParticleSysBone = Smoke06 SmolderingSmoke 1659 ParticleSysBone = Fire01 SmolderingFireLarge 1660 ParticleSysBone = Fire02 SmolderingFireLarge 1661 ParticleSysBone = Fire03 SmolderingFireLarge 1662 ParticleSysBone = Spark01 LiveWireSparks 1663 ParticleSysBone = Spark02 LiveWireSparks02 1664 ParticleSysBone = Spark03 LiveWireSparks02 1665 ParticleSysBone = Spark04 LiveWireSparks 1666 ParticleSysBone = Spark05 LiveWireSparks02 1667 ParticleSysBone = Spark06 LiveWireSparks 1668 End 1669 1670 1671 ; night 1672 ConditionState = NIGHT SNOW; 1673 Model = ABPWRPLANT_NS 1674 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 1675 AnimationMode = LOOP 1676 ParticleSysBone = Smoke02 SteamVent 1677 End 1678 ConditionState = DAMAGED NIGHT SNOW 1679 Model = ABPWRPLANT_DNS 1680 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 1681 AnimationMode = LOOP 1682 ParticleSysBone = Smoke01 SmolderingSmoke 1683 ParticleSysBone = Smoke02 SteamVent 1684 ParticleSysBone = Smoke03 SmolderingSmoke 1685 ParticleSysBone = Fire01 SmolderingFireLarge 1686 ParticleSysBone = Sparks01 LiveWireSparks 1687 ParticleSysBone = Sparks02 LiveWireSparks 1688 ParticleSysBone = Sparks03 LiveWireSparks02 1689 End 1690 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; 1691 Model = ABPWRPLANT_ENS 1692 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 1693 AnimationMode = LOOP 1694 ParticleSysBone = Smoke01 SmolderingSmoke 1695 ParticleSysBone = Smoke02 SteamVent 1696 ParticleSysBone = Smoke03 SmolderingSmoke 1697 ParticleSysBone = Smoke04 SmolderingSmoke 1698 ParticleSysBone = Smoke05 SmolderingSmoke 1699 ParticleSysBone = Smoke06 SmolderingSmoke 1700 ParticleSysBone = Fire01 SmolderingFireLarge 1701 ParticleSysBone = Fire02 SmolderingFireLarge 1702 ParticleSysBone = Fire03 SmolderingFireLarge 1703 ParticleSysBone = Sparks01 LiveWireSparks 1704 ParticleSysBone = Sparks02 LiveWireSparks02 1705 ParticleSysBone = Sparks03 LiveWireSparks02 1706 ParticleSysBone = Sparks04 LiveWireSparks 1707 ParticleSysBone = Sparks05 LiveWireSparks02 1708 ParticleSysBone = Sparks07 LiveWireSparks 1709 End 1710 1711 ; night upgraded 1712 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 1713 Model = ABPWRPLANT_NS 1714 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 1715 AnimationMode = LOOP 1716 ParticleSysBone = Smoke02 SteamVent 1717 ParticleSysBone = Sparks02 LiveWireSparks02 1718 ParticleSysBone = Sparks03 LiveWireSparks02 1719 ParticleSysBone = Sparks04 LiveWireSparks 1720 ParticleSysBone = Sparks05 LiveWireSparks02 1721 ParticleSysBone = Sparks07 LiveWireSparks 1722 ParticleSysBone = Sparks08 LiveWireSparks02 1723 ParticleSysBone = Sparks09 LiveWireSparks 1724 ParticleSysBone = Sparks10 LiveWireSparks02 1725 ParticleSysBone = Sparks11 LiveWireSparks 1726 End 1727 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW 1728 Model = ABPWRPLANT_DNS 1729 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 1730 AnimationMode = LOOP 1731 ParticleSysBone = Smoke01 SmolderingSmoke 1732 ParticleSysBone = Smoke02 SteamVent 1733 ParticleSysBone = Smoke03 SmolderingSmoke 1734 ParticleSysBone = Fire01 SmolderingFireLarge 1735 ParticleSysBone = Sparks02 LiveWireSparks02 1736 ParticleSysBone = Sparks03 LiveWireSparks02 1737 ParticleSysBone = Sparks04 LiveWireSparks 1738 ParticleSysBone = Sparks05 LiveWireSparks02 1739 ParticleSysBone = Sparks07 LiveWireSparks 1740 ParticleSysBone = Sparks08 LiveWireSparks02 1741 ParticleSysBone = Sparks09 LiveWireSparks 1742 ParticleSysBone = Sparks10 LiveWireSparks02 1743 ParticleSysBone = Sparks11 LiveWireSparks 1744 End 1745 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 1746 Model = ABPWRPLANT_ENS 1747 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 1748 AnimationMode = LOOP 1749 ParticleSysBone = Smoke01 SmolderingSmoke 1750 ParticleSysBone = Smoke02 SteamVent 1751 ParticleSysBone = Smoke03 SmolderingSmoke 1752 ParticleSysBone = Smoke04 SmolderingSmoke 1753 ParticleSysBone = Smoke05 SmolderingSmoke 1754 ParticleSysBone = Smoke06 SmolderingSmoke 1755 ParticleSysBone = Fire01 SmolderingFireLarge 1756 ParticleSysBone = Fire02 SmolderingFireLarge 1757 ParticleSysBone = Fire03 SmolderingFireLarge 1758 ParticleSysBone = Sparks02 LiveWireSparks02 1759 ParticleSysBone = Sparks03 LiveWireSparks02 1760 ParticleSysBone = Sparks04 LiveWireSparks 1761 ParticleSysBone = Sparks05 LiveWireSparks02 1762 ParticleSysBone = Sparks07 LiveWireSparks 1763 ParticleSysBone = Sparks08 LiveWireSparks02 1764 ParticleSysBone = Sparks09 LiveWireSparks 1765 ParticleSysBone = Sparks10 LiveWireSparks02 1766 ParticleSysBone = Sparks11 LiveWireSparks 1767 End 1768 1769 ;************************************************************************************************************************** 1770 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1771 ;for this draw module 1772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1773 Model = ABPWRPLANT 1774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1775 End 1776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1777 Model = ABPWRPLANT_D 1778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1779 End 1780 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1781 Model = ABPWRPLANT_E 1782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1783 End 1784 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1785 Model = ABPWRPLANT_N 1786 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1787 End 1788 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1789 Model = ABPWRPLANT_DN 1790 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1791 End 1792 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1793 Model = ABPWRPLANT_EN 1794 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1795 End 1796 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1797 Model = ABPWRPLANT_S 1798 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1799 End 1800 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1801 Model = ABPWRPLANT_DS 1802 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1803 End 1804 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1805 Model = ABPWRPLANT_ES 1806 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1807 End 1808 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1809 Model = ABPWRPLANT_NS 1810 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1811 End 1812 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1813 Model = ABPWRPLANT_DNS 1814 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1815 End 1816 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1817 Model = ABPWRPLANT_ENS 1818 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1819 End 1820 1821 ConditionState = AWAITING_CONSTRUCTION 1822 Model = NONE 1823 End 1824 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1825 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1826 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1827 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1828 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1829 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1830 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1831 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1832 AliasConditionState = SOLD DAMAGED 1833 AliasConditionState = SOLD REALLYDAMAGED 1834 AliasConditionState = SOLD NIGHT 1835 AliasConditionState = SOLD NIGHT DAMAGED 1836 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1837 AliasConditionState = SOLD SNOW 1838 AliasConditionState = SOLD SNOW DAMAGED 1839 AliasConditionState = SOLD SNOW REALLYDAMAGED 1840 AliasConditionState = SOLD NIGHT SNOW 1841 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1842 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1843 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 1844 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 1845 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 1846 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 1847 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 1848 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 1849 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 1850 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 1851 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 1852 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 1853 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 1854 ;************************************************************************************************************************** 1855 1856 1857 1858 1859 1860 1861 End 1862 1863 ; ------------ construction-zone fence ----------------- 1864 1865 Draw = W3DModelDraw ModuleTag_02 1866 AnimationsRequirePower = No 1867 DefaultConditionState 1868 Model = None 1869 TransitionKey = DOWN_DEFAULT 1870 End 1871 ConditionState = NIGHT 1872 Model = None 1873 TransitionKey = DOWN_DEFAULT 1874 End 1875 ConditionState = SNOW 1876 Model = None 1877 TransitionKey = DOWN_DEFAULT 1878 End 1879 ConditionState = SNOW NIGHT 1880 Model = None 1881 TransitionKey = DOWN_DEFAULT 1882 End 1883 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1884 Model = ABPwrPlant_A4 1885 Animation = ABPwrPlant_A4.ABPwrPlant_A4 1886 AnimationMode = MANUAL 1887 Flags = START_FRAME_LAST 1888 TransitionKey = UP_DAY 1889 ParticleSysBone = SmokeS01 SmokeBuildingSmall 1890 ParticleSysBone = SparksS01 LiveWireSparks02 1891 End 1892 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1893 Model = ABPwrPlant_A4N 1894 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 1895 AnimationMode = MANUAL 1896 Flags = START_FRAME_LAST 1897 TransitionKey = UP_NIGHT 1898 ParticleSysBone = SmokeS01 SmokeBuildingSmall 1899 ParticleSysBone = SparksS01 LiveWireSparks02 1900 End 1901 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1902 Model = ABPwrPlant_A4S 1903 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 1904 AnimationMode = MANUAL 1905 Flags = START_FRAME_LAST 1906 TransitionKey = UP_SNOW 1907 ParticleSysBone = SmokeS01 SmokeBuildingSmall 1908 ParticleSysBone = SparksS01 LiveWireSparks02 1909 End 1910 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1911 Model = ABPwrPlant_A4S 1912 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 1913 AnimationMode = MANUAL 1914 Flags = START_FRAME_LAST 1915 TransitionKey = UP_SNOWNIGHT 1916 ParticleSysBone = SmokeS01 SmokeBuildingSmall 1917 ParticleSysBone = SparksS01 LiveWireSparks02 1918 End 1919 TransitionState = DOWN_DEFAULT UP_DAY 1920 Model = ABPwrPlant_A4 1921 Animation = ABPwrPlant_A4.ABPwrPlant_A4 1922 AnimationMode = ONCE 1923 AnimationSpeedFactorRange = 1.0 1.0 1924 Flags = START_FRAME_FIRST 1925 End 1926 TransitionState = DOWN_DEFAULT UP_NIGHT 1927 Model = ABPwrPlant_A4N 1928 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 1929 AnimationMode = ONCE 1930 AnimationSpeedFactorRange = 1.0 1.0 1931 Flags = START_FRAME_FIRST 1932 End 1933 TransitionState = DOWN_DEFAULT UP_SNOW 1934 Model = ABPwrPlant_A4S 1935 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 1936 AnimationMode = ONCE 1937 AnimationSpeedFactorRange = 1.0 1.0 1938 Flags = START_FRAME_FIRST 1939 End 1940 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1941 Model = ABPwrPlant_A4SN 1942 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 1943 AnimationMode = ONCE 1944 AnimationSpeedFactorRange = 1.0 1.0 1945 Flags = START_FRAME_FIRST 1946 End 1947 TransitionState = UP_DAY DOWN_DEFAULT 1948 Model = ABPwrPlant_A4 1949 Animation = ABPwrPlant_A4.ABPwrPlant_A4 1950 AnimationMode = ONCE_BACKWARDS 1951 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1952 Flags = START_FRAME_LAST 1953 End 1954 TransitionState = UP_NIGHT DOWN_DEFAULT 1955 Model = ABPwrPlant_A4N 1956 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 1957 AnimationMode = ONCE_BACKWARDS 1958 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1959 Flags = START_FRAME_LAST 1960 End 1961 TransitionState = UP_SNOW DOWN_DEFAULT 1962 Model = ABPwrPlant_A4S 1963 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 1964 AnimationMode = ONCE_BACKWARDS 1965 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1966 Flags = START_FRAME_LAST 1967 End 1968 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1969 Model = ABPwrPlant_A4SN 1970 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 1971 AnimationMode = ONCE_BACKWARDS 1972 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1973 Flags = START_FRAME_LAST 1974 End 1975 End 1976 1977 ; ------------ under-construction scaffolding ----------------- 1978 Draw = W3DModelDraw ModuleTag_03 1979 AnimationsRequirePower = No 1980 MinLODRequired = MEDIUM 1981 DefaultConditionState 1982 Model = None 1983 TransitionKey = DOWN_DEFAULT 1984 End 1985 ConditionState = NIGHT 1986 Model = None 1987 TransitionKey = DOWN_DEFAULT 1988 End 1989 ConditionState = SNOW 1990 Model = None 1991 TransitionKey = DOWN_DEFAULT 1992 End 1993 ConditionState = SNOW NIGHT 1994 Model = None 1995 TransitionKey = DOWN_DEFAULT 1996 End 1997 ConditionState = PARTIALLY_CONSTRUCTED 1998 Model = ABPwrPlant_A6 1999 Animation = ABPwrPlant_A6.ABPwrPlant_A6 2000 AnimationMode = MANUAL 2001 Flags = START_FRAME_LAST 2002 TransitionKey = UP_DAY 2003 ParticleSysBone = SparksS01 BuildUpBlueSpark 2004 ParticleSysBone = SparksS02 BuildUpBlueSpark 2005 ParticleSysBone = SparksS03 SparksSmall 2006 ParticleSysBone = SparksS06 BuildUpBlueSpark 2007 End 2008 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2009 Model = ABPwrPlant_A6N 2010 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 2011 AnimationMode = MANUAL 2012 Flags = START_FRAME_LAST 2013 TransitionKey = UP_NIGHT 2014 ParticleSysBone = SparksS01 BuildUpBlueSpark 2015 ParticleSysBone = SparksS02 BuildUpBlueSpark 2016 ParticleSysBone = SparksS03 SparksSmall 2017 ParticleSysBone = SparksS06 BuildUpBlueSpark 2018 End 2019 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2020 Model = ABPwrPlant_A6S 2021 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 2022 AnimationMode = MANUAL 2023 Flags = START_FRAME_LAST 2024 TransitionKey = UP_SNOW 2025 ParticleSysBone = SparksS01 BuildUpBlueSpark 2026 ParticleSysBone = SparksS02 BuildUpBlueSpark 2027 ParticleSysBone = SparksS03 SparksSmall 2028 ParticleSysBone = SparksS06 BuildUpBlueSpark 2029 End 2030 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2031 Model = ABPwrPlant_A6SN 2032 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 2033 AnimationMode = MANUAL 2034 Flags = START_FRAME_LAST 2035 TransitionKey = UP_SNOWNIGHT 2036 ParticleSysBone = SparksS01 BuildUpBlueSpark 2037 ParticleSysBone = SparksS02 BuildUpBlueSpark 2038 ParticleSysBone = SparksS03 SparksSmall 2039 ParticleSysBone = SparksS06 BuildUpBlueSpark 2040 End 2041 TransitionState = DOWN_DEFAULT UP_DAY 2042 Model = ABPwrPlant_A6 2043 Animation = ABPwrPlant_A6.ABPwrPlant_A6 2044 AnimationMode = ONCE 2045 AnimationSpeedFactorRange = 1.0 1.0 2046 Flags = START_FRAME_FIRST 2047 End 2048 TransitionState = DOWN_DEFAULT UP_NIGHT 2049 Model = ABPwrPlant_A6N 2050 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 2051 AnimationMode = ONCE 2052 AnimationSpeedFactorRange = 1.0 1.0 2053 Flags = START_FRAME_FIRST 2054 End 2055 TransitionState = DOWN_DEFAULT UP_SNOW 2056 Model = ABPwrPlant_A6S 2057 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 2058 AnimationMode = ONCE 2059 2060 AnimationSpeedFactorRange = 1.0 1.0 2061 Flags = START_FRAME_FIRST 2062 End 2063 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2064 Model = ABPwrPlant_A6SN 2065 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 2066 AnimationMode = ONCE 2067 AnimationSpeedFactorRange = 1.0 1.0 2068 Flags = START_FRAME_FIRST 2069 End 2070 TransitionState = UP_DAY DOWN_DEFAULT 2071 Model = ABPwrPlant_A6 2072 Animation = ABPwrPlant_A6.ABPwrPlant_A6 2073 AnimationMode = ONCE_BACKWARDS 2074 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2075 Flags = START_FRAME_LAST 2076 End 2077 TransitionState = UP_NIGHT DOWN_DEFAULT 2078 Model = ABPwrPlant_A6N 2079 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 2080 AnimationMode = ONCE_BACKWARDS 2081 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2082 Flags = START_FRAME_LAST 2083 End 2084 TransitionState = UP_SNOW DOWN_DEFAULT 2085 Model = ABPwrPlant_A6S 2086 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 2087 AnimationMode = ONCE_BACKWARDS 2088 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2089 Flags = START_FRAME_LAST 2090 End 2091 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2092 Model = ABPwrPlant_A6SN 2093 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 2094 AnimationMode = ONCE_BACKWARDS 2095 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2096 Flags = START_FRAME_LAST 2097 End 2098 End 2099 2100 ; ------------ being-constructed crane ----------------- 2101 Draw = W3DModelDraw ModuleTag_04 2102 AnimationsRequirePower = No 2103 DefaultConditionState 2104 Model = None 2105 TransitionKey = DOWN_DEFAULT 2106 End 2107 ConditionState = NIGHT 2108 Model = None 2109 TransitionKey = DOWN_DEFAULT 2110 End 2111 ConditionState = SNOW 2112 Model = None 2113 TransitionKey = DOWN_DEFAULT 2114 End 2115 ConditionState = SNOW NIGHT 2116 Model = None 2117 TransitionKey = DOWN_DEFAULT 2118 End 2119 ConditionState = SOLD 2120 Model = NONE 2121 End 2122 2123 ConditionState = ACTIVELY_BEING_CONSTRUCTED 2124 Model = ABPwrPlant_A5 2125 Animation = ABPwrPlant_A5.ABPwrPlant_A5 2126 AnimationMode = LOOP 2127 TransitionKey = UP_DAY 2128 End 2129 2130 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 2131 Model = ABPwrPlant_A5N 2132 Animation = ABPwrPlant_A5N.ABPwrPlant_A5N 2133 AnimationMode = LOOP 2134 TransitionKey = UP_NIGHT 2135 End 2136 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 2137 Model = ABPwrPlant_A5S 2138 Animation = ABPwrPlant_A5S.ABPwrPlant_A5S 2139 AnimationMode = LOOP 2140 TransitionKey = UP_SNOW 2141 End 2142 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 2143 Model = ABPwrPlant_A5SN 2144 Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN 2145 AnimationMode = LOOP 2146 TransitionKey = UP_SNOWNIGHT 2147 End 2148 TransitionState = DOWN_DEFAULT UP_DAY 2149 Model = ABPwrPlant_AB 2150 Animation = ABPwrPlant_AB.ABPwrPlant_AB 2151 AnimationMode = ONCE 2152 AnimationSpeedFactorRange = 1.0 1.0 2153 Flags = START_FRAME_FIRST 2154 End 2155 2156 TransitionState = DOWN_DEFAULT UP_NIGHT 2157 Model = ABPwrPlant_ABN 2158 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 2159 AnimationMode = ONCE 2160 AnimationSpeedFactorRange = 1.0 1.0 2161 Flags = START_FRAME_FIRST 2162 End 2163 2164 TransitionState = DOWN_DEFAULT UP_SNOW 2165 Model = ABPwrPlant_ABS 2166 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 2167 AnimationMode = ONCE 2168 AnimationSpeedFactorRange = 1.0 1.0 2169 Flags = START_FRAME_FIRST 2170 End 2171 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2172 Model = ABPwrPlant_ABSN 2173 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 2174 AnimationMode = ONCE 2175 AnimationSpeedFactorRange = 1.0 1.0 2176 Flags = START_FRAME_FIRST 2177 End 2178 TransitionState = UP_DAY DOWN_DEFAULT 2179 Model = ABPwrPlant_AB 2180 Animation = ABPwrPlant_AB.ABPwrPlant_AB 2181 AnimationMode = ONCE_BACKWARDS 2182 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2183 Flags = START_FRAME_LAST 2184 End 2185 TransitionState = UP_NIGHT DOWN_DEFAULT 2186 Model = ABPwrPlant_ABN 2187 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 2188 AnimationMode = ONCE_BACKWARDS 2189 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2190 Flags = START_FRAME_LAST 2191 End 2192 TransitionState = UP_SNOW DOWN_DEFAULT 2193 Model = ABPwrPlant_ABS 2194 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 2195 AnimationMode = ONCE_BACKWARDS 2196 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2197 Flags = START_FRAME_LAST 2198 End 2199 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2200 Model = ABPwrPlant_ABSN 2201 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 2202 AnimationMode = ONCE_BACKWARDS 2203 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2204 Flags = START_FRAME_LAST 2205 End 2206 End 2207 2208 ; ---- the control rods ----- 2209 Draw = W3DModelDraw ModuleTag_05 2210 OkToChangeModelColor = Yes 2211 2212 ; no upgrade 2213 ConditionState = NONE 2214 Model ABPWRPLANT_A1 2215 End 2216 AliasConditionState = SNOW 2217 AliasConditionState = NIGHT 2218 AliasConditionState = SNOW NIGHT 2219 2220 ConditionState = DAMAGED 2221 Model ABPWRPLANT_A1D 2222 End 2223 AliasConditionState = DAMAGED SNOW 2224 AliasConditionState = DAMAGED NIGHT 2225 AliasConditionState = DAMAGED SNOW NIGHT 2226 2227 ConditionState = REALLYDAMAGED RUBBLE 2228 Model ABPWRPLANT_A1E 2229 End 2230 AliasConditionState = REALLYDAMAGED RUBBLE SNOW 2231 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 2232 AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 2233 2234 2235 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2236 Model = ABPWRPLANT_A1 2237 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2238 End 2239 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2240 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2241 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 2242 2243 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2244 Model = ABPWRPLANT_A1D 2245 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2246 End 2247 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2248 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2249 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 2250 2251 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 2252 Model = ABPWRPLANT_A1E 2253 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2254 End 2255 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2256 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2257 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 2258 2259 ; first to upgrade 2260 ConditionState = POWER_PLANT_UPGRADING 2261 Model ABPWRPLANT_A1 2262 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 2263 AnimationMode = ONCE 2264 Flags = START_FRAME_FIRST 2265 End 2266 AliasConditionState = POWER_PLANT_UPGRADING SNOW 2267 AliasConditionState = POWER_PLANT_UPGRADING NIGHT 2268 AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT 2269 2270 ConditionState = DAMAGED POWER_PLANT_UPGRADING 2271 Model ABPWRPLANT_A1D 2272 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 2273 AnimationMode = ONCE 2274 Flags = START_FRAME_FIRST 2275 End 2276 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW 2277 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT 2278 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT 2279 2280 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING 2281 Model ABPWRPLANT_A1E 2282 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 2283 AnimationMode = ONCE 2284 Flags = START_FRAME_FIRST 2285 End 2286 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW 2287 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT 2288 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT 2289 2290 ; already upgraded 2291 ConditionState = POWER_PLANT_UPGRADED 2292 Model ABPWRPLANT_A1 2293 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 2294 AnimationMode = MANUAL 2295 Flags = START_FRAME_LAST 2296 End 2297 AliasConditionState = POWER_PLANT_UPGRADED SNOW 2298 AliasConditionState = POWER_PLANT_UPGRADED NIGHT 2299 AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT 2300 2301 ConditionState = DAMAGED POWER_PLANT_UPGRADED 2302 Model ABPWRPLANT_A1D 2303 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 2304 AnimationMode = MANUAL 2305 Flags = START_FRAME_LAST 2306 End 2307 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 2308 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT 2309 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT 2310 2311 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 2312 Model ABPWRPLANT_A1E 2313 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 2314 AnimationMode = MANUAL 2315 Flags = START_FRAME_LAST 2316 End 2317 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 2318 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT 2319 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT 2320 2321 2322 ConditionState = AWAITING_CONSTRUCTION 2323 Model = NONE 2324 End 2325 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2326 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2327 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2328 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2329 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2330 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2331 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2332 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2333 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2334 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2335 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2336 AliasConditionState = SOLD DAMAGED 2337 AliasConditionState = SOLD REALLYDAMAGED 2338 AliasConditionState = SOLD NIGHT 2339 AliasConditionState = SOLD NIGHT DAMAGED 2340 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2341 AliasConditionState = SOLD NIGHT SNOW 2342 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2343 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2344 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 2345 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 2346 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 2347 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 2348 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 2349 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 2350 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 2351 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 2352 ;************************************************************************************************************************** 2353 2354 End 2355 2356 2357 2358 PlacementViewAngle = -45 2359 2360 ; ***DESIGN parameters *** 2361 DisplayName = OBJECT:ColdFusionReactor 2362 Side = Boss 2363 EditorSorting = STRUCTURE 2364 Prerequisites 2365 ; Object = Boss_CommandCenter 2366 End 2367 BuildCost = 800 2368 BuildTime = 10.0 ; in seconds 2369 EnergyProduction = 5 2370 EnergyBonus = 5 2371 VisionRange = 200.0 ; Shroud clearing distance 2372 ShroudClearingRange = 200 2373 ArmorSet 2374 Conditions = None 2375 Armor = StructureArmor 2376 DamageFX = StructureDamageFXNoShake 2377 End 2378 CommandSet = Boss_AmericaPowerPlantCommandSet 2379 ExperienceValue = 100 100 100 100 ; Experience point value at each level 2380 2381 ; *** AUDIO Parameters *** 2382 VoiceSelect = ColdFusionReactorSelect 2383 SoundOnDamaged = BuildingDamagedStateLight 2384 SoundOnReallyDamaged = BuildingDestroy 2385 2386 UnitSpecificSounds 2387 UnderConstruction = UnderConstructionLoop 2388 End 2389 2390 ; *** ENGINEERING Parameters *** 2391 RadarPriority = STRUCTURE 2392 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 2393 Body = StructureBody ModuleTag_06 2394 MaxHealth = 800.0 2395 InitialHealth = 800.0 2396 2397 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2398 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2399 SubdualDamageCap = 1000 2400 SubdualDamageHealRate = 500 2401 SubdualDamageHealAmount = 100 2402 End 2403 2404 Behavior = PowerPlantUpgrade ModuleTag_07 2405 TriggeredBy = Upgrade_AmericaAdvancedControlRods 2406 End 2407 2408 Behavior = BaseRegenerateUpdate ModuleTag_08 2409 ;No data 2410 End 2411 Behavior = PowerPlantUpdate ModuleTag_09 2412 RodsExtendTime = 600 2413 End 2414 2415 2416 Behavior = DestroyDie ModuleTag_10 2417 ;nothing 2418 End 2419 Behavior = CreateObjectDie ModuleTag_11 2420 CreationList = OCL_ABPowerPlantExplode 2421 End 2422 Behavior = CreateObjectDie ModuleTag_12 2423 ;**FIX** 2424 CreationList = OCL_AmericanRangerDebris02 2425 ExemptStatus = UNDER_CONSTRUCTION 2426 End 2427 Behavior = FXListDie ModuleTag_13 2428 DeathFX = FX_StructureSmallDeath 2429 End 2430 2431 Behavior = ProductionUpdate ModuleTag_14 2432 ; nothing 2433 End 2434 2435 Behavior = FlammableUpdate ModuleTag_16 2436 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2437 AflameDamageAmount = 5 ; taking this much damage... 2438 AflameDamageDelay = 500 ; this often. 2439 End 2440 2441 Behavior = TransitionDamageFX ModuleTag_17 2442 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 2443 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2444 ;--------------------------------------------------------------------------------------- 2445 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2446 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2447 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2448 End 2449 2450 Behavior = CommandSetUpgrade ModuleTag_20 2451 CommandSet = Boss_AmericaPowerPlantCommandSetUpgrade 2452 TriggeredBy = Upgrade_ChinaMines 2453 End 2454 2455 Behavior = GenerateMinefieldBehavior ModuleTag_21 2456 TriggeredBy = Upgrade_ChinaMines 2457 MineName = ChinaStandardMine 2458 SmartBorder = Yes 2459 AlwaysCircular = Yes 2460 2461 Upgradable = Yes 2462 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 2463 UpgradedMineName = ChinaEMPMine 2464 End 2465 2466 Behavior = ArmorUpgrade ModuleTag_26 2467 TriggeredBy = Upgrade_ChinaEMPMines 2468 End 2469 2470 2471 Geometry = BOX 2472 GeometryMajorRadius = 22.0 2473 GeometryMinorRadius = 30.0 2474 GeometryHeight = 46.0 2475 GeometryIsSmall = No 2476 Shadow = SHADOW_VOLUME 2477 BuildCompletion = PLACED_BY_PLAYER 2478 2479 End 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 ;------------------------------------------------------------------------------ 2513 Object Boss_ParticleCannonUplink 2514 2515 ; *** ART Parameters *** 2516 SelectPortrait = SAUplink_L 2517 ButtonImage = SAUplink 2518 2519 Draw = W3DModelDraw ModuleTag_01 2520 ExtraPublicBone = FX01 2521 ExtraPublicBone = FX02 2522 ExtraPublicBone = FX03 2523 ExtraPublicBone = FX04 2524 ExtraPublicBone = FX05 2525 OkToChangeModelColor = Yes 2526 2527 2528 ; day ************************************** 2529 ConditionState = NONE 2530 Model = ABSDILink 2531 Animation = ABSDILink.ABSDILink 2532 AnimationMode = LOOP 2533 Flags = MAINTAIN_FRAME_ACROSS_STATES 2534 End 2535 ConditionState = DAMAGED 2536 Model = ABSDILink_D 2537 Animation = ABSDILink_D.ABSDILink_D 2538 AnimationMode = LOOP 2539 Flags = MAINTAIN_FRAME_ACROSS_STATES 2540 End 2541 ConditionState = REALLYDAMAGED RUBBLE 2542 Model = ABSDILink_E 2543 Animation = ABSDILink_E.ABSDILink_E 2544 AnimationMode = LOOP 2545 Flags = MAINTAIN_FRAME_ACROSS_STATES 2546 End 2547 2548 2549 ; night ************************************* 2550 ConditionState = NIGHT 2551 Model = ABSDILink_N 2552 Animation = ABSDILink_N.ABSDILink_N 2553 AnimationMode = LOOP 2554 Flags = MAINTAIN_FRAME_ACROSS_STATES 2555 End 2556 ConditionState = DAMAGED NIGHT 2557 Model = ABSDILink_DN 2558 Animation = ABSDILink_DN.ABSDILink_DN 2559 AnimationMode = LOOP 2560 Flags = MAINTAIN_FRAME_ACROSS_STATES 2561 End 2562 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2563 Model = ABSDILink_EN 2564 Animation = ABSDILink_EN.ABSDILink_EN 2565 AnimationMode = LOOP 2566 Flags = MAINTAIN_FRAME_ACROSS_STATES 2567 End 2568 2569 ; day snow ************************************** 2570 ConditionState = SNOW 2571 Model = ABSDILink_S 2572 Animation = ABSDILink_S.ABSDILink_S 2573 AnimationMode = LOOP 2574 Flags = MAINTAIN_FRAME_ACROSS_STATES 2575 End 2576 ConditionState = DAMAGED SNOW 2577 Model = ABSDILink_DS 2578 Animation = ABSDILink_DS.ABSDILink_DS 2579 AnimationMode = LOOP 2580 Flags = MAINTAIN_FRAME_ACROSS_STATES 2581 End 2582 ConditionState = REALLYDAMAGED RUBBLE SNOW 2583 Model = ABSDILink_ES 2584 Animation = ABSDILink_ES.ABSDILink_ES 2585 AnimationMode = LOOP 2586 Flags = MAINTAIN_FRAME_ACROSS_STATES 2587 End 2588 2589 ; night snow ************************************* 2590 ConditionState = NIGHT SNOW 2591 Model = ABSDILink_NS 2592 Animation = ABSDILink_NS.ABSDILink_NS 2593 AnimationMode = LOOP 2594 Flags = MAINTAIN_FRAME_ACROSS_STATES 2595 End 2596 ConditionState = DAMAGED NIGHT SNOW 2597 Model = ABSDILink_DNS 2598 Animation = ABSDILink_DNS.ABSDILink_DNS 2599 AnimationMode = LOOP 2600 Flags = MAINTAIN_FRAME_ACROSS_STATES 2601 End 2602 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2603 Model = ABSDILink_ENS 2604 Animation = ABSDILink_ENS.ABSDILink_ENS 2605 AnimationMode = LOOP 2606 Flags = MAINTAIN_FRAME_ACROSS_STATES 2607 End 2608 2609 ;************************************************************************************************************************** 2610 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2611 ;for this draw module 2612 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2613 Model = ABSDILink 2614 Animation = ABSDILink.ABSDILink 2615 AnimationMode = LOOP 2616 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2617 End 2618 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2619 Model = ABSDILink_D 2620 Animation = ABSDILink_D.ABSDILink_D 2621 AnimationMode = LOOP 2622 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2623 End 2624 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2625 Model = ABSDILink_E 2626 Animation = ABSDILink_E.ABSDILink_E 2627 AnimationMode = LOOP 2628 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2629 End 2630 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2631 Model = ABSDILink_N 2632 Animation = ABSDILink_N.ABSDILink_N 2633 AnimationMode = LOOP 2634 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2635 End 2636 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2637 Model = ABSDILink_DN 2638 Animation = ABSDILink_DN.ABSDILink_DN 2639 AnimationMode = LOOP 2640 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2641 End 2642 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2643 Model = ABSDILink_EN 2644 Animation = ABSDILink_EN.ABSDILink_EN 2645 AnimationMode = LOOP 2646 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2647 End 2648 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2649 Model = ABSDILink_S 2650 Animation = ABSDILink_S.ABSDILink_S 2651 AnimationMode = LOOP 2652 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2653 End 2654 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2655 Model = ABSDILink_DS 2656 Animation = ABSDILink_DS.ABSDILink_DS 2657 AnimationMode = LOOP 2658 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2659 End 2660 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2661 Model = ABSDILink_ES 2662 Animation = ABSDILink_ES.ABSDILink_ES 2663 AnimationMode = LOOP 2664 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2665 End 2666 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2667 Model = ABSDILink_NS 2668 Animation = ABSDILink_NS.ABSDILink_NS 2669 AnimationMode = LOOP 2670 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2671 End 2672 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2673 Model = ABSDILink_DNS 2674 Animation = ABSDILink_DNS.ABSDILink_DNS 2675 AnimationMode = LOOP 2676 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2677 End 2678 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2679 Model = ABSDILink_ENS 2680 Animation = ABSDILink_ENS.ABSDILink_ENS 2681 AnimationMode = LOOP 2682 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2683 End 2684 2685 ConditionState = AWAITING_CONSTRUCTION 2686 Model = NONE 2687 End 2688 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2689 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2690 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2691 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2692 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2693 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2694 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2695 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2696 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2697 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2698 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2699 AliasConditionState = SOLD 2700 AliasConditionState = SOLD DAMAGED 2701 AliasConditionState = SOLD REALLYDAMAGED 2702 AliasConditionState = SOLD NIGHT 2703 AliasConditionState = SOLD NIGHT DAMAGED 2704 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2705 AliasConditionState = SOLD SNOW 2706 AliasConditionState = SOLD SNOW DAMAGED 2707 AliasConditionState = SOLD SNOW REALLYDAMAGED 2708 AliasConditionState = SOLD NIGHT SNOW 2709 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2710 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2711 ;************************************************************************************************************************** 2712 2713 2714 2715 End 2716 2717 ;------------ the cannon section (hatch, dish animations) ----------- 2718 Draw = W3DModelDraw ModuleTag_02 2719 ExtraPublicBone = FXConnector 2720 ExtraPublicBone = FXMain 2721 OkToChangeModelColor = Yes 2722 ; day ************************************** 2723 ConditionState = NONE 2724 Model = ABSDILink_A1 2725 Animation = ABSDILink_A1.ABSDILink_A1 2726 AnimationMode = MANUAL 2727 Flags = START_FRAME_FIRST 2728 End 2729 AliasConditionState = NIGHT 2730 AliasConditionState = NIGHT SNOW 2731 AliasConditionState = SNOW 2732 2733 ConditionState = DAMAGED 2734 Model = ABSDILink_A1D 2735 Animation = ABSDILink_A1D.ABSDILink_A1D 2736 AnimationMode = MANUAL 2737 Flags = START_FRAME_FIRST 2738 End 2739 AliasConditionState = NIGHT DAMAGED 2740 AliasConditionState = NIGHT SNOW DAMAGED 2741 AliasConditionState = SNOW DAMAGED 2742 2743 ConditionState = REALLYDAMAGED RUBBLE 2744 Model = ABSDILink_A1E 2745 Animation = ABSDILink_A1E.ABSDILink_A1E 2746 AnimationMode = MANUAL 2747 Flags = START_FRAME_FIRST 2748 End 2749 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 2750 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 2751 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 2752 2753 ConditionState = AWAITING_CONSTRUCTION 2754 Model = None 2755 End 2756 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 2757 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 2758 AliasConditionState = SNOW AWAITING_CONSTRUCTION 2759 2760 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2761 Model = ABSDILink_A1 2762 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2763 End 2764 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2765 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2766 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2767 2768 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2769 Model = ABSDILink_A1D 2770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2771 End 2772 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2773 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2774 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2775 2776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 2777 Model = ABSDILink_A1E 2778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2779 End 2780 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 2781 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 2782 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 2783 2784 ;Preparing to fire! 2785 ConditionState = UNPACKING 2786 Model = ABSDILink_A1 2787 Animation = ABSDILink_A1.ABSDILink_A1 2788 AnimationMode = ONCE 2789 Flags = MAINTAIN_FRAME_ACROSS_STATES2 2790 End 2791 AliasConditionState = NIGHT UNPACKING 2792 AliasConditionState = NIGHT SNOW UNPACKING 2793 AliasConditionState = SNOW UNPACKING 2794 2795 ConditionState = UNPACKING DAMAGED 2796 Model = ABSDILink_A1D 2797 Animation = ABSDILink_A1D.ABSDILink_A1D 2798 AnimationMode = ONCE 2799 Flags = MAINTAIN_FRAME_ACROSS_STATES2 2800 End 2801 AliasConditionState = NIGHT UNPACKING DAMAGED 2802 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 2803 AliasConditionState = SNOW UNPACKING DAMAGED 2804 2805 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 2806 Model = ABSDILink_A1E 2807 Animation = ABSDILink_A1E.ABSDILink_A1E 2808 AnimationMode = ONCE 2809 Flags = MAINTAIN_FRAME_ACROSS_STATES2 2810 End 2811 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 2812 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 2813 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 2814 2815 ;Ready to fire -- or firing! 2816 ConditionState = DEPLOYED 2817 Model = ABSDILink_A1 2818 Animation = ABSDILink_A1.ABSDILink_A1 2819 AnimationMode = MANUAL 2820 Flags = START_FRAME_LAST 2821 End 2822 AliasConditionState = NIGHT DEPLOYED 2823 AliasConditionState = NIGHT SNOW DEPLOYED 2824 AliasConditionState = SNOW DEPLOYED 2825 2826 ConditionState = DEPLOYED DAMAGED 2827 Model = ABSDILink_A1D 2828 Animation = ABSDILink_A1D.ABSDILink_A1D 2829 AnimationMode = MANUAL 2830 Flags = START_FRAME_LAST 2831 End 2832 AliasConditionState = NIGHT DEPLOYED DAMAGED 2833 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 2834 AliasConditionState = SNOW DEPLOYED DAMAGED 2835 2836 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 2837 Model = ABSDILink_A1E 2838 Animation = ABSDILink_A1E.ABSDILink_A1E 2839 AnimationMode = MANUAL 2840 Flags = START_FRAME_LAST 2841 End 2842 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 2843 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 2844 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 2845 2846 ;Packing up (recharging for new attack) 2847 ConditionState = PACKING 2848 Model = ABSDILink_A1 2849 Animation = ABSDILink_A1.ABSDILink_A1 2850 AnimationMode = ONCE_BACKWARDS 2851 Flags = MAINTAIN_FRAME_ACROSS_STATES3 2852 End 2853 AliasConditionState = NIGHT PACKING 2854 AliasConditionState = NIGHT SNOW PACKING 2855 AliasConditionState = SNOW PACKING 2856 2857 ConditionState = PACKING DAMAGED 2858 Model = ABSDILink_A1D 2859 Animation = ABSDILink_A1D.ABSDILink_A1D 2860 AnimationMode = ONCE_BACKWARDS 2861 Flags = MAINTAIN_FRAME_ACROSS_STATES3 2862 End 2863 AliasConditionState = NIGHT PACKING DAMAGED 2864 AliasConditionState = NIGHT SNOW PACKING DAMAGED 2865 AliasConditionState = SNOW PACKING DAMAGED 2866 2867 ConditionState = PACKING REALLYDAMAGED RUBBLE 2868 Model = ABSDILink_A1E 2869 Animation = ABSDILink_A1E.ABSDILink_A1E 2870 AnimationMode = ONCE_BACKWARDS 2871 Flags = MAINTAIN_FRAME_ACROSS_STATES3 2872 End 2873 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 2874 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 2875 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 2876 2877 2878 ConditionState = SOLD DEPLOYED 2879 Model = NONE 2880 End 2881 ConditionState = SOLD SNOW DEPLOYED 2882 Model = NONE 2883 End 2884 ConditionState = SOLD NIGHT DEPLOYED 2885 Model = NONE 2886 End 2887 ConditionState = SOLD NIGHT SNOW DEPLOYED 2888 Model = NONE 2889 End 2890 End 2891 2892 2893 ; ------------ construction-zone fence ----------------- 2894 Draw = W3DModelDraw ModuleTag_03 2895 AnimationsRequirePower = No 2896 DefaultConditionState 2897 Model = None 2898 TransitionKey = DOWN_DEFAULT 2899 End 2900 ConditionState = NIGHT 2901 Model = None 2902 TransitionKey = DOWN_DEFAULT 2903 End 2904 ConditionState = SNOW 2905 Model = None 2906 TransitionKey = DOWN_DEFAULT 2907 End 2908 ConditionState = SNOW NIGHT 2909 Model = None 2910 TransitionKey = DOWN_DEFAULT 2911 End 2912 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2913 Model = ABSDILink_A4 2914 Animation = ABSDILink_A4.ABSDILink_A4 2915 AnimationMode = MANUAL 2916 Flags = START_FRAME_LAST 2917 TransitionKey = UP_DAY 2918 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2919 ParticleSysBone = SparksS01 LiveWireSparks02 2920 End 2921 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2922 Model = ABSDILink_A4N 2923 Animation = ABSDILink_A4N.ABSDILink_A4N 2924 AnimationMode = MANUAL 2925 Flags = START_FRAME_LAST 2926 TransitionKey = UP_NIGHT 2927 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2928 ParticleSysBone = SparksS01 LiveWireSparks02 2929 End 2930 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2931 Model = ABSDILink_A4S 2932 Animation = ABSDILink_A4S.ABSDILink_A4S 2933 AnimationMode = MANUAL 2934 Flags = START_FRAME_LAST 2935 TransitionKey = UP_SNOW 2936 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2937 ParticleSysBone = SparksS01 LiveWireSparks02 2938 End 2939 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2940 Model = ABSDILink_A4SN 2941 Animation = ABSDILink_A4SN.ABSDILink_A4SN 2942 AnimationMode = MANUAL 2943 Flags = START_FRAME_LAST 2944 TransitionKey = UP_SNOWNIGHT 2945 ParticleSysBone = SmokeS01 SmokeBuildingSmall 2946 ParticleSysBone = SparksS01 LiveWireSparks02 2947 End 2948 TransitionState = DOWN_DEFAULT UP_DAY 2949 Model = ABSDILink_A4 2950 Animation = ABSDILink_A4.ABSDILink_A4 2951 AnimationMode = ONCE 2952 AnimationSpeedFactorRange = 1.0 1.0 2953 Flags = START_FRAME_FIRST 2954 End 2955 TransitionState = DOWN_DEFAULT UP_NIGHT 2956 Model = ABSDILink_A4N 2957 Animation = ABSDILink_A4N.ABSDILink_A4N 2958 AnimationMode = ONCE 2959 AnimationSpeedFactorRange = 1.0 1.0 2960 Flags = START_FRAME_FIRST 2961 End 2962 TransitionState = DOWN_DEFAULT UP_SNOW 2963 Model = ABSDILink_A4S 2964 Animation = ABSDILink_A4S.ABSDILink_A4S 2965 AnimationMode = ONCE 2966 AnimationSpeedFactorRange = 1.0 1.0 2967 Flags = START_FRAME_FIRST 2968 End 2969 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2970 Model = ABSDILink_A4SN 2971 Animation = ABSDILink_A4SN.ABSDILink_A4SN 2972 AnimationMode = ONCE 2973 AnimationSpeedFactorRange = 1.0 1.0 2974 Flags = START_FRAME_FIRST 2975 End 2976 TransitionState = UP_DAY DOWN_DEFAULT 2977 Model = ABSDILink_A4 2978 Animation = ABSDILink_A4.ABSDILink_A4 2979 AnimationMode = ONCE_BACKWARDS 2980 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2981 Flags = START_FRAME_LAST 2982 End 2983 TransitionState = UP_NIGHT DOWN_DEFAULT 2984 Model = ABSDILink_A4N 2985 Animation = ABSDILink_A4N.ABSDILink_A4N 2986 AnimationMode = ONCE_BACKWARDS 2987 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2988 Flags = START_FRAME_LAST 2989 End 2990 TransitionState = UP_SNOW DOWN_DEFAULT 2991 Model = ABSDILink_A4S 2992 Animation = ABSDILink_A4S.ABSDILink_A4S 2993 AnimationMode = ONCE_BACKWARDS 2994 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2995 Flags = START_FRAME_LAST 2996 End 2997 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2998 Model = ABSDILink_A4SN 2999 Animation = ABSDILink_A4SN.ABSDILink_A4SN 3000 AnimationMode = ONCE_BACKWARDS 3001 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3002 Flags = START_FRAME_LAST 3003 End 3004 End 3005 3006 ; ------------ under-construction scaffolding ----------------- 3007 Draw = W3DModelDraw ModuleTag_04 3008 AnimationsRequirePower = No 3009 MinLODRequired = MEDIUM 3010 DefaultConditionState 3011 Model = None 3012 TransitionKey = DOWN_DEFAULT 3013 End 3014 ConditionState = NIGHT 3015 Model = None 3016 TransitionKey = DOWN_DEFAULT 3017 End 3018 ConditionState = SNOW 3019 Model = None 3020 TransitionKey = DOWN_DEFAULT 3021 End 3022 ConditionState = SNOW NIGHT 3023 Model = None 3024 TransitionKey = DOWN_DEFAULT 3025 End 3026 ConditionState = PARTIALLY_CONSTRUCTED 3027 Model = ABSDILink_A6 3028 Animation = ABSDILink_A6.ABSDILink_A6 3029 AnimationMode = MANUAL 3030 Flags = START_FRAME_LAST 3031 TransitionKey = UP_DAY 3032 ParticleSysBone = Sparks01 BuildUpBlueSpark 3033 ParticleSysBone = Sparks02 BuildUpBlueSpark 3034 ParticleSysBone = Sparks03 BuildUpBlueSpark 3035 ParticleSysBone = Sparks04 BuildUpBlueSpark 3036 ParticleSysBone = Sparks05 BuildUpBlueSpark 3037 End 3038 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 3039 Model = ABSDILink_A6N 3040 Animation = ABSDILink_A6N.ABSDILink_A6N 3041 AnimationMode = MANUAL 3042 Flags = START_FRAME_LAST 3043 TransitionKey = UP_NIGHT 3044 ParticleSysBone = Sparks01 BuildUpBlueSpark 3045 ParticleSysBone = Sparks02 BuildUpBlueSpark 3046 ParticleSysBone = Sparks03 BuildUpBlueSpark 3047 ParticleSysBone = Sparks04 BuildUpBlueSpark 3048 ParticleSysBone = Sparks05 BuildUpBlueSpark 3049 End 3050 ConditionState = SNOW PARTIALLY_CONSTRUCTED 3051 Model = ABSDILink_A6S 3052 Animation = ABSDILink_A6S.ABSDILink_A6S 3053 AnimationMode = MANUAL 3054 Flags = START_FRAME_LAST 3055 TransitionKey = UP_SNOW 3056 ParticleSysBone = Sparks01 BuildUpBlueSpark 3057 ParticleSysBone = Sparks02 BuildUpBlueSpark 3058 ParticleSysBone = Sparks03 BuildUpBlueSpark 3059 ParticleSysBone = Sparks04 BuildUpBlueSpark 3060 ParticleSysBone = Sparks05 BuildUpBlueSpark 3061 End 3062 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 3063 Model = ABSDILink_A6SN 3064 Animation = ABSDILink_A6SN.ABSDILink_A6SN 3065 AnimationMode = MANUAL 3066 Flags = START_FRAME_LAST 3067 TransitionKey = UP_SNOWNIGHT 3068 ParticleSysBone = Sparks01 BuildUpBlueSpark 3069 ParticleSysBone = Sparks02 BuildUpBlueSpark 3070 ParticleSysBone = Sparks03 BuildUpBlueSpark 3071 ParticleSysBone = Sparks04 BuildUpBlueSpark 3072 ParticleSysBone = Sparks05 BuildUpBlueSpark 3073 End 3074 TransitionState = DOWN_DEFAULT UP_DAY 3075 Model = ABSDILink_A6 3076 Animation = ABSDILink_A6.ABSDILink_A6 3077 AnimationMode = ONCE 3078 AnimationSpeedFactorRange = 1.0 1.0 3079 Flags = START_FRAME_FIRST 3080 End 3081 TransitionState = DOWN_DEFAULT UP_NIGHT 3082 Model = ABSDILink_A6N 3083 Animation = ABSDILink_A6N.ABSDILink_A6N 3084 AnimationMode = ONCE 3085 AnimationSpeedFactorRange = 1.0 1.0 3086 Flags = START_FRAME_FIRST 3087 End 3088 TransitionState = DOWN_DEFAULT UP_SNOW 3089 Model = ABSDILink_A6S 3090 Animation = ABSDILink_A6S.ABSDILink_A6S 3091 AnimationMode = ONCE 3092 AnimationSpeedFactorRange = 1.0 1.0 3093 Flags = START_FRAME_FIRST 3094 End 3095 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3096 Model = ABSDILink_A6SN 3097 Animation = ABSDILink_A6SN.ABSDILink_A6SN 3098 AnimationMode = ONCE 3099 AnimationSpeedFactorRange = 1.0 1.0 3100 Flags = START_FRAME_FIRST 3101 End 3102 TransitionState = UP_DAY DOWN_DEFAULT 3103 Model = ABSDILink_A6 3104 Animation = ABSDILink_A6.ABSDILink_A6 3105 AnimationMode = ONCE_BACKWARDS 3106 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3107 Flags = START_FRAME_LAST 3108 End 3109 TransitionState = UP_NIGHT DOWN_DEFAULT 3110 Model = ABSDILink_A6N 3111 Animation = ABSDILink_A6N.ABSDILink_A6N 3112 AnimationMode = ONCE_BACKWARDS 3113 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3114 Flags = START_FRAME_LAST 3115 End 3116 TransitionState = UP_SNOW DOWN_DEFAULT 3117 Model = ABSDILink_A6S 3118 Animation = ABSDILink_A6S.ABSDILink_A6S 3119 AnimationMode = ONCE_BACKWARDS 3120 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3121 Flags = START_FRAME_LAST 3122 End 3123 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3124 Model = ABSDILink_A6SN 3125 Animation = ABSDILink_A6SN.ABSDILink_A6SN 3126 AnimationMode = ONCE_BACKWARDS 3127 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3128 Flags = START_FRAME_LAST 3129 End 3130 End 3131 3132 ; ------------ being-constructed crane ----------------- 3133 Draw = W3DModelDraw ModuleTag_05 3134 AnimationsRequirePower = No 3135 DefaultConditionState 3136 Model = None 3137 TransitionKey = DOWN_DEFAULT 3138 End 3139 ConditionState = NIGHT 3140 Model = None 3141 TransitionKey = DOWN_DEFAULT 3142 End 3143 ConditionState = SNOW 3144 Model = None 3145 TransitionKey = DOWN_DEFAULT 3146 End 3147 ConditionState = SNOW NIGHT 3148 Model = None 3149 TransitionKey = DOWN_DEFAULT 3150 End 3151 ConditionState = SOLD 3152 Model = NONE 3153 End 3154 3155 ConditionState = ACTIVELY_BEING_CONSTRUCTED 3156 Model = ABSDILink_A5 3157 Animation = ABSDILink_A5.ABSDILink_A5 3158 AnimationMode = LOOP 3159 TransitionKey = UP_DAY 3160 End 3161 3162 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 3163 Model = ABSDILink_A5N 3164 Animation = ABSDILink_A5N.ABSDILink_A5N 3165 AnimationMode = LOOP 3166 TransitionKey = UP_NIGHT 3167 End 3168 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 3169 Model = ABSDILink_A5S 3170 Animation = ABSDILink_A5S.ABSDILink_A5S 3171 AnimationMode = LOOP 3172 TransitionKey = UP_SNOW 3173 End 3174 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 3175 Model = ABSDILink_A5SN 3176 Animation = ABSDILink_A5SN.ABSDILink_A5SN 3177 AnimationMode = LOOP 3178 TransitionKey = UP_SNOWNIGHT 3179 End 3180 TransitionState = DOWN_DEFAULT UP_DAY 3181 Model = ABSDILink_AB 3182 Animation = ABSDILink_AB.ABSDILink_AB 3183 AnimationMode = ONCE 3184 AnimationSpeedFactorRange = 1.0 1.0 3185 Flags = START_FRAME_FIRST 3186 End 3187 3188 TransitionState = DOWN_DEFAULT UP_NIGHT 3189 Model = ABSDILink_ABN 3190 Animation = ABSDILink_ABN.ABSDILink_ABN 3191 AnimationMode = ONCE 3192 AnimationSpeedFactorRange = 1.0 1.0 3193 Flags = START_FRAME_FIRST 3194 End 3195 TransitionState = DOWN_DEFAULT UP_SNOW 3196 Model = ABSDILink_ABS 3197 Animation = ABSDILink_ABS.ABSDILink_ABS 3198 AnimationMode = ONCE 3199 AnimationSpeedFactorRange = 1.0 1.0 3200 Flags = START_FRAME_FIRST 3201 End 3202 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3203 Model = ABSDILink_ABSN 3204 Animation = ABSDILink_ABSN.ABSDILink_ABSN 3205 AnimationMode = ONCE 3206 AnimationSpeedFactorRange = 1.0 1.0 3207 Flags = START_FRAME_FIRST 3208 End 3209 TransitionState = UP_DAY DOWN_DEFAULT 3210 Model = ABSDILink_AB 3211 Animation = ABSDILink_AB.ABSDILink_AB 3212 AnimationMode = ONCE_BACKWARDS 3213 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3214 Flags = START_FRAME_LAST 3215 End 3216 TransitionState = UP_NIGHT DOWN_DEFAULT 3217 Model = ABSDILink_ABN 3218 Animation = ABSDILink_ABN.ABSDILink_ABN 3219 AnimationMode = ONCE_BACKWARDS 3220 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3221 Flags = START_FRAME_LAST 3222 End 3223 TransitionState = UP_SNOW DOWN_DEFAULT 3224 Model = ABSDILink_ABS 3225 Animation = ABSDILink_ABS.ABSDILink_ABS 3226 AnimationMode = ONCE_BACKWARDS 3227 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3228 Flags = START_FRAME_LAST 3229 End 3230 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3231 Model = ABSDILink_ABSN 3232 Animation = ABSDILink_ABSN.ABSDILink_ABSN 3233 AnimationMode = ONCE_BACKWARDS 3234 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3235 Flags = START_FRAME_LAST 3236 End 3237 End 3238 3239 PlacementViewAngle = -45 3240 3241 ; ***DESIGN parameters *** 3242 DisplayName = OBJECT:ParticleCannon 3243 Side = Boss 3244 EditorSorting = STRUCTURE 3245 Prerequisites 3246 Object = Boss_WarFactory 3247 Object = Boss_Airfield 3248 End 3249 BuildCost = 5000 3250 BuildTime = 60.0 ; in seconds 3251 EnergyProduction = -10 3252 VisionRange = 200.0 ; Shroud clearing distance 3253 ShroudClearingRange = 200 3254 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 3255 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 3256 ArmorSet 3257 Conditions = None 3258 Armor = StructureArmorTough 3259 DamageFX = StructureDamageFXNoShake 3260 End 3261 CommandSet = Boss_AmericaParticleUplinkCannonCommandSet 3262 ExperienceValue = 400 400 400 400 ; Experience point value at each level 3263 3264 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 3265 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 3266 3267 ; *** AUDIO Parameters *** 3268 VoiceSelect = ParticleCannonSelect 3269 SoundOnDamaged = BuildingDamagedStateLight 3270 SoundOnReallyDamaged = BuildingDestroy 3271 3272 UnitSpecificSounds 3273 UnderConstruction = UnderConstructionLoop 3274 End 3275 3276 ; *** ENGINEERING Parameters *** 3277 RadarPriority = STRUCTURE 3278 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 3279 Body = StructureBody ModuleTag_06 3280 MaxHealth = 4000.0 3281 InitialHealth = 4000.0 3282 3283 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3284 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3285 SubdualDamageCap = 4200 3286 SubdualDamageHealRate = 500 3287 SubdualDamageHealAmount = 100 3288 End 3289 Behavior = BaseRegenerateUpdate ModuleTag_07 3290 ;No data 3291 End 3292 3293 Behavior = SpecialPowerCreate ModuleTag_16 3294 ;nothing 3295 End 3296 Behavior = SpecialAbility ModuleTag_11 3297 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 3298 UpdateModuleStartsAttack = Yes 3299 End 3300 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 3301 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 3302 3303 ;The values trigger the various pre-stages before being ready to actually fire. 3304 ;The total combined value of these determines the first sign of activity in the 3305 ;cannon. 3306 BeginChargeTime = 5000 ;The outer nodes begin to charge. 3307 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 3308 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 3309 3310 ;***NOTE -- these values effect gameplay***** 3311 TotalFiringTime = 10000 ;The total ground contact time of the beam 3312 3313 DamagePerSecond = 400 ;Amount of damage inflicted per second 3314 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 3315 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 3316 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 3317 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 3318 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 3319 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 3320 ;******************************************** 3321 3322 ;Bone names for required elements 3323 OuterEffectBoneName = FX ;The base name for the outer node bones. 3324 OuterEffectNumBones = 5 ;The number of outer nodes. 3325 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 3326 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 3327 3328 ;These are particle systems tied to the outer nodes in varying intensities. 3329 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 3330 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 3331 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 3332 3333 ;The connectors system connects each of the outer nodes to the central node that receives 3334 ;the lasers from outside. 3335 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 3336 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 3337 3338 ;Currently commented out -- These 3339 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 3340 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 3341 3342 ;This is the name of the bone on the building where the beam is fired from 3343 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 3344 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 3345 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 3346 3347 ;The flare fxlist that is played over and over during the beam firing process. Be 3348 ;mindful of the delay because that effects both art and sound. 3349 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 3350 DelayBetweenLaunchFX = 1000 3351 3352 ;Each scorch mark creates an object in the world, so while making more looks better 3353 ;it becomes a performance issue. The scalar will calculate the size of the scorch 3354 ;mark to make based on the current size of the beam (which changes dynamically). The 3355 ;number also matches the number of times the "GroundHitFX" is called. 3356 TotalScorchMarks = 20 3357 ScorchMarkScalar = 2.4 3358 3359 ;***NOTE -- these values effect gameplay*** 3360 ;The swath of death is the path the laser tracers centered on the targeted position. 3361 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 3362 ;a sine wave iteration, but always goes through the target point. 3363 SwathOfDeathDistance = 200.0 3364 SwathOfDeathAmplitude = 50.0 3365 3366 3367 ManualDrivingSpeed = 20 3368 ManualFastDrivingSpeed = 40 3369 DoubleClickToFastDriveDelay = 500 3370 3371 ;***SOUNDS!**** 3372 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 3373 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 3374 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 3375 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 3376 3377 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 3378 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 3379 End 3380 3381 Behavior = FlammableUpdate ModuleTag_14 3382 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3383 AflameDamageAmount = 5 ; taking this much damage... 3384 AflameDamageDelay = 500 ; this often. 3385 End 3386 3387 Behavior = ProductionUpdate ModuleTag_15 3388 ; This is needed in order to get a public timer to work! 3389 End 3390 3391 Behavior = TransitionDamageFX ModuleTag_17 3392 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 3393 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 3394 ;--------------------------------------------------------------------------------------- 3395 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 3396 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 3397 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 3398 End 3399 3400 Behavior = SlowDeathBehavior ModuleTag_18 3401 ; don't run this death if we are under construction... 3402 ExemptStatus = UNDER_CONSTRUCTION 3403 DestructionDelay = 2000 3404 FX = INITIAL FX_ParticleUplinkDeathInitial 3405 OCL = INITIAL OCL_SDILinkLasers 3406 FX = FINAL FX_StructureMediumDeath 3407 OCL = FINAL OCL_ParticleUplinkDeathFinal 3408 End 3409 3410 Behavior = InstantDeathBehavior ModuleTag_19 3411 ; if we are under construction, use this death instead 3412 RequiredStatus = UNDER_CONSTRUCTION 3413 OCL = OCL_ABPowerPlantExplode 3414 FX = FX_StructureMediumDeath 3415 End 3416 3417 Behavior = CommandSetUpgrade ModuleTag_20 3418 CommandSet = Boss_AmericaParticleUplinkCannonCommandSetUpgrade 3419 TriggeredBy = Upgrade_ChinaMines 3420 End 3421 3422 Behavior = GenerateMinefieldBehavior ModuleTag_21 3423 TriggeredBy = Upgrade_ChinaMines 3424 MineName = ChinaStandardMine 3425 SmartBorder = Yes 3426 AlwaysCircular = Yes 3427 3428 Upgradable = Yes 3429 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 3430 UpgradedMineName = ChinaEMPMine 3431 End 3432 3433 Behavior = ProductionUpdate ModuleTag_22 3434 ; nothing 3435 End 3436 3437 Behavior = ArmorUpgrade ModuleTag_26 3438 TriggeredBy = Upgrade_ChinaEMPMines 3439 End 3440 3441 3442 Geometry = BOX 3443 GeometryMajorRadius = 64.0 3444 GeometryMinorRadius = 38.0 3445 GeometryHeight = 38.0 3446 GeometryIsSmall = No 3447 Shadow = SHADOW_VOLUME 3448 BuildCompletion = PLACED_BY_PLAYER 3449 3450 End 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 ;------------------------------------------------------------------------------ 3493 3494 Object Boss_Airfield 3495 3496 ; *** ART Parameters *** 3497 SelectPortrait = SNAirfield_L 3498 ButtonImage = SNAirfield 3499 Draw = W3DModelDraw ModuleTag_01 3500 3501 OkToChangeModelColor = Yes 3502 3503 ExtraPublicBone = Runway1Parking1 3504 ExtraPublicBone = Runway1Parking2 3505 ExtraPublicBone = Runway2Parking1 3506 ExtraPublicBone = Runway2Parking2 3507 ExtraPublicBone = Runway1Park1Han 3508 ExtraPublicBone = Runway1Park2Han 3509 ExtraPublicBone = Runway2Park1Han 3510 ExtraPublicBone = Runway2Park2Han 3511 ExtraPublicBone = Runway1Prep1 3512 ExtraPublicBone = Runway1Prep2 3513 ExtraPublicBone = Runway2Prep1 3514 ExtraPublicBone = Runway2Prep2 3515 ExtraPublicBone = RunwayStart1 3516 ExtraPublicBone = RunwayStart2 3517 ExtraPublicBone = RunwayEnd1 3518 ExtraPublicBone = RunwayEnd2 3519 3520 ExtraPublicBone = HeliPark01 3521 3522 ; ------------- DAY ------------------ 3523 3524 DefaultConditionState 3525 Model = NBAirfield 3526 Animation = NBAirfield.NBAirfield 3527 AnimationMode = LOOP 3528 End 3529 ConditionState = DAMAGED 3530 Model = NBAirfield_D 3531 Animation = NBAirfield_D.NBAirfield_D 3532 AnimationMode = LOOP 3533 End 3534 ConditionState = REALLYDAMAGED RUBBLE 3535 Model = NBAirfield_E 3536 Animation = NBAirfield_E.NBAirfield_E 3537 AnimationMode = LOOP 3538 End 3539 3540 ; ------------- SNOW ------------------ 3541 ConditionState = SNOW 3542 Model = NBAirfield_S 3543 Animation = NBAirfield_S.NBAirfield_S 3544 AnimationMode = LOOP 3545 End 3546 ConditionState = DAMAGED SNOW 3547 Model = NBAirfield_DS 3548 Animation = NBAirfield_DS.NBAirfield_DS 3549 AnimationMode = LOOP 3550 End 3551 ConditionState = REALLYDAMAGED RUBBLE SNOW 3552 Model = NBAirfield_ES 3553 Animation = NBAirfield_ES.NBAirfield_ES 3554 AnimationMode = LOOP 3555 End 3556 3557 ; ------------- NIGHT ------------------ 3558 3559 ConditionState = NIGHT 3560 Model = NBAirfield_N 3561 Animation = NBAirfield_N.NBAirfield_N 3562 AnimationMode = LOOP 3563 End 3564 ConditionState = DAMAGED NIGHT 3565 Model = NBAirfield_DN 3566 Animation = NBAirfield_DN.NBAirfield_DN 3567 AnimationMode = LOOP 3568 End 3569 ConditionState = REALLYDAMAGED RUBBLE NIGHT 3570 Model = NBAirfield_EN 3571 Animation = NBAirfield_EN.NBAirfield_EN 3572 AnimationMode = LOOP 3573 End 3574 3575 ; ------------- NIGHT SNOW------------------ 3576 3577 ConditionState = NIGHT SNOW 3578 Model = NBAirfield_NS 3579 Animation = NBAirfield_NS.NBAirfield_NS 3580 AnimationMode = LOOP 3581 End 3582 ConditionState = DAMAGED NIGHT SNOW 3583 Model = NBAirfield_DNS 3584 Animation = NBAirfield_DNS.NBAirfield_DNS 3585 AnimationMode = LOOP 3586 End 3587 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 3588 Model = NBAirfield_ENS 3589 Animation = NBAirfield_ENS.NBAirfield_ENS 3590 AnimationMode = LOOP 3591 End 3592 3593 ;************************************************************************************************************************** 3594 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3595 ;for this draw module 3596 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3597 Model = NBAirfield 3598 Animation = NBAirfield.NBAirfield 3599 AnimationMode = LOOP 3600 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3601 End 3602 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3603 Model = NBAirfield_D 3604 Animation = NBAirfield_D.NBAirfield_D 3605 AnimationMode = LOOP 3606 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3607 End 3608 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3609 Model = NBAirfield_E 3610 Animation = NBAirfield_E.NBAirfield_E 3611 AnimationMode = LOOP 3612 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3613 End 3614 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3615 Model = NBAirfield_N 3616 Animation = NBAirfield_N.NBAirfield_N 3617 AnimationMode = LOOP 3618 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3619 End 3620 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 3621 Model = NBAirfield_DN 3622 Animation = NBAirfield_DN.NBAirfield_DN 3623 AnimationMode = LOOP 3624 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3625 End 3626 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 3627 Model = NBAirfield_EN 3628 Animation = NBAirfield_EN.NBAirfield_EN 3629 AnimationMode = LOOP 3630 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3631 End 3632 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3633 Model = NBAirfield_S 3634 Animation = NBAirfield_S.NBAirfield_S 3635 AnimationMode = LOOP 3636 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3637 End 3638 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 3639 Model = NBAirfield_DS 3640 Animation = NBAirfield_DS.NBAirfield_DS 3641 AnimationMode = LOOP 3642 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3643 End 3644 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 3645 Model = NBAirfield_ES 3646 Animation = NBAirfield_ES.NBAirfield_ES 3647 AnimationMode = LOOP 3648 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3649 End 3650 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3651 Model = NBAirfield_NS 3652 Animation = NBAirfield_NS.NBAirfield_NS 3653 AnimationMode = LOOP 3654 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3655 End 3656 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 3657 Model = NBAirfield_DNS 3658 Animation = NBAirfield_DNS.NBAirfield_DNS 3659 AnimationMode = LOOP 3660 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3661 End 3662 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 3663 Model = NBAirfield_ENS 3664 Animation = NBAirfield_ENS.NBAirfield_ENS 3665 AnimationMode = LOOP 3666 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3667 End 3668 3669 ConditionState = AWAITING_CONSTRUCTION 3670 Model = NONE 3671 End 3672 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3673 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3674 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3675 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3676 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3677 AliasConditionState = AWAITING_CONSTRUCTION SNOW 3678 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 3679 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 3680 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3681 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3682 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3683 AliasConditionState = SOLD 3684 AliasConditionState = SOLD DAMAGED 3685 AliasConditionState = SOLD REALLYDAMAGED 3686 AliasConditionState = SOLD NIGHT 3687 AliasConditionState = SOLD NIGHT DAMAGED 3688 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3689 AliasConditionState = SOLD SNOW 3690 AliasConditionState = SOLD SNOW DAMAGED 3691 AliasConditionState = SOLD SNOW REALLYDAMAGED 3692 AliasConditionState = SOLD NIGHT SNOW 3693 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3694 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3695 ;************************************************************************************************************************** 3696 3697 3698 End 3699 3700 3701 Draw = W3DModelDraw ModuleTag_02 3702 DefaultConditionState 3703 Model = None 3704 End 3705 End 3706 3707 ; ----------------- door #1 ------------------- 3708 Draw = W3DModelDraw ModuleTag_03 3709 DefaultConditionState 3710 Model = NBAirfield_A9 3711 Animation = NBAirfield_A9.NBAirfield_A9 3712 AnimationMode = MANUAL 3713 Flags = START_FRAME_FIRST 3714 End 3715 AliasConditionState = NIGHT 3716 AliasConditionState = SNOW 3717 AliasConditionState = SNOW NIGHT 3718 AliasConditionState = NIGHT DAMAGED 3719 AliasConditionState = SNOW DAMAGED 3720 AliasConditionState = SNOW NIGHT DAMAGED 3721 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 3722 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 3723 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 3724 3725 ConditionState = DOOR_1_OPENING 3726 Model = NBAirfield_A9 3727 Animation = NBAirfield_A9.NBAirfield_A9 3728 AnimationMode = ONCE 3729 Flags = START_FRAME_FIRST 3730 End 3731 AliasConditionState = NIGHT DOOR_1_OPENING 3732 AliasConditionState = SNOW DOOR_1_OPENING 3733 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 3734 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 3735 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 3736 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING 3737 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 3738 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 3739 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 3740 3741 ConditionState = DOOR_1_CLOSING 3742 Model = NBAirfield_A9 3743 Animation = NBAirfield_A9.NBAirfield_A9 3744 AnimationMode = ONCE_BACKWARDS 3745 Flags = START_FRAME_LAST 3746 End 3747 AliasConditionState = NIGHT DOOR_1_CLOSING 3748 AliasConditionState = SNOW DOOR_1_CLOSING 3749 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 3750 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 3751 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 3752 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING 3753 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 3754 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 3755 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 3756 3757 ConditionState = DOOR_1_WAITING_OPEN 3758 Model = NBAirfield_A9 3759 Animation = NBAirfield_A9.NBAirfield_A9 3760 AnimationMode = MANUAL 3761 Flags = START_FRAME_LAST 3762 End 3763 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 3764 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 3765 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 3766 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 3767 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 3768 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN 3769 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 3770 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 3771 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 3772 3773 ;************************************************************************************************************************** 3774 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3775 ;for this draw module 3776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3777 Model = NBAirfield_A9 3778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3779 End 3780 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3781 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3782 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3783 3784 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3785 Model = NBAirfield_A9 3786 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3787 End 3788 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3789 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3790 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3791 3792 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3793 Model = NBAirfield_A9 3794 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3795 End 3796 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3797 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3798 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3799 3800 ConditionState = AWAITING_CONSTRUCTION 3801 Model = NONE 3802 End 3803 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3804 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3805 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3806 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3807 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3808 AliasConditionState = AWAITING_CONSTRUCTION SNOW 3809 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 3810 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 3811 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3812 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3813 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3814 AliasConditionState = SOLD 3815 AliasConditionState = SOLD DAMAGED 3816 AliasConditionState = SOLD REALLYDAMAGED 3817 AliasConditionState = SOLD NIGHT 3818 AliasConditionState = SOLD NIGHT DAMAGED 3819 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3820 AliasConditionState = SOLD SNOW 3821 AliasConditionState = SOLD SNOW DAMAGED 3822 AliasConditionState = SOLD SNOW REALLYDAMAGED 3823 AliasConditionState = SOLD NIGHT SNOW 3824 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3825 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3826 ;************************************************************************************************************************** 3827 3828 3829 End 3830 3831 ; ----------------- door #2 ------------------- 3832 ; this one has no door #2... (srj) 3833 ; Draw = W3DModelDraw 3834 ; DefaultConditionState 3835 ; Model = NBAirfield_A10 3836 ; Animation = NBAirfield_A10.NBAirfield_A10 3837 ; AnimationMode = MANUAL 3838 ; Flags = START_FRAME_FIRST 3839 ; End 3840 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3841 ; Model = NBAirfield_A10 3842 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3843 ; End 3844 ; ConditionState = DOOR_2_OPENING 3845 ; Model = NBAirfield_A10 3846 ; Animation = NBAirfield_A10.NBAirfield_A10 3847 ; AnimationMode = ONCE 3848 ; Flags = START_FRAME_FIRST 3849 ; End 3850 ; ConditionState = DOOR_2_CLOSING 3851 ; Model = NBAirfield_A10 3852 ; Animation = NBAirfield_A10.NBAirfield_A10 3853 ; AnimationMode = ONCE_BACKWARDS 3854 ; Flags = START_FRAME_LAST 3855 ; End 3856 ; ConditionState = DOOR_2_WAITING_OPEN 3857 ; Model = NBAirfield_A10 3858 ; Animation = NBAirfield_A10.NBAirfield_A10 3859 ; AnimationMode = MANUAL 3860 ; Flags = START_FRAME_LAST 3861 ; End 3862 ; End 3863 3864 ; ----------------- door #3 ------------------- 3865 Draw = W3DModelDraw ModuleTag_04 3866 DefaultConditionState 3867 Model = NBAirfield_A10 3868 Animation = NBAirfield_A10.NBAirfield_A10 3869 AnimationMode = MANUAL 3870 Flags = START_FRAME_FIRST 3871 End 3872 AliasConditionState = NIGHT 3873 AliasConditionState = SNOW 3874 AliasConditionState = SNOW NIGHT 3875 AliasConditionState = NIGHT DAMAGED 3876 AliasConditionState = SNOW DAMAGED 3877 AliasConditionState = SNOW NIGHT DAMAGED 3878 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 3879 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 3880 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 3881 3882 3883 3884 ConditionState = DOOR_3_OPENING 3885 Model = NBAirfield_A10 3886 Animation = NBAirfield_A10.NBAirfield_A10 3887 AnimationMode = ONCE 3888 Flags = START_FRAME_FIRST 3889 End 3890 AliasConditionState = NIGHT DOOR_3_OPENING 3891 AliasConditionState = SNOW DOOR_3_OPENING 3892 AliasConditionState = SNOW NIGHT DOOR_3_OPENING 3893 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 3894 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 3895 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING 3896 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 3897 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 3898 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 3899 3900 ConditionState = DOOR_3_CLOSING 3901 Model = NBAirfield_A10 3902 Animation = NBAirfield_A10.NBAirfield_A10 3903 AnimationMode = ONCE_BACKWARDS 3904 Flags = START_FRAME_LAST 3905 End 3906 AliasConditionState = NIGHT DOOR_3_CLOSING 3907 AliasConditionState = SNOW DOOR_3_CLOSING 3908 AliasConditionState = SNOW NIGHT DOOR_3_CLOSING 3909 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 3910 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 3911 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING 3912 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 3913 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 3914 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 3915 3916 ConditionState = DOOR_3_WAITING_OPEN 3917 Model = NBAirfield_A10 3918 Animation = NBAirfield_A10.NBAirfield_A10 3919 AnimationMode = MANUAL 3920 Flags = START_FRAME_LAST 3921 End 3922 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 3923 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 3924 AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN 3925 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 3926 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 3927 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN 3928 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 3929 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 3930 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 3931 3932 ;************************************************************************************************************************** 3933 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3934 ;for this draw module 3935 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3936 Model = NBAirfield_A10 3937 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3938 End 3939 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3940 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3941 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3942 3943 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3944 Model = NBAirfield_A10 3945 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3946 End 3947 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3948 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3949 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3950 3951 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3952 Model = NBAirfield_A10 3953 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3954 End 3955 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3956 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3957 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3958 3959 ConditionState = AWAITING_CONSTRUCTION 3960 Model = NONE 3961 End 3962 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3963 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3964 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3965 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3966 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3967 AliasConditionState = AWAITING_CONSTRUCTION SNOW 3968 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 3969 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 3970 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3971 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3972 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3973 AliasConditionState = SOLD 3974 AliasConditionState = SOLD DAMAGED 3975 AliasConditionState = SOLD REALLYDAMAGED 3976 AliasConditionState = SOLD NIGHT 3977 AliasConditionState = SOLD NIGHT DAMAGED 3978 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3979 AliasConditionState = SOLD SNOW 3980 AliasConditionState = SOLD SNOW DAMAGED 3981 AliasConditionState = SOLD SNOW REALLYDAMAGED 3982 AliasConditionState = SOLD NIGHT SNOW 3983 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3984 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3985 ;************************************************************************************************************************** 3986 3987 3988 End 3989 3990 ; ----------------- door #4 ------------------- 3991 Draw = W3DModelDraw ModuleTag_05 3992 DefaultConditionState 3993 Model = NBAirfield_A8 3994 Animation = NBAirfield_A8.NBAirfield_A8 3995 AnimationMode = MANUAL 3996 Flags = START_FRAME_FIRST 3997 End 3998 AliasConditionState = NIGHT 3999 AliasConditionState = SNOW 4000 AliasConditionState = SNOW NIGHT 4001 AliasConditionState = NIGHT DAMAGED 4002 AliasConditionState = SNOW DAMAGED 4003 AliasConditionState = SNOW NIGHT DAMAGED 4004 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4005 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4006 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 4007 4008 ConditionState = DOOR_4_OPENING 4009 Model = NBAirfield_A8 4010 Animation = NBAirfield_A8.NBAirfield_A8 4011 AnimationMode = ONCE 4012 Flags = START_FRAME_FIRST 4013 End 4014 AliasConditionState = NIGHT DOOR_4_OPENING 4015 AliasConditionState = SNOW DOOR_4_OPENING 4016 AliasConditionState = SNOW NIGHT DOOR_4_OPENING 4017 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 4018 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 4019 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING 4020 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 4021 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 4022 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 4023 4024 ConditionState = DOOR_4_CLOSING 4025 Model = NBAirfield_A8 4026 Animation = NBAirfield_A8.NBAirfield_A8 4027 AnimationMode = ONCE_BACKWARDS 4028 Flags = START_FRAME_LAST 4029 End 4030 AliasConditionState = NIGHT DOOR_4_CLOSING 4031 AliasConditionState = SNOW DOOR_4_CLOSING 4032 AliasConditionState = SNOW NIGHT DOOR_4_CLOSING 4033 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 4034 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 4035 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING 4036 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 4037 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 4038 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 4039 4040 ConditionState = DOOR_4_WAITING_OPEN 4041 Model = NBAirfield_A8 4042 Animation = NBAirfield_A8.NBAirfield_A8 4043 AnimationMode = MANUAL 4044 Flags = START_FRAME_LAST 4045 End 4046 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 4047 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 4048 AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN 4049 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 4050 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 4051 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN 4052 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 4053 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 4054 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 4055 4056 4057 ;************************************************************************************************************************** 4058 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4059 ;for this draw module 4060 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4061 Model = NBAirfield_A8 4062 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4063 End 4064 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4065 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4066 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4067 4068 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4069 Model = NBAirfield_A8 4070 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4071 End 4072 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4073 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4074 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4075 4076 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4077 Model = NBAirfield_A8 4078 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4079 End 4080 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4081 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4082 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4083 4084 ConditionState = AWAITING_CONSTRUCTION 4085 Model = NONE 4086 End 4087 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4088 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4089 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4090 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4091 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4092 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4093 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4094 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4095 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4096 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4097 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4098 AliasConditionState = SOLD 4099 AliasConditionState = SOLD DAMAGED 4100 AliasConditionState = SOLD REALLYDAMAGED 4101 AliasConditionState = SOLD NIGHT 4102 AliasConditionState = SOLD NIGHT DAMAGED 4103 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4104 AliasConditionState = SOLD SNOW 4105 AliasConditionState = SOLD SNOW DAMAGED 4106 AliasConditionState = SOLD SNOW REALLYDAMAGED 4107 AliasConditionState = SOLD NIGHT SNOW 4108 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4109 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4110 ;************************************************************************************************************************** 4111 End 4112 4113 ; ------------ construction-zone fence ----------------- 4114 Draw = W3DModelDraw ModuleTag_06 4115 AnimationsRequirePower = No 4116 DefaultConditionState 4117 Model = None 4118 TransitionKey = DOWN_DEFAULT 4119 End 4120 ConditionState = NIGHT 4121 Model = None 4122 TransitionKey = DOWN_DEFAULT 4123 End 4124 ConditionState = SNOW 4125 Model = None 4126 TransitionKey = DOWN_DEFAULT 4127 End 4128 ConditionState = SNOW NIGHT 4129 Model = None 4130 TransitionKey = DOWN_DEFAULT 4131 End 4132 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4133 Model = NBAirfield_A4 4134 Animation = NBAirfield_A4.NBAirfield_A4 4135 AnimationMode = MANUAL 4136 Flags = START_FRAME_LAST 4137 TransitionKey = UP_DAY 4138 End 4139 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4140 Model = NBAirfield_A4N 4141 Animation = NBAirfield_A4N.NBAirfield_A4N 4142 AnimationMode = MANUAL 4143 Flags = START_FRAME_LAST 4144 TransitionKey = UP_NIGHT 4145 End 4146 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4147 Model = NBAirfield_A4S 4148 Animation = NBAirfield_A4S.NBAirfield_A4S 4149 AnimationMode = MANUAL 4150 Flags = START_FRAME_LAST 4151 TransitionKey = UP_SNOW 4152 End 4153 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4154 Model = NBAirfield_A4SN 4155 Animation = NBAirfield_A4SN.NBAirfield_A4SN 4156 AnimationMode = MANUAL 4157 Flags = START_FRAME_LAST 4158 TransitionKey = UP_SNOWNIGHT 4159 End 4160 TransitionState = DOWN_DEFAULT UP_DAY 4161 Model = NBAirfield_A4 4162 Animation = NBAirfield_A4.NBAirfield_A4 4163 AnimationMode = ONCE 4164 AnimationSpeedFactorRange = 1.0 1.0 4165 Flags = START_FRAME_FIRST 4166 End 4167 TransitionState = DOWN_DEFAULT UP_NIGHT 4168 Model = NBAirfield_A4N 4169 Animation = NBAirfield_A4N.NBAirfield_A4N 4170 AnimationMode = ONCE 4171 AnimationSpeedFactorRange = 1.0 1.0 4172 Flags = START_FRAME_FIRST 4173 End 4174 TransitionState = DOWN_DEFAULT UP_SNOW 4175 Model = NBAirfield_A4S 4176 Animation = NBAirfield_A4S.NBAirfield_A4S 4177 AnimationMode = ONCE 4178 AnimationSpeedFactorRange = 1.0 1.0 4179 Flags = START_FRAME_FIRST 4180 End 4181 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4182 Model = NBAirfield_A4SN 4183 Animation = NBAirfield_A4SN.NBAirfield_A4SN 4184 AnimationMode = ONCE 4185 AnimationSpeedFactorRange = 1.0 1.0 4186 Flags = START_FRAME_FIRST 4187 End 4188 TransitionState = UP_DAY DOWN_DEFAULT 4189 Model = NBAirfield_A4 4190 Animation = NBAirfield_A4.NBAirfield_A4 4191 AnimationMode = ONCE_BACKWARDS 4192 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4193 Flags = START_FRAME_LAST 4194 End 4195 TransitionState = UP_NIGHT DOWN_DEFAULT 4196 Model = NBAirfield_A4N 4197 Animation = NBAirfield_A4N.NBAirfield_A4N 4198 AnimationMode = ONCE_BACKWARDS 4199 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4200 Flags = START_FRAME_LAST 4201 End 4202 TransitionState = UP_SNOW DOWN_DEFAULT 4203 Model = NBAirfield_A4S 4204 Animation = NBAirfield_A4S.NBAirfield_A4S 4205 AnimationMode = ONCE_BACKWARDS 4206 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4207 Flags = START_FRAME_LAST 4208 End 4209 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4210 Model = NBAirfield_A4SN 4211 Animation = NBAirfield_A4SN.NBAirfield_A4SN 4212 AnimationMode = ONCE_BACKWARDS 4213 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4214 Flags = START_FRAME_LAST 4215 End 4216 End 4217 4218 ; ------------ under-construction scaffolding ----------------- 4219 Draw = W3DModelDraw ModuleTag_07 4220 AnimationsRequirePower = No 4221 MinLODRequired = MEDIUM 4222 DefaultConditionState 4223 Model = None 4224 TransitionKey = DOWN_DEFAULT 4225 End 4226 ConditionState = NIGHT 4227 Model = None 4228 TransitionKey = DOWN_DEFAULT 4229 End 4230 ConditionState = SNOW 4231 Model = None 4232 TransitionKey = DOWN_DEFAULT 4233 End 4234 ConditionState = SNOW NIGHT 4235 Model = None 4236 TransitionKey = DOWN_DEFAULT 4237 End 4238 ConditionState = PARTIALLY_CONSTRUCTED 4239 Model = NBAirfield_A6 4240 Animation = NBAirfield_A6.NBAirfield_A6 4241 AnimationMode = MANUAL 4242 Flags = START_FRAME_LAST 4243 TransitionKey = UP_DAY 4244 ParticleSysBone = Dust01 BuildingDustChina 4245 ParticleSysBone = Smoke01 BuildUpSmokeChina 4246 ParticleSysBone = Smoke02 BuildUpSmokeChina 4247 ParticleSysBone = Smoke03 BuildUpSmokeChina 4248 ParticleSysBone = Smoke04 BuildUpSmokeChina 4249 ParticleSysBone = Smoke05 BuildUpSmokeChina 4250 End 4251 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4252 Model = NBAirfield_A6N 4253 Animation = NBAirfield_A6N.NBAirfield_A6N 4254 AnimationMode = MANUAL 4255 Flags = START_FRAME_LAST 4256 TransitionKey = UP_NIGHT 4257 ParticleSysBone = Dust01 BuildingDustChina 4258 ParticleSysBone = Smoke01 BuildUpSmokeChina 4259 ParticleSysBone = Smoke02 BuildUpSmokeChina 4260 ParticleSysBone = Smoke03 BuildUpSmokeChina 4261 ParticleSysBone = Smoke04 BuildUpSmokeChina 4262 ParticleSysBone = Smoke05 BuildUpSmokeChina 4263 End 4264 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4265 Model = NBAirfield_A6S 4266 Animation = NBAirfield_A6S.NBAirfield_A6S 4267 AnimationMode = MANUAL 4268 Flags = START_FRAME_LAST 4269 TransitionKey = UP_SNOW 4270 ParticleSysBone = Dust01 BuildingSnowDust 4271 ParticleSysBone = Smoke01 BuildUpSnowSmoke 4272 ParticleSysBone = Smoke02 BuildUpSnowSmoke 4273 ParticleSysBone = Smoke03 BuildUpSnowSmoke 4274 ParticleSysBone = Smoke04 BuildUpSnowSmoke 4275 ParticleSysBone = Smoke05 BuildUpSnowSmoke 4276 End 4277 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4278 Model = NBAirfield_A6SN 4279 Animation = NBAirfield_A6SN.NBAirfield_A6SN 4280 AnimationMode = MANUAL 4281 Flags = START_FRAME_LAST 4282 TransitionKey = UP_SNOWNIGHT 4283 ParticleSysBone = Dust01 BuildingNightSnowDust 4284 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 4285 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 4286 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 4287 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 4288 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 4289 End 4290 TransitionState = DOWN_DEFAULT UP_DAY 4291 Model = NBAirfield_A6 4292 Animation = NBAirfield_A6.NBAirfield_A6 4293 4294 AnimationMode = ONCE 4295 AnimationSpeedFactorRange = 1.0 1.0 4296 Flags = START_FRAME_FIRST 4297 End 4298 TransitionState = DOWN_DEFAULT UP_NIGHT 4299 Model = NBAirfield_A6N 4300 Animation = NBAirfield_A6N.NBAirfield_A6N 4301 AnimationMode = ONCE 4302 AnimationSpeedFactorRange = 1.0 1.0 4303 Flags = START_FRAME_FIRST 4304 End 4305 TransitionState = DOWN_DEFAULT UP_SNOW 4306 Model = NBAirfield_A6S 4307 Animation = NBAirfield_A6S.NBAirfield_A6S 4308 AnimationMode = ONCE 4309 AnimationSpeedFactorRange = 1.0 1.0 4310 Flags = START_FRAME_FIRST 4311 End 4312 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4313 Model = NBAirfield_A6SN 4314 Animation = NBAirfield_A6SN.NBAirfield_A6SN 4315 AnimationMode = ONCE 4316 AnimationSpeedFactorRange = 1.0 1.0 4317 Flags = START_FRAME_FIRST 4318 End 4319 TransitionState = UP_DAY DOWN_DEFAULT 4320 Model = NBAirfield_A6 4321 Animation = NBAirfield_A6.NBAirfield_A6 4322 AnimationMode = ONCE_BACKWARDS 4323 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4324 Flags = START_FRAME_LAST 4325 End 4326 TransitionState = UP_NIGHT DOWN_DEFAULT 4327 Model = NBAirfield_A6N 4328 Animation = NBAirfield_A6N.NBAirfield_A6N 4329 AnimationMode = ONCE_BACKWARDS 4330 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4331 Flags = START_FRAME_LAST 4332 End 4333 TransitionState = UP_SNOW DOWN_DEFAULT 4334 Model = NBAirfield_A6S 4335 Animation = NBAirfield_A6S.NBAirfield_A6S 4336 AnimationMode = ONCE_BACKWARDS 4337 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4338 Flags = START_FRAME_LAST 4339 End 4340 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4341 Model = NBAirfield_A6SN 4342 Animation = NBAirfield_A6SN.NBAirfield_A6SN 4343 AnimationMode = ONCE_BACKWARDS 4344 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4345 Flags = START_FRAME_LAST 4346 End 4347 End 4348 4349 4350 ; ------------ being-constructed crane ----------------- 4351 Draw = W3DModelDraw ModuleTag_08 4352 AnimationsRequirePower = No 4353 DefaultConditionState 4354 Model = None 4355 TransitionKey = DOWN_DEFAULT 4356 End 4357 ConditionState = NIGHT 4358 Model = None 4359 TransitionKey = DOWN_DEFAULT 4360 End 4361 ConditionState = SNOW 4362 Model = None 4363 TransitionKey = DOWN_DEFAULT 4364 End 4365 ConditionState = SNOW NIGHT 4366 Model = None 4367 TransitionKey = DOWN_DEFAULT 4368 End 4369 ConditionState = SOLD 4370 Model = NONE 4371 End 4372 4373 ConditionState = ACTIVELY_BEING_CONSTRUCTED 4374 Model = NBAirfield_A5 4375 Animation = NBAirfield_A5.NBAirfield_A5 4376 AnimationMode = LOOP 4377 TransitionKey = UP_DAY 4378 End 4379 4380 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 4381 Model = NBAirfield_A5N 4382 Animation = NBAirfield_A5N.NBAirfield_A5N 4383 AnimationMode = LOOP 4384 TransitionKey = UP_NIGHT 4385 End 4386 4387 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 4388 Model = NBAirfield_A5S 4389 Animation = NBAirfield_A5S.NBAirfield_A5S 4390 AnimationMode = LOOP 4391 TransitionKey = UP_SNOW 4392 End 4393 4394 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 4395 Model = NBAirfield_A5SN 4396 Animation = NBAirfield_A5SN.NBAirfield_A5SN 4397 AnimationMode = LOOP 4398 TransitionKey = UP_SNOWNIGHT 4399 End 4400 TransitionState = DOWN_DEFAULT UP_DAY 4401 Model = NBAirfield_AB 4402 Animation = NBAirfield_AB.NBAirfield_AB 4403 AnimationMode = ONCE 4404 AnimationSpeedFactorRange = 1.0 1.0 4405 Flags = START_FRAME_FIRST 4406 End 4407 4408 TransitionState = DOWN_DEFAULT UP_NIGHT 4409 Model = NBAirfield_ABN 4410 Animation = NBAirfield_ABN.NBAirfield_ABN 4411 AnimationMode = ONCE 4412 AnimationSpeedFactorRange = 1.0 1.0 4413 Flags = START_FRAME_FIRST 4414 End 4415 TransitionState = DOWN_DEFAULT UP_SNOW 4416 Model = NBAirfield_ABS 4417 Animation = NBAirfield_ABS.NBAirfield_ABS 4418 AnimationMode = ONCE 4419 AnimationSpeedFactorRange = 1.0 1.0 4420 Flags = START_FRAME_FIRST 4421 End 4422 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4423 Model = NBAirfield_ABSN 4424 Animation = NBAirfield_ABSN.NBAirfield_ABSN 4425 AnimationMode = ONCE 4426 AnimationSpeedFactorRange = 1.0 1.0 4427 Flags = START_FRAME_FIRST 4428 End 4429 TransitionState = UP_DAY DOWN_DEFAULT 4430 Model = NBAirfield_AB 4431 Animation = NBAirfield_AB.NBAirfield_AB 4432 AnimationMode = ONCE_BACKWARDS 4433 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4434 Flags = START_FRAME_LAST 4435 End 4436 4437 TransitionState = UP_NIGHT DOWN_DEFAULT 4438 Model = NBAirfield_ABN 4439 Animation = NBAirfield_ABN.NBAirfield_ABN 4440 AnimationMode = ONCE_BACKWARDS 4441 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4442 Flags = START_FRAME_LAST 4443 End 4444 TransitionState = UP_SNOW DOWN_DEFAULT 4445 Model = NBAirfield_ABS 4446 Animation = NBAirfield_ABS.NBAirfield_ABS 4447 AnimationMode = ONCE_BACKWARDS 4448 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4449 Flags = START_FRAME_LAST 4450 End 4451 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4452 Model = NBAirfield_ABSN 4453 Animation = NBAirfield_ABSN.NBAirfield_ABSN 4454 AnimationMode = ONCE_BACKWARDS 4455 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4456 Flags = START_FRAME_LAST 4457 End 4458 End 4459 4460 PlacementViewAngle = -45 4461 4462 ; ***DESIGN parameters *** 4463 DisplayName = OBJECT:Airfield 4464 Side = Boss 4465 EditorSorting = STRUCTURE 4466 Prerequisites 4467 Object = Boss_SupplyCenter 4468 End 4469 BuildCost = 1000 4470 BuildTime = 30.0 ; in seconds 4471 EnergyProduction = -1 4472 CommandSet = Boss_ChinaAirfieldCommandSet 4473 VisionRange = 200.0 ; Shroud clearing distance 4474 ShroudClearingRange = 200 4475 ArmorSet 4476 Conditions = None 4477 Armor = StructureArmor 4478 DamageFX = StructureDamageFXNoShake 4479 End 4480 ExperienceValue = 150 150 150 150 ; Experience point value at each level 4481 4482 ; *** AUDIO Parameters *** 4483 VoiceSelect = AirfieldChinaSelect 4484 SoundOnDamaged = BuildingDamagedStateLight 4485 SoundOnReallyDamaged = BuildingDestroy 4486 4487 UnitSpecificSounds 4488 UnderConstruction = UnderConstructionLoop 4489 End 4490 4491 ; *** ENGINEERING Parameters *** 4492 RadarPriority = STRUCTURE 4493 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY FS_AIRFIELD AUTO_RALLYPOINT 4494 Body = StructureBody ModuleTag_09 4495 MaxHealth = 1500.0 4496 InitialHealth = 1500.0 4497 4498 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4499 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4500 SubdualDamageCap = 1700 4501 SubdualDamageHealRate = 500 4502 SubdualDamageHealAmount = 100 4503 End 4504 4505 Behavior = ParkingPlaceBehavior ModuleTag_10 4506 HealAmountPerSecond = 10 4507 NumRows = 2 4508 NumCols = 2 4509 HasRunways = Yes 4510 ApproachHeight = 50 4511 ParkInHangars = Yes 4512 End 4513 4514 Behavior = ProductionUpdate ModuleTag_11 4515 NumDoorAnimations = 4 4516 DoorOpeningTime = 2000 ;in mSeconds 4517 DoorWaitOpenTime = 3000 ;in mSeconds 4518 DoorCloseTime = 2000 ;in mSeconds 4519 ConstructionCompleteDuration = 1000 ;in mSeconds 4520 End 4521 4522 Behavior = DestroyDie ModuleTag_12 4523 ;nothing 4524 End 4525 Behavior = CreateObjectDie ModuleTag_13 4526 CreationList = OCL_ABPowerPlantExplode 4527 End 4528 Behavior = FXListDie ModuleTag_14 4529 DeathFX = FX_StructureMediumDeath 4530 End 4531 4532 Behavior = GenerateMinefieldBehavior ModuleTag_15 4533 TriggeredBy = Upgrade_ChinaMines 4534 MineName = ChinaStandardMine 4535 SmartBorder = Yes 4536 AlwaysCircular = Yes 4537 4538 Upgradable = Yes 4539 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 4540 UpgradedMineName = ChinaEMPMine 4541 End 4542 4543 Behavior = FlammableUpdate ModuleTag_17 4544 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4545 AflameDamageAmount = 5 ; taking this much damage... 4546 AflameDamageDelay = 500 ; this often. 4547 End 4548 4549 Behavior = TransitionDamageFX ModuleTag_18 4550 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 4551 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4552 ;--------------------------------------------------------------------------------------- 4553 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4554 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 4555 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 4556 End 4557 4558 Behavior = CommandSetUpgrade ModuleTag_25 4559 CommandSet = Boss_ChinaAirfieldCommandSetUpgrade 4560 TriggeredBy = Upgrade_ChinaMines 4561 End 4562 4563 Behavior = ArmorUpgrade ModuleTag_26 4564 TriggeredBy = Upgrade_ChinaEMPMines 4565 End 4566 4567 4568 Geometry = BOX 4569 GeometryMajorRadius = 83.0 4570 GeometryMinorRadius = 76.0 4571 GeometryHeight = 25.0 4572 GeometryIsSmall = No 4573 Shadow = SHADOW_VOLUME 4574 BuildCompletion = PLACED_BY_PLAYER 4575 4576 End 4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 ;------------------------------------------------------------------------------ 4617 Object Boss_ScudStorm 4618 4619 ; *** ART Parameters *** 4620 SelectPortrait = SUScudStorm_L 4621 ButtonImage = SUScudStorm 4622 Draw = W3DModelDraw ModuleTag_01 4623 OkToChangeModelColor = Yes 4624 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 4625 4626 ; day 4627 ConditionState = NONE ; lying around 4628 Model = UBScudStrm_A1 4629 Animation = UBScudStrm_A1.UBScudStrm_A1 4630 AnimationMode = MANUAL 4631 Flags = START_FRAME_FIRST 4632 WeaponLaunchBone = PRIMARY WeaponA 4633 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 4634 TransitionKey = Trans_READY 4635 4636 ParticleSysBone = SteamM01 SteamLarge 4637 ParticleSysBone = SteamS01 SteamMedium 4638 End 4639 4640 TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up 4641 Model = UBScudStrm_A1 4642 Animation = UBScudStrm_A1.UBScudStrm_A1 4643 AnimationMode = ONCE 4644 Flags = MAINTAIN_FRAME_ACROSS_STATES 4645 WeaponLaunchBone = PRIMARY WeaponA 4646 4647 ParticleSysBone = SteamM01 SteamLarge 4648 ParticleSysBone = SteamS01 SteamMedium 4649 4650 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4651 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4652 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4653 End 4654 4655 ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot 4656 Model = UBScudStrm_A2 4657 Animation = UBScudStrm_A2.UBScudStrm_A2 4658 AnimationMode = MANUAL 4659 Flags = START_FRAME_FIRST 4660 WeaponLaunchBone = PRIMARY WeaponA 4661 TransitionKey = Trans_ATTACKING 4662 4663 ParticleSysBone = SteamM01 SteamLarge 4664 ParticleSysBone = SteamS01 SteamMedium 4665 4666 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4667 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4668 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4669 End 4670 AliasConditionState = ATTACKING FIRING_A 4671 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A 4672 4673 TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people 4674 Model = UBScudStrm_A3 4675 Animation = UBScudStrm_A3.UBScudStrm_A3 4676 AnimationMode = ONCE 4677 Flags = MAINTAIN_FRAME_ACROSS_STATES2 4678 4679 ParticleSysBone = SteamM01 SteamVent 4680 ParticleSysBone = SteamS01 SteamVent 4681 End 4682 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4683 Model = UBScudStrm 4684 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4685 End 4686 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4687 Model = UBScudStrm_D 4688 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4689 End 4690 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4691 Model = UBScudStrm_E 4692 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4693 End 4694 4695 ;------------------------------------------------------------------------------------------------------------------------- 4696 ; day 4697 ConditionState = DAMAGED 4698 Model = UBScudStrm_DA1 4699 Animation = UBScudStrm_DA1.UBScudStrm_DA1 4700 AnimationMode = MANUAL 4701 Flags = START_FRAME_FIRST 4702 WeaponLaunchBone = PRIMARY WeaponA 4703 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 4704 TransitionKey = Trans_READY_DAMAGED 4705 4706 ParticleSysBone = SteamM01 SteamLarge 4707 ParticleSysBone = SteamS01 SteamMedium 4708 End 4709 4710 TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED 4711 Model = UBScudStrm_DA1 4712 Animation = UBScudStrm_DA1.UBScudStrm_DA1 4713 AnimationMode = ONCE 4714 Flags = MAINTAIN_FRAME_ACROSS_STATES 4715 WeaponLaunchBone = PRIMARY WeaponA 4716 4717 ParticleSysBone = SteamM01 SteamLarge 4718 ParticleSysBone = SteamS01 SteamMedium 4719 4720 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4721 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4722 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4723 End 4724 4725 ConditionState = ATTACKING DAMAGED 4726 Model = UBScudStrm_DA2 4727 Animation = UBScudStrm_DA2.UBScudStrm_DA2 4728 AnimationMode = MANUAL 4729 Flags = START_FRAME_FIRST 4730 WeaponLaunchBone = PRIMARY WeaponA 4731 TransitionKey = Trans_ATTACKING_DAMAGED 4732 4733 ParticleSysBone = SteamM01 SteamLarge 4734 ParticleSysBone = SteamS01 SteamMedium 4735 4736 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4737 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4738 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4739 End 4740 AliasConditionState = ATTACKING FIRING_A DAMAGED 4741 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED 4742 4743 TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED 4744 Model = UBScudStrm_DA3 4745 Animation = UBScudStrm_DA3.UBScudStrm_DA3 4746 AnimationMode = ONCE 4747 Flags = MAINTAIN_FRAME_ACROSS_STATES2 4748 4749 ParticleSysBone = SteamM01 SteamVent 4750 ParticleSysBone = SteamS01 SteamVent 4751 End 4752 4753 ;------------------------------------------------------------------------------------------------------------------------- 4754 ConditionState = REALLYDAMAGED RUBBLE 4755 Model = UBScudStrm_EA1 4756 Animation = UBScudStrm_EA1.UBScudStrm_EA1 4757 AnimationMode = MANUAL 4758 Flags = START_FRAME_FIRST 4759 WeaponLaunchBone = PRIMARY WeaponA 4760 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 4761 TransitionKey = Trans_READY_REALLYDAMAGED 4762 4763 ParticleSysBone = SteamM01 SteamLarge 4764 ParticleSysBone = SteamS01 SteamMedium 4765 End 4766 4767 TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED 4768 Model = UBScudStrm_EA1 4769 Animation = UBScudStrm_EA1.UBScudStrm_EA1 4770 AnimationMode = ONCE 4771 Flags = MAINTAIN_FRAME_ACROSS_STATES 4772 WeaponLaunchBone = PRIMARY WeaponA 4773 4774 ParticleSysBone = SteamM01 SteamLarge 4775 ParticleSysBone = SteamS01 SteamMedium 4776 4777 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4778 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4779 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4780 End 4781 4782 ConditionState = ATTACKING REALLYDAMAGED RUBBLE 4783 Model = UBScudStrm_EA2 4784 Animation = UBScudStrm_EA2.UBScudStrm_EA2 4785 AnimationMode = MANUAL 4786 Flags = START_FRAME_FIRST 4787 WeaponLaunchBone = PRIMARY WeaponA 4788 TransitionKey = Trans_ATTACKING_REALLYDAMAGED 4789 4790 ParticleSysBone = SteamM01 SteamLarge 4791 ParticleSysBone = SteamS01 SteamMedium 4792 4793 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4794 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4795 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4796 End 4797 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE 4798 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE 4799 4800 TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED 4801 Model = UBScudStrm_EA3 4802 Animation = UBScudStrm_EA3.UBScudStrm_EA3 4803 AnimationMode = ONCE 4804 Flags = MAINTAIN_FRAME_ACROSS_STATES2 4805 4806 ParticleSysBone = SteamM01 SteamVent 4807 ParticleSysBone = SteamS01 SteamVent 4808 End 4809 4810 ;------------------------------------------------------------------------------------------------------------------------- 4811 ; SNOW 4812 ConditionState = SNOW ; from underground to lying around 4813 Model = UBScudStrm_A1S 4814 Animation = UBScudStrm_A1S.UBScudStrm_A1S 4815 AnimationMode = MANUAL 4816 Flags = START_FRAME_FIRST 4817 WeaponLaunchBone = PRIMARY WeaponA 4818 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 4819 TransitionKey = Trans_READY_SNOW 4820 4821 ParticleSysBone = SteamM01 SteamLarge 4822 ParticleSysBone = SteamS01 SteamMedium 4823 End 4824 4825 TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW 4826 Model = UBScudStrm_A1S 4827 Animation = UBScudStrm_A1S.UBScudStrm_A1S 4828 AnimationMode = ONCE 4829 Flags = MAINTAIN_FRAME_ACROSS_STATES 4830 WeaponLaunchBone = PRIMARY WeaponA 4831 4832 ParticleSysBone = SteamM01 SteamLarge 4833 ParticleSysBone = SteamS01 SteamMedium 4834 4835 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4836 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4837 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4838 End 4839 4840 ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot 4841 Model = UBScudStrm_A2S 4842 Animation = UBScudStrm_A2S.UBScudStrm_A2S 4843 AnimationMode = MANUAL 4844 Flags = START_FRAME_FIRST 4845 WeaponLaunchBone = PRIMARY WeaponA 4846 TransitionKey = Trans_ATTACKING_SNOW 4847 4848 ParticleSysBone = SteamM01 SteamLarge 4849 ParticleSysBone = SteamS01 SteamMedium 4850 4851 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4852 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4853 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4854 End 4855 AliasConditionState = ATTACKING FIRING_A SNOW 4856 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW 4857 4858 TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground 4859 Model = UBScudStrm_A3S 4860 Animation = UBScudStrm_A3S.UBScudStrm_A3S 4861 AnimationMode = ONCE 4862 Flags = MAINTAIN_FRAME_ACROSS_STATES2 4863 4864 ParticleSysBone = SteamM01 SteamVent 4865 ParticleSysBone = SteamS01 SteamVent 4866 End 4867 4868 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4869 Model = UBScudStrm 4870 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4871 End 4872 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4873 Model = UBScudStrm_D 4874 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4875 End 4876 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4877 Model = UBScudStrm_E 4878 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4879 End 4880 4881 ;------------------------------------------------------------------------------------------------------------------------- 4882 ConditionState = DAMAGED SNOW 4883 Model = UBScudStrm_DA1 4884 Animation = UBScudStrm_DA1.UBScudStrm_DA1 4885 AnimationMode = MANUAL 4886 Flags = START_FRAME_FIRST 4887 WeaponLaunchBone = PRIMARY WeaponA 4888 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 4889 TransitionKey = Trans_READY_DAMAGED_SNOW 4890 4891 ParticleSysBone = SteamM01 SteamLarge 4892 ParticleSysBone = SteamS01 SteamMedium 4893 End 4894 4895 TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW 4896 Model = UBScudStrm_DA1 4897 Animation = UBScudStrm_DA1.UBScudStrm_DA1 4898 AnimationMode = ONCE 4899 Flags = MAINTAIN_FRAME_ACROSS_STATES 4900 WeaponLaunchBone = PRIMARY WeaponA 4901 4902 ParticleSysBone = SteamM01 SteamLarge 4903 ParticleSysBone = SteamS01 SteamMedium 4904 4905 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4906 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4907 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4908 End 4909 4910 ConditionState = ATTACKING DAMAGED SNOW 4911 Model = UBScudStrm_DA2 4912 Animation = UBScudStrm_DA2.UBScudStrm_DA2 4913 AnimationMode = MANUAL 4914 Flags = START_FRAME_FIRST 4915 WeaponLaunchBone = PRIMARY WeaponA 4916 TransitionKey = Trans_ATTACKING_DAMAGED_SNOW 4917 4918 ParticleSysBone = SteamM01 SteamLarge 4919 ParticleSysBone = SteamS01 SteamMedium 4920 4921 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4922 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4923 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4924 End 4925 AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW 4926 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW 4927 4928 TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW 4929 Model = UBScudStrm_DA3 4930 Animation = UBScudStrm_DA3.UBScudStrm_DA3 4931 AnimationMode = ONCE 4932 Flags = MAINTAIN_FRAME_ACROSS_STATES2 4933 4934 ParticleSysBone = SteamM01 SteamVent 4935 ParticleSysBone = SteamS01 SteamVent 4936 End 4937 4938 ;------------------------------------------------------------------------------------------------------------------------- 4939 4940 ConditionState = REALLYDAMAGED RUBBLE SNOW 4941 Model = UBScudStrm_EA1 4942 Animation = UBScudStrm_EA1.UBScudStrm_EA1 4943 AnimationMode = MANUAL 4944 Flags = START_FRAME_FIRST 4945 WeaponLaunchBone = PRIMARY WeaponA 4946 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 4947 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW 4948 4949 ParticleSysBone = SteamM01 SteamLarge 4950 ParticleSysBone = SteamS01 SteamMedium 4951 End 4952 4953 TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW 4954 Model = UBScudStrm_EA1 4955 Animation = UBScudStrm_EA1.UBScudStrm_EA1 4956 AnimationMode = ONCE 4957 Flags = MAINTAIN_FRAME_ACROSS_STATES 4958 WeaponLaunchBone = PRIMARY WeaponA 4959 4960 ParticleSysBone = SteamM01 SteamLarge 4961 ParticleSysBone = SteamS01 SteamMedium 4962 4963 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4964 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4965 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4966 End 4967 4968 4969 ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW 4970 Model = UBScudStrm_EA2 4971 Animation = UBScudStrm_EA2.UBScudStrm_EA2 4972 AnimationMode = MANUAL 4973 Flags = START_FRAME_FIRST 4974 WeaponLaunchBone = PRIMARY WeaponA 4975 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW 4976 4977 ParticleSysBone = SteamM01 SteamLarge 4978 ParticleSysBone = SteamS01 SteamMedium 4979 4980 ParticleSysBone = FXBone01 ScudStormBuildingGoo 4981 ParticleSysBone = FXBone02 ScudStormBuildingGoo 4982 ParticleSysBone = FXBone03 ScudStormBuildingGoo 4983 End 4984 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW 4985 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW 4986 4987 TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW 4988 Model = UBScudStrm_EA3 4989 Animation = UBScudStrm_EA3.UBScudStrm_EA3 4990 AnimationMode = ONCE 4991 Flags = MAINTAIN_FRAME_ACROSS_STATES2 4992 4993 ParticleSysBone = SteamM01 SteamVent 4994 ParticleSysBone = SteamS01 SteamVent 4995 End 4996 4997 ;------------------------------------------------------------------------------------------------------------------------- 4998 ; NIGHT 4999 ConditionState = NIGHT ; from underground to lying around 5000 Model = UBScudStrm_A1 5001 Animation = UBScudStrm_A1.UBScudStrm_A1 5002 AnimationMode = MANUAL 5003 Flags = START_FRAME_FIRST 5004 WeaponLaunchBone = PRIMARY WeaponA 5005 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 5006 TransitionKey = Trans_READY_NIGHT 5007 5008 ParticleSysBone = SteamM01 SteamLarge 5009 ParticleSysBone = SteamS01 SteamMedium 5010 End 5011 5012 TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT 5013 Model = UBScudStrm_A1 5014 Animation = UBScudStrm_A1.UBScudStrm_A1 5015 AnimationMode = ONCE 5016 Flags = MAINTAIN_FRAME_ACROSS_STATES 5017 WeaponLaunchBone = PRIMARY WeaponA 5018 5019 ParticleSysBone = SteamM01 SteamLarge 5020 ParticleSysBone = SteamS01 SteamMedium 5021 5022 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5023 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5024 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5025 End 5026 5027 ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot 5028 Model = UBScudStrm_A2 5029 Animation = UBScudStrm_A2.UBScudStrm_A2 5030 AnimationMode = MANUAL 5031 Flags = START_FRAME_FIRST 5032 WeaponLaunchBone = PRIMARY WeaponA 5033 TransitionKey = Trans_ATTACKING_NIGHT 5034 5035 ParticleSysBone = SteamM01 SteamLarge 5036 ParticleSysBone = SteamS01 SteamMedium 5037 5038 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5039 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5040 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5041 End 5042 AliasConditionState = ATTACKING FIRING_A NIGHT 5043 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT 5044 5045 TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground 5046 Model = UBScudStrm_A3 5047 Animation = UBScudStrm_A3.UBScudStrm_A3 5048 AnimationMode = ONCE 5049 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5050 5051 ParticleSysBone = SteamM01 SteamVent 5052 ParticleSysBone = SteamS01 SteamVent 5053 End 5054 5055 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5056 Model = UBScudStrm 5057 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5058 End 5059 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 5060 Model = UBScudStrm_D 5061 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5062 End 5063 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 5064 Model = UBScudStrm_E 5065 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5066 End 5067 5068 ;------------------------------------------------------------------------------------------------------------------------- 5069 ConditionState = DAMAGED NIGHT 5070 Model = UBScudStrm_DA1N 5071 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 5072 AnimationMode = MANUAL 5073 Flags = START_FRAME_FIRST 5074 WeaponLaunchBone = PRIMARY WeaponA 5075 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 5076 TransitionKey = Trans_READY_DAMAGED_NIGHT 5077 5078 ParticleSysBone = SteamM01 SteamLarge 5079 ParticleSysBone = SteamS01 SteamMedium 5080 End 5081 5082 TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT 5083 Model = UBScudStrm_DA1N 5084 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 5085 AnimationMode = ONCE 5086 Flags = MAINTAIN_FRAME_ACROSS_STATES 5087 WeaponLaunchBone = PRIMARY WeaponA 5088 5089 ParticleSysBone = SteamM01 SteamLarge 5090 ParticleSysBone = SteamS01 SteamMedium 5091 5092 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5093 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5094 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5095 End 5096 5097 ConditionState = ATTACKING DAMAGED NIGHT 5098 Model = UBScudStrm_DA2N 5099 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 5100 AnimationMode = MANUAL 5101 Flags = START_FRAME_FIRST 5102 WeaponLaunchBone = PRIMARY WeaponA 5103 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT 5104 5105 ParticleSysBone = SteamM01 SteamLarge 5106 ParticleSysBone = SteamS01 SteamMedium 5107 5108 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5109 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5110 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5111 End 5112 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED 5113 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED 5114 5115 TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT 5116 Model = UBScudStrm_DA3N 5117 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 5118 AnimationMode = ONCE 5119 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5120 5121 ParticleSysBone = SteamM01 SteamVent 5122 ParticleSysBone = SteamS01 SteamVent 5123 End 5124 5125 ;------------------------------------------------------------------------------------------------------------------------- 5126 5127 ConditionState = REALLYDAMAGED RUBBLE NIGHT 5128 Model = UBScudStrm_EA1N 5129 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 5130 AnimationMode = MANUAL 5131 Flags = START_FRAME_FIRST 5132 WeaponLaunchBone = PRIMARY WeaponA 5133 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 5134 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT 5135 5136 ParticleSysBone = SteamM01 SteamLarge 5137 ParticleSysBone = SteamS01 SteamMedium 5138 End 5139 5140 TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT 5141 Model = UBScudStrm_EA1N 5142 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 5143 AnimationMode = ONCE 5144 Flags = MAINTAIN_FRAME_ACROSS_STATES 5145 WeaponLaunchBone = PRIMARY WeaponA 5146 5147 ParticleSysBone = SteamM01 SteamLarge 5148 ParticleSysBone = SteamS01 SteamMedium 5149 5150 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5151 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5152 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5153 End 5154 5155 5156 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT 5157 Model = UBScudStrm_EA2N 5158 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 5159 AnimationMode = MANUAL 5160 Flags = START_FRAME_FIRST 5161 WeaponLaunchBone = PRIMARY WeaponA 5162 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT 5163 5164 ParticleSysBone = SteamM01 SteamLarge 5165 ParticleSysBone = SteamS01 SteamMedium 5166 5167 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5168 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5169 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5170 End 5171 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE 5172 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE 5173 5174 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT 5175 Model = UBScudStrm_EA3N 5176 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 5177 AnimationMode = ONCE 5178 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5179 5180 ParticleSysBone = SteamM01 SteamVent 5181 ParticleSysBone = SteamS01 SteamVent 5182 End 5183 5184 ;------------------------------------------------------------------------------------------------------------------------- 5185 ; NIGHT SNOW 5186 ConditionState = NIGHT SNOW ; from underground to lying around 5187 Model = UBScudStrm_A1NS 5188 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 5189 AnimationMode = MANUAL 5190 Flags = START_FRAME_FIRST 5191 WeaponLaunchBone = PRIMARY WeaponA 5192 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 5193 TransitionKey = Trans_READY_NIGHTSNOW 5194 5195 ParticleSysBone = SteamM01 SteamLarge 5196 ParticleSysBone = SteamS01 SteamMedium 5197 End 5198 5199 TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW 5200 Model = UBScudStrm_A1NS 5201 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 5202 AnimationMode = ONCE 5203 Flags = MAINTAIN_FRAME_ACROSS_STATES 5204 WeaponLaunchBone = PRIMARY WeaponA 5205 5206 ParticleSysBone = SteamM01 SteamLarge 5207 ParticleSysBone = SteamS01 SteamMedium 5208 5209 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5210 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5211 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5212 End 5213 5214 ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot 5215 Model = UBScudStrm_A2NS 5216 Animation = UBScudStrm_A2NS.UBScudStrm_A2NS 5217 AnimationMode = MANUAL 5218 Flags = START_FRAME_FIRST 5219 WeaponLaunchBone = PRIMARY WeaponA 5220 TransitionKey = Trans_ATTACKING_NIGHTSNOW 5221 5222 ParticleSysBone = SteamM01 SteamLarge 5223 ParticleSysBone = SteamS01 SteamMedium 5224 5225 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5226 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5227 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5228 End 5229 AliasConditionState = ATTACKING FIRING_A NIGHT SNOW 5230 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW 5231 5232 TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground 5233 Model = UBScudStrm_A3NS 5234 Animation = UBScudStrm_A3NS.UBScudStrm_A3NS 5235 AnimationMode = ONCE 5236 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5237 5238 ParticleSysBone = SteamM01 SteamVent 5239 ParticleSysBone = SteamS01 SteamVent 5240 End 5241 5242 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5243 Model = UBScudStrm 5244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5245 End 5246 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 5247 Model = UBScudStrm_D 5248 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5249 End 5250 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 5251 Model = UBScudStrm_E 5252 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5253 End 5254 5255 ;------------------------------------------------------------------------------------------------------------------------- 5256 ConditionState = DAMAGED NIGHT SNOW 5257 Model = UBScudStrm_DA1N 5258 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 5259 AnimationMode = MANUAL 5260 Flags = START_FRAME_FIRST 5261 WeaponLaunchBone = PRIMARY WeaponA 5262 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 5263 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW 5264 5265 ParticleSysBone = SteamM01 SteamLarge 5266 ParticleSysBone = SteamS01 SteamMedium 5267 End 5268 5269 TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW 5270 Model = UBScudStrm_DA1N 5271 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 5272 AnimationMode = ONCE 5273 Flags = MAINTAIN_FRAME_ACROSS_STATES 5274 WeaponLaunchBone = PRIMARY WeaponA 5275 5276 ParticleSysBone = SteamM01 SteamLarge 5277 ParticleSysBone = SteamS01 SteamMedium 5278 5279 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5280 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5281 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5282 End 5283 5284 ConditionState = ATTACKING DAMAGED NIGHT SNOW 5285 Model = UBScudStrm_DA2N 5286 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 5287 AnimationMode = MANUAL 5288 Flags = START_FRAME_FIRST 5289 WeaponLaunchBone = PRIMARY WeaponA 5290 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW 5291 5292 ParticleSysBone = SteamM01 SteamLarge 5293 ParticleSysBone = SteamS01 SteamMedium 5294 5295 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5296 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5297 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5298 End 5299 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW 5300 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW 5301 5302 TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW 5303 Model = UBScudStrm_DA3N 5304 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 5305 AnimationMode = ONCE 5306 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5307 5308 ParticleSysBone = SteamM01 SteamVent 5309 ParticleSysBone = SteamS01 SteamVent 5310 End 5311 5312 ;------------------------------------------------------------------------------------------------------------------------- 5313 5314 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 5315 Model = UBScudStrm_EA1N 5316 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 5317 AnimationMode = MANUAL 5318 Flags = START_FRAME_FIRST 5319 WeaponLaunchBone = PRIMARY WeaponA 5320 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 5321 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW 5322 5323 ParticleSysBone = SteamM01 SteamLarge 5324 ParticleSysBone = SteamS01 SteamMedium 5325 End 5326 5327 TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 5328 Model = UBScudStrm_EA1N 5329 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 5330 AnimationMode = ONCE 5331 Flags = MAINTAIN_FRAME_ACROSS_STATES 5332 WeaponLaunchBone = PRIMARY WeaponA 5333 5334 ParticleSysBone = SteamM01 SteamLarge 5335 ParticleSysBone = SteamS01 SteamMedium 5336 5337 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5338 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5339 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5340 End 5341 5342 5343 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW 5344 Model = UBScudStrm_EA2N 5345 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 5346 AnimationMode = MANUAL 5347 Flags = START_FRAME_FIRST 5348 WeaponLaunchBone = PRIMARY WeaponA 5349 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 5350 5351 ParticleSysBone = SteamM01 SteamLarge 5352 ParticleSysBone = SteamS01 SteamMedium 5353 5354 ParticleSysBone = FXBone01 ScudStormBuildingGoo 5355 ParticleSysBone = FXBone02 ScudStormBuildingGoo 5356 ParticleSysBone = FXBone03 ScudStormBuildingGoo 5357 End 5358 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW 5359 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW 5360 5361 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW 5362 Model = UBScudStrm_EA3N 5363 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 5364 AnimationMode = ONCE 5365 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5366 5367 ParticleSysBone = SteamM01 SteamVent 5368 ParticleSysBone = SteamS01 SteamVent 5369 End 5370 5371 5372 ConditionState = SOLD 5373 Model = NONE 5374 End 5375 AliasConditionState = SOLD DAMAGED 5376 AliasConditionState = SOLD REALLYDAMAGED 5377 AliasConditionState = SOLD SNOW 5378 AliasConditionState = SOLD DAMAGED SNOW 5379 AliasConditionState = SOLD REALLYDAMAGED SNOW 5380 AliasConditionState = SOLD NIGHT 5381 AliasConditionState = SOLD DAMAGED NIGHT 5382 AliasConditionState = SOLD REALLYDAMAGED NIGHT 5383 AliasConditionState = SOLD NIGHT SNOW 5384 AliasConditionState = SOLD DAMAGED NIGHT SNOW 5385 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 5386 End 5387 5388 ;------------------------------------------------------------------------------------------------------------------------- 5389 ;------------------------------------------------------------------------------------------------------------------------- 5390 ;------------------------------------------------------------------------------------------------------------------------- 5391 Draw = W3DModelDraw ModuleTag_02 5392 OkToChangeModelColor = Yes 5393 5394 ConditionState = None 5395 Model = UBScudStrm_A5 5396 Animation = UBScudStrm_A5.UBScudStrm_A5 5397 AnimationMode = MANUAL 5398 Flags = START_FRAME_FIRST 5399 End 5400 5401 ConditionState = SOLD 5402 Model = NONE 5403 End 5404 ConditionState = SOLD SNOW 5405 Model = NONE 5406 End 5407 ConditionState = SOLD NIGHT 5408 Model = NONE 5409 End 5410 ConditionState = SOLD NIGHT SNOW 5411 Model = NONE 5412 End 5413 5414 ConditionState = PREATTACK_A ATTACKING 5415 Model = UBScudStrm_A5 5416 Animation = UBScudStrm_A5.UBScudStrm_A5 5417 AnimationMode = LOOP 5418 Flags = START_FRAME_FIRST 5419 End 5420 5421 ConditionState = ATTACKING 5422 Model = UBScudStrm_A5 5423 Animation = UBScudStrm_A5.UBScudStrm_A5 5424 AnimationMode = LOOP 5425 Flags = START_FRAME_FIRST 5426 End 5427 5428 ;These assets are missing (KM: removed to get rid of assert) 5429 ;ConditionState = DAMAGED 5430 ; Model = UBScudStrm_DA5 5431 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 5432 ; AnimationMode = MANUAL 5433 ; Flags = START_FRAME_FIRST 5434 ;End 5435 5436 ;These assets are missing (KM: removed to get rid of assert) 5437 ;ConditionState = PREATTACK_A ATTACKING DAMAGED 5438 ; Model = UBScudStrm_DA5 5439 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 5440 ; AnimationMode = LOOP 5441 ; Flags = START_FRAME_FIRST 5442 ;End 5443 5444 ;These assets are missing (KM: removed to get rid of assert) 5445 ;ConditionState = ATTACKING DAMAGED 5446 ; Model = UBScudStrm_DA5 5447 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 5448 ; AnimationMode = LOOP 5449 ; Flags = START_FRAME_FIRST 5450 ;End 5451 5452 ;These assets are missing (KM: removed to get rid of assert) 5453 ;ConditionState = REALLYDAMAGED 5454 ; Model = UBScudStrm_EA5 5455 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 5456 ; AnimationMode = MANUAL 5457 ; Flags = START_FRAME_FIRST 5458 ;End 5459 5460 ;These assets are missing (KM: removed to get rid of assert) 5461 ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED 5462 ; Model = UBScudStrm_EA5 5463 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 5464 ; AnimationMode = LOOP 5465 ; Flags = START_FRAME_FIRST 5466 ;End 5467 5468 ;These assets are missing (KM: removed to get rid of assert) 5469 ;ConditionState = ATTACKING REALLYDAMAGED 5470 ; Model = UBScudStrm_EA5 5471 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 5472 ; AnimationMode = LOOP 5473 ; Flags = START_FRAME_FIRST 5474 ;End 5475 5476 End 5477 5478 Draw = W3DModelDraw ModuleTag_03 5479 OkToChangeModelColor = Yes 5480 5481 ConditionState = None 5482 Model = UBScudStrm_A6 5483 Animation = UBScudStrm_A6.UBScudStrm_A6 5484 AnimationMode = LOOP 5485 Flags = MAINTAIN_FRAME_ACROSS_STATES 5486 End 5487 5488 ConditionState = DAMAGED 5489 Model = UBScudStrm_DA6 5490 Animation = UBScudStrm_DA6.UBScudStrm_DA6 5491 AnimationMode = LOOP 5492 Flags = MAINTAIN_FRAME_ACROSS_STATES 5493 End 5494 5495 ConditionState = REALLYDAMAGED RUBBLE 5496 Model = UBScudStrm_EA6 5497 Animation = UBScudStrm_EA6.UBScudStrm_EA6 5498 AnimationMode = LOOP 5499 Flags = MAINTAIN_FRAME_ACROSS_STATES 5500 End 5501 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5502 Model = UBScudStrm_A6 5503 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5504 End 5505 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5506 5507 Model = UBScudStrm_DA6 5508 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5509 End 5510 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5511 Model = UBScudStrm_EA6 5512 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5513 End 5514 5515 ConditionState = SOLD 5516 Model = NONE 5517 End 5518 ConditionState = SOLD SNOW 5519 Model = NONE 5520 End 5521 ConditionState = SOLD NIGHT 5522 Model = NONE 5523 End 5524 ConditionState = SOLD NIGHT SNOW 5525 Model = NONE 5526 End 5527 5528 End 5529 5530 Draw = W3DModelDraw ModuleTag_04 5531 OkToChangeModelColor = Yes 5532 5533 ConditionState = None 5534 Model = UBScudStrm_F 5535 Animation = UBScudStrm_F.UBScudStrm_F 5536 AnimationMode = LOOP 5537 Flags = MAINTAIN_FRAME_ACROSS_STATES 5538 End 5539 5540 ConditionState = DAMAGED 5541 Model = UBScudStrm_DF 5542 Animation = UBScudStrm_DF.UBScudStrm_DF 5543 AnimationMode = LOOP 5544 Flags = MAINTAIN_FRAME_ACROSS_STATES 5545 End 5546 5547 ConditionState = REALLYDAMAGED RUBBLE 5548 Model = UBScudStrm_EF 5549 Animation = UBScudStrm_EF.UBScudStrm_EF 5550 AnimationMode = LOOP 5551 Flags = MAINTAIN_FRAME_ACROSS_STATES 5552 End 5553 5554 ConditionState = SOLD 5555 Model = NONE 5556 End 5557 AliasConditionState = SOLD DAMAGED 5558 AliasConditionState = SOLD REALLYDAMAGED 5559 AliasConditionState = SOLD SNOW 5560 AliasConditionState = SOLD DAMAGED SNOW 5561 AliasConditionState = SOLD REALLYDAMAGED SNOW 5562 AliasConditionState = SOLD NIGHT 5563 AliasConditionState = SOLD DAMAGED NIGHT 5564 AliasConditionState = SOLD REALLYDAMAGED NIGHT 5565 AliasConditionState = SOLD NIGHT SNOW 5566 AliasConditionState = SOLD DAMAGED NIGHT SNOW 5567 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 5568 End 5569 5570 ; ------------ construction-zone fence ----------------- 5571 Draw = W3DModelDraw ModuleTag_05 5572 AnimationsRequirePower = No 5573 DefaultConditionState 5574 Model = None 5575 TransitionKey = DOWN_DEFAULT 5576 End 5577 ConditionState = NIGHT 5578 Model = None 5579 TransitionKey = DOWN_DEFAULT 5580 End 5581 ConditionState = SNOW 5582 Model = None 5583 TransitionKey = DOWN_DEFAULT 5584 End 5585 ConditionState = SNOW NIGHT 5586 Model = None 5587 TransitionKey = DOWN_DEFAULT 5588 End 5589 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5590 Model = UBScudStrm_AB 5591 Animation = UBScudStrm_AB.UBScudStrm_AB 5592 AnimationMode = MANUAL 5593 Flags = START_FRAME_LAST 5594 TransitionKey = UP_DAY 5595 End 5596 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5597 Model = UBScudStrm_ABN 5598 Animation = UBScudStrm_ABN.UBScudStrm_ABN 5599 AnimationMode = MANUAL 5600 Flags = START_FRAME_LAST 5601 TransitionKey = UP_NIGHT 5602 End 5603 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5604 Model = UBScudStrm_ABS 5605 Animation = UBScudStrm_ABS.UBScudStrm_ABS 5606 AnimationMode = MANUAL 5607 Flags = START_FRAME_LAST 5608 TransitionKey = UP_SNOW 5609 End 5610 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5611 Model = UBScudStrm_ABSN 5612 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 5613 AnimationMode = MANUAL 5614 Flags = START_FRAME_LAST 5615 TransitionKey = UP_SNOWNIGHT 5616 End 5617 TransitionState = DOWN_DEFAULT UP_DAY 5618 Model = UBScudStrm_AB 5619 Animation = UBScudStrm_AB.UBScudStrm_AB 5620 AnimationMode = ONCE 5621 AnimationSpeedFactorRange = 1.0 1.0 5622 Flags = START_FRAME_FIRST 5623 End 5624 TransitionState = DOWN_DEFAULT UP_NIGHT 5625 Model = UBScudStrm_ABN 5626 Animation = UBScudStrm_ABN.UBScudStrm_ABN 5627 AnimationMode = ONCE 5628 AnimationSpeedFactorRange = 1.0 1.0 5629 Flags = START_FRAME_FIRST 5630 End 5631 TransitionState = DOWN_DEFAULT UP_SNOW 5632 Model = UBScudStrm_ABS 5633 Animation = UBScudStrm_ABS.UBScudStrm_ABS 5634 AnimationMode = ONCE 5635 AnimationSpeedFactorRange = 1.0 1.0 5636 Flags = START_FRAME_FIRST 5637 End 5638 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5639 Model = UBScudStrm_ABSN 5640 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 5641 AnimationMode = ONCE 5642 AnimationSpeedFactorRange = 1.0 1.0 5643 Flags = START_FRAME_FIRST 5644 End 5645 TransitionState = UP_DAY DOWN_DEFAULT 5646 Model = UBScudStrm_AB 5647 Animation = UBScudStrm_AB.UBScudStrm_AB 5648 AnimationMode = ONCE_BACKWARDS 5649 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5650 Flags = START_FRAME_LAST 5651 End 5652 TransitionState = UP_NIGHT DOWN_DEFAULT 5653 Model = UBScudStrm_ABN 5654 Animation = UBScudStrm_ABN.UBScudStrm_ABN 5655 AnimationMode = ONCE_BACKWARDS 5656 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5657 Flags = START_FRAME_LAST 5658 End 5659 TransitionState = UP_SNOW DOWN_DEFAULT 5660 Model = UBScudStrm_ABS 5661 Animation = UBScudStrm_ABS.UBScudStrm_ABS 5662 AnimationMode = ONCE_BACKWARDS 5663 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5664 Flags = START_FRAME_LAST 5665 End 5666 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5667 Model = UBScudStrm_ABSN 5668 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 5669 AnimationMode = ONCE_BACKWARDS 5670 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5671 Flags = START_FRAME_LAST 5672 End 5673 End 5674 5675 ; ------------ under-construction scaffolding ----------------- 5676 Draw = W3DModelDraw ModuleTag_06 5677 AnimationsRequirePower = No 5678 MinLODRequired = MEDIUM 5679 DefaultConditionState 5680 Model = None 5681 TransitionKey = DOWN_DEFAULT 5682 End 5683 ConditionState = NIGHT 5684 Model = None 5685 TransitionKey = DOWN_DEFAULT 5686 End 5687 ConditionState = SNOW 5688 Model = None 5689 TransitionKey = DOWN_DEFAULT 5690 End 5691 ConditionState = SNOW NIGHT 5692 Model = None 5693 TransitionKey = DOWN_DEFAULT 5694 End 5695 ConditionState = PARTIALLY_CONSTRUCTED 5696 Model = UBScudStrm_AC 5697 Animation = UBScudStrm_AC.UBScudStrm_AC 5698 AnimationMode = MANUAL 5699 Flags = START_FRAME_LAST 5700 TransitionKey = UP_DAY 5701 ParticleSysBone = Dust01 BuildingDust 5702 ParticleSysBone = Smoke01 BuildUpSmoke 5703 ParticleSysBone = Smoke02 BuildUpSmoke 5704 ParticleSysBone = Smoke03 BuildUpSmoke 5705 ParticleSysBone = Smoke04 BuildUpSmoke 5706 End 5707 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5708 Model = UBScudStrm_ACN 5709 Animation = UBScudStrm_ACN.UBScudStrm_ACN 5710 AnimationMode = MANUAL 5711 Flags = START_FRAME_LAST 5712 TransitionKey = UP_NIGHT 5713 ParticleSysBone = Dust01 BuildingDust 5714 ParticleSysBone = Smoke01 BuildUpSmoke 5715 ParticleSysBone = Smoke02 BuildUpSmoke 5716 ParticleSysBone = Smoke03 BuildUpSmoke 5717 ParticleSysBone = Smoke04 BuildUpSmoke 5718 End 5719 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5720 Model = UBScudStrm_ACS 5721 Animation = UBScudStrm_ACS.UBScudStrm_ACS 5722 AnimationMode = MANUAL 5723 Flags = START_FRAME_LAST 5724 TransitionKey = UP_SNOW 5725 ParticleSysBone = Dust01 BuildingSnowDust 5726 ParticleSysBone = Smoke01 BuildUpSnowSmoke 5727 ParticleSysBone = Smoke02 BuildUpSnowSmoke 5728 ParticleSysBone = Smoke03 BuildUpSnowSmoke 5729 ParticleSysBone = Smoke04 BuildUpSnowSmoke 5730 End 5731 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5732 Model = UBScudStrm_ACSN 5733 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 5734 AnimationMode = MANUAL 5735 Flags = START_FRAME_LAST 5736 TransitionKey = UP_SNOWNIGHT 5737 ParticleSysBone = Dust01 BuildingNightSnowDust 5738 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 5739 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 5740 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 5741 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 5742 End 5743 TransitionState = DOWN_DEFAULT UP_DAY 5744 Model = UBScudStrm_AC 5745 Animation = UBScudStrm_AC.UBScudStrm_AC 5746 AnimationMode = ONCE 5747 AnimationSpeedFactorRange = 1.0 1.0 5748 Flags = START_FRAME_FIRST 5749 End 5750 TransitionState = DOWN_DEFAULT UP_NIGHT 5751 Model = UBScudStrm_ACN 5752 Animation = UBScudStrm_ACN.UBScudStrm_ACN 5753 AnimationMode = ONCE 5754 AnimationSpeedFactorRange = 1.0 1.0 5755 Flags = START_FRAME_FIRST 5756 End 5757 TransitionState = DOWN_DEFAULT UP_SNOW 5758 Model = UBScudStrm_ACS 5759 Animation = UBScudStrm_ACS.UBScudStrm_ACS 5760 AnimationMode = ONCE 5761 AnimationSpeedFactorRange = 1.0 1.0 5762 Flags = START_FRAME_FIRST 5763 End 5764 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5765 Model = UBScudStrm_ACSN 5766 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 5767 AnimationMode = ONCE 5768 AnimationSpeedFactorRange = 1.0 1.0 5769 Flags = START_FRAME_FIRST 5770 End 5771 TransitionState = UP_DAY DOWN_DEFAULT 5772 Model = UBScudStrm_AC 5773 Animation = UBScudStrm_AC.UBScudStrm_AC 5774 AnimationMode = ONCE_BACKWARDS 5775 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5776 Flags = START_FRAME_LAST 5777 End 5778 TransitionState = UP_NIGHT DOWN_DEFAULT 5779 Model = UBScudStrm_ACN 5780 Animation = UBScudStrm_ACN.UBScudStrm_ACN 5781 AnimationMode = ONCE_BACKWARDS 5782 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5783 Flags = START_FRAME_LAST 5784 End 5785 TransitionState = UP_SNOW DOWN_DEFAULT 5786 Model = UBScudStrm_ACS 5787 Animation = UBScudStrm_ACS.UBScudStrm_ACS 5788 AnimationMode = ONCE_BACKWARDS 5789 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5790 Flags = START_FRAME_LAST 5791 End 5792 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5793 Model = UBScudStrm_ACSN 5794 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 5795 AnimationMode = ONCE_BACKWARDS 5796 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5797 Flags = START_FRAME_LAST 5798 End 5799 End 5800 5801 PlacementViewAngle = -45 5802 5803 ; ***DESIGN parameters *** 5804 DisplayName = OBJECT:ScudStorm 5805 Side = Boss 5806 EditorSorting = STRUCTURE 5807 Prerequisites 5808 Object = Boss_WarFactory 5809 Object = Boss_Airfield 5810 End 5811 BuildCost = 5000 5812 BuildTime = 60.0 ; in seconds 5813 EnergyProduction = 0 5814 CommandSet = Boss_GLAScudStormCommandSet 5815 VisionRange = 200.0 ; Shroud clearing distance 5816 ShroudClearingRange = 200 5817 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 5818 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 5819 WeaponSet 5820 Conditions = None 5821 Weapon = PRIMARY ScudStormWeapon 5822 AutoChooseSources = PRIMARY NONE 5823 End 5824 ArmorSet 5825 Conditions = None 5826 Armor = StructureArmorTough 5827 DamageFX = StructureDamageFXNoShake 5828 End 5829 ExperienceValue = 400 400 400 400 ; Experience point value at each level 5830 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 5831 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 5832 5833 ; *** AUDIO Parameters *** 5834 VoiceSelect = ScudStormSelect 5835 SoundOnDamaged = BuildingDamagedStateLight 5836 SoundOnReallyDamaged = BuildingDestroy 5837 5838 UnitSpecificSounds 5839 UnderConstruction = UnderConstructionLoop 5840 End 5841 5842 UnitSpecificSounds 5843 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5844 TurretMoveStart = NoSound 5845 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 5846 End 5847 5848 ; *** ENGINEERING Parameters *** 5849 RadarPriority = STRUCTURE 5850 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON 5851 Body = StructureBody ModuleTag_07 5852 MaxHealth = 4000.0 5853 InitialHealth = 4000.0 5854 5855 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5856 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5857 SubdualDamageCap = 4200 5858 SubdualDamageHealRate = 500 5859 SubdualDamageHealAmount = 100 5860 End 5861 Behavior = RebuildHoleExposeDie ModuleTag_08 5862 HoleName = GLAHoleScudStorm 5863 HoleMaxHealth = 500.0 5864 End 5865 5866 Behavior = AIUpdateInterface ModuleTag_09 5867 End 5868 5869 Behavior = OCLSpecialPower ModuleTag_10 5870 SpecialPowerTemplate = SuperweaponScudStorm 5871 OCL = SUPERWEAPON_ScudStorm 5872 End 5873 Behavior = SpecialPowerCreate ModuleTag_11 5874 ;nothing 5875 End 5876 5877 Behavior = DestroyDie ModuleTag_12 5878 ;nothing 5879 End 5880 Behavior = CreateObjectDie ModuleTag_13 5881 CreationList = OCL_PoisonFieldMedium 5882 ExemptStatus = UNDER_CONSTRUCTION 5883 End 5884 Behavior = FXListDie ModuleTag_14 5885 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 5886 ExemptStatus = UNDER_CONSTRUCTION 5887 End 5888 5889 Behavior = FlammableUpdate ModuleTag_16 5890 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5891 AflameDamageAmount = 5 ; taking this much damage... 5892 AflameDamageDelay = 500 ; this often. 5893 End 5894 5895 Behavior = RadiusDecalUpdate ModuleTag_17 5896 ; nothing 5897 End 5898 5899 Behavior = TransitionDamageFX ModuleTag_18 5900 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 5901 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5902 ;--------------------------------------------------------------------------------------- 5903 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5904 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5905 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5906 End 5907 5908 Behavior = FXListDie ModuleTag_19 5909 DeathFX = FX_BuildingDie 5910 End 5911 5912 Behavior = GenerateMinefieldBehavior ModuleTag_20 5913 TriggeredBy = Upgrade_ChinaMines 5914 MineName = ChinaStandardMine 5915 SmartBorder = Yes 5916 AlwaysCircular = Yes 5917 5918 Upgradable = Yes 5919 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 5920 UpgradedMineName = ChinaEMPMine 5921 End 5922 5923 5924 5925 Behavior = ProductionUpdate ModuleTag_21 5926 ; nothing 5927 End 5928 5929 Behavior = ArmorUpgrade ModuleTag_26 5930 TriggeredBy = Upgrade_ChinaEMPMines 5931 End 5932 5933 Geometry = BOX 5934 GeometryMajorRadius = 71.0 5935 GeometryMinorRadius = 67.0 5936 GeometryHeight = 25.0 5937 GeometryIsSmall = No 5938 Shadow = SHADOW_VOLUME 5939 BuildCompletion = PLACED_BY_PLAYER 5940 5941 End 5942 5943 5944 5945 5946 5947 5948 5949 5950 5951 5952 5953 5954 5955 5956 5957 5958 5959 5960 5961 5962 5963 5964 5965 5966 5967 5968 5969 5970 5971 5972 5973 5974 5975 5976 5977 5978 5979 5980 5981 5982 5983 5984 5985 5986 5987 5988 5989 5990 ;------------------------------------------------------------------------------ 5991 ;China Neutron Missile, NukeSilo, Nuke Silo 5992 Object Boss_NuclearMissileLauncher 5993 5994 ; *** ART Parameters *** 5995 SelectPortrait = SNNukeMisl_L 5996 ButtonImage = SNNukeMisl 5997 SelectPortrait = SNNukeMisl_L 5998 ButtonImage = SNNukeMisl 5999 Draw = W3DModelDraw ModuleTag_01 6000 OkToChangeModelColor = Yes 6001 ; day 6002 ConditionState = NONE 6003 Model = NBNMissle 6004 End 6005 ConditionState = SOLD 6006 Model = NONE 6007 End 6008 ConditionState = SOLD SNOW 6009 Model = NONE 6010 6011 End 6012 ConditionState = SOLD NIGHT 6013 Model = NONE 6014 End 6015 ConditionState = SOLD NIGHT SNOW 6016 Model = NONE 6017 End 6018 6019 6020 ConditionState = DAMAGED 6021 Model = NBNMissle_D 6022 ParticleSysBone = Smoke01 SmolderingSmoke 6023 ParticleSysBone = Smoke02 SmolderingSmoke 6024 ParticleSysBone = Smoke03 SmolderingSmoke 6025 ParticleSysBone = Smoke04 SmolderingSmoke 6026 ParticleSysBone = Smoke01 SmolderingFire 6027 ParticleSysBone = Smoke02 SmolderingFire 6028 ParticleSysBone = Smoke03 SmolderingFire 6029 ParticleSysBone = Smoke04 SmolderingFire 6030 End 6031 ConditionState = REALLYDAMAGED RUBBLE 6032 Model = NBNMissle_E 6033 ParticleSysBone = Smoke01 SmolderingSmoke 6034 ParticleSysBone = Smoke02 SmolderingSmoke 6035 ParticleSysBone = Smoke03 SmolderingSmoke 6036 ParticleSysBone = Smoke04 SmolderingSmoke 6037 ParticleSysBone = Smoke05 SmolderingSmoke 6038 ParticleSysBone = Smoke06 SmolderingSmoke 6039 ParticleSysBone = Smoke01 SmolderingFire 6040 ParticleSysBone = Smoke02 SmolderingFire 6041 ParticleSysBone = Smoke03 SmolderingFire 6042 ParticleSysBone = Smoke04 SmolderingFire 6043 ParticleSysBone = Smoke05 SmolderingFire 6044 ParticleSysBone = Smoke06 SmolderingFire 6045 End 6046 ConditionState = AWAITING_CONSTRUCTION 6047 Model = None 6048 End 6049 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6050 Model = NBNMissle 6051 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6052 END 6053 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6054 Model = NBNMissle_D 6055 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6056 END 6057 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 6058 Model = NBNMissle_E 6059 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6060 END 6061 ConditionState = DOOR_1_OPENING 6062 Model = NBNMissle_A2 6063 Animation = NBNMissle_A2.NBNMissle_A2 6064 AnimationMode = ONCE 6065 Flags = MAINTAIN_FRAME_ACROSS_STATES 6066 End 6067 ConditionState = DOOR_1_WAITING_OPEN 6068 Model = NBNMissle_A2 6069 Animation = NBNMissle_A2.NBNMissle_A2 6070 AnimationMode = MANUAL 6071 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6072 WeaponLaunchBone = PRIMARY RockPos 6073 ParticleSysBone = Steam01 BigMissileSteam 6074 ParticleSysBone = Steam02 BigMissileSteam 6075 End 6076 ConditionState = DOOR_1_WAITING_TO_CLOSE 6077 Model = NBNMissle_A3 6078 Animation = NBNMissle_A3.NBNMissle_A3 6079 AnimationMode = MANUAL 6080 Flags = START_FRAME_FIRST 6081 WeaponLaunchBone = PRIMARY RockPos 6082 End 6083 ConditionState = DOOR_1_CLOSING 6084 Model = NBNMissle_A3 6085 Animation = NBNMissle_A3.NBNMissle_A3 6086 AnimationMode = ONCE 6087 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6088 End 6089 ConditionState = DOOR_1_OPENING DAMAGED 6090 Model = NBNMissle_A2D 6091 Animation = NBNMissle_A2D.NBNMissle_A2D 6092 AnimationMode = ONCE 6093 Flags = MAINTAIN_FRAME_ACROSS_STATES 6094 ParticleSysBone = Smoke01 SmolderingSmoke 6095 ParticleSysBone = Smoke02 SmolderingSmoke 6096 ParticleSysBone = Smoke03 SmolderingSmoke 6097 ParticleSysBone = Smoke04 SmolderingSmoke 6098 ParticleSysBone = Smoke05 SmolderingSmoke 6099 ParticleSysBone = Smoke06 SmolderingSmoke 6100 ParticleSysBone = Smoke01 SmolderingFire 6101 ParticleSysBone = Smoke02 SmolderingFire 6102 ParticleSysBone = Smoke03 SmolderingFire 6103 ParticleSysBone = Smoke04 SmolderingFire 6104 ParticleSysBone = Smoke05 SmolderingFire 6105 ParticleSysBone = Smoke06 SmolderingFire 6106 6107 ParticleSysBone = Steam01 BigMissileSteam 6108 ParticleSysBone = Steam02 BigMissileSteam 6109 End 6110 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 6111 Model = NBNMissle_A2D 6112 Animation = NBNMissle_A2D.NBNMissle_A2D 6113 AnimationMode = MANUAL 6114 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6115 WeaponLaunchBone = PRIMARY RockPos 6116 ParticleSysBone = Smoke01 SmolderingSmoke 6117 ParticleSysBone = Smoke02 SmolderingSmoke 6118 ParticleSysBone = Smoke03 SmolderingSmoke 6119 ParticleSysBone = Smoke04 SmolderingSmoke 6120 ParticleSysBone = Smoke05 SmolderingSmoke 6121 ParticleSysBone = Smoke06 SmolderingSmoke 6122 ParticleSysBone = Smoke01 SmolderingFire 6123 ParticleSysBone = Smoke02 SmolderingFire 6124 ParticleSysBone = Smoke03 SmolderingFire 6125 ParticleSysBone = Smoke04 SmolderingFire 6126 ParticleSysBone = Smoke05 SmolderingFire 6127 ParticleSysBone = Smoke06 SmolderingFire 6128 ParticleSysBone = Steam01 BigMissileSteam 6129 ParticleSysBone = Steam02 BigMissileSteam 6130 End 6131 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 6132 Model = NBNMissle_A3D 6133 Animation = NBNMissle_A3D.NBNMissle_A3D 6134 AnimationMode = MANUAL 6135 Flags = START_FRAME_FIRST 6136 WeaponLaunchBone = PRIMARY RockPos 6137 ParticleSysBone = Smoke01 SmolderingSmoke 6138 ParticleSysBone = Smoke02 SmolderingSmoke 6139 ParticleSysBone = Smoke03 SmolderingSmoke 6140 ParticleSysBone = Smoke04 SmolderingSmoke 6141 ParticleSysBone = Smoke05 SmolderingSmoke 6142 ParticleSysBone = Smoke06 SmolderingSmoke 6143 ParticleSysBone = Smoke01 SmolderingFire 6144 ParticleSysBone = Smoke02 SmolderingFire 6145 ParticleSysBone = Smoke03 SmolderingFire 6146 ParticleSysBone = Smoke04 SmolderingFire 6147 ParticleSysBone = Smoke05 SmolderingFire 6148 ParticleSysBone = Smoke06 SmolderingFire 6149 End 6150 ConditionState = DOOR_1_CLOSING DAMAGED 6151 Model = NBNMissle_A3D 6152 Animation = NBNMissle_A3D.NBNMissle_A3D 6153 AnimationMode = ONCE 6154 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6155 ParticleSysBone = Smoke01 SmolderingSmoke 6156 ParticleSysBone = Smoke02 SmolderingSmoke 6157 ParticleSysBone = Smoke03 SmolderingSmoke 6158 ParticleSysBone = Smoke04 SmolderingSmoke 6159 ParticleSysBone = Smoke05 SmolderingSmoke 6160 ParticleSysBone = Smoke06 SmolderingSmoke 6161 ParticleSysBone = Smoke01 SmolderingFire 6162 ParticleSysBone = Smoke02 SmolderingFire 6163 ParticleSysBone = Smoke03 SmolderingFire 6164 ParticleSysBone = Smoke04 SmolderingFire 6165 ParticleSysBone = Smoke05 SmolderingFire 6166 ParticleSysBone = Smoke06 SmolderingFire 6167 End 6168 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 6169 Model = NBNMissle_A2E 6170 Animation = NBNMissle_A2E.NBNMissle_A2E 6171 AnimationMode = ONCE 6172 Flags = MAINTAIN_FRAME_ACROSS_STATES 6173 ParticleSysBone = Smoke01 SmolderingSmoke 6174 ParticleSysBone = Smoke02 SmolderingSmoke 6175 ParticleSysBone = Smoke03 SmolderingSmoke 6176 ParticleSysBone = Smoke04 SmolderingSmoke 6177 ParticleSysBone = Smoke05 SmolderingSmoke 6178 ParticleSysBone = Smoke06 SmolderingSmoke 6179 ParticleSysBone = Smoke01 SmolderingFire 6180 ParticleSysBone = Smoke02 SmolderingFire 6181 ParticleSysBone = Smoke03 SmolderingFire 6182 ParticleSysBone = Smoke04 SmolderingFire 6183 ParticleSysBone = Smoke05 SmolderingFire 6184 ParticleSysBone = Smoke06 SmolderingFire 6185 ParticleSysBone = Steam01 BigMissileSteam 6186 ParticleSysBone = Steam02 BigMissileSteam 6187 End 6188 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 6189 Model = NBNMissle_A2E 6190 Animation = NBNMissle_A2E.NBNMissle_A2E 6191 AnimationMode = MANUAL 6192 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6193 WeaponLaunchBone = PRIMARY RockPos 6194 ParticleSysBone = Smoke01 SmolderingSmoke 6195 ParticleSysBone = Smoke02 SmolderingSmoke 6196 ParticleSysBone = Smoke03 SmolderingSmoke 6197 ParticleSysBone = Smoke04 SmolderingSmoke 6198 ParticleSysBone = Smoke05 SmolderingSmoke 6199 ParticleSysBone = Smoke06 SmolderingSmoke 6200 ParticleSysBone = Smoke01 SmolderingFire 6201 ParticleSysBone = Smoke02 SmolderingFire 6202 ParticleSysBone = Smoke03 SmolderingFire 6203 ParticleSysBone = Smoke04 SmolderingFire 6204 ParticleSysBone = Smoke05 SmolderingFire 6205 ParticleSysBone = Smoke06 SmolderingFire 6206 ParticleSysBone = Steam01 BigMissileSteam 6207 ParticleSysBone = Steam02 BigMissileSteam 6208 End 6209 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 6210 Model = NBNMissle_A3E 6211 Animation = NBNMissle_A3E.NBNMissle_A3E 6212 AnimationMode = MANUAL 6213 Flags = START_FRAME_FIRST 6214 WeaponLaunchBone = PRIMARY RockPos 6215 ParticleSysBone = Smoke01 SmolderingSmoke 6216 ParticleSysBone = Smoke02 SmolderingSmoke 6217 ParticleSysBone = Smoke03 SmolderingSmoke 6218 ParticleSysBone = Smoke04 SmolderingSmoke 6219 ParticleSysBone = Smoke05 SmolderingSmoke 6220 ParticleSysBone = Smoke06 SmolderingSmoke 6221 ParticleSysBone = Smoke01 SmolderingFire 6222 ParticleSysBone = Smoke02 SmolderingFire 6223 ParticleSysBone = Smoke03 SmolderingFire 6224 ParticleSysBone = Smoke04 SmolderingFire 6225 ParticleSysBone = Smoke05 SmolderingFire 6226 ParticleSysBone = Smoke06 SmolderingFire 6227 End 6228 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 6229 Model = NBNMissle_A3E 6230 Animation = NBNMissle_A3E.NBNMissle_A3E 6231 AnimationMode = ONCE 6232 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6233 ParticleSysBone = Smoke01 SmolderingSmoke 6234 ParticleSysBone = Smoke02 SmolderingSmoke 6235 ParticleSysBone = Smoke03 SmolderingSmoke 6236 ParticleSysBone = Smoke04 SmolderingSmoke 6237 ParticleSysBone = Smoke05 SmolderingSmoke 6238 ParticleSysBone = Smoke06 SmolderingSmoke 6239 ParticleSysBone = Smoke01 SmolderingFire 6240 ParticleSysBone = Smoke02 SmolderingFire 6241 ParticleSysBone = Smoke03 SmolderingFire 6242 ParticleSysBone = Smoke04 SmolderingFire 6243 ParticleSysBone = Smoke05 SmolderingFire 6244 ParticleSysBone = Smoke06 SmolderingFire 6245 End 6246 6247 ; night 6248 ConditionState = NIGHT 6249 Model = NBNMissle_N 6250 End 6251 ConditionState = DAMAGED NIGHT 6252 Model = NBNMissle_DN 6253 ParticleSysBone = Smoke01 SmolderingSmoke 6254 ParticleSysBone = Smoke02 SmolderingSmoke 6255 ParticleSysBone = Smoke03 SmolderingSmoke 6256 ParticleSysBone = Smoke04 SmolderingSmoke 6257 ParticleSysBone = Smoke01 SmolderingFire 6258 ParticleSysBone = Smoke02 SmolderingFire 6259 ParticleSysBone = Smoke03 SmolderingFire 6260 ParticleSysBone = Smoke04 SmolderingFire 6261 End 6262 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6263 Model = NBNMissle_EN 6264 ParticleSysBone = Smoke01 SmolderingSmoke 6265 ParticleSysBone = Smoke02 SmolderingSmoke 6266 ParticleSysBone = Smoke03 SmolderingSmoke 6267 ParticleSysBone = Smoke04 SmolderingSmoke 6268 ParticleSysBone = Smoke05 SmolderingSmoke 6269 ParticleSysBone = Smoke06 SmolderingSmoke 6270 ParticleSysBone = Smoke01 SmolderingFire 6271 ParticleSysBone = Smoke02 SmolderingFire 6272 ParticleSysBone = Smoke03 SmolderingFire 6273 ParticleSysBone = Smoke04 SmolderingFire 6274 ParticleSysBone = Smoke05 SmolderingFire 6275 ParticleSysBone = Smoke06 SmolderingFire 6276 End 6277 ConditionState = AWAITING_CONSTRUCTION NIGHT 6278 Model = None 6279 End 6280 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6281 Model = NBNMissle_N 6282 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6283 END 6284 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6285 Model = NBNMissle_DN 6286 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6287 END 6288 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6289 Model = NBNMissle_EN 6290 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6291 END 6292 ConditionState = DOOR_1_OPENING NIGHT 6293 Model = NBNMissle_A2N 6294 Animation = NBNMissle_A2N.NBNMissle_A2N 6295 AnimationMode = ONCE 6296 Flags = MAINTAIN_FRAME_ACROSS_STATES 6297 End 6298 ConditionState = DOOR_1_WAITING_OPEN NIGHT 6299 Model = NBNMissle_A2N 6300 Animation = NBNMissle_A2N.NBNMissle_A2N 6301 AnimationMode = MANUAL 6302 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6303 WeaponLaunchBone = PRIMARY RockPos 6304 ParticleSysBone = Steam01 BigMissileSteam 6305 ParticleSysBone = Steam02 BigMissileSteam 6306 End 6307 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 6308 Model = NBNMissle_A3N 6309 Animation = NBNMissle_A3N.NBNMissle_A3N 6310 AnimationMode = MANUAL 6311 Flags = START_FRAME_FIRST 6312 WeaponLaunchBone = PRIMARY RockPos 6313 End 6314 ConditionState = DOOR_1_CLOSING NIGHT 6315 Model = NBNMissle_A3N 6316 Animation = NBNMissle_A3N.NBNMissle_A3N 6317 AnimationMode = ONCE 6318 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6319 End 6320 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 6321 Model = NBNMissle_A2DN 6322 Animation = NBNMissle_A2DN.NBNMissle_A2DN 6323 AnimationMode = ONCE 6324 Flags = MAINTAIN_FRAME_ACROSS_STATES 6325 ParticleSysBone = Smoke01 SmolderingSmoke 6326 ParticleSysBone = Smoke02 SmolderingSmoke 6327 ParticleSysBone = Smoke03 SmolderingSmoke 6328 ParticleSysBone = Smoke04 SmolderingSmoke 6329 ParticleSysBone = Smoke05 SmolderingSmoke 6330 ParticleSysBone = Smoke06 SmolderingSmoke 6331 ParticleSysBone = Smoke01 SmolderingFire 6332 ParticleSysBone = Smoke02 SmolderingFire 6333 ParticleSysBone = Smoke03 SmolderingFire 6334 ParticleSysBone = Smoke04 SmolderingFire 6335 ParticleSysBone = Smoke05 SmolderingFire 6336 ParticleSysBone = Smoke06 SmolderingFire 6337 ParticleSysBone = Steam01 BigMissileSteam 6338 ParticleSysBone = Steam02 BigMissileSteam 6339 End 6340 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 6341 Model = NBNMissle_A2DN 6342 Animation = NBNMissle_A2DN.NBNMissle_A2DN 6343 AnimationMode = MANUAL 6344 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6345 WeaponLaunchBone = PRIMARY RockPos 6346 ParticleSysBone = Smoke01 SmolderingSmoke 6347 ParticleSysBone = Smoke02 SmolderingSmoke 6348 ParticleSysBone = Smoke03 SmolderingSmoke 6349 ParticleSysBone = Smoke04 SmolderingSmoke 6350 ParticleSysBone = Smoke05 SmolderingSmoke 6351 ParticleSysBone = Smoke06 SmolderingSmoke 6352 ParticleSysBone = Smoke01 SmolderingFire 6353 ParticleSysBone = Smoke02 SmolderingFire 6354 ParticleSysBone = Smoke03 SmolderingFire 6355 ParticleSysBone = Smoke04 SmolderingFire 6356 ParticleSysBone = Smoke05 SmolderingFire 6357 ParticleSysBone = Smoke06 SmolderingFire 6358 ParticleSysBone = Steam01 BigMissileSteam 6359 ParticleSysBone = Steam02 BigMissileSteam 6360 End 6361 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 6362 Model = NBNMissle_A3DN 6363 Animation = NBNMissle_A3DN.NBNMissle_A3DN 6364 AnimationMode = MANUAL 6365 Flags = START_FRAME_FIRST 6366 WeaponLaunchBone = PRIMARY RockPos 6367 ParticleSysBone = Smoke01 SmolderingSmoke 6368 ParticleSysBone = Smoke02 SmolderingSmoke 6369 ParticleSysBone = Smoke03 SmolderingSmoke 6370 ParticleSysBone = Smoke04 SmolderingSmoke 6371 ParticleSysBone = Smoke05 SmolderingSmoke 6372 ParticleSysBone = Smoke06 SmolderingSmoke 6373 ParticleSysBone = Smoke01 SmolderingFire 6374 ParticleSysBone = Smoke02 SmolderingFire 6375 ParticleSysBone = Smoke03 SmolderingFire 6376 ParticleSysBone = Smoke04 SmolderingFire 6377 ParticleSysBone = Smoke05 SmolderingFire 6378 ParticleSysBone = Smoke06 SmolderingFire 6379 End 6380 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 6381 Model = NBNMissle_A3DN 6382 Animation = NBNMissle_A3DN.NBNMissle_A3DN 6383 AnimationMode = ONCE 6384 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6385 ParticleSysBone = Smoke01 SmolderingSmoke 6386 ParticleSysBone = Smoke02 SmolderingSmoke 6387 ParticleSysBone = Smoke03 SmolderingSmoke 6388 ParticleSysBone = Smoke04 SmolderingSmoke 6389 ParticleSysBone = Smoke05 SmolderingSmoke 6390 ParticleSysBone = Smoke06 SmolderingSmoke 6391 ParticleSysBone = Smoke01 SmolderingFire 6392 ParticleSysBone = Smoke02 SmolderingFire 6393 ParticleSysBone = Smoke03 SmolderingFire 6394 ParticleSysBone = Smoke04 SmolderingFire 6395 ParticleSysBone = Smoke05 SmolderingFire 6396 ParticleSysBone = Smoke06 SmolderingFire 6397 End 6398 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 6399 Model = NBNMissle_A2EN 6400 Animation = NBNMissle_A2EN.NBNMissle_A2EN 6401 AnimationMode = ONCE 6402 Flags = MAINTAIN_FRAME_ACROSS_STATES 6403 ParticleSysBone = Smoke01 SmolderingSmoke 6404 ParticleSysBone = Smoke02 SmolderingSmoke 6405 ParticleSysBone = Smoke03 SmolderingSmoke 6406 ParticleSysBone = Smoke04 SmolderingSmoke 6407 ParticleSysBone = Smoke05 SmolderingSmoke 6408 ParticleSysBone = Smoke06 SmolderingSmoke 6409 ParticleSysBone = Smoke01 SmolderingFire 6410 ParticleSysBone = Smoke02 SmolderingFire 6411 ParticleSysBone = Smoke03 SmolderingFire 6412 ParticleSysBone = Smoke04 SmolderingFire 6413 ParticleSysBone = Smoke05 SmolderingFire 6414 ParticleSysBone = Smoke06 SmolderingFire 6415 ParticleSysBone = Steam01 BigMissileSteam 6416 ParticleSysBone = Steam02 BigMissileSteam 6417 End 6418 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 6419 Model = NBNMissle_A2EN 6420 Animation = NBNMissle_A2EN.NBNMissle_A2EN 6421 AnimationMode = MANUAL 6422 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6423 WeaponLaunchBone = PRIMARY RockPos 6424 ParticleSysBone = Smoke01 SmolderingSmoke 6425 ParticleSysBone = Smoke02 SmolderingSmoke 6426 ParticleSysBone = Smoke03 SmolderingSmoke 6427 ParticleSysBone = Smoke04 SmolderingSmoke 6428 ParticleSysBone = Smoke05 SmolderingSmoke 6429 ParticleSysBone = Smoke06 SmolderingSmoke 6430 ParticleSysBone = Smoke01 SmolderingFire 6431 ParticleSysBone = Smoke02 SmolderingFire 6432 ParticleSysBone = Smoke03 SmolderingFire 6433 ParticleSysBone = Smoke04 SmolderingFire 6434 ParticleSysBone = Smoke05 SmolderingFire 6435 ParticleSysBone = Smoke06 SmolderingFire 6436 ParticleSysBone = Steam01 BigMissileSteam 6437 ParticleSysBone = Steam02 BigMissileSteam 6438 End 6439 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 6440 Model = NBNMissle_A3EN 6441 Animation = NBNMissle_A3EN.NBNMissle_A3EN 6442 AnimationMode = MANUAL 6443 Flags = START_FRAME_FIRST 6444 WeaponLaunchBone = PRIMARY RockPos 6445 ParticleSysBone = Smoke01 SmolderingSmoke 6446 ParticleSysBone = Smoke02 SmolderingSmoke 6447 ParticleSysBone = Smoke03 SmolderingSmoke 6448 ParticleSysBone = Smoke04 SmolderingSmoke 6449 ParticleSysBone = Smoke05 SmolderingSmoke 6450 ParticleSysBone = Smoke06 SmolderingSmoke 6451 ParticleSysBone = Smoke01 SmolderingFire 6452 ParticleSysBone = Smoke02 SmolderingFire 6453 ParticleSysBone = Smoke03 SmolderingFire 6454 ParticleSysBone = Smoke04 SmolderingFire 6455 ParticleSysBone = Smoke05 SmolderingFire 6456 ParticleSysBone = Smoke06 SmolderingFire 6457 End 6458 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 6459 Model = NBNMissle_A3EN 6460 Animation = NBNMissle_A3EN.NBNMissle_A3EN 6461 AnimationMode = ONCE 6462 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6463 ParticleSysBone = Smoke01 SmolderingSmoke 6464 ParticleSysBone = Smoke02 SmolderingSmoke 6465 ParticleSysBone = Smoke03 SmolderingSmoke 6466 ParticleSysBone = Smoke04 SmolderingSmoke 6467 ParticleSysBone = Smoke05 SmolderingSmoke 6468 ParticleSysBone = Smoke06 SmolderingSmoke 6469 ParticleSysBone = Smoke01 SmolderingFire 6470 ParticleSysBone = Smoke02 SmolderingFire 6471 ParticleSysBone = Smoke03 SmolderingFire 6472 ParticleSysBone = Smoke04 SmolderingFire 6473 ParticleSysBone = Smoke05 SmolderingFire 6474 ParticleSysBone = Smoke06 SmolderingFire 6475 End 6476 6477 ;-------------- SNOW! -------------------- 6478 6479 ConditionState = SNOW 6480 Model = NBNMissle_S 6481 End 6482 6483 ConditionState = DAMAGED SNOW 6484 Model = NBNMissle_DS 6485 ParticleSysBone = Smoke01 SmolderingSmoke 6486 ParticleSysBone = Smoke02 SmolderingSmoke 6487 ParticleSysBone = Smoke03 SmolderingSmoke 6488 ParticleSysBone = Smoke04 SmolderingSmoke 6489 ParticleSysBone = Smoke01 SmolderingFire 6490 ParticleSysBone = Smoke02 SmolderingFire 6491 ParticleSysBone = Smoke03 SmolderingFire 6492 ParticleSysBone = Smoke04 SmolderingFire 6493 End 6494 ConditionState = REALLYDAMAGED RUBBLE SNOW 6495 Model = NBNMissle_ES 6496 ParticleSysBone = Smoke01 SmolderingSmoke 6497 ParticleSysBone = Smoke02 SmolderingSmoke 6498 ParticleSysBone = Smoke03 SmolderingSmoke 6499 ParticleSysBone = Smoke04 SmolderingSmoke 6500 ParticleSysBone = Smoke05 SmolderingSmoke 6501 ParticleSysBone = Smoke06 SmolderingSmoke 6502 ParticleSysBone = Smoke01 SmolderingFire 6503 ParticleSysBone = Smoke02 SmolderingFire 6504 ParticleSysBone = Smoke03 SmolderingFire 6505 ParticleSysBone = Smoke04 SmolderingFire 6506 ParticleSysBone = Smoke05 SmolderingFire 6507 ParticleSysBone = Smoke06 SmolderingFire 6508 End 6509 ConditionState = AWAITING_CONSTRUCTION SNOW 6510 Model = None 6511 End 6512 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6513 Model = NBNMissle_S 6514 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6515 END 6516 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6517 Model = NBNMissle_DS 6518 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6519 END 6520 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6521 Model = NBNMissle_ES 6522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6523 END 6524 ConditionState = DOOR_1_OPENING SNOW 6525 Model = NBNMissle_A2S 6526 Animation = NBNMissle_A2S.NBNMissle_A2S 6527 AnimationMode = ONCE 6528 Flags = MAINTAIN_FRAME_ACROSS_STATES 6529 End 6530 ConditionState = DOOR_1_WAITING_OPEN SNOW 6531 Model = NBNMissle_A2S 6532 Animation = NBNMissle_A2S.NBNMissle_A2S 6533 AnimationMode = MANUAL 6534 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6535 WeaponLaunchBone = PRIMARY RockPos 6536 ParticleSysBone = Steam01 BigMissileSteam 6537 ParticleSysBone = Steam02 BigMissileSteam 6538 End 6539 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 6540 Model = NBNMissle_A3S 6541 Animation = NBNMissle_A3S.NBNMissle_A3S 6542 AnimationMode = MANUAL 6543 Flags = START_FRAME_FIRST 6544 WeaponLaunchBone = PRIMARY RockPos 6545 End 6546 ConditionState = DOOR_1_CLOSING SNOW 6547 Model = NBNMissle_A3S 6548 Animation = NBNMissle_A3S.NBNMissle_A3S 6549 AnimationMode = ONCE 6550 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6551 End 6552 ConditionState = DOOR_1_OPENING DAMAGED SNOW 6553 Model = NBNMissle_A2DS 6554 Animation = NBNMissle_A2DS.NBNMissle_A2DS 6555 AnimationMode = ONCE 6556 Flags = MAINTAIN_FRAME_ACROSS_STATES 6557 ParticleSysBone = Smoke01 SmolderingSmoke 6558 ParticleSysBone = Smoke02 SmolderingSmoke 6559 ParticleSysBone = Smoke03 SmolderingSmoke 6560 ParticleSysBone = Smoke04 SmolderingSmoke 6561 ParticleSysBone = Smoke05 SmolderingSmoke 6562 ParticleSysBone = Smoke06 SmolderingSmoke 6563 ParticleSysBone = Smoke01 SmolderingFire 6564 ParticleSysBone = Smoke02 SmolderingFire 6565 ParticleSysBone = Smoke03 SmolderingFire 6566 ParticleSysBone = Smoke04 SmolderingFire 6567 ParticleSysBone = Smoke05 SmolderingFire 6568 ParticleSysBone = Smoke06 SmolderingFire 6569 ParticleSysBone = Steam01 BigMissileSteam 6570 ParticleSysBone = Steam02 BigMissileSteam 6571 End 6572 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 6573 Model = NBNMissle_A2DS 6574 Animation = NBNMissle_A2DS.NBNMissle_A2DS 6575 AnimationMode = MANUAL 6576 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6577 WeaponLaunchBone = PRIMARY RockPos 6578 ParticleSysBone = Smoke01 SmolderingSmoke 6579 ParticleSysBone = Smoke02 SmolderingSmoke 6580 ParticleSysBone = Smoke03 SmolderingSmoke 6581 ParticleSysBone = Smoke04 SmolderingSmoke 6582 ParticleSysBone = Smoke05 SmolderingSmoke 6583 ParticleSysBone = Smoke06 SmolderingSmoke 6584 ParticleSysBone = Smoke01 SmolderingFire 6585 ParticleSysBone = Smoke02 SmolderingFire 6586 ParticleSysBone = Smoke03 SmolderingFire 6587 ParticleSysBone = Smoke04 SmolderingFire 6588 ParticleSysBone = Smoke05 SmolderingFire 6589 ParticleSysBone = Smoke06 SmolderingFire 6590 ParticleSysBone = Steam01 BigMissileSteam 6591 ParticleSysBone = Steam02 BigMissileSteam 6592 End 6593 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 6594 Model = NBNMissle_A3DS 6595 Animation = NBNMissle_A3DS.NBNMissle_A3DS 6596 AnimationMode = MANUAL 6597 Flags = START_FRAME_FIRST 6598 WeaponLaunchBone = PRIMARY RockPos 6599 ParticleSysBone = Smoke01 SmolderingSmoke 6600 ParticleSysBone = Smoke02 SmolderingSmoke 6601 ParticleSysBone = Smoke03 SmolderingSmoke 6602 ParticleSysBone = Smoke04 SmolderingSmoke 6603 ParticleSysBone = Smoke05 SmolderingSmoke 6604 ParticleSysBone = Smoke06 SmolderingSmoke 6605 ParticleSysBone = Smoke01 SmolderingFire 6606 ParticleSysBone = Smoke02 SmolderingFire 6607 ParticleSysBone = Smoke03 SmolderingFire 6608 ParticleSysBone = Smoke04 SmolderingFire 6609 ParticleSysBone = Smoke05 SmolderingFire 6610 ParticleSysBone = Smoke06 SmolderingFire 6611 End 6612 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 6613 Model = NBNMissle_A3DS 6614 Animation = NBNMissle_A3DS.NBNMissle_A3DS 6615 AnimationMode = ONCE 6616 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6617 ParticleSysBone = Smoke01 SmolderingSmoke 6618 ParticleSysBone = Smoke02 SmolderingSmoke 6619 ParticleSysBone = Smoke03 SmolderingSmoke 6620 ParticleSysBone = Smoke04 SmolderingSmoke 6621 ParticleSysBone = Smoke05 SmolderingSmoke 6622 ParticleSysBone = Smoke06 SmolderingSmoke 6623 ParticleSysBone = Smoke01 SmolderingFire 6624 ParticleSysBone = Smoke02 SmolderingFire 6625 ParticleSysBone = Smoke03 SmolderingFire 6626 ParticleSysBone = Smoke04 SmolderingFire 6627 ParticleSysBone = Smoke05 SmolderingFire 6628 ParticleSysBone = Smoke06 SmolderingFire 6629 End 6630 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 6631 Model = NBNMissle_A2ES 6632 Animation = NBNMissle_A2ES.NBNMissle_A2ES 6633 AnimationMode = ONCE 6634 Flags = MAINTAIN_FRAME_ACROSS_STATES 6635 ParticleSysBone = Smoke01 SmolderingSmoke 6636 ParticleSysBone = Smoke02 SmolderingSmoke 6637 ParticleSysBone = Smoke03 SmolderingSmoke 6638 ParticleSysBone = Smoke04 SmolderingSmoke 6639 ParticleSysBone = Smoke05 SmolderingSmoke 6640 ParticleSysBone = Smoke06 SmolderingSmoke 6641 ParticleSysBone = Smoke01 SmolderingFire 6642 ParticleSysBone = Smoke02 SmolderingFire 6643 ParticleSysBone = Smoke03 SmolderingFire 6644 ParticleSysBone = Smoke04 SmolderingFire 6645 ParticleSysBone = Smoke05 SmolderingFire 6646 ParticleSysBone = Smoke06 SmolderingFire 6647 ParticleSysBone = Steam01 BigMissileSteam 6648 ParticleSysBone = Steam02 BigMissileSteam 6649 End 6650 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 6651 Model = NBNMissle_A2ES 6652 Animation = NBNMissle_A2ES.NBNMissle_A2ES 6653 AnimationMode = MANUAL 6654 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6655 WeaponLaunchBone = PRIMARY RockPos 6656 ParticleSysBone = Smoke01 SmolderingSmoke 6657 ParticleSysBone = Smoke02 SmolderingSmoke 6658 ParticleSysBone = Smoke03 SmolderingSmoke 6659 ParticleSysBone = Smoke04 SmolderingSmoke 6660 ParticleSysBone = Smoke05 SmolderingSmoke 6661 ParticleSysBone = Smoke06 SmolderingSmoke 6662 ParticleSysBone = Smoke01 SmolderingFire 6663 ParticleSysBone = Smoke02 SmolderingFire 6664 ParticleSysBone = Smoke03 SmolderingFire 6665 ParticleSysBone = Smoke04 SmolderingFire 6666 ParticleSysBone = Smoke05 SmolderingFire 6667 ParticleSysBone = Smoke06 SmolderingFire 6668 ParticleSysBone = Steam01 BigMissileSteam 6669 ParticleSysBone = Steam02 BigMissileSteam 6670 End 6671 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 6672 Model = NBNMissle_A3ES 6673 Animation = NBNMissle_A3ES.NBNMissle_A3ES 6674 AnimationMode = MANUAL 6675 Flags = START_FRAME_FIRST 6676 WeaponLaunchBone = PRIMARY RockPos 6677 ParticleSysBone = Smoke01 SmolderingSmoke 6678 ParticleSysBone = Smoke02 SmolderingSmoke 6679 ParticleSysBone = Smoke03 SmolderingSmoke 6680 ParticleSysBone = Smoke04 SmolderingSmoke 6681 ParticleSysBone = Smoke05 SmolderingSmoke 6682 ParticleSysBone = Smoke06 SmolderingSmoke 6683 ParticleSysBone = Smoke01 SmolderingFire 6684 ParticleSysBone = Smoke02 SmolderingFire 6685 ParticleSysBone = Smoke03 SmolderingFire 6686 ParticleSysBone = Smoke04 SmolderingFire 6687 ParticleSysBone = Smoke05 SmolderingFire 6688 ParticleSysBone = Smoke06 SmolderingFire 6689 End 6690 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 6691 Model = NBNMissle_A3ES 6692 Animation = NBNMissle_A3ES.NBNMissle_A3ES 6693 AnimationMode = ONCE 6694 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6695 ParticleSysBone = Smoke01 SmolderingSmoke 6696 ParticleSysBone = Smoke02 SmolderingSmoke 6697 ParticleSysBone = Smoke03 SmolderingSmoke 6698 ParticleSysBone = Smoke04 SmolderingSmoke 6699 ParticleSysBone = Smoke05 SmolderingSmoke 6700 ParticleSysBone = Smoke06 SmolderingSmoke 6701 ParticleSysBone = Smoke01 SmolderingFire 6702 ParticleSysBone = Smoke02 SmolderingFire 6703 ParticleSysBone = Smoke03 SmolderingFire 6704 ParticleSysBone = Smoke04 SmolderingFire 6705 ParticleSysBone = Smoke05 SmolderingFire 6706 ParticleSysBone = Smoke06 SmolderingFire 6707 End 6708 6709 ; night 6710 ConditionState = NIGHT SNOW 6711 Model = NBNMissle_NS 6712 End 6713 ConditionState = DAMAGED NIGHT SNOW 6714 Model = NBNMissle_DNS 6715 ParticleSysBone = Smoke01 SmolderingSmoke 6716 ParticleSysBone = Smoke02 SmolderingSmoke 6717 ParticleSysBone = Smoke03 SmolderingSmoke 6718 ParticleSysBone = Smoke04 SmolderingSmoke 6719 ParticleSysBone = Smoke01 SmolderingFire 6720 ParticleSysBone = Smoke02 SmolderingFire 6721 ParticleSysBone = Smoke03 SmolderingFire 6722 ParticleSysBone = Smoke04 SmolderingFire 6723 End 6724 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 6725 Model = NBNMissle_ENS 6726 ParticleSysBone = Smoke01 SmolderingSmoke 6727 ParticleSysBone = Smoke02 SmolderingSmoke 6728 ParticleSysBone = Smoke03 SmolderingSmoke 6729 ParticleSysBone = Smoke04 SmolderingSmoke 6730 ParticleSysBone = Smoke05 SmolderingSmoke 6731 ParticleSysBone = Smoke06 SmolderingSmoke 6732 ParticleSysBone = Smoke01 SmolderingFire 6733 ParticleSysBone = Smoke02 SmolderingFire 6734 ParticleSysBone = Smoke03 SmolderingFire 6735 ParticleSysBone = Smoke04 SmolderingFire 6736 ParticleSysBone = Smoke05 SmolderingFire 6737 ParticleSysBone = Smoke06 SmolderingFire 6738 End 6739 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6740 Model = None 6741 End 6742 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6743 Model = NBNMissle_NS 6744 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6745 END 6746 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6747 Model = NBNMissle_DNS 6748 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6749 END 6750 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6751 Model = NBNMissle_ENS 6752 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6753 END 6754 ConditionState = DOOR_1_OPENING NIGHT SNOW 6755 Model = NBNMissle_A2NS 6756 Animation = NBNMissle_A2NS.NBNMissle_A2NS 6757 AnimationMode = ONCE 6758 Flags = MAINTAIN_FRAME_ACROSS_STATES 6759 End 6760 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 6761 Model = NBNMissle_A2NS 6762 Animation = NBNMissle_A2NS.NBNMissle_A2NS 6763 AnimationMode = MANUAL 6764 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6765 WeaponLaunchBone = PRIMARY RockPos 6766 ParticleSysBone = Steam01 BigMissileSteam 6767 ParticleSysBone = Steam02 BigMissileSteam 6768 End 6769 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 6770 Model = NBNMissle_A3NS 6771 Animation = NBNMissle_A3NS.NBNMissle_A3NS 6772 AnimationMode = MANUAL 6773 Flags = START_FRAME_FIRST 6774 WeaponLaunchBone = PRIMARY RockPos 6775 End 6776 ConditionState = DOOR_1_CLOSING NIGHT SNOW 6777 Model = NBNMissle_A3NS 6778 Animation = NBNMissle_A3NS.NBNMissle_A3NS 6779 AnimationMode = ONCE 6780 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6781 End 6782 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 6783 Model = NBNMissle_A2DNS 6784 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 6785 AnimationMode = ONCE 6786 Flags = MAINTAIN_FRAME_ACROSS_STATES 6787 ParticleSysBone = Smoke01 SmolderingSmoke 6788 ParticleSysBone = Smoke02 SmolderingSmoke 6789 ParticleSysBone = Smoke03 SmolderingSmoke 6790 ParticleSysBone = Smoke04 SmolderingSmoke 6791 ParticleSysBone = Smoke05 SmolderingSmoke 6792 ParticleSysBone = Smoke06 SmolderingSmoke 6793 ParticleSysBone = Smoke01 SmolderingFire 6794 ParticleSysBone = Smoke02 SmolderingFire 6795 ParticleSysBone = Smoke03 SmolderingFire 6796 ParticleSysBone = Smoke04 SmolderingFire 6797 ParticleSysBone = Smoke05 SmolderingFire 6798 ParticleSysBone = Smoke06 SmolderingFire 6799 ParticleSysBone = Steam01 BigMissileSteam 6800 ParticleSysBone = Steam02 BigMissileSteam 6801 End 6802 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 6803 Model = NBNMissle_A2DNS 6804 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 6805 AnimationMode = MANUAL 6806 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6807 WeaponLaunchBone = PRIMARY RockPos 6808 ParticleSysBone = Smoke01 SmolderingSmoke 6809 ParticleSysBone = Smoke02 SmolderingSmoke 6810 ParticleSysBone = Smoke03 SmolderingSmoke 6811 ParticleSysBone = Smoke04 SmolderingSmoke 6812 ParticleSysBone = Smoke05 SmolderingSmoke 6813 ParticleSysBone = Smoke06 SmolderingSmoke 6814 ParticleSysBone = Smoke01 SmolderingFire 6815 ParticleSysBone = Smoke02 SmolderingFire 6816 ParticleSysBone = Smoke03 SmolderingFire 6817 ParticleSysBone = Smoke04 SmolderingFire 6818 ParticleSysBone = Smoke05 SmolderingFire 6819 ParticleSysBone = Smoke06 SmolderingFire 6820 ParticleSysBone = Steam01 BigMissileSteam 6821 ParticleSysBone = Steam02 BigMissileSteam 6822 End 6823 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 6824 Model = NBNMissle_A3DNS 6825 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 6826 AnimationMode = MANUAL 6827 Flags = START_FRAME_FIRST 6828 WeaponLaunchBone = PRIMARY RockPos 6829 ParticleSysBone = Smoke01 SmolderingSmoke 6830 ParticleSysBone = Smoke02 SmolderingSmoke 6831 ParticleSysBone = Smoke03 SmolderingSmoke 6832 ParticleSysBone = Smoke04 SmolderingSmoke 6833 ParticleSysBone = Smoke05 SmolderingSmoke 6834 ParticleSysBone = Smoke06 SmolderingSmoke 6835 ParticleSysBone = Smoke01 SmolderingFire 6836 ParticleSysBone = Smoke02 SmolderingFire 6837 ParticleSysBone = Smoke03 SmolderingFire 6838 ParticleSysBone = Smoke04 SmolderingFire 6839 ParticleSysBone = Smoke05 SmolderingFire 6840 ParticleSysBone = Smoke06 SmolderingFire 6841 End 6842 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 6843 Model = NBNMissle_A3DNS 6844 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 6845 AnimationMode = ONCE 6846 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6847 ParticleSysBone = Smoke01 SmolderingSmoke 6848 ParticleSysBone = Smoke02 SmolderingSmoke 6849 ParticleSysBone = Smoke03 SmolderingSmoke 6850 ParticleSysBone = Smoke04 SmolderingSmoke 6851 ParticleSysBone = Smoke05 SmolderingSmoke 6852 ParticleSysBone = Smoke06 SmolderingSmoke 6853 ParticleSysBone = Smoke01 SmolderingFire 6854 ParticleSysBone = Smoke02 SmolderingFire 6855 ParticleSysBone = Smoke03 SmolderingFire 6856 ParticleSysBone = Smoke04 SmolderingFire 6857 ParticleSysBone = Smoke05 SmolderingFire 6858 ParticleSysBone = Smoke06 SmolderingFire 6859 End 6860 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 6861 Model = NBNMissle_A2ENS 6862 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 6863 AnimationMode = ONCE 6864 Flags = MAINTAIN_FRAME_ACROSS_STATES 6865 ParticleSysBone = Smoke01 SmolderingSmoke 6866 ParticleSysBone = Smoke02 SmolderingSmoke 6867 ParticleSysBone = Smoke03 SmolderingSmoke 6868 ParticleSysBone = Smoke04 SmolderingSmoke 6869 ParticleSysBone = Smoke05 SmolderingSmoke 6870 ParticleSysBone = Smoke06 SmolderingSmoke 6871 ParticleSysBone = Smoke01 SmolderingFire 6872 ParticleSysBone = Smoke02 SmolderingFire 6873 ParticleSysBone = Smoke03 SmolderingFire 6874 ParticleSysBone = Smoke04 SmolderingFire 6875 ParticleSysBone = Smoke05 SmolderingFire 6876 ParticleSysBone = Smoke06 SmolderingFire 6877 ParticleSysBone = Steam01 BigMissileSteam 6878 ParticleSysBone = Steam02 BigMissileSteam 6879 End 6880 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 6881 Model = NBNMissle_A2ENS 6882 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 6883 AnimationMode = MANUAL 6884 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6885 WeaponLaunchBone = PRIMARY RockPos 6886 ParticleSysBone = Smoke01 SmolderingSmoke 6887 ParticleSysBone = Smoke02 SmolderingSmoke 6888 ParticleSysBone = Smoke03 SmolderingSmoke 6889 ParticleSysBone = Smoke04 SmolderingSmoke 6890 ParticleSysBone = Smoke05 SmolderingSmoke 6891 ParticleSysBone = Smoke06 SmolderingSmoke 6892 ParticleSysBone = Smoke01 SmolderingFire 6893 ParticleSysBone = Smoke02 SmolderingFire 6894 ParticleSysBone = Smoke03 SmolderingFire 6895 ParticleSysBone = Smoke04 SmolderingFire 6896 ParticleSysBone = Smoke05 SmolderingFire 6897 ParticleSysBone = Smoke06 SmolderingFire 6898 ParticleSysBone = Steam01 BigMissileSteam 6899 ParticleSysBone = Steam02 BigMissileSteam 6900 End 6901 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 6902 Model = NBNMissle_A3ENS 6903 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 6904 AnimationMode = MANUAL 6905 Flags = START_FRAME_FIRST 6906 WeaponLaunchBone = PRIMARY RockPos 6907 ParticleSysBone = Smoke01 SmolderingSmoke 6908 ParticleSysBone = Smoke02 SmolderingSmoke 6909 ParticleSysBone = Smoke03 SmolderingSmoke 6910 ParticleSysBone = Smoke04 SmolderingSmoke 6911 ParticleSysBone = Smoke05 SmolderingSmoke 6912 ParticleSysBone = Smoke06 SmolderingSmoke 6913 ParticleSysBone = Smoke01 SmolderingFire 6914 ParticleSysBone = Smoke02 SmolderingFire 6915 ParticleSysBone = Smoke03 SmolderingFire 6916 ParticleSysBone = Smoke04 SmolderingFire 6917 ParticleSysBone = Smoke05 SmolderingFire 6918 ParticleSysBone = Smoke06 SmolderingFire 6919 End 6920 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 6921 Model = NBNMissle_A3ENS 6922 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 6923 AnimationMode = ONCE 6924 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6925 ParticleSysBone = Smoke01 SmolderingSmoke 6926 ParticleSysBone = Smoke02 SmolderingSmoke 6927 ParticleSysBone = Smoke03 SmolderingSmoke 6928 ParticleSysBone = Smoke04 SmolderingSmoke 6929 ParticleSysBone = Smoke05 SmolderingSmoke 6930 ParticleSysBone = Smoke06 SmolderingSmoke 6931 ParticleSysBone = Smoke01 SmolderingFire 6932 ParticleSysBone = Smoke02 SmolderingFire 6933 ParticleSysBone = Smoke03 SmolderingFire 6934 ParticleSysBone = Smoke04 SmolderingFire 6935 ParticleSysBone = Smoke05 SmolderingFire 6936 ParticleSysBone = Smoke06 SmolderingFire 6937 End 6938 End 6939 6940 ; ------------ construction-zone fence ----------------- 6941 Draw = W3DModelDraw ModuleTag_02 6942 AnimationsRequirePower = No 6943 DefaultConditionState 6944 Model = None 6945 TransitionKey = DOWN_DEFAULT 6946 End 6947 ConditionState = NIGHT 6948 Model = None 6949 TransitionKey = DOWN_DEFAULT 6950 End 6951 ConditionState = SNOW 6952 Model = None 6953 TransitionKey = DOWN_DEFAULT 6954 End 6955 ConditionState = SNOW NIGHT 6956 Model = None 6957 TransitionKey = DOWN_DEFAULT 6958 End 6959 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6960 Model = NBNMissle_A4 6961 Animation = NBNMissle_A4.NBNMissle_A4 6962 AnimationMode = MANUAL 6963 Flags = START_FRAME_LAST 6964 TransitionKey = UP_DAY 6965 End 6966 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6967 Model = NBNMissle_A4N 6968 Animation = NBNMissle_A4N.NBNMissle_A4N 6969 AnimationMode = MANUAL 6970 Flags = START_FRAME_LAST 6971 TransitionKey = UP_NIGHT 6972 End 6973 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6974 Model = NBNMissle_A4S 6975 Animation = NBNMissle_A4S.NBNMissle_A4S 6976 AnimationMode = MANUAL 6977 Flags = START_FRAME_LAST 6978 TransitionKey = UP_SNOW 6979 End 6980 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6981 Model = NBNMissle_A4SN 6982 Animation = NBNMissle_A4SN.NBNMissle_A4SN 6983 AnimationMode = MANUAL 6984 Flags = START_FRAME_LAST 6985 TransitionKey = UP_SNOWNIGHT 6986 End 6987 TransitionState = DOWN_DEFAULT UP_DAY 6988 Model = NBNMissle_A4 6989 Animation = NBNMissle_A4.NBNMissle_A4 6990 AnimationMode = ONCE 6991 AnimationSpeedFactorRange = 1.0 1.0 6992 Flags = START_FRAME_FIRST 6993 End 6994 TransitionState = DOWN_DEFAULT UP_NIGHT 6995 Model = NBNMissle_A4N 6996 Animation = NBNMissle_A4N.NBNMissle_A4N 6997 AnimationMode = ONCE 6998 AnimationSpeedFactorRange = 1.0 1.0 6999 Flags = START_FRAME_FIRST 7000 End 7001 TransitionState = DOWN_DEFAULT UP_SNOW 7002 Model = NBNMissle_A4S 7003 Animation = NBNMissle_A4S.NBNMissle_A4S 7004 AnimationMode = ONCE 7005 AnimationSpeedFactorRange = 1.0 1.0 7006 Flags = START_FRAME_FIRST 7007 End 7008 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7009 Model = NBNMissle_A4SN 7010 Animation = NBNMissle_A4SN.NBNMissle_A4SN 7011 AnimationMode = ONCE 7012 AnimationSpeedFactorRange = 1.0 1.0 7013 Flags = START_FRAME_FIRST 7014 End 7015 TransitionState = UP_DAY DOWN_DEFAULT 7016 Model = NBNMissle_A4 7017 Animation = NBNMissle_A4.NBNMissle_A4 7018 AnimationMode = ONCE_BACKWARDS 7019 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7020 Flags = START_FRAME_LAST 7021 End 7022 TransitionState = UP_NIGHT DOWN_DEFAULT 7023 Model = NBNMissle_A4N 7024 Animation = NBNMissle_A4N.NBNMissle_A4N 7025 AnimationMode = ONCE_BACKWARDS 7026 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7027 Flags = START_FRAME_LAST 7028 End 7029 TransitionState = UP_SNOW DOWN_DEFAULT 7030 Model = NBNMissle_A4S 7031 Animation = NBNMissle_A4S.NBNMissle_A4S 7032 AnimationMode = ONCE_BACKWARDS 7033 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7034 Flags = START_FRAME_LAST 7035 End 7036 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7037 Model = NBNMissle_A4SN 7038 Animation = NBNMissle_A4SN.NBNMissle_A4SN 7039 AnimationMode = ONCE_BACKWARDS 7040 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7041 Flags = START_FRAME_LAST 7042 End 7043 End 7044 7045 ; ------------ under-construction scaffolding ----------------- 7046 Draw = W3DModelDraw ModuleTag_03 7047 AnimationsRequirePower = No 7048 MinLODRequired = MEDIUM 7049 DefaultConditionState 7050 Model = None 7051 TransitionKey = DOWN_DEFAULT 7052 End 7053 ConditionState = NIGHT 7054 Model = None 7055 TransitionKey = DOWN_DEFAULT 7056 End 7057 ConditionState = SNOW 7058 Model = None 7059 TransitionKey = DOWN_DEFAULT 7060 End 7061 ConditionState = SNOW NIGHT 7062 Model = None 7063 TransitionKey = DOWN_DEFAULT 7064 End 7065 ConditionState = PARTIALLY_CONSTRUCTED 7066 Model = NBNMissle_A6 7067 Animation = NBNMissle_A6.NBNMissle_A6 7068 AnimationMode = MANUAL 7069 Flags = START_FRAME_LAST 7070 TransitionKey = UP_DAY 7071 ParticleSysBone = Dust01 BuildingDustChina 7072 ParticleSysBone = Smoke01 BuildUpSmokeChina 7073 ParticleSysBone = Smoke02 BuildUpSmokeChina 7074 ParticleSysBone = Smoke03 BuildUpSmokeChina 7075 ParticleSysBone = Smoke04 BuildUpSmokeChina 7076 ParticleSysBone = Smoke05 BuildUpSmokeChina 7077 End 7078 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7079 Model = NBNMissle_A6N 7080 Animation = NBNMissle_A6N.NBNMissle_A6N 7081 AnimationMode = MANUAL 7082 Flags = START_FRAME_LAST 7083 TransitionKey = UP_NIGHT 7084 ParticleSysBone = Dust01 BuildingDustChina 7085 ParticleSysBone = Smoke01 BuildUpSmokeChina 7086 ParticleSysBone = Smoke02 BuildUpSmokeChina 7087 ParticleSysBone = Smoke03 BuildUpSmokeChina 7088 ParticleSysBone = Smoke04 BuildUpSmokeChina 7089 ParticleSysBone = Smoke05 BuildUpSmokeChina 7090 End 7091 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7092 Model = NBNMissle_A6S 7093 Animation = NBNMissle_A6S.NBNMissle_A6S 7094 AnimationMode = MANUAL 7095 Flags = START_FRAME_LAST 7096 TransitionKey = UP_SNOW 7097 ParticleSysBone = Dust01 BuildingSnowDust 7098 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7099 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7100 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7101 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7102 ParticleSysBone = Smoke05 BuildUpSnowSmoke 7103 End 7104 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7105 Model = NBNMissle_A6SN 7106 Animation = NBNMissle_A6SN.NBNMissle_A6SN 7107 AnimationMode = MANUAL 7108 Flags = START_FRAME_LAST 7109 TransitionKey = UP_SNOWNIGHT 7110 ParticleSysBone = Dust01 BuildingSnowDust 7111 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7112 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7113 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7114 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7115 ParticleSysBone = Smoke05 BuildUpSnowSmoke 7116 End 7117 TransitionState = DOWN_DEFAULT UP_DAY 7118 Model = NBNMissle_A6 7119 Animation = NBNMissle_A6.NBNMissle_A6 7120 AnimationMode = ONCE 7121 AnimationSpeedFactorRange = 1.0 1.0 7122 Flags = START_FRAME_FIRST 7123 End 7124 TransitionState = DOWN_DEFAULT UP_NIGHT 7125 Model = NBNMissle_A6N 7126 Animation = NBNMissle_A6N.NBNMissle_A6N 7127 AnimationMode = ONCE 7128 AnimationSpeedFactorRange = 1.0 1.0 7129 Flags = START_FRAME_FIRST 7130 End 7131 TransitionState = DOWN_DEFAULT UP_SNOW 7132 Model = NBNMissle_A6S 7133 Animation = NBNMissle_A6S.NBNMissle_A6S 7134 AnimationMode = ONCE 7135 AnimationSpeedFactorRange = 1.0 1.0 7136 Flags = START_FRAME_FIRST 7137 End 7138 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7139 Model = NBNMissle_A6SN 7140 Animation = NBNMissle_A6SN.NBNMissle_A6SN 7141 AnimationMode = ONCE 7142 AnimationSpeedFactorRange = 1.0 1.0 7143 Flags = START_FRAME_FIRST 7144 End 7145 TransitionState = UP_DAY DOWN_DEFAULT 7146 Model = NBNMissle_A6 7147 Animation = NBNMissle_A6.NBNMissle_A6 7148 AnimationMode = ONCE_BACKWARDS 7149 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7150 Flags = START_FRAME_LAST 7151 End 7152 TransitionState = UP_NIGHT DOWN_DEFAULT 7153 Model = NBNMissle_A6N 7154 Animation = NBNMissle_A6N.NBNMissle_A6N 7155 AnimationMode = ONCE_BACKWARDS 7156 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7157 Flags = START_FRAME_LAST 7158 End 7159 TransitionState = UP_SNOW DOWN_DEFAULT 7160 Model = NBNMissle_A6S 7161 Animation = NBNMissle_A6S.NBNMissle_A6S 7162 AnimationMode = ONCE_BACKWARDS 7163 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7164 Flags = START_FRAME_LAST 7165 End 7166 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7167 Model = NBNMissle_A6SN 7168 Animation = NBNMissle_A6SN.NBNMissle_A6SN 7169 AnimationMode = ONCE_BACKWARDS 7170 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7171 Flags = START_FRAME_LAST 7172 End 7173 End 7174 7175 ; ------------ being-constructed crane ----------------- 7176 Draw = W3DModelDraw ModuleTag_04 7177 AnimationsRequirePower = No 7178 DefaultConditionState 7179 Model = None 7180 TransitionKey = DOWN_DEFAULT 7181 End 7182 ConditionState = NIGHT 7183 Model = None 7184 TransitionKey = DOWN_DEFAULT 7185 End 7186 ConditionState = SNOW 7187 Model = None 7188 TransitionKey = DOWN_DEFAULT 7189 End 7190 ConditionState = SNOW NIGHT 7191 Model = None 7192 TransitionKey = DOWN_DEFAULT 7193 End 7194 ConditionState = SOLD 7195 Model = NONE 7196 End 7197 7198 ConditionState = ACTIVELY_BEING_CONSTRUCTED 7199 Model = NBNMissle_A5 7200 Animation = NBNMissle_A5.NBNMissle_A5 7201 AnimationMode = LOOP 7202 TransitionKey = UP_DAY 7203 End 7204 7205 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 7206 Model = NBNMissle_A5N 7207 Animation = NBNMissle_A5N.NBNMissle_A5N 7208 AnimationMode = LOOP 7209 TransitionKey = UP_NIGHT 7210 End 7211 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 7212 Model = NBNMissle_A5S 7213 Animation = NBNMissle_A5S.NBNMissle_A5S 7214 AnimationMode = LOOP 7215 TransitionKey = UP_SNOW 7216 End 7217 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 7218 Model = NBNMissle_A5SN 7219 Animation = NBNMissle_A5SN.NBNMissle_A5SN 7220 AnimationMode = LOOP 7221 TransitionKey = UP_SNOWNIGHT 7222 End 7223 TransitionState = DOWN_DEFAULT UP_DAY 7224 Model = NBNMissle_AB 7225 Animation = NBNMissle_AB.NBNMissle_AB 7226 AnimationMode = ONCE 7227 AnimationSpeedFactorRange = 1.0 1.0 7228 Flags = START_FRAME_FIRST 7229 End 7230 7231 TransitionState = DOWN_DEFAULT UP_NIGHT 7232 Model = NBNMissle_ABN 7233 Animation = NBNMissle_ABN.NBNMissle_ABN 7234 AnimationMode = ONCE 7235 AnimationSpeedFactorRange = 1.0 1.0 7236 Flags = START_FRAME_FIRST 7237 End 7238 TransitionState = DOWN_DEFAULT UP_SNOW 7239 Model = NBNMissle_ABS 7240 Animation = NBNMissle_ABS.NBNMissle_ABS 7241 AnimationMode = ONCE 7242 AnimationSpeedFactorRange = 1.0 1.0 7243 Flags = START_FRAME_FIRST 7244 End 7245 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7246 Model = NBNMissle_ABSN 7247 Animation = NBNMissle_ABSN.NBNMissle_ABSN 7248 AnimationMode = ONCE 7249 AnimationSpeedFactorRange = 1.0 1.0 7250 Flags = START_FRAME_FIRST 7251 End 7252 TransitionState = UP_DAY DOWN_DEFAULT 7253 Model = NBNMissle_AB 7254 Animation = NBNMissle_AB.NBNMissle_AB 7255 AnimationMode = ONCE_BACKWARDS 7256 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7257 Flags = START_FRAME_LAST 7258 End 7259 TransitionState = UP_NIGHT DOWN_DEFAULT 7260 Model = NBNMissle_ABN 7261 Animation = NBNMissle_ABN.NBNMissle_ABN 7262 AnimationMode = ONCE_BACKWARDS 7263 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7264 Flags = START_FRAME_LAST 7265 End 7266 TransitionState = UP_SNOW DOWN_DEFAULT 7267 Model = NBNMissle_ABS 7268 Animation = NBNMissle_ABS.NBNMissle_ABS 7269 AnimationMode = ONCE_BACKWARDS 7270 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7271 Flags = START_FRAME_LAST 7272 End 7273 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7274 Model = NBNMissle_ABSN 7275 Animation = NBNMissle_ABSN.NBNMissle_ABSN 7276 AnimationMode = ONCE_BACKWARDS 7277 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7278 Flags = START_FRAME_LAST 7279 End 7280 End 7281 7282 ; Blinking lights 7283 Draw = W3DModelDraw ModuleTag_05 7284 OkToChangeModelColor = Yes 7285 ; day 7286 ConditionState = NONE 7287 Model = NBNMissle_AC 7288 Animation = NONE 7289 End 7290 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7291 Model = NBNMissle_AC 7292 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7293 End 7294 ConditionState = AWAITING_CONSTRUCTION 7295 Model = NONE 7296 End 7297 ConditionState = DOOR_1_OPENING 7298 Model = NBNMissle_AC 7299 Animation = NBNMissle_AC.NBNMissle_AC 7300 AnimationMode = LOOP 7301 Flags = START_FRAME_FIRST 7302 End 7303 ConditionState = DOOR_1_WAITING_OPEN 7304 Model = NBNMissle_AC 7305 Animation = NBNMissle_AC.NBNMissle_AC 7306 AnimationMode = LOOP 7307 Flags = START_FRAME_LAST 7308 End 7309 ConditionState = DOOR_1_WAITING_TO_CLOSE 7310 Model = NBNMissle_AC 7311 Animation = NBNMissle_AC.NBNMissle_AC 7312 AnimationMode = LOOP 7313 Flags = START_FRAME_FIRST 7314 ;WeaponLaunchBone = PRIMARY RockPos 7315 End 7316 ConditionState = DOOR_1_CLOSING 7317 Model = NBNMissle_AC 7318 Animation = NBNMissle_AC.NBNMissle_AC 7319 AnimationMode = LOOP 7320 Flags = START_FRAME_FIRST 7321 End 7322 End 7323 7324 PlacementViewAngle = -135 7325 7326 ; ***DESIGN parameters *** 7327 DisplayName = OBJECT:NuclearMissile 7328 Side = Boss 7329 EditorSorting = STRUCTURE 7330 Prerequisites 7331 Object = Boss_WarFactory 7332 Object = Boss_Airfield 7333 End 7334 BuildCost = 5000 7335 BuildTime = 60.0 ; in seconds 7336 EnergyProduction = -10 7337 VisionRange = 200.0 ; Shroud clearing distance 7338 ShroudClearingRange = 200 7339 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 7340 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 7341 CommandSet = Boss_ChinaNuclearMissileCommandSet 7342 ArmorSet 7343 Conditions = None 7344 Armor = StructureArmorTough 7345 DamageFX = StructureDamageFXNoShake 7346 End 7347 ExperienceValue = 400 400 400 400 ; Experience point value at each level 7348 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 7349 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 7350 7351 ; *** AUDIO Parameters *** 7352 VoiceSelect = NuclearMissileSelect 7353 SoundOnDamaged = BuildingDamagedStateLight 7354 SoundOnReallyDamaged = BuildingDestroy 7355 7356 UnitSpecificSounds 7357 UnderConstruction = UnderConstructionLoop 7358 End 7359 7360 ; *** ENGINEERING Parameters *** 7361 RadarPriority = STRUCTURE 7362 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 7363 Body = StructureBody ModuleTag_06 7364 MaxHealth = 4000.0 7365 InitialHealth = 4000.0 7366 7367 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7368 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7369 SubdualDamageCap = 4200 7370 SubdualDamageHealRate = 500 7371 SubdualDamageHealAmount = 100 7372 End 7373 7374 Behavior = OCLSpecialPower ModuleTag_07 7375 SpecialPowerTemplate = SuperweaponNeutronMissile 7376 OCL = SUPERWEAPON_NeutronMissile 7377 End 7378 Behavior = SpecialPowerCreate ModuleTag_08 7379 ;nothing 7380 End 7381 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 7382 SpecialPowerTemplate = SuperweaponNeutronMissile 7383 DoorOpenTime = 8000 7384 DoorWaitOpenTime = 2000 7385 DoorCloseTime = 8000 7386 7387 ; FXLists to play at transitions: 7388 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 7389 ;DoorOpenFX = FX_ABPowerPlantExplode 7390 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 7391 ;DoorClosingFX = FX_ABPowerPlantExplode 7392 ;DoorClosedFX = FX_ABPowerPlantExplode 7393 7394 ; looping sound to play while open: 7395 DoorOpenIdleAudio = BuildingNeutronMissileHiss 7396 End 7397 7398 Behavior = ProductionUpdate ModuleTag_10 7399 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 7400 End 7401 7402 Behavior = DestroyDie ModuleTag_11 7403 ;Nothing 7404 End 7405 7406 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 7407 DeathWeapon = ChinaPowerPlantDeathWeapon 7408 StartsActive = Yes 7409 End 7410 7411 Behavior = GenerateMinefieldBehavior ModuleTag_13 7412 TriggeredBy = Upgrade_ChinaMines 7413 MineName = ChinaStandardMine 7414 SmartBorder = Yes 7415 AlwaysCircular = Yes 7416 7417 Upgradable = Yes 7418 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 7419 UpgradedMineName = ChinaEMPMine 7420 End 7421 7422 Behavior = FlammableUpdate ModuleTag_14 7423 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7424 AflameDamageAmount = 5 ; taking this much damage... 7425 AflameDamageDelay = 500 ; this often. 7426 End 7427 7428 Behavior = TransitionDamageFX ModuleTag_15 7429 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 7430 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7431 ;--------------------------------------------------------------------------------------- 7432 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7433 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 7434 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 7435 End 7436 7437 Behavior = CreateObjectDie ModuleTag_20 7438 CreationList = OCL_LargeStructureDebris 7439 End 7440 7441 Behavior = FXListDie ModuleTag_21 7442 ExemptStatus = UNDER_CONSTRUCTION 7443 DeathFX = FX_NukeGLA 7444 End 7445 7446 Behavior = CommandSetUpgrade ModuleTag_25 7447 CommandSet = Boss_ChinaNuclearMissileCommandSetUpgrade 7448 TriggeredBy = Upgrade_ChinaMines 7449 End 7450 7451 Behavior = ArmorUpgrade ModuleTag_26 7452 TriggeredBy = Upgrade_ChinaEMPMines 7453 End 7454 7455 7456 Geometry = BOX 7457 GeometryMajorRadius = 45.0 7458 GeometryMinorRadius = 55.0 7459 GeometryHeight = 64.0 7460 GeometryIsSmall = No 7461 Shadow = SHADOW_VOLUME 7462 BuildCompletion = PLACED_BY_PLAYER 7463 7464 End 7465 7466 7467 7468 7469 7470 7471 7472 7473 7474 7475 7476 7477 7478 7479 7480 7481 7482 7483 7484 7485 7486 7487 7488 7489 7490 7491 7492 7493 7494 7495 7496 7497 7498 7499 7500 7501 7502 7503 7504 7505 7506 7507 7508 7509 7510 7511 7512 7513 7514 7515 ;------------------------------------------------------------------------------ 7516 7517 Object Boss_SpeakerTower 7518 7519 ; *** ART Parameters *** 7520 SelectPortrait = SNPropSpeaker_L 7521 ButtonImage = SNPropSpeaker 7522 Draw = W3DModelDraw ModuleTag_01 7523 OkToChangeModelColor = Yes 7524 7525 ; day 7526 ConditionState = NONE 7527 Model = NBPTower 7528 Animation = NBPTower.NBPTower 7529 AnimationMode = LOOP 7530 End 7531 ConditionState = DAMAGED 7532 Model = NBPTower_D 7533 Animation = NBPTower_D.NBPTower_D 7534 AnimationMode = LOOP 7535 ParticleSysBone = Smoke01 SmolderingSmoke 7536 End 7537 ConditionState = REALLYDAMAGED RUBBLE 7538 Model = NBPTower_E 7539 Animation = NBPTower_E.NBPTower_E 7540 AnimationMode = LOOP 7541 ParticleSysBone = Smoke01 SmolderingSmoke 7542 ParticleSysBone = Smoke02 SmolderingSmoke 7543 ParticleSysBone = Flame01 SmolderingFire 7544 ParticleSysBone = Flame01 SmolderingFlameCore 7545 ParticleSysBone = Spark01 LiveWireSparks 7546 End 7547 7548 ; day Snow 7549 ConditionState = SNOW 7550 Model = NBPTower_S 7551 Animation = NBPTower_S.NBPTower_S 7552 AnimationMode = LOOP 7553 End 7554 ConditionState = DAMAGED SNOW 7555 Model = NBPTower_DS 7556 Animation = NBPTower_DS.NBPTower_DS 7557 AnimationMode = LOOP 7558 ParticleSysBone = Smoke01 SmolderingSmoke 7559 End 7560 ConditionState = REALLYDAMAGED RUBBLE SNOW 7561 Model = NBPTower_ES 7562 Animation = NBPTower_ES.NBPTower_ES 7563 AnimationMode = LOOP 7564 ParticleSysBone = Smoke01 SmolderingSmoke 7565 ParticleSysBone = Smoke02 SmolderingSmoke 7566 ParticleSysBone = Flame01 SmolderingFire 7567 ParticleSysBone = Flame01 SmolderingFlameCore 7568 ParticleSysBone = Spark01 LiveWireSparks 7569 End 7570 7571 ; night 7572 ConditionState = NIGHT 7573 Model = NBPTower_N 7574 Animation = NBPTower_N.NBPTower_N 7575 AnimationMode = LOOP 7576 End 7577 ConditionState = NIGHT DAMAGED 7578 Model = NBPTower_DN 7579 Animation = NBPTower_DN.NBPTower_DN 7580 AnimationMode = LOOP 7581 End 7582 ConditionState = NIGHT REALLYDAMAGED RUBBLE 7583 Model = NBPTower_EN 7584 Animation = NBPTower_EN.NBPTower_EN 7585 AnimationMode = LOOP 7586 End 7587 7588 7589 ;Snow Night 7590 7591 ConditionState = NIGHT SNOW 7592 Model = NBPTower_NS 7593 Animation = NBPTower_NS.NBPTower_NS 7594 AnimationMode = LOOP 7595 End 7596 7597 ConditionState = NIGHT SNOW DAMAGED 7598 Model = NBPTower_DNS 7599 Animation = NBPTower_DNS.NBPTower_DNS 7600 AnimationMode = LOOP 7601 End 7602 7603 ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7604 Model = NBPTower_ENS 7605 Animation = NBPTower_ENS.NBPTower_ENS 7606 AnimationMode = LOOP 7607 End 7608 7609 ;************************************************************************************************************************** 7610 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7611 ;for this draw module 7612 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7613 Model = NBPTower 7614 Animation = NBPTower.NBPTower 7615 AnimationMode = LOOP 7616 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7617 End 7618 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7619 Model = NBPTower_D 7620 Animation = NBPTower_D.NBPTower_D 7621 AnimationMode = LOOP 7622 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7623 End 7624 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7625 Model = NBPTower_E 7626 Animation = NBPTower_E.NBPTower_E 7627 AnimationMode = LOOP 7628 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7629 End 7630 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7631 Model = NBPTower_N 7632 Animation = NBPTower_N.NBPTower_N 7633 AnimationMode = LOOP 7634 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7635 End 7636 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7637 Model = NBPTower_DN 7638 Animation = NBPTower_DN.NBPTower_DN 7639 AnimationMode = LOOP 7640 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7641 End 7642 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7643 Model = NBPTower_EN 7644 Animation = NBPTower_EN.NBPTower_EN 7645 AnimationMode = LOOP 7646 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7647 End 7648 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7649 Model = NBPTower_S 7650 Animation = NBPTower_S.NBPTower_S 7651 AnimationMode = LOOP 7652 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7653 End 7654 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7655 Model = NBPTower_DS 7656 Animation = NBPTower_DS.NBPTower_DS 7657 AnimationMode = LOOP 7658 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7659 End 7660 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7661 Model = NBPTower_ES 7662 Animation = NBPTower_ES.NBPTower_ES 7663 AnimationMode = LOOP 7664 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7665 End 7666 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7667 Model = NBPTower_NS 7668 Animation = NBPTower_NS.NBPTower_NS 7669 AnimationMode = LOOP 7670 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7671 End 7672 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7673 Model = NBPTower_DNS 7674 Animation = NBPTower_DNS.NBPTower_DNS 7675 AnimationMode = LOOP 7676 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7677 End 7678 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7679 Model = NBPTower_ENS 7680 Animation = NBPTower_ENS.NBPTower_ENS 7681 AnimationMode = LOOP 7682 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7683 End 7684 7685 ConditionState = AWAITING_CONSTRUCTION 7686 Model = NONE 7687 End 7688 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7689 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7690 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7691 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7692 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7693 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7694 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7695 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7696 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7697 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7698 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7699 AliasConditionState = SOLD 7700 AliasConditionState = SOLD DAMAGED 7701 AliasConditionState = SOLD REALLYDAMAGED 7702 AliasConditionState = SOLD NIGHT 7703 AliasConditionState = SOLD NIGHT DAMAGED 7704 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7705 AliasConditionState = SOLD SNOW 7706 AliasConditionState = SOLD SNOW DAMAGED 7707 AliasConditionState = SOLD SNOW REALLYDAMAGED 7708 AliasConditionState = SOLD NIGHT SNOW 7709 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7710 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7711 ;************************************************************************************************************************** 7712 7713 7714 End 7715 7716 ; ------------ construction-zone fence ----------------- 7717 Draw = W3DModelDraw ModuleTag_02 7718 AnimationsRequirePower = No 7719 DefaultConditionState 7720 Model = None 7721 TransitionKey = DOWN_DEFAULT 7722 End 7723 ConditionState = NIGHT 7724 Model = None 7725 TransitionKey = DOWN_DEFAULT 7726 End 7727 ConditionState = SNOW 7728 Model = None 7729 TransitionKey = DOWN_DEFAULT 7730 End 7731 ConditionState = SNOW NIGHT 7732 Model = None 7733 TransitionKey = DOWN_DEFAULT 7734 End 7735 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7736 Model = NBPTower_A4 7737 Animation = NBPTower_A4.NBPTower_A4 7738 AnimationMode = MANUAL 7739 Flags = START_FRAME_LAST 7740 TransitionKey = UP_DAY 7741 End 7742 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7743 Model = NBPTower_A4N 7744 Animation = NBPTower_A4N.NBPTower_A4N 7745 AnimationMode = MANUAL 7746 Flags = START_FRAME_LAST 7747 TransitionKey = UP_NIGHT 7748 End 7749 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7750 Model = NBPTower_A4S 7751 Animation = NBPTower_A4S.NBPTower_A4S 7752 AnimationMode = MANUAL 7753 Flags = START_FRAME_LAST 7754 TransitionKey = UP_SNOW 7755 End 7756 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7757 Model = NBPTower_A4SN 7758 Animation = NBPTower_A4SN.NBPTower_A4SN 7759 AnimationMode = MANUAL 7760 Flags = START_FRAME_LAST 7761 TransitionKey = UP_SNOWNIGHT 7762 End 7763 TransitionState = DOWN_DEFAULT UP_DAY 7764 Model = NBPTower_A4 7765 Animation = NBPTower_A4.NBPTower_A4 7766 AnimationMode = ONCE 7767 AnimationSpeedFactorRange = 1.0 1.0 7768 Flags = START_FRAME_FIRST 7769 End 7770 TransitionState = DOWN_DEFAULT UP_NIGHT 7771 Model = NBPTower_A4N 7772 Animation = NBPTower_A4N.NBPTower_A4N 7773 AnimationMode = ONCE 7774 AnimationSpeedFactorRange = 1.0 1.0 7775 Flags = START_FRAME_FIRST 7776 End 7777 TransitionState = DOWN_DEFAULT UP_SNOW 7778 Model = NBPTower_A4S 7779 Animation = NBPTower_A4S.NBPTower_A4S 7780 AnimationMode = ONCE 7781 AnimationSpeedFactorRange = 1.0 1.0 7782 Flags = START_FRAME_FIRST 7783 End 7784 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7785 Model = NBPTower_A4SN 7786 Animation = NBPTower_A4SN.NBPTower_A4SN 7787 AnimationMode = ONCE 7788 AnimationSpeedFactorRange = 1.0 1.0 7789 Flags = START_FRAME_FIRST 7790 End 7791 TransitionState = UP_DAY DOWN_DEFAULT 7792 Model = NBPTower_A4 7793 Animation = NBPTower_A4.NBPTower_A4 7794 AnimationMode = ONCE_BACKWARDS 7795 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7796 Flags = START_FRAME_LAST 7797 End 7798 TransitionState = UP_NIGHT DOWN_DEFAULT 7799 Model = NBPTower_A4N 7800 Animation = NBPTower_A4N.NBPTower_A4N 7801 AnimationMode = ONCE_BACKWARDS 7802 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7803 Flags = START_FRAME_LAST 7804 End 7805 TransitionState = UP_SNOW DOWN_DEFAULT 7806 Model = NBPTower_A4S 7807 Animation = NBPTower_A4S.NBPTower_A4S 7808 AnimationMode = ONCE_BACKWARDS 7809 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7810 Flags = START_FRAME_LAST 7811 End 7812 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7813 Model = NBPTower_A4SN 7814 Animation = NBPTower_A4SN.NBPTower_A4SN 7815 AnimationMode = ONCE_BACKWARDS 7816 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7817 Flags = START_FRAME_LAST 7818 End 7819 End 7820 7821 ; ------------ under-construction scaffolding ----------------- 7822 Draw = W3DModelDraw ModuleTag_03 7823 AnimationsRequirePower = No 7824 MinLODRequired = MEDIUM 7825 DefaultConditionState 7826 Model = None 7827 TransitionKey = DOWN_DEFAULT 7828 End 7829 ConditionState = NIGHT 7830 Model = None 7831 TransitionKey = DOWN_DEFAULT 7832 End 7833 ConditionState = SNOW 7834 Model = None 7835 TransitionKey = DOWN_DEFAULT 7836 End 7837 ConditionState = SNOW NIGHT 7838 Model = None 7839 TransitionKey = DOWN_DEFAULT 7840 End 7841 ConditionState = PARTIALLY_CONSTRUCTED 7842 Model = NBPTower_A6 7843 Animation = NBPTower_A6.NBPTower_A6 7844 AnimationMode = MANUAL 7845 Flags = START_FRAME_LAST 7846 TransitionKey = UP_DAY 7847 End 7848 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7849 Model = NBPTower_A6N 7850 Animation = NBPTower_A6N.NBPTower_A6N 7851 AnimationMode = MANUAL 7852 Flags = START_FRAME_LAST 7853 TransitionKey = UP_NIGHT 7854 End 7855 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7856 Model = NBPTower_A6S 7857 Animation = NBPTower_A6S.NBPTower_A6S 7858 AnimationMode = MANUAL 7859 Flags = START_FRAME_LAST 7860 TransitionKey = UP_SNOW 7861 End 7862 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7863 Model = NBPTower_A6SN 7864 Animation = NBPTower_A6SN.NBPTower_A6SN 7865 AnimationMode = MANUAL 7866 Flags = START_FRAME_LAST 7867 TransitionKey = UP_SNOWNIGHT 7868 End 7869 TransitionState = DOWN_DEFAULT UP_DAY 7870 Model = NBPTower_A6 7871 Animation = NBPTower_A6.NBPTower_A6 7872 AnimationMode = ONCE 7873 AnimationSpeedFactorRange = 1.0 1.0 7874 Flags = START_FRAME_FIRST 7875 End 7876 TransitionState = DOWN_DEFAULT UP_NIGHT 7877 Model = NBPTower_A6N 7878 Animation = NBPTower_A6N.NBPTower_A6N 7879 AnimationMode = ONCE 7880 7881 AnimationSpeedFactorRange = 1.0 1.0 7882 Flags = START_FRAME_FIRST 7883 End 7884 TransitionState = DOWN_DEFAULT UP_SNOW 7885 Model = NBPTower_A6S 7886 Animation = NBPTower_A6S.NBPTower_A6S 7887 AnimationMode = ONCE 7888 AnimationSpeedFactorRange = 1.0 1.0 7889 Flags = START_FRAME_FIRST 7890 End 7891 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7892 Model = NBPTower_A6SN 7893 Animation = NBPTower_A6SN.NBPTower_A6SN 7894 AnimationMode = ONCE 7895 AnimationSpeedFactorRange = 1.0 1.0 7896 Flags = START_FRAME_FIRST 7897 End 7898 TransitionState = UP_DAY DOWN_DEFAULT 7899 Model = NBPTower_A6 7900 Animation = NBPTower_A6.NBPTower_A6 7901 AnimationMode = ONCE_BACKWARDS 7902 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7903 Flags = START_FRAME_LAST 7904 End 7905 TransitionState = UP_NIGHT DOWN_DEFAULT 7906 Model = NBPTower_A6N 7907 Animation = NBPTower_A6N.NBPTower_A6N 7908 AnimationMode = ONCE_BACKWARDS 7909 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7910 Flags = START_FRAME_LAST 7911 End 7912 TransitionState = UP_SNOW DOWN_DEFAULT 7913 Model = NBPTower_A6S 7914 Animation = NBPTower_A6S.NBPTower_A6S 7915 AnimationMode = ONCE_BACKWARDS 7916 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7917 Flags = START_FRAME_LAST 7918 End 7919 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7920 Model = NBPTower_A6SN 7921 Animation = NBPTower_A6SN.NBPTower_A6SN 7922 AnimationMode = ONCE_BACKWARDS 7923 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7924 Flags = START_FRAME_LAST 7925 End 7926 End 7927 7928 ; ------------ being-constructed crane ----------------- 7929 Draw = W3DModelDraw ModuleTag_04 7930 AnimationsRequirePower = No 7931 DefaultConditionState 7932 Model = None 7933 TransitionKey = DOWN_DEFAULT 7934 End 7935 ConditionState = NIGHT 7936 Model = None 7937 TransitionKey = DOWN_DEFAULT 7938 End 7939 ConditionState = SNOW 7940 Model = None 7941 TransitionKey = DOWN_DEFAULT 7942 End 7943 ConditionState = SNOW NIGHT 7944 Model = None 7945 TransitionKey = DOWN_DEFAULT 7946 End 7947 ConditionState = SOLD 7948 Model = NONE 7949 End 7950 7951 ConditionState = ACTIVELY_BEING_CONSTRUCTED 7952 Model = NBPTower_A5 7953 Animation = NBPTower_A5.NBPTower_A5 7954 AnimationMode = LOOP 7955 TransitionKey = UP_DAY 7956 End 7957 7958 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 7959 Model = NBPTower_A5N 7960 Animation = NBPTower_A5N.NBPTower_A5N 7961 AnimationMode = LOOP 7962 TransitionKey = UP_NIGHT 7963 End 7964 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 7965 Model = NBPTower_A5S 7966 Animation = NBPTower_A5S.NBPTower_A5S 7967 AnimationMode = LOOP 7968 TransitionKey = UP_SNOW 7969 End 7970 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 7971 Model = NBPTower_A5SN 7972 Animation = NBPTower_A5SN.NBPTower_A5SN 7973 AnimationMode = LOOP 7974 TransitionKey = UP_SNOWNIGHT 7975 End 7976 TransitionState = DOWN_DEFAULT UP_DAY 7977 Model = NBPTower_AB 7978 Animation = NBPTower_AB.NBPTower_AB 7979 AnimationMode = ONCE 7980 AnimationSpeedFactorRange = 1.0 1.0 7981 Flags = START_FRAME_FIRST 7982 End 7983 7984 TransitionState = DOWN_DEFAULT UP_NIGHT 7985 Model = NBPTower_ABN 7986 Animation = NBPTower_ABN.NBPTower_ABN 7987 AnimationMode = ONCE 7988 AnimationSpeedFactorRange = 1.0 1.0 7989 Flags = START_FRAME_FIRST 7990 End 7991 TransitionState = DOWN_DEFAULT UP_SNOW 7992 Model = NBPTower_ABS 7993 Animation = NBPTower_ABS.NBPTower_ABS 7994 AnimationMode = ONCE 7995 AnimationSpeedFactorRange = 1.0 1.0 7996 Flags = START_FRAME_FIRST 7997 End 7998 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7999 Model = NBPTower_ABSN 8000 Animation = NBPTower_ABSN.NBPTower_ABSN 8001 AnimationMode = ONCE 8002 AnimationSpeedFactorRange = 1.0 1.0 8003 Flags = START_FRAME_FIRST 8004 End 8005 TransitionState = UP_DAY DOWN_DEFAULT 8006 Model = NBPTower_AB 8007 Animation = NBPTower_AB.NBPTower_AB 8008 AnimationMode = ONCE_BACKWARDS 8009 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8010 Flags = START_FRAME_LAST 8011 End 8012 TransitionState = UP_NIGHT DOWN_DEFAULT 8013 Model = NBPTower_ABN 8014 Animation = NBPTower_ABN.NBPTower_ABN 8015 AnimationMode = ONCE_BACKWARDS 8016 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8017 Flags = START_FRAME_LAST 8018 End 8019 TransitionState = UP_SNOW DOWN_DEFAULT 8020 Model = NBPTower_ABS 8021 Animation = NBPTower_ABS.NBPTower_ABS 8022 AnimationMode = ONCE_BACKWARDS 8023 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8024 Flags = START_FRAME_LAST 8025 End 8026 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8027 Model = NBPTower_ABSN 8028 Animation = NBPTower_ABSN.NBPTower_ABSN 8029 AnimationMode = ONCE_BACKWARDS 8030 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8031 Flags = START_FRAME_LAST 8032 End 8033 End 8034 8035 PlacementViewAngle = -45 8036 8037 ; ***DESIGN parameters *** 8038 DisplayName = OBJECT:SpeakerTower 8039 Side = Boss 8040 EditorSorting = STRUCTURE 8041 BuildCost = 500 8042 BuildTime = 10.0 ; in seconds 8043 EnergyProduction = -1 8044 VisionRange = 200.0 ; Shroud clearing distance 8045 ShroudClearingRange = 200 8046 ArmorSet 8047 Conditions = None 8048 Armor = StructureArmor 8049 DamageFX = StructureDamageFXNoShake 8050 End 8051 Prerequisites 8052 Object = Boss_Airfield 8053 End 8054 CommandSet = ChinaSpeakerTowerCommandSet 8055 ExperienceValue = 50 50 50 50 ; Experience point value at each level 8056 8057 ; *** AUDIO Parameters *** 8058 VoiceSelect = SpeakerTowerSelect 8059 SoundOnDamaged = BuildingDamagedStateLight 8060 SoundOnReallyDamaged = BuildingDestroy 8061 8062 UnitSpecificSounds 8063 UnderConstruction = UnderConstructionLoop 8064 End 8065 8066 ; *** ENGINEERING Parameters *** 8067 RadarPriority = STRUCTURE 8068 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 8069 8070 Body = StructureBody ModuleTag_05 8071 MaxHealth = 300.0 8072 InitialHealth = 300.0 8073 8074 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8075 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8076 SubdualDamageCap = 500 8077 SubdualDamageHealRate = 500 8078 SubdualDamageHealAmount = 100 8079 End 8080 Behavior = PropagandaTowerBehavior ModuleTag_06 8081 Radius = 150.0 8082 DelayBetweenUpdates = 2000 ; in milliseconds 8083 HealPercentEachSecond = 2% ; get this % of max health every second 8084 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 8085 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 8086 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 8087 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 8088 End 8089 Behavior = DestroyDie ModuleTag_07 8090 ;<NO DATA> 8091 End 8092 Behavior = CreateObjectDie ModuleTag_08 8093 CreationList = OCL_ABPowerPlantExplode 8094 End 8095 Behavior = FXListDie ModuleTag_09 8096 DeathFX = FX_StructureTinyDeath 8097 End 8098 Behavior = ProductionUpdate ModuleTag_10 8099 ;<NO DATA> But is required if we have any Object-level Upgrades! 8100 End 8101 8102 Behavior = GenerateMinefieldBehavior ModuleTag_11 8103 TriggeredBy = Upgrade_ChinaMines 8104 MineName = ChinaStandardMine 8105 SmartBorder = Yes 8106 AlwaysCircular = Yes 8107 8108 Upgradable = Yes 8109 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 8110 UpgradedMineName = ChinaEMPMine 8111 End 8112 8113 Behavior = FlammableUpdate ModuleTag_13 8114 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8115 AflameDamageAmount = 5 ; taking this much damage... 8116 AflameDamageDelay = 500 ; this often. 8117 End 8118 8119 Behavior = TransitionDamageFX ModuleTag_14 8120 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 8121 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 8122 ;--------------------------------------------------------------------------------------- 8123 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 8124 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 8125 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 8126 End 8127 8128 Behavior = CommandSetUpgrade ModuleTag_25 8129 CommandSet = ChinaSpeakerTowerCommandSetUpgrade 8130 TriggeredBy = Upgrade_ChinaMines 8131 End 8132 8133 Behavior = ArmorUpgrade ModuleTag_26 8134 TriggeredBy = Upgrade_ChinaEMPMines 8135 End 8136 8137 8138 Geometry = BOX 8139 GeometryMajorRadius = 6.0 8140 GeometryMinorRadius = 6.0 8141 GeometryHeight = 51.0 8142 GeometryIsSmall = No 8143 Shadow = SHADOW_VOLUME 8144 BuildCompletion = PLACED_BY_PLAYER 8145 8146 End 8147 8148 8149 8150 8151 8152 8153 8154 8155 8156 8157 8158 8159 8160 8161 8162 8163 8164 8165 8166 8167 8168 8169 8170 8171 8172 8173 8174 8175 8176 8177 8178 8179 8180 8181 8182 8183 8184 8185 8186 8187 8188 8189 8190 8191 8192 8193 8194 ; ----------------------------------------------------------------------------- 8195 Object Boss_TunnelNetwork 8196 8197 ; *** ART Parameters *** 8198 SelectPortrait = SUTunnel_L 8199 ButtonImage = SUTunnel 8200 8201 ;UpgradeCameo1 = Upgrade_GLACamoNetting 8202 ;UpgradeCameo2 = NONE 8203 ;UpgradeCameo3 = NONE 8204 ;UpgradeCameo4 = NONE 8205 ;UpgradeCameo5 = NONE 8206 8207 Draw = W3DModelDraw ModuleTag_01 8208 OkToChangeModelColor = Yes 8209 8210 DefaultConditionState 8211 Model = UBUndTunn 8212 Turret = Turret01 8213 WeaponFireFXBone = PRIMARY BarrelMS 8214 WeaponMuzzleFlash = PRIMARY BarrelFX 8215 End 8216 ConditionState = DAMAGED 8217 Model = UBUndTunn_D 8218 End 8219 ConditionState = REALLYDAMAGED RUBBLE 8220 Model = UBUndTunn_E 8221 ParticleSysBone = Steam01 SteamVent 8222 End 8223 8224 8225 ConditionState = SNOW 8226 Model = UBUndTunn_S 8227 End 8228 ConditionState = DAMAGED SNOW 8229 Model = UBUndTunn_DS 8230 End 8231 ConditionState = REALLYDAMAGED RUBBLE SNOW 8232 Model = UBUndTunn_ES 8233 ParticleSysBone = Steam01 SteamVent 8234 End 8235 8236 8237 8238 8239 ConditionState = NIGHT 8240 Model = UBUndTunn_N 8241 End 8242 ConditionState = DAMAGED NIGHT 8243 Model = UBUndTunn_DN 8244 End 8245 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8246 Model = UBUndTunn_EN 8247 ParticleSysBone = Steam01 SteamVent 8248 End 8249 8250 8251 ConditionState = SNOW NIGHT 8252 Model = UBUndTunn_NS 8253 End 8254 ConditionState = DAMAGED SNOW NIGHT 8255 Model = UBUndTunn_DNS 8256 End 8257 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 8258 Model = UBUndTunn_ENS 8259 ParticleSysBone = Steam01 SteamVent 8260 End 8261 8262 ;************************************************************************************************************************** 8263 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8264 ;for this draw module 8265 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8266 Model = UBUndTunn 8267 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8268 End 8269 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8270 Model = UBUndTunn_D 8271 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8272 End 8273 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8274 Model = UBUndTunn_E 8275 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8276 End 8277 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8278 Model = UBUndTunn_N 8279 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8280 End 8281 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8282 Model = UBUndTunn_DN 8283 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8284 End 8285 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8286 Model = UBUndTunn_EN 8287 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8288 End 8289 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8290 Model = UBUndTunn_S 8291 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8292 End 8293 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8294 Model = UBUndTunn_DS 8295 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8296 End 8297 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8298 Model = UBUndTunn_ES 8299 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8300 End 8301 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8302 Model = UBUndTunn_NS 8303 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8304 End 8305 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8306 Model = UBUndTunn_DNS 8307 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8308 End 8309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8310 Model = UBUndTunn_ENS 8311 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8312 End 8313 8314 ConditionState = AWAITING_CONSTRUCTION 8315 Model = NONE 8316 End 8317 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8318 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8319 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8320 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8321 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8322 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8323 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8324 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8325 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8326 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8327 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8328 AliasConditionState = SOLD 8329 AliasConditionState = SOLD DAMAGED 8330 AliasConditionState = SOLD REALLYDAMAGED 8331 AliasConditionState = SOLD NIGHT 8332 AliasConditionState = SOLD NIGHT DAMAGED 8333 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8334 AliasConditionState = SOLD SNOW 8335 AliasConditionState = SOLD SNOW DAMAGED 8336 AliasConditionState = SOLD SNOW REALLYDAMAGED 8337 AliasConditionState = SOLD NIGHT SNOW 8338 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8339 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8340 ;************************************************************************************************************************** 8341 8342 End 8343 8344 ; ------------ construction-zone fence ----------------- 8345 Draw = W3DModelDraw ModuleTag_02 8346 AnimationsRequirePower = No 8347 DefaultConditionState 8348 Model = None 8349 TransitionKey = DOWN_DEFAULT 8350 End 8351 ConditionState = NIGHT 8352 Model = None 8353 TransitionKey = DOWN_DEFAULT 8354 End 8355 ConditionState = SNOW 8356 Model = None 8357 TransitionKey = DOWN_DEFAULT 8358 End 8359 ConditionState = SNOW NIGHT 8360 Model = None 8361 TransitionKey = DOWN_DEFAULT 8362 End 8363 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8364 Model = UBUndTunn_A4 8365 Animation = UBUndTunn_A4.UBUndTunn_A4 8366 AnimationMode = MANUAL 8367 Flags = START_FRAME_LAST 8368 TransitionKey = UP_DAY 8369 End 8370 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8371 Model = UBUndTunn_A4N 8372 Animation = UBUndTunn_A4N.UBUndTunn_A4N 8373 AnimationMode = MANUAL 8374 Flags = START_FRAME_LAST 8375 TransitionKey = UP_NIGHT 8376 End 8377 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8378 Model = UBUndTunn_A4S 8379 Animation = UBUndTunn_A4S.UBUndTunn_A4S 8380 AnimationMode = MANUAL 8381 Flags = START_FRAME_LAST 8382 TransitionKey = UP_SNOW 8383 End 8384 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8385 Model = UBUndTunn_A4SN 8386 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 8387 AnimationMode = MANUAL 8388 Flags = START_FRAME_LAST 8389 TransitionKey = UP_SNOWNIGHT 8390 End 8391 TransitionState = DOWN_DEFAULT UP_DAY 8392 Model = UBUndTunn_A4 8393 Animation = UBUndTunn_A4.UBUndTunn_A4 8394 AnimationMode = ONCE 8395 AnimationSpeedFactorRange = 1.0 1.0 8396 Flags = START_FRAME_FIRST 8397 End 8398 TransitionState = DOWN_DEFAULT UP_NIGHT 8399 Model = UBUndTunn_A4N 8400 Animation = UBUndTunn_A4N.UBUndTunn_A4N 8401 AnimationMode = ONCE 8402 AnimationSpeedFactorRange = 1.0 1.0 8403 Flags = START_FRAME_FIRST 8404 End 8405 TransitionState = DOWN_DEFAULT UP_SNOW 8406 Model = UBUndTunn_A4S 8407 Animation = UBUndTunn_A4S.UBUndTunn_A4S 8408 AnimationMode = ONCE 8409 AnimationSpeedFactorRange = 1.0 1.0 8410 Flags = START_FRAME_FIRST 8411 End 8412 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8413 Model = UBUndTunn_A4SN 8414 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 8415 AnimationMode = ONCE 8416 AnimationSpeedFactorRange = 1.0 1.0 8417 Flags = START_FRAME_FIRST 8418 End 8419 TransitionState = UP_DAY DOWN_DEFAULT 8420 Model = UBUndTunn_A4 8421 Animation = UBUndTunn_A4.UBUndTunn_A4 8422 AnimationMode = ONCE_BACKWARDS 8423 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8424 Flags = START_FRAME_LAST 8425 End 8426 TransitionState = UP_NIGHT DOWN_DEFAULT 8427 Model = UBUndTunn_A4N 8428 Animation = UBUndTunn_A4N.UBUndTunn_A4N 8429 AnimationMode = ONCE_BACKWARDS 8430 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8431 Flags = START_FRAME_LAST 8432 End 8433 TransitionState = UP_SNOW DOWN_DEFAULT 8434 Model = UBUndTunn_A4S 8435 Animation = UBUndTunn_A4S.UBUndTunn_A4S 8436 AnimationMode = ONCE_BACKWARDS 8437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8438 Flags = START_FRAME_LAST 8439 End 8440 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8441 Model = UBUndTunn_A4SN 8442 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 8443 AnimationMode = ONCE_BACKWARDS 8444 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8445 Flags = START_FRAME_LAST 8446 End 8447 End 8448 8449 ; ------------ under-construction scaffolding ----------------- 8450 Draw = W3DModelDraw ModuleTag_03 8451 AnimationsRequirePower = No 8452 DefaultConditionState 8453 Model = None 8454 TransitionKey = DOWN_DEFAULT 8455 End 8456 ConditionState = NIGHT 8457 Model = None 8458 TransitionKey = DOWN_DEFAULT 8459 End 8460 ConditionState = SNOW 8461 Model = None 8462 TransitionKey = DOWN_DEFAULT 8463 End 8464 ConditionState = SNOW NIGHT 8465 Model = None 8466 TransitionKey = DOWN_DEFAULT 8467 End 8468 ConditionState = PARTIALLY_CONSTRUCTED 8469 Model = UBUndTunn_A6 8470 Animation = UBUndTunn_A6.UBUndTunn_A6 8471 AnimationMode = MANUAL 8472 Flags = START_FRAME_LAST 8473 TransitionKey = UP_DAY 8474 End 8475 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8476 Model = UBUndTunn_A6N 8477 Animation = UBUndTunn_A6N.UBUndTunn_A6N 8478 AnimationMode = MANUAL 8479 Flags = START_FRAME_LAST 8480 TransitionKey = UP_NIGHT 8481 End 8482 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8483 Model = UBUndTunn_A6S 8484 Animation = UBUndTunn_A6S.UBUndTunn_A6S 8485 AnimationMode = MANUAL 8486 Flags = START_FRAME_LAST 8487 TransitionKey = UP_SNOW 8488 End 8489 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8490 Model = UBUndTunn_A6SN 8491 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 8492 AnimationMode = MANUAL 8493 Flags = START_FRAME_LAST 8494 TransitionKey = UP_SNOWNIGHT 8495 End 8496 TransitionState = DOWN_DEFAULT UP_DAY 8497 Model = UBUndTunn_A6 8498 Animation = UBUndTunn_A6.UBUndTunn_A6 8499 AnimationMode = ONCE 8500 AnimationSpeedFactorRange = 1.0 1.0 8501 Flags = START_FRAME_FIRST 8502 End 8503 TransitionState = DOWN_DEFAULT UP_NIGHT 8504 Model = UBUndTunn_A6N 8505 Animation = UBUndTunn_A6N.UBUndTunn_A6N 8506 AnimationMode = ONCE 8507 AnimationSpeedFactorRange = 1.0 1.0 8508 Flags = START_FRAME_FIRST 8509 End 8510 TransitionState = DOWN_DEFAULT UP_SNOW 8511 Model = UBUndTunn_A6S 8512 Animation = UBUndTunn_A6S.UBUndTunn_A6S 8513 AnimationMode = ONCE 8514 AnimationSpeedFactorRange = 1.0 1.0 8515 Flags = START_FRAME_FIRST 8516 End 8517 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8518 Model = UBUndTunn_A6SN 8519 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 8520 AnimationMode = ONCE 8521 AnimationSpeedFactorRange = 1.0 1.0 8522 Flags = START_FRAME_FIRST 8523 End 8524 TransitionState = UP_DAY DOWN_DEFAULT 8525 Model = UBUndTunn_A6 8526 Animation = UBUndTunn_A6.UBUndTunn_A6 8527 AnimationMode = ONCE_BACKWARDS 8528 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8529 Flags = START_FRAME_LAST 8530 End 8531 TransitionState = UP_NIGHT DOWN_DEFAULT 8532 Model = UBUndTunn_A6N 8533 Animation = UBUndTunn_A6N.UBUndTunn_A6N 8534 AnimationMode = ONCE_BACKWARDS 8535 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8536 Flags = START_FRAME_LAST 8537 End 8538 TransitionState = UP_SNOW DOWN_DEFAULT 8539 Model = UBUndTunn_A6S 8540 Animation = UBUndTunn_A6S.UBUndTunn_A6S 8541 AnimationMode = ONCE_BACKWARDS 8542 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8543 Flags = START_FRAME_LAST 8544 End 8545 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8546 Model = UBUndTunn_A6SN 8547 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 8548 AnimationMode = ONCE_BACKWARDS 8549 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8550 Flags = START_FRAME_LAST 8551 End 8552 End 8553 8554 PlacementViewAngle = -135 8555 8556 ; ***DESIGN parameters *** 8557 DisplayName = OBJECT:TunnelNetwork 8558 Side = Boss 8559 EditorSorting = STRUCTURE 8560 Prerequisites 8561 Object = Boss_Barracks 8562 End 8563 BuildCost = 800 8564 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. 8565 BuildTime = 5.0 ; in seconds 8566 EnergyProduction = 0 8567 VisionRange = 200.0 ; Shroud clearing distance 8568 ShroudClearingRange = 200 8569 ArmorSet 8570 Conditions = None 8571 Armor = StructureArmor 8572 DamageFX = StructureDamageFXNoShake 8573 End 8574 WeaponSet 8575 Conditions = None 8576 Weapon = PRIMARY TunnelNetworkGun 8577 End 8578 8579 CommandSet = Boss_GLATunnelNetworkCommandSet 8580 ExperienceValue = 100 100 100 100 ; Experience point value at each level 8581 8582 ; *** AUDIO Parameters *** 8583 VoiceSelect = TunnelNetworkSelect 8584 SoundOnDamaged = BuildingDamagedStateLight 8585 SoundOnReallyDamaged = BuildingDestroy 8586 SoundEnter = GarrisonEnter 8587 SoundExit = GarrisonExit 8588 8589 UnitSpecificSounds 8590 UnderConstruction = UnderConstructionLoop 8591 TurretMoveLoop = NoSound 8592 End 8593 8594 ; *** ENGINEERING Parameters *** 8595 RadarPriority = STRUCTURE 8596 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 8597 Body = StructureBody ModuleTag_04 8598 MaxHealth = 1000.0 8599 InitialHealth = 1000.0 8600 8601 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8602 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8603 SubdualDamageCap = 1200 8604 SubdualDamageHealRate = 500 8605 SubdualDamageHealAmount = 100 8606 End 8607 8608 Behavior = StealthDetectorUpdate ModuleTag_13 8609 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 8610 DetectionRange = 150 ;Dustin, enable this for independant balancing! 8611 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 8612 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 8613 End 8614 8615 Behavior = AIUpdateInterface ModuleTag_16 8616 Turret 8617 TurretTurnRate = 180 // turn rate, in degrees per sec 8618 ControlledWeaponSlots = PRIMARY 8619 End 8620 8621 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 8622 End 8623 8624 Behavior = TunnelContain ModuleTag_05 8625 TimeForFullHeal = 5000 ;(in milliseconds) 8626 End 8627 8628 ;Kris: Removed this module from because units exiting the container would extract information 8629 ;from the wrong exit interface. And we don't appear to need it for the spawns because they 8630 ;use OpenContain instead. 8631 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 8632 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 8633 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 8634 ;End 8635 8636 Behavior = SpawnBehavior ModuleTag_07 8637 SpawnNumber = 2 8638 SpawnReplaceDelay = 9999 8639 ;**FIX** 8640 SpawnTemplateName = GLAInfantryTunnelDefender 8641 OneShot = Yes 8642 CanReclaimOrphans = No 8643 SlavesHaveFreeWill = Yes 8644 End 8645 Behavior = RebuildHoleExposeDie ModuleTag_09 8646 HoleName = GLAHoleTunnelNetwork 8647 HoleMaxHealth = 500.0 8648 End 8649 Behavior = DestroyDie ModuleTag_10 8650 ;nothing 8651 End 8652 Behavior = CreateObjectDie ModuleTag_11 8653 CreationList = OCL_ABTunnelNetworkDebris 8654 End 8655 Behavior = FXListDie ModuleTag_12 8656 DeathFX = FX_StructureSmallDeath 8657 End 8658 8659 Behavior = FlammableUpdate ModuleTag_15 8660 8661 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8662 AflameDamageAmount = 5 ; taking this much damage... 8663 AflameDamageDelay = 500 ; this often. 8664 End 8665 8666 ;Kris: Cut camo-netting from Boss General 8667 ;Behavior = StealthUpdate ModuleTag_17 8668 ; StealthDelay = 2500 ; msec 8669 ; StealthForbiddenConditions = ATTACKING USING_ABILITY 8670 ; MoveThresholdSpeed = 3 8671 ; InnateStealth = No ;Requires upgrade first 8672 ; OrderIdleEnemiesToAttackMeUponReveal = Yes 8673 ;End 8674 ;Behavior = StealthUpgrade ModuleTag_18 8675 ; TriggeredBy = Upgrade_GLACamoNetting 8676 ;End 8677 ;Behavior = ProductionUpdate ModuleTag_19 8678 ;End 8679 8680 Behavior = TransitionDamageFX ModuleTag_20 8681 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 8682 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8683 ;--------------------------------------------------------------------------------------- 8684 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8685 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8686 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8687 End 8688 8689 Behavior = CommandSetUpgrade ModuleTag_21 8690 CommandSet = Boss_GLATunnelNetworkCommandSetUpgrade 8691 TriggeredBy = Upgrade_ChinaMines 8692 End 8693 8694 Behavior = GenerateMinefieldBehavior ModuleTag_22 8695 TriggeredBy = Upgrade_ChinaMines 8696 MineName = ChinaStandardMine 8697 SmartBorder = Yes 8698 AlwaysCircular = Yes 8699 8700 Upgradable = Yes 8701 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 8702 UpgradedMineName = ChinaEMPMine 8703 End 8704 8705 Behavior = ProductionUpdate ModuleTag_23 8706 ; nothing 8707 End 8708 8709 Behavior = ArmorUpgrade ModuleTag_26 8710 TriggeredBy = Upgrade_ChinaEMPMines 8711 End 8712 8713 8714 8715 Geometry = CYLINDER 8716 GeometryMajorRadius = 25.0 8717 GeometryHeight = 20.0 8718 GeometryIsSmall = No 8719 Shadow = SHADOW_VOLUME 8720 BuildCompletion = PLACED_BY_PLAYER 8721 8722 End 8723 8724 8725 8726 8727 8728 8729 8730 8731 8732 8733 8734 8735 8736 8737 8738 8739 ;------------------------------------------------------------------------------ 8740 Object Boss_SupplyCenter 8741 8742 ; *** ART Parameters *** 8743 SelectPortrait = SNSupplyCenter_L 8744 ButtonImage = SNSupplyCenter 8745 Draw = W3DModelDraw ModuleTag_01 8746 OkToChangeModelColor = Yes 8747 ;day 8748 ConditionState = NONE 8749 Model = NBSupCent 8750 ;Animation = NBSupCent.NBSupCent 8751 ;AnimationMode = LOOP 8752 End 8753 ConditionState = DAMAGED 8754 Model = NBSupCent_D 8755 ;Animation = NBSupCent_D.NBSupCent_D 8756 ;AnimationMode = LOOP 8757 End 8758 ConditionState = REALLYDAMAGED RUBBLE 8759 Model = NBSupCent_E 8760 ;Animation = NBSupCent_E.NBSupCent_E 8761 ;AnimationMode = LOOP 8762 End 8763 8764 8765 ConditionState = SNOW 8766 Model = NBSupCent_S 8767 ;Animation = NBSupCent.NBSupCent 8768 ;AnimationMode = LOOP 8769 End 8770 ConditionState = DAMAGED SNOW 8771 Model = NBSupCent_DS 8772 ;Animation = NBSupCent_D.NBSupCent_D 8773 ;AnimationMode = LOOP 8774 End 8775 ConditionState = REALLYDAMAGED RUBBLE SNOW 8776 Model = NBSupCent_ES 8777 ;Animation = NBSupCent_E.NBSupCent_E 8778 ;AnimationMode = LOOP 8779 End 8780 8781 8782 ConditionState = SNOW NIGHT 8783 Model = NBSupCent_NS 8784 ;Animation = NBSupCent.NBSupCent 8785 ;AnimationMode = LOOP 8786 End 8787 ConditionState = DAMAGED SNOW NIGHT 8788 Model = NBSupCent_DNS 8789 ;Animation = NBSupCent_D.NBSupCent_D 8790 ;AnimationMode = LOOP 8791 End 8792 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 8793 Model = NBSupCent_ENS 8794 ;Animation = NBSupCent_E.NBSupCent_E 8795 ;AnimationMode = LOOP 8796 End 8797 8798 8799 ConditionState = NIGHT 8800 Model = NBSupCent_N 8801 ;Animation = NBSupCent_N.NBSupCent_N 8802 ;AnimationMode = LOOP 8803 End 8804 ConditionState = NIGHT DAMAGED 8805 Model = NBSupCent_DN 8806 8807 ;Animation = NBSupCent_N.NBSupCent_N 8808 ;AnimationMode = LOOP 8809 End 8810 ConditionState = NIGHT REALLYDAMAGED RUBBLE 8811 Model = NBSupCent_EN 8812 ;Animation = NBSupCent_N.NBSupCent_N 8813 ;AnimationMode = LOOP 8814 End 8815 8816 8817 ;************************************************************************************************************************** 8818 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8819 ;for this draw module 8820 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8821 Model = NBSupCent 8822 ;Animation = NBSupCent.NBSupCent 8823 ;AnimationMode = LOOP 8824 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8825 End 8826 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8827 Model = NBSupCent_D 8828 ;Animation = NBSupCent_D.NBSupCent_D 8829 ;AnimationMode = LOOP 8830 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8831 End 8832 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8833 Model = NBSupCent_E 8834 ;Animation = NBSupCent_E.NBSupCent_E 8835 ;AnimationMode = LOOP 8836 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8837 End 8838 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8839 Model = NBSupCent_N 8840 ;Animation = NBSupCent_N.NBSupCent_N 8841 ;AnimationMode = LOOP 8842 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8843 End 8844 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8845 Model = NBSupCent_DN 8846 ;Animation = NBSupCent_DN.NBSupCent_DN 8847 ;AnimationMode = LOOP 8848 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8849 End 8850 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8851 Model = NBSupCent_EN 8852 ;Animation = NBSupCent_EN.NBSupCent_EN 8853 ;AnimationMode = LOOP 8854 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8855 End 8856 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8857 Model = NBSupCent_S 8858 ;Animation = NBSupCent_S.NBSupCent_S 8859 ;AnimationMode = LOOP 8860 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8861 End 8862 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8863 Model = NBSupCent_DS 8864 ;Animation = NBSupCent_DS.NBSupCent_DS 8865 ;AnimationMode = LOOP 8866 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8867 End 8868 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8869 Model = NBSupCent_ES 8870 ;Animation = NBSupCent_ES.NBSupCent_ES 8871 ;AnimationMode = LOOP 8872 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8873 End 8874 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8875 Model = NBSupCent_NS 8876 ;Animation = NBSupCent_NS.NBSupCent_NS 8877 ;AnimationMode = LOOP 8878 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8879 End 8880 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8881 Model = NBSupCent_DNS 8882 ;Animation = NBSupCent_DNS.NBSupCent_DNS 8883 ;AnimationMode = LOOP 8884 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8885 End 8886 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8887 Model = NBSupCent_ENS 8888 ;Animation = NBSupCent_ENS.NBSupCent_ENS 8889 ;AnimationMode = LOOP 8890 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8891 End 8892 8893 ConditionState = AWAITING_CONSTRUCTION 8894 Model = NONE 8895 End 8896 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8897 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8898 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8899 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8900 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8901 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8902 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8903 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8904 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8905 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8906 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8907 AliasConditionState = SOLD 8908 AliasConditionState = SOLD DAMAGED 8909 AliasConditionState = SOLD REALLYDAMAGED 8910 AliasConditionState = SOLD NIGHT 8911 AliasConditionState = SOLD NIGHT DAMAGED 8912 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8913 AliasConditionState = SOLD SNOW 8914 AliasConditionState = SOLD SNOW DAMAGED 8915 AliasConditionState = SOLD SNOW REALLYDAMAGED 8916 AliasConditionState = SOLD NIGHT SNOW 8917 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8918 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8919 ;************************************************************************************************************************** 8920 End 8921 8922 ; ------------ construction-zone fence ----------------- 8923 Draw = W3DModelDraw ModuleTag_02 8924 AnimationsRequirePower = No 8925 DefaultConditionState 8926 Model = None 8927 TransitionKey = DOWN_DEFAULT 8928 End 8929 ConditionState = NIGHT 8930 Model = None 8931 TransitionKey = DOWN_DEFAULT 8932 End 8933 ConditionState = SNOW 8934 Model = None 8935 TransitionKey = DOWN_DEFAULT 8936 End 8937 ConditionState = SNOW NIGHT 8938 Model = None 8939 TransitionKey = DOWN_DEFAULT 8940 End 8941 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8942 Model = NBSupCent_A4 8943 Animation = NBSupCent_A4.NBSupCent_A4 8944 AnimationMode = MANUAL 8945 Flags = START_FRAME_LAST 8946 TransitionKey = UP_DAY 8947 End 8948 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8949 Model = NBSupCent_A4N 8950 Animation = NBSupCent_A4N.NBSupCent_A4N 8951 AnimationMode = MANUAL 8952 Flags = START_FRAME_LAST 8953 TransitionKey = UP_NIGHT 8954 End 8955 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8956 Model = NBSupCent_A4S 8957 Animation = NBSupCent_A4S.NBSupCent_A4S 8958 AnimationMode = MANUAL 8959 Flags = START_FRAME_LAST 8960 TransitionKey = UP_SNOW 8961 End 8962 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8963 Model = NBSupCent_A4SN 8964 Animation = NBSupCent_A4SN.NBSupCent_A4SN 8965 AnimationMode = MANUAL 8966 Flags = START_FRAME_LAST 8967 TransitionKey = UP_SNOWNIGHT 8968 End 8969 TransitionState = DOWN_DEFAULT UP_DAY 8970 Model = NBSupCent_A4 8971 Animation = NBSupCent_A4.NBSupCent_A4 8972 AnimationMode = ONCE 8973 AnimationSpeedFactorRange = 1.0 1.0 8974 Flags = START_FRAME_FIRST 8975 End 8976 TransitionState = DOWN_DEFAULT UP_NIGHT 8977 Model = NBSupCent_A4N 8978 Animation = NBSupCent_A4N.NBSupCent_A4N 8979 AnimationMode = ONCE 8980 AnimationSpeedFactorRange = 1.0 1.0 8981 Flags = START_FRAME_FIRST 8982 End 8983 TransitionState = DOWN_DEFAULT UP_SNOW 8984 Model = NBSupCent_A4S 8985 Animation = NBSupCent_A4S.NBSupCent_A4S 8986 AnimationMode = ONCE 8987 AnimationSpeedFactorRange = 1.0 1.0 8988 Flags = START_FRAME_FIRST 8989 End 8990 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8991 Model = NBSupCent_A4SN 8992 Animation = NBSupCent_A4SN.NBSupCent_A4SN 8993 AnimationMode = ONCE 8994 AnimationSpeedFactorRange = 1.0 1.0 8995 Flags = START_FRAME_FIRST 8996 End 8997 TransitionState = UP_DAY DOWN_DEFAULT 8998 Model = NBSupCent_A4 8999 Animation = NBSupCent_A4.NBSupCent_A4 9000 AnimationMode = ONCE_BACKWARDS 9001 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9002 Flags = START_FRAME_LAST 9003 End 9004 TransitionState = UP_NIGHT DOWN_DEFAULT 9005 Model = NBSupCent_A4N 9006 Animation = NBSupCent_A4N.NBSupCent_A4N 9007 AnimationMode = ONCE_BACKWARDS 9008 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9009 Flags = START_FRAME_LAST 9010 End 9011 TransitionState = UP_SNOW DOWN_DEFAULT 9012 Model = NBSupCent_A4S 9013 Animation = NBSupCent_A4S.NBSupCent_A4S 9014 AnimationMode = ONCE_BACKWARDS 9015 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9016 Flags = START_FRAME_LAST 9017 End 9018 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9019 Model = NBSupCent_A4SN 9020 Animation = NBSupCent_A4SN.NBSupCent_A4SN 9021 AnimationMode = ONCE_BACKWARDS 9022 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9023 Flags = START_FRAME_LAST 9024 End 9025 End 9026 9027 ; ------------ under-construction scaffolding ----------------- 9028 Draw = W3DModelDraw ModuleTag_03 9029 AnimationsRequirePower = No 9030 MinLODRequired = MEDIUM 9031 DefaultConditionState 9032 Model = None 9033 TransitionKey = DOWN_DEFAULT 9034 End 9035 ConditionState = NIGHT 9036 Model = None 9037 TransitionKey = DOWN_DEFAULT 9038 End 9039 ConditionState = SNOW 9040 Model = None 9041 TransitionKey = DOWN_DEFAULT 9042 End 9043 ConditionState = SNOW NIGHT 9044 Model = None 9045 TransitionKey = DOWN_DEFAULT 9046 End 9047 ConditionState = PARTIALLY_CONSTRUCTED 9048 Model = NBSupCent_A6 9049 Animation = NBSupCent_A6.NBSupCent_A6 9050 AnimationMode = MANUAL 9051 Flags = START_FRAME_LAST 9052 TransitionKey = UP_DAY 9053 ParticleSysBone = Dust01 BuildingDustChina 9054 ParticleSysBone = Smoke01 BuildUpSmokeChina 9055 ParticleSysBone = Smoke02 BuildUpSmokeChina 9056 ParticleSysBone = Smoke03 BuildUpSmokeChina 9057 ParticleSysBone = Smoke04 BuildUpSmokeChina 9058 ParticleSysBone = Smoke05 BuildUpSmokeChina 9059 End 9060 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9061 Model = NBSupCent_A6N 9062 Animation = NBSupCent_A6N.NBSupCent_A6N 9063 AnimationMode = MANUAL 9064 Flags = START_FRAME_LAST 9065 TransitionKey = UP_NIGHT 9066 ParticleSysBone = Dust01 BuildingDustChina 9067 ParticleSysBone = Smoke01 BuildUpSmokeChina 9068 ParticleSysBone = Smoke02 BuildUpSmokeChina 9069 ParticleSysBone = Smoke03 BuildUpSmokeChina 9070 ParticleSysBone = Smoke04 BuildUpSmokeChina 9071 ParticleSysBone = Smoke05 BuildUpSmokeChina 9072 End 9073 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9074 Model = NBSupCent_A6S 9075 Animation = NBSupCent_A6S.NBSupCent_A6S 9076 AnimationMode = MANUAL 9077 Flags = START_FRAME_LAST 9078 TransitionKey = UP_SNOW 9079 ParticleSysBone = Dust01 BuildingSnowDust 9080 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9081 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9082 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9083 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9084 ParticleSysBone = Smoke05 BuildUpSnowSmoke 9085 End 9086 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9087 Model = NBSupCent_A6SN 9088 Animation = NBSupCent_A6SN.NBSupCent_A6SN 9089 AnimationMode = MANUAL 9090 Flags = START_FRAME_LAST 9091 TransitionKey = UP_SNOWNIGHT 9092 ParticleSysBone = Dust01 BuildingNightSnowDust 9093 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9094 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9095 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9096 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9097 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 9098 End 9099 TransitionState = DOWN_DEFAULT UP_DAY 9100 Model = NBSupCent_A6 9101 Animation = NBSupCent_A6.NBSupCent_A6 9102 AnimationMode = ONCE 9103 AnimationSpeedFactorRange = 1.0 1.0 9104 Flags = START_FRAME_FIRST 9105 End 9106 TransitionState = DOWN_DEFAULT UP_NIGHT 9107 Model = NBSupCent_A6N 9108 Animation = NBSupCent_A6N.NBSupCent_A6N 9109 AnimationMode = ONCE 9110 AnimationSpeedFactorRange = 1.0 1.0 9111 Flags = START_FRAME_FIRST 9112 End 9113 TransitionState = DOWN_DEFAULT UP_SNOW 9114 Model = NBSupCent_A6S 9115 Animation = NBSupCent_A6S.NBSupCent_A6S 9116 AnimationMode = ONCE 9117 AnimationSpeedFactorRange = 1.0 1.0 9118 Flags = START_FRAME_FIRST 9119 End 9120 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9121 Model = NBSupCent_A6SN 9122 Animation = NBSupCent_A6SN.NBSupCent_A6SN 9123 AnimationMode = ONCE 9124 AnimationSpeedFactorRange = 1.0 1.0 9125 Flags = START_FRAME_FIRST 9126 End 9127 TransitionState = UP_DAY DOWN_DEFAULT 9128 Model = NBSupCent_A6 9129 Animation = NBSupCent_A6.NBSupCent_A6 9130 AnimationMode = ONCE_BACKWARDS 9131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9132 Flags = START_FRAME_LAST 9133 End 9134 TransitionState = UP_NIGHT DOWN_DEFAULT 9135 Model = NBSupCent_A6N 9136 Animation = NBSupCent_A6N.NBSupCent_A6N 9137 AnimationMode = ONCE_BACKWARDS 9138 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9139 Flags = START_FRAME_LAST 9140 End 9141 TransitionState = UP_SNOW DOWN_DEFAULT 9142 Model = NBSupCent_A6S 9143 Animation = NBSupCent_A6S.NBSupCent_A6S 9144 AnimationMode = ONCE_BACKWARDS 9145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9146 Flags = START_FRAME_LAST 9147 End 9148 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9149 Model = NBSupCent_A6SN 9150 Animation = NBSupCent_A6SN.NBSupCent_A6SN 9151 AnimationMode = ONCE_BACKWARDS 9152 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9153 Flags = START_FRAME_LAST 9154 End 9155 End 9156 9157 ; ------------ being-constructed crane ----------------- 9158 Draw = W3DModelDraw ModuleTag_04 9159 AnimationsRequirePower = No 9160 DefaultConditionState 9161 Model = None 9162 TransitionKey = DOWN_DEFAULT 9163 End 9164 ConditionState = NIGHT 9165 Model = None 9166 TransitionKey = DOWN_DEFAULT 9167 End 9168 ConditionState = SNOW 9169 Model = None 9170 TransitionKey = DOWN_DEFAULT 9171 End 9172 ConditionState = SNOW NIGHT 9173 Model = None 9174 TransitionKey = DOWN_DEFAULT 9175 End 9176 ConditionState = SOLD 9177 Model = NONE 9178 End 9179 9180 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9181 Model = NBSupCent_A5 9182 Animation = NBSupCent_A5.NBSupCent_A5 9183 AnimationMode = LOOP 9184 TransitionKey = UP_DAY 9185 End 9186 9187 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9188 Model = NBSupCent_A5N 9189 Animation = NBSupCent_A5N.NBSupCent_A5N 9190 AnimationMode = LOOP 9191 TransitionKey = UP_NIGHT 9192 End 9193 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9194 Model = NBSupCent_A5S 9195 Animation = NBSupCent_A5S.NBSupCent_A5S 9196 AnimationMode = LOOP 9197 TransitionKey = UP_SNOW 9198 End 9199 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9200 Model = NBSupCent_A5SN 9201 Animation = NBSupCent_A5SN.NBSupCent_A5SN 9202 AnimationMode = LOOP 9203 TransitionKey = UP_SNOWNIGHT 9204 End 9205 TransitionState = DOWN_DEFAULT UP_DAY 9206 Model = NBSupCent_AB 9207 Animation = NBSupCent_AB.NBSupCent_AB 9208 AnimationMode = ONCE 9209 AnimationSpeedFactorRange = 1.0 1.0 9210 Flags = START_FRAME_FIRST 9211 End 9212 9213 TransitionState = DOWN_DEFAULT UP_NIGHT 9214 Model = NBSupCent_ABN 9215 Animation = NBSupCent_ABN.NBSupCent_ABN 9216 AnimationMode = ONCE 9217 AnimationSpeedFactorRange = 1.0 1.0 9218 Flags = START_FRAME_FIRST 9219 End 9220 TransitionState = DOWN_DEFAULT UP_SNOW 9221 Model = NBSupCent_ABS 9222 Animation = NBSupCent_ABS.NBSupCent_ABS 9223 AnimationMode = ONCE 9224 AnimationSpeedFactorRange = 1.0 1.0 9225 Flags = START_FRAME_FIRST 9226 End 9227 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9228 Model = NBSupCent_ABSN 9229 Animation = NBSupCent_ABSN.NBSupCent_ABSN 9230 AnimationMode = ONCE 9231 AnimationSpeedFactorRange = 1.0 1.0 9232 Flags = START_FRAME_FIRST 9233 End 9234 TransitionState = UP_DAY DOWN_DEFAULT 9235 Model = NBSupCent_AB 9236 Animation = NBSupCent_AB.NBSupCent_AB 9237 AnimationMode = ONCE_BACKWARDS 9238 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9239 Flags = START_FRAME_LAST 9240 End 9241 TransitionState = UP_NIGHT DOWN_DEFAULT 9242 Model = NBSupCent_ABN 9243 Animation = NBSupCent_ABN.NBSupCent_ABN 9244 AnimationMode = ONCE_BACKWARDS 9245 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9246 Flags = START_FRAME_LAST 9247 End 9248 TransitionState = UP_SNOW DOWN_DEFAULT 9249 Model = NBSupCent_ABS 9250 Animation = NBSupCent_ABS.NBSupCent_ABS 9251 AnimationMode = ONCE_BACKWARDS 9252 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9253 Flags = START_FRAME_LAST 9254 End 9255 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9256 Model = NBSupCent_ABSN 9257 Animation = NBSupCent_ABSN.NBSupCent_ABSN 9258 AnimationMode = ONCE_BACKWARDS 9259 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9260 Flags = START_FRAME_LAST 9261 End 9262 End 9263 9264 PlacementViewAngle = -45 9265 9266 ; ***DESIGN parameters *** 9267 DisplayName = OBJECT:SupplyCenter 9268 Side = Boss 9269 EditorSorting = STRUCTURE 9270 Prerequisites 9271 Object = Boss_PowerPlant 9272 End 9273 BuildCost = 1500 9274 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. 9275 BuildTime = 10.0 ; in seconds 9276 EnergyProduction = -1 9277 CommandSet = Boss_ChinaSupplyCenterCommandSet 9278 VisionRange = 200.0 ; Shroud clearing distance 9279 ShroudClearingRange = 200 9280 ArmorSet 9281 Conditions = None 9282 Armor = StructureArmor 9283 DamageFX = StructureDamageFXNoShake 9284 End 9285 ExperienceValue = 200 200 200 200 ; Experience point value at each level 9286 9287 ; *** AUDIO Parameters *** 9288 VoiceSelect = SupplyCenterChinaSelect 9289 SoundOnDamaged = BuildingDamagedStateLight 9290 SoundOnReallyDamaged = BuildingDestroy 9291 9292 UnitSpecificSounds 9293 UnderConstruction = UnderConstructionLoop 9294 End 9295 9296 ; *** ENGINEERING Parameters *** 9297 RadarPriority = STRUCTURE 9298 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 9299 Body = StructureBody ModuleTag_05 9300 MaxHealth = 2000.0 9301 InitialHealth = 2000.0 9302 9303 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9304 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9305 SubdualDamageCap = 2200 9306 SubdualDamageHealRate = 500 9307 SubdualDamageHealAmount = 100 9308 End 9309 Behavior = SupplyCenterCreate ModuleTag_06 9310 ;nothing 9311 End 9312 Behavior = DestroyDie ModuleTag_07 9313 ;nothing 9314 End 9315 Behavior = CreateObjectDie ModuleTag_08 9316 CreationList = OCL_SmallStructureDebris 9317 End 9318 Behavior = FXListDie ModuleTag_09 9319 DeathFX = FX_StructureSmallDeath 9320 End 9321 Behavior = ProductionUpdate ModuleTag_10 9322 ; nothing 9323 End 9324 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 9325 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 9326 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 9327 End 9328 9329 Behavior = SpawnBehavior ModuleTag_12 9330 SpawnNumber = 1 9331 SpawnReplaceDelay = 9999 9332 SpawnTemplateName = Boss_VehicleSupplyTruck 9333 OneShot = Yes 9334 CanReclaimOrphans = No 9335 SlavesHaveFreeWill = Yes 9336 End 9337 9338 Behavior = SupplyCenterDockUpdate ModuleTag_13 9339 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 9340 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 9341 End 9342 9343 Behavior = GenerateMinefieldBehavior ModuleTag_14 9344 TriggeredBy = Upgrade_ChinaMines 9345 MineName = ChinaStandardMine 9346 SmartBorder = Yes 9347 AlwaysCircular = Yes 9348 9349 Upgradable = Yes 9350 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 9351 UpgradedMineName = ChinaEMPMine 9352 End 9353 9354 Behavior = FlammableUpdate ModuleTag_16 9355 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9356 AflameDamageAmount = 5 ; taking this much damage... 9357 AflameDamageDelay = 500 ; this often. 9358 End 9359 9360 Behavior = TransitionDamageFX ModuleTag_17 9361 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 9362 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9363 ;--------------------------------------------------------------------------------------- 9364 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9365 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9366 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9367 End 9368 9369 Behavior = CommandSetUpgrade ModuleTag_25 9370 CommandSet = Boss_ChinaSupplyCenterCommandSetUpgrade 9371 TriggeredBy = Upgrade_ChinaMines 9372 End 9373 9374 Behavior = ArmorUpgrade ModuleTag_26 9375 TriggeredBy = Upgrade_ChinaEMPMines 9376 End 9377 9378 9379 Geometry = BOX 9380 GeometryMajorRadius = 52.0 9381 GeometryMinorRadius = 47.0 9382 GeometryHeight = 30.0 9383 GeometryIsSmall = No 9384 Shadow = SHADOW_VOLUME 9385 BuildCompletion = PLACED_BY_PLAYER 9386 9387 End 9388 9389 9390 9391 9392 9393 9394 9395 9396 9397 9398 9399 9400 9401 9402 9403 9404 9405 9406 9407 9408 9409 9410 ;------------------------------------------------------------------------------ 9411 Object Boss_Barracks 9412 9413 ; *** ART Parameters *** 9414 SelectPortrait = SNBarracks_L 9415 ButtonImage = SNBarracks 9416 Draw = W3DModelDraw ModuleTag_01 9417 OkToChangeModelColor = Yes 9418 9419 9420 ; day 9421 ConditionState = NONE 9422 Model = NBBarracks 9423 ParticleSysBone= Fire01 SmolderingFire 9424 Animation = NBBarracks.NBBarracks 9425 AnimationMode = LOOP 9426 End 9427 9428 ConditionState = DAMAGED 9429 Model = NBBarracks_D 9430 ParticleSysBone= Fire01 SmolderingFire 9431 Animation = NBBarracks_D.NBBarracks_D 9432 AnimationMode = LOOP 9433 End 9434 9435 ConditionState = REALLYDAMAGED RUBBLE 9436 Model = NBBarracks_E 9437 ParticleSysBone= Fire01 SmolderingFire 9438 Animation = NBBarracks_E.NBBarracks_E 9439 AnimationMode = LOOP 9440 End 9441 9442 ; day SNOW 9443 9444 ConditionState = SNOW 9445 Model = NBBarracks_S 9446 ParticleSysBone= Fire01 SmolderingFire 9447 Animation = NBBarracks_S.NBBarracks_S 9448 AnimationMode = LOOP 9449 End 9450 9451 ConditionState = DAMAGED SNOW 9452 Model = NBBarracks_DS 9453 ParticleSysBone= Fire01 SmolderingFire 9454 Animation = NBBarracks_DS.NBBarracks_DS 9455 AnimationMode = LOOP 9456 End 9457 9458 ConditionState = REALLYDAMAGED RUBBLE SNOW 9459 Model = NBBarracks_ES 9460 ParticleSysBone= Fire01 SmolderingFire 9461 Animation = NBBarracks_ES.NBBarracks_ES 9462 AnimationMode = LOOP 9463 End 9464 9465 9466 ; night 9467 ConditionState = NIGHT 9468 Model = NBBarracks_N 9469 ParticleSysBone= Fire01 SmolderingFire 9470 Animation = NBBarracks_N.NBBarracks_N 9471 AnimationMode = LOOP 9472 End 9473 9474 ConditionState = DAMAGED NIGHT 9475 Model = NBBarracks_DN 9476 ParticleSysBone= Fire01 SmolderingFire 9477 Animation = NBBarracks_DN.NBBarracks_DN 9478 AnimationMode = LOOP 9479 End 9480 9481 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9482 Model = NBBarracks_EN 9483 ParticleSysBone= Fire01 SmolderingFire 9484 Animation = NBBarracks_EN.NBBarracks_EN 9485 AnimationMode = LOOP 9486 End 9487 9488 ; night snow 9489 ConditionState = NIGHT SNOW 9490 Model = NBBarracks_NS 9491 ParticleSysBone= Fire01 SmolderingFire 9492 Animation = NBBarracks_NS.NBBarracks_NS 9493 AnimationMode = LOOP 9494 End 9495 9496 ConditionState = DAMAGED NIGHT SNOW 9497 Model = NBBarracks_DNS 9498 ParticleSysBone= Fire01 SmolderingFire 9499 Animation = NBBarracks_DNS.NBBarracks_DNS 9500 AnimationMode = LOOP 9501 End 9502 9503 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9504 Model = NBBarracks_ENS 9505 ParticleSysBone= Fire01 SmolderingFire 9506 Animation = NBBarracks_ENS.NBBarracks_ENS 9507 AnimationMode = LOOP 9508 End 9509 9510 9511 ;************************************************************************************************************************** 9512 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9513 ;for this draw module 9514 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9515 Model = NBBarracks 9516 Animation = NBBarracks.NBBarracks 9517 AnimationMode = LOOP 9518 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9519 End 9520 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9521 Model = NBBarracks_D 9522 Animation = NBBarracks_D.NBBarracks_D 9523 AnimationMode = LOOP 9524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9525 End 9526 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9527 Model = NBBarracks_E 9528 Animation = NBBarracks_E.NBBarracks_E 9529 AnimationMode = LOOP 9530 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9531 End 9532 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9533 Model = NBBarracks_N 9534 Animation = NBBarracks_N.NBBarracks_N 9535 AnimationMode = LOOP 9536 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9537 End 9538 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9539 Model = NBBarracks_DN 9540 Animation = NBBarracks_DN.NBBarracks_DN 9541 AnimationMode = LOOP 9542 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9543 End 9544 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9545 Model = NBBarracks_EN 9546 Animation = NBBarracks_EN.NBBarracks_EN 9547 AnimationMode = LOOP 9548 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9549 End 9550 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9551 Model = NBBarracks_S 9552 Animation = NBBarracks_S.NBBarracks_S 9553 AnimationMode = LOOP 9554 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9555 End 9556 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9557 Model = NBBarracks_DS 9558 Animation = NBBarracks_DS.NBBarracks_DS 9559 AnimationMode = LOOP 9560 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9561 End 9562 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9563 Model = NBBarracks_ES 9564 Animation = NBBarracks_ES.NBBarracks_ES 9565 AnimationMode = LOOP 9566 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9567 End 9568 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9569 Model = NBBarracks_NS 9570 Animation = NBBarracks_NS.NBBarracks_NS 9571 AnimationMode = LOOP 9572 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9573 End 9574 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9575 Model = NBBarracks_DNS 9576 Animation = NBBarracks_DNS.NBBarracks_DNS 9577 AnimationMode = LOOP 9578 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9579 End 9580 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9581 Model = NBBarracks_ENS 9582 Animation = NBBarracks_ENS.NBBarracks_ENS 9583 AnimationMode = LOOP 9584 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9585 End 9586 9587 ConditionState = AWAITING_CONSTRUCTION 9588 Model = NONE 9589 End 9590 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9591 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9592 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9593 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9594 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9595 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9596 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9597 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9598 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9599 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9600 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9601 AliasConditionState = SOLD 9602 AliasConditionState = SOLD DAMAGED 9603 AliasConditionState = SOLD REALLYDAMAGED 9604 AliasConditionState = SOLD NIGHT 9605 AliasConditionState = SOLD NIGHT DAMAGED 9606 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9607 AliasConditionState = SOLD SNOW 9608 AliasConditionState = SOLD SNOW DAMAGED 9609 AliasConditionState = SOLD SNOW REALLYDAMAGED 9610 AliasConditionState = SOLD NIGHT SNOW 9611 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9612 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9613 ;************************************************************************************************************************** 9614 End 9615 9616 ; ------------ construction-zone fence ----------------- 9617 Draw = W3DModelDraw ModuleTag_02 9618 AnimationsRequirePower = No 9619 DefaultConditionState 9620 Model = None 9621 TransitionKey = DOWN_DEFAULT 9622 End 9623 ConditionState = NIGHT 9624 Model = None 9625 TransitionKey = DOWN_DEFAULT 9626 End 9627 ConditionState = SNOW 9628 Model = None 9629 TransitionKey = DOWN_DEFAULT 9630 End 9631 ConditionState = SNOW NIGHT 9632 Model = None 9633 TransitionKey = DOWN_DEFAULT 9634 End 9635 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9636 Model = NBBarracks_A4 9637 Animation = NBBarracks_A4.NBBarracks_A4 9638 AnimationMode = MANUAL 9639 Flags = START_FRAME_LAST 9640 TransitionKey = UP_DAY 9641 End 9642 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9643 Model = NBBarracks_A4N 9644 Animation = NBBarracks_A4N.NBBarracks_A4N 9645 AnimationMode = MANUAL 9646 Flags = START_FRAME_LAST 9647 TransitionKey = UP_NIGHT 9648 End 9649 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9650 Model = NBBarracks_A4S 9651 Animation = NBBarracks_A4S.NBBarracks_A4S 9652 AnimationMode = MANUAL 9653 Flags = START_FRAME_LAST 9654 TransitionKey = UP_SNOW 9655 End 9656 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9657 Model = NBBarracks_A4SN 9658 Animation = NBBarracks_A4SN.NBBarracks_A4SN 9659 AnimationMode = MANUAL 9660 Flags = START_FRAME_LAST 9661 TransitionKey = UP_SNOWNIGHT 9662 End 9663 TransitionState = DOWN_DEFAULT UP_DAY 9664 Model = NBBarracks_A4 9665 Animation = NBBarracks_A4.NBBarracks_A4 9666 AnimationMode = ONCE 9667 AnimationSpeedFactorRange = 1.0 1.0 9668 Flags = START_FRAME_FIRST 9669 End 9670 TransitionState = DOWN_DEFAULT UP_NIGHT 9671 Model = NBBarracks_A4N 9672 Animation = NBBarracks_A4N.NBBarracks_A4N 9673 AnimationMode = ONCE 9674 AnimationSpeedFactorRange = 1.0 1.0 9675 Flags = START_FRAME_FIRST 9676 End 9677 TransitionState = DOWN_DEFAULT UP_SNOW 9678 Model = NBBarracks_A4S 9679 Animation = NBBarracks_A4S.NBBarracks_A4S 9680 AnimationMode = ONCE 9681 AnimationSpeedFactorRange = 1.0 1.0 9682 Flags = START_FRAME_FIRST 9683 End 9684 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9685 Model = NBBarracks_A4SN 9686 Animation = NBBarracks_A4SN.NBBarracks_A4SN 9687 AnimationMode = ONCE 9688 AnimationSpeedFactorRange = 1.0 1.0 9689 Flags = START_FRAME_FIRST 9690 End 9691 TransitionState = UP_DAY DOWN_DEFAULT 9692 Model = NBBarracks_A4 9693 Animation = NBBarracks_A4.NBBarracks_A4 9694 AnimationMode = ONCE_BACKWARDS 9695 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9696 Flags = START_FRAME_LAST 9697 End 9698 TransitionState = UP_NIGHT DOWN_DEFAULT 9699 Model = NBBarracks_A4N 9700 Animation = NBBarracks_A4N.NBBarracks_A4N 9701 AnimationMode = ONCE_BACKWARDS 9702 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9703 Flags = START_FRAME_LAST 9704 End 9705 TransitionState = UP_SNOW DOWN_DEFAULT 9706 Model = NBBarracks_A4S 9707 Animation = NBBarracks_A4S.NBBarracks_A4S 9708 AnimationMode = ONCE_BACKWARDS 9709 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9710 Flags = START_FRAME_LAST 9711 End 9712 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9713 Model = NBBarracks_A4SN 9714 Animation = NBBarracks_A4SN.NBBarracks_A4SN 9715 AnimationMode = ONCE_BACKWARDS 9716 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9717 Flags = START_FRAME_LAST 9718 End 9719 End 9720 9721 ; ------------ under-construction scaffolding ----------------- 9722 Draw = W3DModelDraw ModuleTag_03 9723 AnimationsRequirePower = No 9724 MinLODRequired = MEDIUM 9725 DefaultConditionState 9726 Model = None 9727 TransitionKey = DOWN_DEFAULT 9728 End 9729 ConditionState = NIGHT 9730 Model = None 9731 TransitionKey = DOWN_DEFAULT 9732 End 9733 ConditionState = SNOW 9734 Model = None 9735 TransitionKey = DOWN_DEFAULT 9736 End 9737 ConditionState = SNOW NIGHT 9738 Model = None 9739 TransitionKey = DOWN_DEFAULT 9740 End 9741 ConditionState = PARTIALLY_CONSTRUCTED 9742 Model = NBBarracks_A6 9743 Animation = NBBarracks_A6.NBBarracks_A6 9744 AnimationMode = MANUAL 9745 Flags = START_FRAME_LAST 9746 TransitionKey = UP_DAY 9747 ParticleSysBone = Dust01 BuildingDustChina 9748 ParticleSysBone = Smoke01 BuildUpSmokeChina 9749 ParticleSysBone = Smoke02 BuildUpSmokeChina 9750 ParticleSysBone = Smoke03 BuildUpSmokeChina 9751 ParticleSysBone = Smoke04 BuildUpSmokeChina 9752 ParticleSysBone = Smoke05 BuildUpSmokeChina 9753 End 9754 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9755 Model = NBBarracks_A6N 9756 Animation = NBBarracks_A6N.NBBarracks_A6N 9757 AnimationMode = MANUAL 9758 Flags = START_FRAME_LAST 9759 TransitionKey = UP_NIGHT 9760 ParticleSysBone = Dust01 BuildingDustChina 9761 ParticleSysBone = Smoke01 BuildUpSmokeChina 9762 ParticleSysBone = Smoke02 BuildUpSmokeChina 9763 ParticleSysBone = Smoke03 BuildUpSmokeChina 9764 ParticleSysBone = Smoke04 BuildUpSmokeChina 9765 ParticleSysBone = Smoke05 BuildUpSmokeChina 9766 End 9767 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9768 Model = NBBarracks_A6S 9769 Animation = NBBarracks_A6S.NBBarracks_A6S 9770 AnimationMode = MANUAL 9771 Flags = START_FRAME_LAST 9772 TransitionKey = UP_SNOW 9773 ParticleSysBone = Dust01 BuildingSnowDust 9774 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9775 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9776 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9777 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9778 ParticleSysBone = Smoke05 BuildUpSnowSmoke 9779 End 9780 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9781 Model = NBBarracks_A6SN 9782 Animation = NBBarracks_A6SN.NBBarracks_A6SN 9783 AnimationMode = MANUAL 9784 Flags = START_FRAME_LAST 9785 TransitionKey = UP_SNOWNIGHT 9786 ParticleSysBone = Dust01 BuildingNightSnowDust 9787 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9788 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9789 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9790 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9791 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 9792 End 9793 TransitionState = DOWN_DEFAULT UP_DAY 9794 Model = NBBarracks_A6 9795 Animation = NBBarracks_A6.NBBarracks_A6 9796 AnimationMode = ONCE 9797 AnimationSpeedFactorRange = 1.0 1.0 9798 Flags = START_FRAME_FIRST 9799 End 9800 TransitionState = DOWN_DEFAULT UP_NIGHT 9801 Model = NBBarracks_A6N 9802 Animation = NBBarracks_A6N.NBBarracks_A6N 9803 AnimationMode = ONCE 9804 AnimationSpeedFactorRange = 1.0 1.0 9805 Flags = START_FRAME_FIRST 9806 End 9807 TransitionState = DOWN_DEFAULT UP_SNOW 9808 Model = NBBarracks_A6S 9809 Animation = NBBarracks_A6S.NBBarracks_A6S 9810 AnimationMode = ONCE 9811 AnimationSpeedFactorRange = 1.0 1.0 9812 Flags = START_FRAME_FIRST 9813 End 9814 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9815 Model = NBBarracks_A6SN 9816 Animation = NBBarracks_A6SN.NBBarracks_A6SN 9817 AnimationMode = ONCE 9818 AnimationSpeedFactorRange = 1.0 1.0 9819 Flags = START_FRAME_FIRST 9820 End 9821 TransitionState = UP_DAY DOWN_DEFAULT 9822 Model = NBBarracks_A6 9823 Animation = NBBarracks_A6.NBBarracks_A6 9824 AnimationMode = ONCE_BACKWARDS 9825 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9826 Flags = START_FRAME_LAST 9827 End 9828 TransitionState = UP_NIGHT DOWN_DEFAULT 9829 Model = NBBarracks_A6N 9830 Animation = NBBarracks_A6N.NBBarracks_A6N 9831 AnimationMode = ONCE_BACKWARDS 9832 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9833 Flags = START_FRAME_LAST 9834 End 9835 TransitionState = UP_SNOW DOWN_DEFAULT 9836 Model = NBBarracks_A6S 9837 Animation = NBBarracks_A6S.NBBarracks_A6S 9838 AnimationMode = ONCE_BACKWARDS 9839 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9840 Flags = START_FRAME_LAST 9841 End 9842 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9843 Model = NBBarracks_A6SN 9844 Animation = NBBarracks_A6SN.NBBarracks_A6SN 9845 AnimationMode = ONCE_BACKWARDS 9846 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9847 Flags = START_FRAME_LAST 9848 End 9849 End 9850 9851 ; ------------ being-constructed crane ----------------- 9852 Draw = W3DModelDraw ModuleTag_04 9853 AnimationsRequirePower = No 9854 DefaultConditionState 9855 Model = None 9856 TransitionKey = DOWN_DEFAULT 9857 End 9858 ConditionState = NIGHT 9859 Model = None 9860 TransitionKey = DOWN_DEFAULT 9861 End 9862 ConditionState = SNOW 9863 Model = None 9864 TransitionKey = DOWN_DEFAULT 9865 End 9866 ConditionState = SNOW NIGHT 9867 Model = None 9868 TransitionKey = DOWN_DEFAULT 9869 End 9870 ConditionState = SOLD 9871 Model = NONE 9872 End 9873 9874 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9875 Model = NBBarracks_A5 9876 Animation = NBBarracks_A5.NBBarracks_A5 9877 AnimationMode = LOOP 9878 TransitionKey = UP_DAY 9879 End 9880 9881 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9882 Model = NBBarracks_A5N 9883 Animation = NBBarracks_A5N.NBBarracks_A5N 9884 AnimationMode = LOOP 9885 TransitionKey = UP_NIGHT 9886 End 9887 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9888 Model = NBBarracks_A5S 9889 Animation = NBBarracks_A5S.NBBarracks_A5S 9890 AnimationMode = LOOP 9891 TransitionKey = UP_SNOW 9892 End 9893 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9894 Model = NBBarracks_A5SN 9895 Animation = NBBarracks_A5SN.NBBarracks_A5SN 9896 AnimationMode = LOOP 9897 TransitionKey = UP_SNOWNIGHT 9898 End 9899 TransitionState = DOWN_DEFAULT UP_DAY 9900 Model = NBBarracks_AB 9901 Animation = NBBarracks_AB.NBBarracks_AB 9902 AnimationMode = ONCE 9903 AnimationSpeedFactorRange = 1.0 1.0 9904 Flags = START_FRAME_FIRST 9905 End 9906 9907 TransitionState = DOWN_DEFAULT UP_NIGHT 9908 Model = NBBarracks_ABN 9909 Animation = NBBarracks_ABN.NBBarracks_ABN 9910 AnimationMode = ONCE 9911 AnimationSpeedFactorRange = 1.0 1.0 9912 Flags = START_FRAME_FIRST 9913 End 9914 TransitionState = DOWN_DEFAULT UP_SNOW 9915 Model = NBBarracks_ABS 9916 Animation = NBBarracks_ABS.NBBarracks_ABS 9917 AnimationMode = ONCE 9918 AnimationSpeedFactorRange = 1.0 1.0 9919 Flags = START_FRAME_FIRST 9920 End 9921 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9922 Model = NBBarracks_ABSN 9923 Animation = NBBarracks_ABSN.NBBarracks_ABSN 9924 AnimationMode = ONCE 9925 AnimationSpeedFactorRange = 1.0 1.0 9926 Flags = START_FRAME_FIRST 9927 End 9928 TransitionState = UP_DAY DOWN_DEFAULT 9929 Model = NBBarracks_AB 9930 Animation = NBBarracks_AB.NBBarracks_AB 9931 AnimationMode = ONCE_BACKWARDS 9932 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9933 Flags = START_FRAME_LAST 9934 End 9935 TransitionState = UP_NIGHT DOWN_DEFAULT 9936 Model = NBBarracks_ABN 9937 Animation = NBBarracks_ABN.NBBarracks_ABN 9938 AnimationMode = ONCE_BACKWARDS 9939 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9940 Flags = START_FRAME_LAST 9941 End 9942 TransitionState = UP_SNOW DOWN_DEFAULT 9943 Model = NBBarracks_ABS 9944 Animation = NBBarracks_ABS.NBBarracks_ABS 9945 AnimationMode = ONCE_BACKWARDS 9946 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9947 Flags = START_FRAME_LAST 9948 End 9949 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9950 Model = NBBarracks_ABSN 9951 Animation = NBBarracks_ABSN.NBBarracks_ABSN 9952 AnimationMode = ONCE_BACKWARDS 9953 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9954 Flags = START_FRAME_LAST 9955 End 9956 End 9957 9958 PlacementViewAngle = -135 9959 9960 ; ***DESIGN parameters *** 9961 DisplayName = OBJECT:Barracks 9962 Side = Boss 9963 EditorSorting = STRUCTURE 9964 BuildCost = 500 9965 BuildTime = 10.0 ; in seconds 9966 EnergyProduction = 0 9967 CommandSet = Boss_ChinaBarracksCommandSet 9968 VisionRange = 150.0 ; Shroud clearing distance 9969 ShroudClearingRange = 150 9970 ArmorSet 9971 Conditions = None 9972 Armor = StructureArmor 9973 DamageFX = StructureDamageFXNoShake 9974 End 9975 ExperienceValue = 100 100 100 100 ; Experience point value at each level 9976 9977 ; *** AUDIO Parameters *** 9978 VoiceSelect = BarracksChinaSelect 9979 SoundOnDamaged = BuildingDamagedStateLight 9980 SoundOnReallyDamaged = BuildingDestroy 9981 9982 UnitSpecificSounds 9983 UnderConstruction = UnderConstructionLoop 9984 End 9985 9986 ; *** ENGINEERING Parameters *** 9987 RadarPriority = STRUCTURE 9988 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 9989 Body = StructureBody ModuleTag_05 9990 MaxHealth = 1000.0 9991 InitialHealth = 1000.0 9992 9993 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9994 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9995 SubdualDamageCap = 1200 9996 SubdualDamageHealRate = 500 9997 SubdualDamageHealAmount = 100 9998 End 9999 10000 Behavior = HealContain ModuleTag_06 10001 ContainMax = 10 ;way bigger than the # of objects we can have 10002 TimeForFullHeal = 2000 ;(in milliseconds) 10003 AllowInsideKindOf = INFANTRY 10004 AllowAlliesInside = Yes 10005 AllowNeutralInside = No 10006 AllowEnemiesInside = No 10007 End 10008 10009 Behavior = DestroyDie ModuleTag_07 10010 ;nothing 10011 End 10012 Behavior = CreateObjectDie ModuleTag_08 10013 CreationList = OCL_LargeStructureDebris 10014 End 10015 Behavior = FXListDie ModuleTag_09 10016 DeathFX = FX_StructureSmallDeath 10017 End 10018 10019 Behavior = ProductionUpdate ModuleTag_10 10020 ;**FIX** 10021 QuantityModifier = ChinaInfantryRedguard 2 10022 End 10023 Behavior = QueueProductionExitUpdate ModuleTag_11 10024 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 10025 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 10026 ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. 10027 End 10028 10029 Behavior = GenerateMinefieldBehavior ModuleTag_12 10030 TriggeredBy = Upgrade_ChinaMines 10031 MineName = ChinaStandardMine 10032 SmartBorder = Yes 10033 AlwaysCircular = Yes 10034 10035 Upgradable = Yes 10036 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 10037 UpgradedMineName = ChinaEMPMine 10038 End 10039 10040 Behavior = FlammableUpdate ModuleTag_14 10041 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10042 AflameDamageAmount = 5 ; taking this much damage... 10043 AflameDamageDelay = 500 ; this often. 10044 End 10045 10046 Behavior = TransitionDamageFX ModuleTag_15 10047 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 10048 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10049 ;--------------------------------------------------------------------------------------- 10050 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10051 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10052 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10053 End 10054 10055 Behavior = CommandSetUpgrade ModuleTag_25 10056 CommandSet = Boss_ChinaBarracksCommandSetUpgrade 10057 TriggeredBy = Upgrade_ChinaMines 10058 End 10059 10060 Behavior = ArmorUpgrade ModuleTag_26 10061 TriggeredBy = Upgrade_ChinaEMPMines 10062 End 10063 10064 10065 Geometry = BOX 10066 GeometryMajorRadius = 36.0 10067 GeometryMinorRadius = 44.0 10068 GeometryHeight = 30.0 10069 GeometryIsSmall = No 10070 FactoryExitWidth = 25 10071 Shadow = SHADOW_VOLUME 10072 BuildCompletion = PLACED_BY_PLAYER 10073 10074 End 10075 10076 10077 10078 10079 10080 10081 10082 10083 10084 10085 10086 10087 10088 10089 10090 10091 10092 10093 10094 10095 10096 10097 10098 10099 10100 10101 ;------------------------------------------------------------------------------ 10102 Object Boss_WarFactory 10103 10104 ; *** ART Parameters *** 10105 SelectPortrait = SNWarFact_L 10106 ButtonImage = SNWarFact 10107 10108 ; ------------ the main factory itself ----------------- 10109 Draw = W3DModelDraw ModuleTag_01 10110 OkToChangeModelColor = Yes 10111 ; day 10112 DefaultConditionState 10113 Model = NBWarFact 10114 End 10115 ConditionState = DAMAGED 10116 Model = NBWarFact_D 10117 ParticleSysBone = Smoke01 SmolderingSmoke 10118 ParticleSysBone = Smoke02 SmolderingSmoke 10119 ParticleSysBone = Smoke03 SmolderingSmoke 10120 ParticleSysBone = Smoke04 SmolderingSmoke 10121 ParticleSysBone = Smoke05 SmolderingSmoke 10122 ParticleSysBone = Fire01 SmolderingFire 10123 ParticleSysBone = Fire01 SmolderingFlameCore 10124 ParticleSysBone = Fire02 SmolderingFire 10125 ParticleSysBone = Fire02 SmolderingFlameCore 10126 End 10127 ConditionState = REALLYDAMAGED RUBBLE 10128 Model = NBWarFact_E 10129 ParticleSysBone = Smoke01 SmolderingSmoke 10130 ParticleSysBone = Smoke02 SmolderingSmoke 10131 ParticleSysBone = Smoke03 SmolderingSmoke 10132 ParticleSysBone = Smoke04 SmolderingSmoke 10133 ParticleSysBone = Smoke05 SmolderingSmoke 10134 ParticleSysBone = Smoke06 SmolderingSmoke 10135 ParticleSysBone = Smoke07 SmolderingSmoke 10136 ParticleSysBone = Fire01 SmolderingFire 10137 ParticleSysBone = Fire01 SmolderingFlameCore 10138 ParticleSysBone = Fire02 SmolderingFire 10139 ParticleSysBone = Fire02 SmolderingFlameCore 10140 ParticleSysBone = Fire03 SmolderingFire 10141 ParticleSysBone = Fire03 SmolderingFlameCore 10142 End 10143 10144 ConditionState = SNOW 10145 Model = NBWarFact_S 10146 End 10147 ConditionState = DAMAGED SNOW 10148 Model = NBWarFact_DS 10149 ParticleSysBone = Smoke01 SmolderingSmoke 10150 ParticleSysBone = Smoke02 SmolderingSmoke 10151 ParticleSysBone = Smoke03 SmolderingSmoke 10152 ParticleSysBone = Smoke04 SmolderingSmoke 10153 ParticleSysBone = Smoke05 SmolderingSmoke 10154 ParticleSysBone = Fire01 SmolderingFire 10155 ParticleSysBone = Fire01 SmolderingFlameCore 10156 ParticleSysBone = Fire02 SmolderingFire 10157 ParticleSysBone = Fire02 SmolderingFlameCore 10158 End 10159 ConditionState = REALLYDAMAGED RUBBLE SNOW 10160 Model = NBWarFact_ES 10161 ParticleSysBone = Smoke01 SmolderingSmoke 10162 ParticleSysBone = Smoke02 SmolderingSmoke 10163 ParticleSysBone = Smoke03 SmolderingSmoke 10164 ParticleSysBone = Smoke04 SmolderingSmoke 10165 ParticleSysBone = Smoke05 SmolderingSmoke 10166 ParticleSysBone = Smoke06 SmolderingSmoke 10167 ParticleSysBone = Smoke07 SmolderingSmoke 10168 ParticleSysBone = Fire01 SmolderingFire 10169 ParticleSysBone = Fire01 SmolderingFlameCore 10170 ParticleSysBone = Fire02 SmolderingFire 10171 ParticleSysBone = Fire02 SmolderingFlameCore 10172 ParticleSysBone = Fire03 SmolderingFire 10173 ParticleSysBone = Fire03 SmolderingFlameCore 10174 End 10175 10176 10177 ; night ********************************************** 10178 ConditionState = NIGHT 10179 Model = NBWarFact_N 10180 End 10181 ConditionState = DAMAGED NIGHT 10182 Model = NBWarFact_DN 10183 ParticleSysBone = Smoke01 SmolderingSmoke 10184 ParticleSysBone = Smoke02 SmolderingSmoke 10185 ParticleSysBone = Smoke03 SmolderingSmoke 10186 ParticleSysBone = Smoke04 SmolderingSmoke 10187 ParticleSysBone = Smoke05 SmolderingSmoke 10188 ParticleSysBone = Fire01 SmolderingFire 10189 ParticleSysBone = Fire01 SmolderingFlameCore 10190 ParticleSysBone = Fire02 SmolderingFire 10191 ParticleSysBone = Fire02 SmolderingFlameCore 10192 End 10193 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10194 Model = NBWarFact_EN 10195 ParticleSysBone = Smoke01 SmolderingSmoke 10196 ParticleSysBone = Smoke02 SmolderingSmoke 10197 ParticleSysBone = Smoke03 SmolderingSmoke 10198 ParticleSysBone = Smoke04 SmolderingSmoke 10199 ParticleSysBone = Smoke05 SmolderingSmoke 10200 ParticleSysBone = Smoke06 SmolderingSmoke 10201 ParticleSysBone = Smoke07 SmolderingSmoke 10202 ParticleSysBone = Fire01 SmolderingFire 10203 ParticleSysBone = Fire01 SmolderingFlameCore 10204 ParticleSysBone = Fire02 SmolderingFire 10205 ParticleSysBone = Fire02 SmolderingFlameCore 10206 ParticleSysBone = Fire03 SmolderingFire 10207 ParticleSysBone = Fire03 SmolderingFlameCore 10208 End 10209 10210 ; night SNOW 10211 ConditionState = NIGHT SNOW 10212 Model = NBWarFact_NS 10213 End 10214 ConditionState = DAMAGED NIGHT SNOW 10215 Model = NBWarFact_DNS 10216 ParticleSysBone = Smoke01 SmolderingSmoke 10217 ParticleSysBone = Smoke02 SmolderingSmoke 10218 ParticleSysBone = Smoke03 SmolderingSmoke 10219 ParticleSysBone = Smoke04 SmolderingSmoke 10220 ParticleSysBone = Smoke05 SmolderingSmoke 10221 ParticleSysBone = Fire01 SmolderingFire 10222 ParticleSysBone = Fire01 SmolderingFlameCore 10223 ParticleSysBone = Fire02 SmolderingFire 10224 ParticleSysBone = Fire02 SmolderingFlameCore 10225 End 10226 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10227 Model = NBWarFact_ENS 10228 ParticleSysBone = Smoke01 SmolderingSmoke 10229 ParticleSysBone = Smoke02 SmolderingSmoke 10230 ParticleSysBone = Smoke03 SmolderingSmoke 10231 ParticleSysBone = Smoke04 SmolderingSmoke 10232 ParticleSysBone = Smoke05 SmolderingSmoke 10233 ParticleSysBone = Smoke06 SmolderingSmoke 10234 ParticleSysBone = Smoke07 SmolderingSmoke 10235 ParticleSysBone = Fire01 SmolderingFire 10236 ParticleSysBone = Fire01 SmolderingFlameCore 10237 ParticleSysBone = Fire02 SmolderingFire 10238 ParticleSysBone = Fire02 SmolderingFlameCore 10239 ParticleSysBone = Fire03 SmolderingFire 10240 ParticleSysBone = Fire03 SmolderingFlameCore 10241 End 10242 10243 10244 ;************************************************************************************************************************** 10245 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10246 ;for this draw module 10247 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10248 Model = NBWarFact 10249 ;Animation = NBWarFact.NBWarFact 10250 ;AnimationMode = LOOP 10251 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10252 End 10253 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10254 Model = NBWarFact_D 10255 ;Animation = NBWarFact_D.NBWarFact_D 10256 ;AnimationMode = LOOP 10257 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10258 End 10259 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10260 Model = NBWarFact_E 10261 ;Animation = NBWarFact_E.NBWarFact_E 10262 ;AnimationMode = LOOP 10263 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10264 End 10265 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10266 Model = NBWarFact_N 10267 ;Animation = NBWarFact_N.NBWarFact_N 10268 ;AnimationMode = LOOP 10269 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10270 End 10271 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10272 Model = NBWarFact_DN 10273 ;Animation = NBWarFact_DN.NBWarFact_DN 10274 ;AnimationMode = LOOP 10275 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10276 End 10277 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10278 Model = NBWarFact_EN 10279 ;Animation = NBWarFact_EN.NBWarFact_EN 10280 ;AnimationMode = LOOP 10281 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10282 End 10283 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10284 Model = NBWarFact_S 10285 ;Animation = NBWarFact_S.NBWarFact_S 10286 ;AnimationMode = LOOP 10287 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10288 End 10289 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10290 Model = NBWarFact_DS 10291 ;Animation = NBWarFact_DS.NBWarFact_DS 10292 ;AnimationMode = LOOP 10293 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10294 End 10295 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10296 Model = NBWarFact_ES 10297 ;Animation = NBWarFact_ES.NBWarFact_ES 10298 ;AnimationMode = LOOP 10299 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10300 End 10301 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10302 Model = NBWarFact_NS 10303 ;Animation = NBWarFact_NS.NBWarFact_NS 10304 ;AnimationMode = LOOP 10305 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10306 End 10307 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10308 Model = NBWarFact_DNS 10309 ;Animation = NBWarFact_DNS.NBWarFact_DNS 10310 ;AnimationMode = LOOP 10311 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10312 End 10313 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10314 Model = NBWarFact_ENS 10315 ;Animation = NBWarFact_ENS.NBWarFact_ENS 10316 ;AnimationMode = LOOP 10317 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10318 End 10319 10320 ConditionState = AWAITING_CONSTRUCTION 10321 Model = NONE 10322 End 10323 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10324 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10325 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10326 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10327 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10328 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10329 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10330 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10331 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10332 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10333 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10334 AliasConditionState = SOLD 10335 AliasConditionState = SOLD DAMAGED 10336 AliasConditionState = SOLD REALLYDAMAGED 10337 AliasConditionState = SOLD NIGHT 10338 AliasConditionState = SOLD NIGHT DAMAGED 10339 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10340 AliasConditionState = SOLD SNOW 10341 AliasConditionState = SOLD SNOW DAMAGED 10342 AliasConditionState = SOLD SNOW REALLYDAMAGED 10343 AliasConditionState = SOLD NIGHT SNOW 10344 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10345 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10346 ;************************************************************************************************************************** 10347 10348 10349 End 10350 10351 ; ------------------ the construction crane ------------ 10352 Draw = W3DModelDraw ModuleTag_02 10353 OkToChangeModelColor = Yes 10354 ConditionState = None 10355 Model = NBWarFact_A1 10356 Animation = NBWarFact_A1.NBWarFact_A1 10357 AnimationMode = LOOP 10358 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 10359 End 10360 ConditionState = DAMAGED 10361 Model = NBWarFact_A1D 10362 Animation = NBWarFact_A1D.NBWarFact_A1D 10363 AnimationMode = LOOP 10364 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 10365 End 10366 ConditionState = REALLYDAMAGED RUBBLE 10367 Model = NBWarFact_A1E 10368 Animation = NBWarFact_A1E.NBWarFact_A1E 10369 AnimationMode = LOOP 10370 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 10371 End 10372 ConditionState = ACTIVELY_CONSTRUCTING 10373 Model = NBWarFact_A2 10374 Animation = NBWarFact_A2.NBWarFact_A2 10375 AnimationMode = ONCE 10376 TransitionKey = TransitionFinishBeforeSwitch 10377 End 10378 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 10379 Model = NBWarFact_A2D 10380 Animation = NBWarFact_A2D.NBWarFact_A2D 10381 AnimationMode = ONCE 10382 TransitionKey = TransitionFinishBeforeSwitch 10383 End 10384 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 10385 Model = NBWarFact_A2E 10386 Animation = NBWarFact_A2E.NBWarFact_A2E 10387 AnimationMode = ONCE 10388 TransitionKey = TransitionFinishBeforeSwitch 10389 End 10390 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10391 Model = NBWarFact_A1 10392 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10393 End 10394 ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE 10395 Model = NONE 10396 End 10397 End 10398 10399 10400 ; ------------ construction-zone fence ----------------- 10401 Draw = W3DModelDraw ModuleTag_03 10402 AnimationsRequirePower = No 10403 DefaultConditionState 10404 Model = None 10405 TransitionKey = DOWN_DEFAULT 10406 End 10407 ConditionState = NIGHT 10408 Model = None 10409 TransitionKey = DOWN_DEFAULT 10410 End 10411 ConditionState = SNOW 10412 Model = None 10413 TransitionKey = DOWN_DEFAULT 10414 End 10415 ConditionState = SNOW NIGHT 10416 Model = None 10417 TransitionKey = DOWN_DEFAULT 10418 End 10419 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10420 Model = NBWarFact_A4 10421 Animation = NBWarFact_A4.NBWarFact_A4 10422 AnimationMode = MANUAL 10423 Flags = START_FRAME_LAST 10424 TransitionKey = UP_DAY 10425 ParticleSysBone = Smoke01 SmolderingSmoke 10426 ParticleSysBone = Fire01 SmolderingFire 10427 ParticleSysBone = Smoke02 SmolderingSmoke 10428 ParticleSysBone = Fire02 SmolderingFire 10429 End 10430 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10431 Model = NBWarFact_A4N 10432 Animation = NBWarFact_A4N.NBWarFact_A4N 10433 AnimationMode = MANUAL 10434 Flags = START_FRAME_LAST 10435 TransitionKey = UP_NIGHT 10436 ParticleSysBone = Smoke01 SmolderingSmoke 10437 ParticleSysBone = Fire01 SmolderingFire 10438 ParticleSysBone = Smoke02 SmolderingSmoke 10439 ParticleSysBone = Fire02 SmolderingFire 10440 End 10441 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10442 Model = NBWarFact_A4S 10443 Animation = NBWarFact_A4S.NBWarFact_A4S 10444 AnimationMode = MANUAL 10445 Flags = START_FRAME_LAST 10446 TransitionKey = UP_SNOW 10447 ParticleSysBone = Smoke01 SmolderingSmoke 10448 ParticleSysBone = Fire01 SmolderingFire 10449 ParticleSysBone = Smoke02 SmolderingSmoke 10450 ParticleSysBone = Fire02 SmolderingFire 10451 End 10452 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10453 Model = NBWarFact_A4SN 10454 Animation = NBWarFact_A4SN.NBWarFact_A4SN 10455 AnimationMode = MANUAL 10456 Flags = START_FRAME_LAST 10457 TransitionKey = UP_SNOWNIGHT 10458 ParticleSysBone = Smoke01 SmolderingSmoke 10459 ParticleSysBone = Fire01 SmolderingFire 10460 ParticleSysBone = Smoke02 SmolderingSmoke 10461 ParticleSysBone = Fire02 SmolderingFire 10462 End 10463 TransitionState = DOWN_DEFAULT UP_DAY 10464 Model = NBWarFact_A4 10465 Animation = NBWarFact_A4.NBWarFact_A4 10466 AnimationMode = ONCE 10467 AnimationSpeedFactorRange = 1.0 1.0 10468 Flags = START_FRAME_FIRST 10469 End 10470 TransitionState = DOWN_DEFAULT UP_NIGHT 10471 Model = NBWarFact_A4N 10472 Animation = NBWarFact_A4N.NBWarFact_A4N 10473 AnimationMode = ONCE 10474 AnimationSpeedFactorRange = 1.0 1.0 10475 Flags = START_FRAME_FIRST 10476 End 10477 TransitionState = DOWN_DEFAULT UP_SNOW 10478 Model = NBWarFact_A4S 10479 Animation = NBWarFact_A4S.NBWarFact_A4S 10480 AnimationMode = ONCE 10481 AnimationSpeedFactorRange = 1.0 1.0 10482 Flags = START_FRAME_FIRST 10483 End 10484 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10485 Model = NBWarFact_A4SN 10486 Animation = NBWarFact_A4SN.NBWarFact_A4SN 10487 AnimationMode = ONCE 10488 AnimationSpeedFactorRange = 1.0 1.0 10489 Flags = START_FRAME_FIRST 10490 End 10491 TransitionState = UP_DAY DOWN_DEFAULT 10492 Model = NBWarFact_A4 10493 Animation = NBWarFact_A4.NBWarFact_A4 10494 AnimationMode = ONCE_BACKWARDS 10495 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10496 Flags = START_FRAME_LAST 10497 End 10498 TransitionState = UP_NIGHT DOWN_DEFAULT 10499 Model = NBWarFact_A4N 10500 Animation = NBWarFact_A4N.NBWarFact_A4N 10501 AnimationMode = ONCE_BACKWARDS 10502 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10503 Flags = START_FRAME_LAST 10504 End 10505 TransitionState = UP_SNOW DOWN_DEFAULT 10506 Model = NBWarFact_A4S 10507 Animation = NBWarFact_A4S.NBWarFact_A4S 10508 AnimationMode = ONCE_BACKWARDS 10509 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10510 Flags = START_FRAME_LAST 10511 End 10512 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10513 Model = NBWarFact_A4SN 10514 Animation = NBWarFact_A4SN.NBWarFact_A4SN 10515 AnimationMode = ONCE_BACKWARDS 10516 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10517 Flags = START_FRAME_LAST 10518 End 10519 End 10520 10521 ; ------------ under-construction scaffolding ----------------- 10522 Draw = W3DModelDraw ModuleTag_04 10523 AnimationsRequirePower = No 10524 MinLODRequired = MEDIUM 10525 DefaultConditionState 10526 Model = None 10527 TransitionKey = DOWN_DEFAULT 10528 End 10529 ConditionState = NIGHT 10530 Model = None 10531 TransitionKey = DOWN_DEFAULT 10532 End 10533 ConditionState = SNOW 10534 Model = None 10535 TransitionKey = DOWN_DEFAULT 10536 End 10537 ConditionState = SNOW NIGHT 10538 Model = None 10539 TransitionKey = DOWN_DEFAULT 10540 End 10541 ConditionState = PARTIALLY_CONSTRUCTED 10542 Model = NBWarFact_A6 10543 Animation = NBWarFact_A6.NBWarFact_A6 10544 AnimationMode = MANUAL 10545 Flags = START_FRAME_LAST 10546 TransitionKey = UP_DAY 10547 ParticleSysBone = Dust01 BuildingDustChina 10548 ParticleSysBone = Smoke01 BuildUpSmokeChina 10549 ParticleSysBone = Smoke02 BuildUpSmokeChina 10550 ParticleSysBone = Smoke03 BuildUpSmokeChina 10551 ParticleSysBone = Smoke04 BuildUpSmokeChina 10552 ParticleSysBone = Smoke05 BuildUpSmokeChina 10553 End 10554 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10555 Model = NBWarFact_A6N 10556 Animation = NBWarFact_A6N.NBWarFact_A6N 10557 AnimationMode = MANUAL 10558 Flags = START_FRAME_LAST 10559 TransitionKey = UP_NIGHT 10560 ParticleSysBone = Dust01 BuildingDustChina 10561 ParticleSysBone = Smoke01 BuildUpSmokeChina 10562 ParticleSysBone = Smoke02 BuildUpSmokeChina 10563 ParticleSysBone = Smoke03 BuildUpSmokeChina 10564 ParticleSysBone = Smoke04 BuildUpSmokeChina 10565 ParticleSysBone = Smoke05 BuildUpSmokeChina 10566 End 10567 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10568 Model = NBWarFact_A6S 10569 Animation = NBWarFact_A6S.NBWarFact_A6S 10570 AnimationMode = MANUAL 10571 Flags = START_FRAME_LAST 10572 TransitionKey = UP_SNOW 10573 ParticleSysBone = Dust01 BuildingSnowDust 10574 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10575 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10576 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10577 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10578 ParticleSysBone = Smoke05 BuildUpSnowSmoke 10579 End 10580 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10581 Model = NBWarFact_A6SN 10582 Animation = NBWarFact_A6SN.NBWarFact_A6SN 10583 AnimationMode = MANUAL 10584 Flags = START_FRAME_LAST 10585 TransitionKey = UP_SNOWNIGHT 10586 ParticleSysBone = Dust01 BuildingNightSnowDust 10587 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10588 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10589 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10590 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10591 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 10592 End 10593 TransitionState = DOWN_DEFAULT UP_DAY 10594 Model = NBWarFact_A6 10595 Animation = NBWarFact_A6.NBWarFact_A6 10596 AnimationMode = ONCE 10597 AnimationSpeedFactorRange = 1.0 1.0 10598 Flags = START_FRAME_FIRST 10599 End 10600 TransitionState = DOWN_DEFAULT UP_NIGHT 10601 Model = NBWarFact_A6N 10602 Animation = NBWarFact_A6N.NBWarFact_A6N 10603 AnimationMode = ONCE 10604 AnimationSpeedFactorRange = 1.0 1.0 10605 Flags = START_FRAME_FIRST 10606 End 10607 TransitionState = DOWN_DEFAULT UP_SNOW 10608 Model = NBWarFact_A6S 10609 Animation = NBWarFact_A6S.NBWarFact_A6S 10610 AnimationMode = ONCE 10611 AnimationSpeedFactorRange = 1.0 1.0 10612 Flags = START_FRAME_FIRST 10613 End 10614 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10615 Model = NBWarFact_A6SN 10616 Animation = NBWarFact_A6SN.NBWarFact_A6SN 10617 AnimationMode = ONCE 10618 AnimationSpeedFactorRange = 1.0 1.0 10619 Flags = START_FRAME_FIRST 10620 End 10621 TransitionState = UP_DAY DOWN_DEFAULT 10622 Model = NBWarFact_A6 10623 Animation = NBWarFact_A6.NBWarFact_A6 10624 AnimationMode = ONCE_BACKWARDS 10625 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10626 Flags = START_FRAME_LAST 10627 End 10628 TransitionState = UP_NIGHT DOWN_DEFAULT 10629 Model = NBWarFact_A6N 10630 Animation = NBWarFact_A6N.NBWarFact_A6N 10631 AnimationMode = ONCE_BACKWARDS 10632 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10633 Flags = START_FRAME_LAST 10634 End 10635 TransitionState = UP_SNOW DOWN_DEFAULT 10636 Model = NBWarFact_A6S 10637 Animation = NBWarFact_A6S.NBWarFact_A6S 10638 AnimationMode = ONCE_BACKWARDS 10639 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10640 Flags = START_FRAME_LAST 10641 End 10642 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10643 Model = NBWarFact_A6SN 10644 Animation = NBWarFact_A6SN.NBWarFact_A6SN 10645 AnimationMode = ONCE_BACKWARDS 10646 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10647 Flags = START_FRAME_LAST 10648 End 10649 End 10650 10651 ; ------------------ the construction conveyor belt ------------ 10652 Draw = W3DModelDraw ModuleTag_05 10653 OkToChangeModelColor = Yes 10654 DefaultConditionState 10655 Model = NBWarFact_A7 10656 Animation = NBWarFact_A7.NBWarFact_A7 10657 AnimationMode = LOOP 10658 ; Flags = START_FRAME_FIRST 10659 End 10660 AliasConditionState = NIGHT 10661 AliasConditionState = SNOW 10662 AliasConditionState = SNOW NIGHT 10663 AliasConditionState = NIGHT DAMAGED 10664 AliasConditionState = SNOW DAMAGED 10665 AliasConditionState = SNOW NIGHT DAMAGED 10666 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10667 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10668 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 10669 10670 ConditionState = ACTIVELY_CONSTRUCTING 10671 Model = NBWarFact_A7 10672 Animation = NBWarFact_A7.NBWarFact_A7 10673 AnimationMode = LOOP 10674 ; Flags = START_FRAME_FIRST 10675 End 10676 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 10677 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 10678 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 10679 AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING 10680 AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING 10681 AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING 10682 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 10683 AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 10684 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 10685 10686 ;************************************************************************************************************************** 10687 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10688 ;for this draw module 10689 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10690 Model = NBWarFact_A7 10691 Animation = NBWarFact_A7.NBWarFact_A7 10692 AnimationMode = LOOP 10693 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10694 End 10695 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10696 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10697 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10698 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10699 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10700 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10701 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10702 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10703 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10704 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10705 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10706 10707 ConditionState = AWAITING_CONSTRUCTION 10708 Model = NONE 10709 End 10710 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10711 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10712 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10713 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10714 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10715 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10716 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10717 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10718 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10719 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10720 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10721 AliasConditionState = SOLD DAMAGED 10722 AliasConditionState = SOLD REALLYDAMAGED 10723 AliasConditionState = SOLD NIGHT 10724 AliasConditionState = SOLD NIGHT DAMAGED 10725 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10726 AliasConditionState = SOLD SNOW 10727 AliasConditionState = SOLD SNOW DAMAGED 10728 AliasConditionState = SOLD SNOW REALLYDAMAGED 10729 AliasConditionState = SOLD NIGHT SNOW 10730 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10731 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10732 ;************************************************************************************************************************** 10733 End 10734 10735 ; ----------------- the factory door ------------------- 10736 Draw = W3DModelDraw ModuleTag_06 10737 DefaultConditionState 10738 Model = NBWarFact_A8 10739 Animation = NBWarFact_A8.NBWarFact_A8 10740 AnimationMode = MANUAL 10741 Flags = START_FRAME_FIRST 10742 End 10743 AliasConditionState = NIGHT 10744 AliasConditionState = SNOW 10745 AliasConditionState = NIGHT SNOW 10746 10747 ConditionState = DAMAGED 10748 Model = NBWarFact_A8D 10749 Animation = NBWarFact_A8D.NBWarFact_A8D 10750 AnimationMode = MANUAL 10751 Flags = START_FRAME_FIRST 10752 End 10753 AliasConditionState = NIGHT DAMAGED 10754 AliasConditionState = SNOW DAMAGED 10755 AliasConditionState = NIGHT SNOW DAMAGED 10756 10757 ConditionState = REALLYDAMAGED RUBBLE 10758 Model = NBWarFact_A8E 10759 Animation = NBWarFact_A8E.NBWarFact_A8E 10760 AnimationMode = MANUAL 10761 Flags = START_FRAME_FIRST 10762 End 10763 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10764 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10765 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10766 10767 ConditionState = DOOR_1_OPENING 10768 Model = NBWarFact_A8 10769 Animation = NBWarFact_A8.NBWarFact_A8 10770 AnimationMode = ONCE 10771 Flags = START_FRAME_FIRST 10772 End 10773 AliasConditionState = NIGHT DOOR_1_OPENING 10774 AliasConditionState = SNOW DOOR_1_OPENING 10775 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 10776 10777 10778 ConditionState = DOOR_1_OPENING DAMAGED 10779 Model = NBWarFact_A8D 10780 Animation = NBWarFact_A8D.NBWarFact_A8D 10781 AnimationMode = ONCE 10782 Flags = START_FRAME_FIRST 10783 End 10784 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 10785 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 10786 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 10787 10788 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 10789 Model = NBWarFact_A8E 10790 Animation = NBWarFact_A8E.NBWarFact_A8E 10791 AnimationMode = ONCE 10792 Flags = START_FRAME_FIRST 10793 End 10794 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10795 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10796 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10797 10798 ConditionState = DOOR_1_CLOSING 10799 Model = NBWarFact_A8 10800 Animation = NBWarFact_A8.NBWarFact_A8 10801 AnimationMode = ONCE_BACKWARDS 10802 Flags = START_FRAME_LAST 10803 End 10804 AliasConditionState = NIGHT DOOR_1_CLOSING 10805 AliasConditionState = SNOW DOOR_1_CLOSING 10806 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 10807 10808 10809 ConditionState = DOOR_1_CLOSING DAMAGED 10810 Model = NBWarFact_A8D 10811 Animation = NBWarFact_A8D.NBWarFact_A8D 10812 AnimationMode = ONCE_BACKWARDS 10813 Flags = START_FRAME_LAST 10814 End 10815 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 10816 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 10817 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 10818 10819 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10820 Model = NBWarFact_A8E 10821 Animation = NBWarFact_A8E.NBWarFact_A8E 10822 AnimationMode = ONCE_BACKWARDS 10823 Flags = START_FRAME_LAST 10824 End 10825 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10826 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10827 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10828 10829 ConditionState = DOOR_1_WAITING_OPEN 10830 Model = NBWarFact_A8 10831 Animation = NBWarFact_A8.NBWarFact_A8 10832 AnimationMode = MANUAL 10833 Flags = START_FRAME_LAST 10834 End 10835 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 10836 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 10837 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 10838 10839 10840 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 10841 Model = NBWarFact_A8D 10842 Animation = NBWarFact_A8D.NBWarFact_A8D 10843 AnimationMode = MANUAL 10844 Flags = START_FRAME_LAST 10845 End 10846 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 10847 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 10848 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 10849 10850 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10851 Model = NBWarFact_A8E 10852 Animation = NBWarFact_A8E.NBWarFact_A8E 10853 AnimationMode = MANUAL 10854 Flags = START_FRAME_LAST 10855 End 10856 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10857 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10858 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10859 10860 10861 ;************************************************************************************************************************** 10862 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10863 ;for this draw module 10864 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10865 Model = NBWarFact_A8 10866 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10867 End 10868 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10869 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10870 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10871 10872 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10873 Model = NBWarFact_A8D 10874 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10875 End 10876 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10877 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10878 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10879 10880 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10881 Model = NBWarFact_A8E 10882 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10883 End 10884 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10885 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10886 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10887 10888 10889 10890 ConditionState = AWAITING_CONSTRUCTION 10891 Model = NONE 10892 End 10893 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10894 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10895 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10896 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10897 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10898 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10899 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10900 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10901 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10902 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10903 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10904 AliasConditionState = SOLD 10905 AliasConditionState = SOLD DAMAGED 10906 AliasConditionState = SOLD REALLYDAMAGED 10907 AliasConditionState = SOLD NIGHT 10908 AliasConditionState = SOLD NIGHT DAMAGED 10909 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10910 AliasConditionState = SOLD SNOW 10911 AliasConditionState = SOLD SNOW DAMAGED 10912 AliasConditionState = SOLD SNOW REALLYDAMAGED 10913 AliasConditionState = SOLD NIGHT SNOW 10914 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10915 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10916 ;************************************************************************************************************************** 10917 10918 10919 End 10920 10921 ; ------------ being-constructed crane ----------------- 10922 Draw = W3DModelDraw ModuleTag_07 10923 AnimationsRequirePower = No 10924 DefaultConditionState 10925 Model = None 10926 TransitionKey = DOWN_DEFAULT 10927 End 10928 ConditionState = NIGHT 10929 Model = None 10930 TransitionKey = DOWN_DEFAULT 10931 End 10932 ConditionState = SNOW 10933 Model = None 10934 TransitionKey = DOWN_DEFAULT 10935 End 10936 ConditionState = SNOW NIGHT 10937 Model = None 10938 TransitionKey = DOWN_DEFAULT 10939 End 10940 ConditionState = SOLD 10941 Model = NONE 10942 End 10943 10944 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10945 Model = NBWarFact_A5 10946 Animation = NBWarFact_A5.NBWarFact_A5 10947 AnimationMode = LOOP 10948 TransitionKey = UP_DAY 10949 End 10950 10951 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10952 Model = NBWarFact_A5N 10953 Animation = NBWarFact_A5N.NBWarFact_A5N 10954 AnimationMode = LOOP 10955 TransitionKey = UP_NIGHT 10956 End 10957 10958 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10959 Model = NBWarFact_A5S 10960 Animation = NBWarFact_A5S.NBWarFact_A5S 10961 AnimationMode = LOOP 10962 TransitionKey = UP_SNOW 10963 End 10964 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10965 Model = NBWarFact_A5SN 10966 Animation = NBWarFact_A5SN.NBWarFact_A5SN 10967 AnimationMode = LOOP 10968 TransitionKey = UP_SNOWNIGHT 10969 End 10970 TransitionState = DOWN_DEFAULT UP_DAY 10971 Model = NBWarFact_AB 10972 Animation = NBWarFact_AB.NBWarFact_AB 10973 AnimationMode = ONCE 10974 AnimationSpeedFactorRange = 1.0 1.0 10975 Flags = START_FRAME_FIRST 10976 End 10977 10978 TransitionState = DOWN_DEFAULT UP_NIGHT 10979 Model = NBWarFact_ABN 10980 Animation = NBWarFact_ABN.NBWarFact_ABN 10981 AnimationMode = ONCE 10982 AnimationSpeedFactorRange = 1.0 1.0 10983 Flags = START_FRAME_FIRST 10984 End 10985 TransitionState = DOWN_DEFAULT UP_SNOW 10986 Model = NBWarFact_ABS 10987 Animation = NBWarFact_ABS.NBWarFact_ABS 10988 AnimationMode = ONCE 10989 AnimationSpeedFactorRange = 1.0 1.0 10990 Flags = START_FRAME_FIRST 10991 End 10992 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10993 Model = NBWarFact_ABSN 10994 Animation = NBWarFact_ABSN.NBWarFact_ABSN 10995 AnimationMode = ONCE 10996 AnimationSpeedFactorRange = 1.0 1.0 10997 Flags = START_FRAME_FIRST 10998 End 10999 TransitionState = UP_DAY DOWN_DEFAULT 11000 Model = NBWarFact_AB 11001 Animation = NBWarFact_AB.NBWarFact_AB 11002 AnimationMode = ONCE_BACKWARDS 11003 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11004 Flags = START_FRAME_LAST 11005 End 11006 TransitionState = UP_NIGHT DOWN_DEFAULT 11007 Model = NBWarFact_ABN 11008 Animation = NBWarFact_ABN.NBWarFact_ABN 11009 AnimationMode = ONCE_BACKWARDS 11010 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11011 Flags = START_FRAME_LAST 11012 End 11013 TransitionState = UP_SNOW DOWN_DEFAULT 11014 Model = NBWarFact_ABS 11015 Animation = NBWarFact_ABS.NBWarFact_ABS 11016 AnimationMode = ONCE_BACKWARDS 11017 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11018 Flags = START_FRAME_LAST 11019 End 11020 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11021 Model = NBWarFact_ABSN 11022 Animation = NBWarFact_ABSN.NBWarFact_ABSN 11023 AnimationMode = ONCE_BACKWARDS 11024 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11025 Flags = START_FRAME_LAST 11026 End 11027 End 11028 11029 PlacementViewAngle = -135 11030 11031 ; ***DESIGN parameters *** 11032 DisplayName = OBJECT:WarFactory 11033 Side = Boss 11034 EditorSorting = STRUCTURE 11035 Prerequisites 11036 Object = Boss_SupplyCenter 11037 End 11038 BuildCost = 2000 11039 BuildTime = 15.0 ; in seconds 11040 EnergyProduction = -1 11041 CommandSet = Boss_ChinaWarFactoryCommandSet 11042 VisionRange = 200.0 ; Shroud clearing distance 11043 ShroudClearingRange = 200 11044 ArmorSet 11045 Conditions = None 11046 Armor = StructureArmor 11047 DamageFX = StructureDamageFXNoShake 11048 End 11049 ExperienceValue = 200 200 200 200 ; Experience point value at each level 11050 11051 ; *** AUDIO Parameters *** 11052 VoiceSelect = WarFactoryChinaSelect 11053 SoundOnDamaged = BuildingDamagedStateLight 11054 SoundOnReallyDamaged = BuildingDestroy 11055 11056 UnitSpecificSounds 11057 UnderConstruction = UnderConstructionLoop 11058 End 11059 11060 ; *** ENGINEERING Parameters *** 11061 RadarPriority = STRUCTURE 11062 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 11063 Body = StructureBody ModuleTag_08 11064 MaxHealth = 2000.0 11065 InitialHealth = 2000.0 11066 11067 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11068 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11069 SubdualDamageCap = 2200 11070 SubdualDamageHealRate = 500 11071 SubdualDamageHealAmount = 100 11072 End 11073 11074 Behavior = DestroyDie ModuleTag_09 11075 ;nothing 11076 End 11077 Behavior = CreateObjectDie ModuleTag_10 11078 CreationList = OCL_LargeStructureDebris 11079 End 11080 Behavior = FXListDie ModuleTag_11 11081 DeathFX = FX_StructureMediumDeath 11082 End 11083 11084 Behavior = ProductionUpdate ModuleTag_12 11085 NumDoorAnimations = 1 11086 DoorOpeningTime = 4000 ;in mSeconds 11087 DoorWaitOpenTime = 2000 ;in mSeconds 11088 DoorCloseTime = 5000 ;in mSeconds 11089 ConstructionCompleteDuration = 1500 ;in mSeconds 11090 End 11091 Behavior = DefaultProductionExitUpdate ModuleTag_13 11092 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 11093 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 11094 End 11095 Behavior = RepairDockUpdate ModuleTag_14 11096 TimeForFullHeal = 5000 ;(in milliseconds) 11097 NumberApproachPositions = 5 11098 End 11099 11100 Behavior = FlammableUpdate ModuleTag_16 11101 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11102 AflameDamageAmount = 5 ; taking this much damage... 11103 AflameDamageDelay = 500 ; this often. 11104 End 11105 11106 Behavior = GenerateMinefieldBehavior ModuleTag_22 11107 TriggeredBy = Upgrade_ChinaMines 11108 MineName = ChinaStandardMine 11109 SmartBorder = Yes 11110 AlwaysCircular = Yes 11111 11112 Upgradable = Yes 11113 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 11114 UpgradedMineName = ChinaEMPMine 11115 End 11116 11117 Behavior = TransitionDamageFX ModuleTag_23 11118 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 11119 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11120 ;--------------------------------------------------------------------------------------- 11121 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11122 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 11123 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 11124 End 11125 11126 Behavior = CommandSetUpgrade ModuleTag_25 11127 CommandSet = Boss_ChinaWarFactoryCommandSetUpgrade 11128 TriggeredBy = Upgrade_ChinaMines 11129 End 11130 11131 Behavior = ArmorUpgrade ModuleTag_26 11132 TriggeredBy = Upgrade_ChinaEMPMines 11133 End 11134 11135 11136 Geometry = BOX 11137 GeometryMajorRadius = 57.0 11138 GeometryMinorRadius = 61.0 11139 GeometryHeight = 30.0 11140 GeometryIsSmall = No 11141 FactoryExitWidth = 25 11142 Shadow = SHADOW_VOLUME 11143 BuildCompletion = PLACED_BY_PLAYER 11144 11145 End 11146 11147 11148 11149 11150 11151 11152 11153 11154 11155 11156 11157 11158 11159 11160 11161 11162 11163 11164 11165 11166 11167 11168 11169 11170 11171 11172 11173 11174 11175 11176 ;------------------------------------------------------------------------------ 11177 Object Boss_PatriotBattery 11178 11179 ; *** ART Parameters *** 11180 SelectPortrait = SAPatriot_L 11181 ButtonImage = SAPatriot 11182 Draw = W3DModelDraw ModuleTag_01 11183 11184 OkToChangeModelColor = Yes 11185 11186 DefaultConditionState 11187 Model = ABPatriot 11188 Turret = TURRET01 11189 TurretPitch = TURRETEL 11190 WeaponLaunchBone = PRIMARY WeaponA 11191 WeaponLaunchBone = SECONDARY WeaponA 11192 WeaponLaunchBone = TERTIARY WeaponA 11193 WeaponFireFXBone = PRIMARY WeaponA 11194 WeaponFireFXBone = SECONDARY WeaponA 11195 WeaponFireFXBone = TERTIARY WeaponA 11196 End 11197 AliasConditionState = NIGHT 11198 11199 ConditionState = DAMAGED 11200 Model = ABPatriot_D 11201 End 11202 AliasConditionState = DAMAGED NIGHT 11203 11204 ConditionState = REALLYDAMAGED RUBBLE 11205 Model = ABPatriot_E 11206 End 11207 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 11208 11209 11210 ConditionState = SNOW 11211 Model = ABPatriot_S 11212 End 11213 AliasConditionState = SNOW NIGHT 11214 11215 ConditionState = DAMAGED SNOW 11216 Model = ABPatriot_DS 11217 End 11218 AliasConditionState = SNOW NIGHT DAMAGED 11219 11220 ConditionState = REALLYDAMAGED RUBBLE SNOW 11221 Model = ABPatriot_ES 11222 End 11223 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 11224 11225 ;************************************************************************************************************************** 11226 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11227 ;for this draw module 11228 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11229 Model = ABPatriot 11230 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11231 End 11232 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11233 11234 11235 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11236 Model = ABPatriot_S 11237 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11238 End 11239 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11240 11241 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11242 Model = ABPatriot_D 11243 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11244 End 11245 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11246 11247 11248 11249 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11250 Model = ABPatriot_DS 11251 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11252 End 11253 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11254 11255 11256 11257 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11258 Model = ABPatriot_E 11259 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11260 End 11261 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11262 11263 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11264 Model = ABPatriot_ES 11265 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11266 End 11267 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11268 11269 11270 11271 ConditionState = AWAITING_CONSTRUCTION 11272 Model = NONE 11273 End 11274 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11275 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11276 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11277 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11278 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11279 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11280 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11281 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11282 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11283 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11284 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11285 AliasConditionState = SOLD DAMAGED 11286 AliasConditionState = SOLD REALLYDAMAGED 11287 AliasConditionState = SOLD NIGHT 11288 AliasConditionState = SOLD NIGHT DAMAGED 11289 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11290 AliasConditionState = SOLD SNOW 11291 AliasConditionState = SOLD SNOW DAMAGED 11292 AliasConditionState = SOLD SNOW REALLYDAMAGED 11293 AliasConditionState = SOLD NIGHT SNOW 11294 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11295 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11296 ;************************************************************************************************************************** 11297 11298 11299 11300 End 11301 11302 ; ------------ construction-zone fence ----------------- 11303 Draw = W3DModelDraw ModuleTag_02 11304 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 11305 DefaultConditionState 11306 Model = None 11307 TransitionKey = DOWN_DEFAULT 11308 End 11309 ConditionState = NIGHT 11310 Model = None 11311 TransitionKey = DOWN_DEFAULT 11312 End 11313 ConditionState = SNOW 11314 Model = None 11315 TransitionKey = DOWN_DEFAULT 11316 End 11317 ConditionState = SNOW NIGHT 11318 Model = None 11319 TransitionKey = DOWN_DEFAULT 11320 End 11321 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11322 Model = ABPatriot_A4 11323 Animation = ABPatriot_A4.ABPatriot_A4 11324 AnimationMode = MANUAL 11325 Flags = START_FRAME_LAST 11326 TransitionKey = UP_DAY 11327 End 11328 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11329 Model = ABPatriot_A4N 11330 Animation = ABPatriot_A4N.ABPatriot_A4N 11331 AnimationMode = MANUAL 11332 Flags = START_FRAME_LAST 11333 TransitionKey = UP_NIGHT 11334 End 11335 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11336 Model = ABPatriot_A4S 11337 Animation = ABPatriot_A4S.ABPatriot_A4S 11338 AnimationMode = MANUAL 11339 Flags = START_FRAME_LAST 11340 TransitionKey = UP_SNOW 11341 End 11342 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11343 Model = ABPatriot_A4SN 11344 Animation = ABPatriot_A4SN.ABPatriot_A4SN 11345 AnimationMode = MANUAL 11346 Flags = START_FRAME_LAST 11347 TransitionKey = UP_SNOWNIGHT 11348 End 11349 TransitionState = DOWN_DEFAULT UP_DAY 11350 Model = ABPatriot_A4 11351 Animation = ABPatriot_A4.ABPatriot_A4 11352 AnimationMode = ONCE 11353 AnimationSpeedFactorRange = 1.0 1.0 11354 Flags = START_FRAME_FIRST 11355 End 11356 TransitionState = DOWN_DEFAULT UP_NIGHT 11357 Model = ABPatriot_A4N 11358 Animation = ABPatriot_A4N.ABPatriot_A4N 11359 AnimationMode = ONCE 11360 AnimationSpeedFactorRange = 1.0 1.0 11361 Flags = START_FRAME_FIRST 11362 End 11363 TransitionState = DOWN_DEFAULT UP_SNOW 11364 Model = ABPatriot_A4S 11365 Animation = ABPatriot_A4S.ABPatriot_A4S 11366 AnimationMode = ONCE 11367 AnimationSpeedFactorRange = 1.0 1.0 11368 Flags = START_FRAME_FIRST 11369 End 11370 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11371 Model = ABPatriot_A4SN 11372 Animation = ABPatriot_A4SN.ABPatriot_A4SN 11373 AnimationMode = ONCE 11374 AnimationSpeedFactorRange = 1.0 1.0 11375 Flags = START_FRAME_FIRST 11376 End 11377 TransitionState = UP_DAY DOWN_DEFAULT 11378 Model = ABPatriot_A4 11379 Animation = ABPatriot_A4.ABPatriot_A4 11380 AnimationMode = ONCE_BACKWARDS 11381 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11382 Flags = START_FRAME_LAST 11383 End 11384 TransitionState = UP_NIGHT DOWN_DEFAULT 11385 Model = ABPatriot_A4N 11386 Animation = ABPatriot_A4N.ABPatriot_A4N 11387 AnimationMode = ONCE_BACKWARDS 11388 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11389 Flags = START_FRAME_LAST 11390 End 11391 TransitionState = UP_SNOW DOWN_DEFAULT 11392 Model = ABPatriot_A4S 11393 Animation = ABPatriot_A4S.ABPatriot_A4S 11394 AnimationMode = ONCE_BACKWARDS 11395 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11396 Flags = START_FRAME_LAST 11397 End 11398 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11399 Model = ABPatriot_A4SN 11400 Animation = ABPatriot_A4SN.ABPatriot_A4SN 11401 AnimationMode = ONCE_BACKWARDS 11402 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11403 Flags = START_FRAME_LAST 11404 End 11405 End 11406 11407 ; ------------ under-construction scaffolding ----------------- 11408 Draw = W3DModelDraw ModuleTag_03 11409 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 11410 MinLODRequired = MEDIUM 11411 DefaultConditionState 11412 Model = None 11413 TransitionKey = DOWN_DEFAULT 11414 End 11415 ConditionState = NIGHT 11416 Model = None 11417 TransitionKey = DOWN_DEFAULT 11418 End 11419 ConditionState = SNOW 11420 Model = None 11421 TransitionKey = DOWN_DEFAULT 11422 End 11423 ConditionState = SNOW NIGHT 11424 Model = None 11425 TransitionKey = DOWN_DEFAULT 11426 End 11427 ConditionState = PARTIALLY_CONSTRUCTED 11428 Model = ABPatriot_A6 11429 Animation = ABPatriot_A6.ABPatriot_A6 11430 AnimationMode = MANUAL 11431 Flags = START_FRAME_LAST 11432 TransitionKey = UP_DAY 11433 ParticleSysBone = Sparks01 BuildUpBlueSpark 11434 ParticleSysBone = Sparks02 BuildUpBlueSpark 11435 End 11436 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 11437 Model = ABPatriot_A6N 11438 Animation = ABPatriot_A6N.ABPatriot_A6N 11439 AnimationMode = MANUAL 11440 Flags = START_FRAME_LAST 11441 TransitionKey = UP_NIGHT 11442 ParticleSysBone = Sparks01 BuildUpBlueSpark 11443 ParticleSysBone = Sparks02 BuildUpBlueSpark 11444 End 11445 ConditionState = SNOW PARTIALLY_CONSTRUCTED 11446 Model = ABPatriot_A6S 11447 Animation = ABPatriot_A6S.ABPatriot_A6S 11448 AnimationMode = MANUAL 11449 Flags = START_FRAME_LAST 11450 TransitionKey = UP_SNOW 11451 ParticleSysBone = Sparks01 BuildUpBlueSpark 11452 ParticleSysBone = Sparks02 BuildUpBlueSpark 11453 End 11454 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 11455 Model = ABPatriot_A6SN 11456 Animation = ABPatriot_A6SN.ABPatriot_A6SN 11457 AnimationMode = MANUAL 11458 Flags = START_FRAME_LAST 11459 TransitionKey = UP_SNOWNIGHT 11460 ParticleSysBone = Sparks01 BuildUpBlueSpark 11461 ParticleSysBone = Sparks02 BuildUpBlueSpark 11462 End 11463 TransitionState = DOWN_DEFAULT UP_DAY 11464 Model = ABPatriot_A6 11465 Animation = ABPatriot_A6.ABPatriot_A6 11466 AnimationMode = ONCE 11467 AnimationSpeedFactorRange = 1.0 1.0 11468 Flags = START_FRAME_FIRST 11469 End 11470 TransitionState = DOWN_DEFAULT UP_NIGHT 11471 Model = ABPatriot_A6N 11472 Animation = ABPatriot_A6N.ABPatriot_A6N 11473 AnimationMode = ONCE 11474 AnimationSpeedFactorRange = 1.0 1.0 11475 Flags = START_FRAME_FIRST 11476 End 11477 TransitionState = DOWN_DEFAULT UP_SNOW 11478 Model = ABPatriot_A6S 11479 Animation = ABPatriot_A6S.ABPatriot_A6S 11480 AnimationMode = ONCE 11481 AnimationSpeedFactorRange = 1.0 1.0 11482 Flags = START_FRAME_FIRST 11483 End 11484 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11485 Model = ABPatriot_A6SN 11486 Animation = ABPatriot_A6SN.ABPatriot_A6SN 11487 AnimationMode = ONCE 11488 AnimationSpeedFactorRange = 1.0 1.0 11489 Flags = START_FRAME_FIRST 11490 End 11491 TransitionState = UP_DAY DOWN_DEFAULT 11492 Model = ABPatriot_A6 11493 Animation = ABPatriot_A6.ABPatriot_A6 11494 AnimationMode = ONCE_BACKWARDS 11495 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11496 Flags = START_FRAME_LAST 11497 End 11498 TransitionState = UP_NIGHT DOWN_DEFAULT 11499 Model = ABPatriot_A6N 11500 Animation = ABPatriot_A6N.ABPatriot_A6N 11501 AnimationMode = ONCE_BACKWARDS 11502 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11503 Flags = START_FRAME_LAST 11504 End 11505 TransitionState = UP_SNOW DOWN_DEFAULT 11506 Model = ABPatriot_A6S 11507 Animation = ABPatriot_A6S.ABPatriot_A6S 11508 AnimationMode = ONCE_BACKWARDS 11509 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11510 Flags = START_FRAME_LAST 11511 End 11512 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11513 Model = ABPatriot_A6SN 11514 Animation = ABPatriot_A6SN.ABPatriot_A6SN 11515 AnimationMode = ONCE_BACKWARDS 11516 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11517 Flags = START_FRAME_LAST 11518 End 11519 End 11520 11521 PlacementViewAngle = -45 11522 11523 ; ***DESIGN parameters *** 11524 DisplayName = OBJECT:PatriotBattery 11525 Side = Boss 11526 EditorSorting = STRUCTURE 11527 Prerequisites 11528 Object = Boss_Barracks 11529 End 11530 BuildCost = 1000 11531 BuildTime = 25.0 ; in seconds 11532 EnergyProduction = -3 11533 WeaponSet 11534 Conditions = None 11535 Weapon = PRIMARY PatriotMissileWeapon 11536 Weapon = SECONDARY PatriotMissileAssistWeapon 11537 Weapon = TERTIARY PatriotMissileWeaponAir 11538 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 11539 AutoChooseSources = SECONDARY NONE 11540 AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT 11541 PreferredAgainst = PRIMARY VEHICLE INFANTRY 11542 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 11543 PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT 11544 ShareWeaponReloadTime = Yes 11545 End 11546 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 11547 ShroudClearingRange = 360 11548 ArmorSet 11549 Conditions = None 11550 Armor = BaseDefenseArmor 11551 DamageFX = StructureDamageFXNoShake 11552 End 11553 CommandSet = Boss_AmericaPatriotBatteryCommandSet 11554 ExperienceValue = 200 200 200 200 ; Experience point value at each level 11555 11556 ;Behavior = AIUpdateInterface ModuleTag_20 11557 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 11558 ; MoodAttackCheckRate = 250 11559 ;End 11560 11561 ; *** AUDIO Parameters *** 11562 VoiceSelect = PatriotBatterySelect 11563 SoundOnDamaged = BuildingDamagedStateLight 11564 SoundOnReallyDamaged = BuildingDestroy 11565 11566 UnitSpecificSounds 11567 UnderConstruction = UnderConstructionLoop 11568 End 11569 11570 UnitSpecificSounds 11571 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 11572 TurretMoveStart = NoSound 11573 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 11574 End 11575 11576 ; *** ENGINEERING Parameters *** 11577 RadarPriority = STRUCTURE 11578 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE 11579 Body = StructureBody ModuleTag_04 11580 MaxHealth = 1000.0 11581 InitialHealth = 1000.0 11582 11583 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11584 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11585 SubdualDamageCap = 1200 11586 SubdualDamageHealRate = 500 11587 SubdualDamageHealAmount = 100 11588 End 11589 11590 Behavior = StealthDetectorUpdate ModuleTag_13 11591 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 11592 DetectionRange = 200 ;Dustin, enable this for independant balancing! 11593 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 11594 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 11595 End 11596 11597 Behavior = BaseRegenerateUpdate ModuleTag_05 11598 ;No data 11599 End 11600 Behavior = AIUpdateInterface ModuleTag_06 11601 Turret 11602 TurretTurnRate = 180 // turn rate, in degrees per sec 11603 TurretPitchRate = 180 11604 AllowsPitch = Yes 11605 NaturalTurretPitch = 45 11606 GroundUnitPitch = 40 11607 MinPhysicalPitch = -20 11608 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 11609 MinIdleScanInterval = 250 ; in milliseconds 11610 MaxIdleScanInterval = 250 ; in milliseconds 11611 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 11612 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 11613 End 11614 11615 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 11616 MoodAttackCheckRate = 250 11617 End 11618 11619 Behavior = AssistedTargetingUpdate ModuleTag_07 11620 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 11621 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 11622 LaserFromAssisted = Boss_PatriotBinaryDataStream ; Stream to draw from the requestor to me 11623 LaserToTarget = Boss_PatriotBinaryDataStream ; Stream to draw from me to the target 11624 End 11625 11626 Behavior = DestroyDie ModuleTag_08 11627 ;nothing 11628 End 11629 Behavior = CreateObjectDie ModuleTag_09 11630 CreationList = OCL_AmericanRangerDebris03 11631 ExemptStatus = UNDER_CONSTRUCTION 11632 End 11633 Behavior = FXListDie ModuleTag_10 11634 DeathFX = FX_StructureTinyDeath 11635 End 11636 11637 Behavior = FlammableUpdate ModuleTag_12 11638 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11639 AflameDamageAmount = 5 ; taking this much damage... 11640 AflameDamageDelay = 500 ; this often. 11641 End 11642 11643 Behavior = TransitionDamageFX ModuleTag_14 11644 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 11645 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 11646 ;--------------------------------------------------------------------------------------- 11647 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 11648 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 11649 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 11650 End 11651 11652 Behavior = CommandSetUpgrade ModuleTag_15 11653 CommandSet = Boss_AmericaPatriotBatteryCommandSetUpgrade 11654 TriggeredBy = Upgrade_ChinaMines 11655 End 11656 11657 Behavior = GenerateMinefieldBehavior ModuleTag_16 11658 TriggeredBy = Upgrade_ChinaMines 11659 MineName = ChinaStandardMine 11660 SmartBorder = Yes 11661 AlwaysCircular = Yes 11662 11663 Upgradable = Yes 11664 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 11665 UpgradedMineName = ChinaEMPMine 11666 End 11667 11668 Behavior = ProductionUpdate ModuleTag_17 11669 ; nothing 11670 End 11671 11672 Behavior = ArmorUpgrade ModuleTag_18 11673 TriggeredBy = Upgrade_ChinaEMPMines 11674 End 11675 11676 11677 11678 Geometry = CYLINDER 11679 GeometryMajorRadius = 12.0 11680 GeometryMinorRadius = 1.0 11681 GeometryHeight = 14.0 11682 GeometryIsSmall = No 11683 Shadow = SHADOW_VOLUME 11684 BuildCompletion = PLACED_BY_PLAYER 11685 11686 End 11687 11688 11689 11690 11691 11692 11693 11694 11695 11696 11697 11698 11699 11700 11701 11702 11703 11704 11705 11706 11707 11708 11709 11710 11711 11712 ;------------------------------------------------------------------------------ 11713 Object Boss_Bunker 11714 11715 ; *** ART Parameters *** 11716 SelectPortrait = SNBunker_L 11717 ButtonImage = SNBunker 11718 Draw = W3DModelDraw ModuleTag_01 11719 OkToChangeModelColor = Yes 11720 11721 11722 ;day 11723 ConditionState = NONE 11724 Model = NBBunker 11725 End 11726 ConditionState = DAMAGED 11727 Model = NBBunker_D 11728 ParticleSysBone = Fire01 SmolderingFire 11729 ParticleSysBone = Smoke01 SmolderingSmoke 11730 ParticleSysBone = Fire01 SmolderingFlameCore 11731 ParticleSysBone = Fire02 SmolderingFire 11732 ParticleSysBone = Smoke02 SmolderingSmoke 11733 ParticleSysBone = Fire02 SmolderingFlameCore 11734 End 11735 ConditionState = REALLYDAMAGED RUBBLE 11736 Model = NBBunker_E 11737 ParticleSysBone = Fire01 SmolderingFire 11738 ParticleSysBone = Fire01 SmolderingFlameCore 11739 ParticleSysBone = Fire02 SmolderingFire 11740 ParticleSysBone = Fire02 SmolderingFlameCore 11741 ParticleSysBone = Fire03 SmolderingFire 11742 ParticleSysBone = Fire03 SmolderingFlameCore 11743 ParticleSysBone = Fire04 SmolderingFire 11744 ParticleSysBone = Fire04 SmolderingFlameCore 11745 ParticleSysBone = Fire05 SmolderingFire 11746 ParticleSysBone = Fire05 SmolderingFlameCore 11747 ParticleSysBone = Smoke01 SmolderingSmoke 11748 ParticleSysBone = Smoke02 SmolderingSmoke 11749 ParticleSysBone = Smoke03 SmolderingSmoke 11750 ParticleSysBone = Smoke04 SmolderingSmoke 11751 ParticleSysBone = Smoke05 SmolderingSmoke 11752 End 11753 11754 ConditionState = GARRISONED 11755 Model = NBBunker_G 11756 End 11757 ConditionState = DAMAGED GARRISONED 11758 Model = NBBunker_DG 11759 ParticleSysBone = Fire01 SmolderingFire 11760 ParticleSysBone = Smoke01 SmolderingSmoke 11761 ParticleSysBone = Fire01 SmolderingFlameCore 11762 ParticleSysBone = Fire02 SmolderingFire 11763 ParticleSysBone = Smoke02 SmolderingSmoke 11764 ParticleSysBone = Fire02 SmolderingFlameCore 11765 End 11766 ConditionState = REALLYDAMAGED RUBBLE GARRISONED 11767 Model = NBBunker_EG 11768 ParticleSysBone = Fire01 SmolderingFire 11769 ParticleSysBone = Fire01 SmolderingFlameCore 11770 ParticleSysBone = Fire02 SmolderingFire 11771 ParticleSysBone = Fire02 SmolderingFlameCore 11772 ParticleSysBone = Fire03 SmolderingFire 11773 ParticleSysBone = Fire03 SmolderingFlameCore 11774 ParticleSysBone = Fire04 SmolderingFire 11775 ParticleSysBone = Fire04 SmolderingFlameCore 11776 ParticleSysBone = Fire05 SmolderingFire 11777 ParticleSysBone = Fire05 SmolderingFlameCore 11778 ParticleSysBone = Smoke01 SmolderingSmoke 11779 ParticleSysBone = Smoke02 SmolderingSmoke 11780 ParticleSysBone = Smoke03 SmolderingSmoke 11781 ParticleSysBone = Smoke04 SmolderingSmoke 11782 ParticleSysBone = Smoke05 SmolderingSmoke 11783 End 11784 11785 11786 11787 ConditionState = SNOW 11788 Model = NBBunker_S 11789 End 11790 ConditionState = DAMAGED SNOW 11791 Model = NBBunker_DS 11792 ParticleSysBone = Fire01 SmolderingFire 11793 ParticleSysBone = Smoke01 SmolderingSmoke 11794 ParticleSysBone = Fire01 SmolderingFlameCore 11795 ParticleSysBone = Fire02 SmolderingFire 11796 ParticleSysBone = Smoke02 SmolderingSmoke 11797 ParticleSysBone = Fire02 SmolderingFlameCore 11798 End 11799 ConditionState = REALLYDAMAGED RUBBLE SNOW 11800 Model = NBBunker_ES 11801 ParticleSysBone = Fire01 SmolderingFire 11802 ParticleSysBone = Fire01 SmolderingFlameCore 11803 ParticleSysBone = Fire02 SmolderingFire 11804 ParticleSysBone = Fire02 SmolderingFlameCore 11805 ParticleSysBone = Fire03 SmolderingFire 11806 ParticleSysBone = Fire03 SmolderingFlameCore 11807 ParticleSysBone = Fire04 SmolderingFire 11808 ParticleSysBone = Fire04 SmolderingFlameCore 11809 ParticleSysBone = Fire05 SmolderingFire 11810 ParticleSysBone = Fire05 SmolderingFlameCore 11811 ParticleSysBone = Smoke01 SmolderingSmoke 11812 ParticleSysBone = Smoke02 SmolderingSmoke 11813 ParticleSysBone = Smoke03 SmolderingSmoke 11814 ParticleSysBone = Smoke04 SmolderingSmoke 11815 ParticleSysBone = Smoke05 SmolderingSmoke 11816 End 11817 11818 11819 ConditionState = SNOW GARRISONED 11820 Model = NBBunker_SG 11821 End 11822 ConditionState = DAMAGED SNOW GARRISONED 11823 Model = NBBunker_DSG 11824 ParticleSysBone = Fire01 SmolderingFire 11825 ParticleSysBone = Smoke01 SmolderingSmoke 11826 ParticleSysBone = Fire01 SmolderingFlameCore 11827 ParticleSysBone = Fire02 SmolderingFire 11828 ParticleSysBone = Smoke02 SmolderingSmoke 11829 ParticleSysBone = Fire02 SmolderingFlameCore 11830 End 11831 ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED 11832 Model = NBBunker_ESG 11833 ParticleSysBone = Fire01 SmolderingFire 11834 ParticleSysBone = Fire01 SmolderingFlameCore 11835 ParticleSysBone = Fire02 SmolderingFire 11836 ParticleSysBone = Fire02 SmolderingFlameCore 11837 ParticleSysBone = Fire03 SmolderingFire 11838 ParticleSysBone = Fire03 SmolderingFlameCore 11839 ParticleSysBone = Fire04 SmolderingFire 11840 ParticleSysBone = Fire04 SmolderingFlameCore 11841 ParticleSysBone = Fire05 SmolderingFire 11842 ParticleSysBone = Fire05 SmolderingFlameCore 11843 ParticleSysBone = Smoke01 SmolderingSmoke 11844 ParticleSysBone = Smoke02 SmolderingSmoke 11845 ParticleSysBone = Smoke03 SmolderingSmoke 11846 ParticleSysBone = Smoke04 SmolderingSmoke 11847 ParticleSysBone = Smoke05 SmolderingSmoke 11848 End 11849 11850 11851 11852 11853 ;night 11854 ConditionState = NIGHT 11855 Model = NBBunker_N 11856 End 11857 ConditionState = DAMAGED NIGHT 11858 Model = NBBunker_DN 11859 ParticleSysBone = Fire01 SmolderingFire 11860 ParticleSysBone = Smoke01 SmolderingSmoke 11861 ParticleSysBone = Fire01 SmolderingFlameCore 11862 ParticleSysBone = Fire02 SmolderingFire 11863 ParticleSysBone = Smoke02 SmolderingSmoke 11864 ParticleSysBone = Fire02 SmolderingFlameCore 11865 End 11866 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11867 Model = NBBunker_EN 11868 ParticleSysBone = Fire01 SmolderingFire 11869 ParticleSysBone = Fire01 SmolderingFlameCore 11870 ParticleSysBone = Fire02 SmolderingFire 11871 ParticleSysBone = Fire02 SmolderingFlameCore 11872 ParticleSysBone = Fire03 SmolderingFire 11873 ParticleSysBone = Fire03 SmolderingFlameCore 11874 ParticleSysBone = Fire04 SmolderingFire 11875 ParticleSysBone = Fire04 SmolderingFlameCore 11876 ParticleSysBone = Fire05 SmolderingFire 11877 ParticleSysBone = Fire05 SmolderingFlameCore 11878 ParticleSysBone = Smoke01 SmolderingSmoke 11879 ParticleSysBone = Smoke02 SmolderingSmoke 11880 ParticleSysBone = Smoke03 SmolderingSmoke 11881 ParticleSysBone = Smoke04 SmolderingSmoke 11882 ParticleSysBone = Smoke05 SmolderingSmoke 11883 End 11884 11885 ;night 11886 ConditionState = NIGHT GARRISONED 11887 Model = NBBunker_NG 11888 End 11889 ConditionState = DAMAGED NIGHT GARRISONED 11890 Model = NBBunker_DNG 11891 ParticleSysBone = Fire01 SmolderingFire 11892 ParticleSysBone = Smoke01 SmolderingSmoke 11893 ParticleSysBone = Fire01 SmolderingFlameCore 11894 ParticleSysBone = Fire02 SmolderingFire 11895 ParticleSysBone = Smoke02 SmolderingSmoke 11896 ParticleSysBone = Fire02 SmolderingFlameCore 11897 End 11898 ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED 11899 Model = NBBunker_ENG 11900 ParticleSysBone = Fire01 SmolderingFire 11901 ParticleSysBone = Fire01 SmolderingFlameCore 11902 ParticleSysBone = Fire02 SmolderingFire 11903 ParticleSysBone = Fire02 SmolderingFlameCore 11904 ParticleSysBone = Fire03 SmolderingFire 11905 ParticleSysBone = Fire03 SmolderingFlameCore 11906 ParticleSysBone = Fire04 SmolderingFire 11907 ParticleSysBone = Fire04 SmolderingFlameCore 11908 ParticleSysBone = Fire05 SmolderingFire 11909 ParticleSysBone = Fire05 SmolderingFlameCore 11910 ParticleSysBone = Smoke01 SmolderingSmoke 11911 ParticleSysBone = Smoke02 SmolderingSmoke 11912 ParticleSysBone = Smoke03 SmolderingSmoke 11913 ParticleSysBone = Smoke04 SmolderingSmoke 11914 ParticleSysBone = Smoke05 SmolderingSmoke 11915 End 11916 11917 11918 11919 11920 ;night snow 11921 ConditionState = NIGHT SNOW 11922 Model = NBBunker_NS 11923 End 11924 ConditionState = DAMAGED NIGHT SNOW 11925 Model = NBBunker_DNS 11926 ParticleSysBone = Fire01 SmolderingFire 11927 ParticleSysBone = Smoke01 SmolderingSmoke 11928 ParticleSysBone = Fire01 SmolderingFlameCore 11929 ParticleSysBone = Fire02 SmolderingFire 11930 ParticleSysBone = Smoke02 SmolderingSmoke 11931 ParticleSysBone = Fire02 SmolderingFlameCore 11932 End 11933 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11934 Model = NBBunker_ENS 11935 ParticleSysBone = Fire01 SmolderingFire 11936 ParticleSysBone = Fire01 SmolderingFlameCore 11937 ParticleSysBone = Fire02 SmolderingFire 11938 ParticleSysBone = Fire02 SmolderingFlameCore 11939 ParticleSysBone = Fire03 SmolderingFire 11940 ParticleSysBone = Fire03 SmolderingFlameCore 11941 ParticleSysBone = Fire04 SmolderingFire 11942 ParticleSysBone = Fire04 SmolderingFlameCore 11943 ParticleSysBone = Fire05 SmolderingFire 11944 ParticleSysBone = Fire05 SmolderingFlameCore 11945 ParticleSysBone = Smoke01 SmolderingSmoke 11946 ParticleSysBone = Smoke02 SmolderingSmoke 11947 ParticleSysBone = Smoke03 SmolderingSmoke 11948 ParticleSysBone = Smoke04 SmolderingSmoke 11949 ParticleSysBone = Smoke05 SmolderingSmoke 11950 End 11951 11952 11953 ;night snow 11954 ConditionState = NIGHT SNOW GARRISONED 11955 Model = NBBunker_NSG 11956 End 11957 ConditionState = DAMAGED NIGHT SNOW GARRISONED 11958 Model = NBBunker_DNSG 11959 ParticleSysBone = Fire01 SmolderingFire 11960 ParticleSysBone = Smoke01 SmolderingSmoke 11961 ParticleSysBone = Fire01 SmolderingFlameCore 11962 ParticleSysBone = Fire02 SmolderingFire 11963 ParticleSysBone = Smoke02 SmolderingSmoke 11964 ParticleSysBone = Fire02 SmolderingFlameCore 11965 End 11966 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED 11967 Model = NBBunker_ENSG 11968 ParticleSysBone = Fire01 SmolderingFire 11969 ParticleSysBone = Fire01 SmolderingFlameCore 11970 ParticleSysBone = Fire02 SmolderingFire 11971 ParticleSysBone = Fire02 SmolderingFlameCore 11972 ParticleSysBone = Fire03 SmolderingFire 11973 ParticleSysBone = Fire03 SmolderingFlameCore 11974 ParticleSysBone = Fire04 SmolderingFire 11975 ParticleSysBone = Fire04 SmolderingFlameCore 11976 ParticleSysBone = Fire05 SmolderingFire 11977 ParticleSysBone = Fire05 SmolderingFlameCore 11978 ParticleSysBone = Smoke01 SmolderingSmoke 11979 ParticleSysBone = Smoke02 SmolderingSmoke 11980 ParticleSysBone = Smoke03 SmolderingSmoke 11981 ParticleSysBone = Smoke04 SmolderingSmoke 11982 ParticleSysBone = Smoke05 SmolderingSmoke 11983 End 11984 11985 11986 ;************************************************************************************************************************** 11987 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11988 ;for this draw module 11989 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11990 Model = NBBunker 11991 ;Animation = NBBunker.NBBunker 11992 ;AnimationMode = LOOP 11993 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11994 End 11995 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11996 Model = NBBunker_D 11997 ;Animation = NBBunker_D.NBBunker_D 11998 ;AnimationMode = LOOP 11999 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12000 End 12001 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12002 Model = NBBunker_E 12003 ;Animation = NBBunker_E.NBBunker_E 12004 ;AnimationMode = LOOP 12005 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12006 End 12007 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12008 Model = NBBunker_N 12009 ;Animation = NBBunker_N.NBBunker_N 12010 ;AnimationMode = LOOP 12011 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12012 End 12013 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12014 Model = NBBunker_DN 12015 ;Animation = NBBunker_DN.NBBunker_DN 12016 ;AnimationMode = LOOP 12017 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12018 End 12019 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12020 Model = NBBunker_EN 12021 ;Animation = NBBunker_EN.NBBunker_EN 12022 ;AnimationMode = LOOP 12023 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12024 End 12025 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12026 Model = NBBunker_S 12027 ;Animation = NBBunker_S.NBBunker_S 12028 ;AnimationMode = LOOP 12029 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12030 End 12031 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12032 Model = NBBunker_DS 12033 ;Animation = NBBunker_DS.NBBunker_DS 12034 ;AnimationMode = LOOP 12035 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12036 End 12037 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12038 Model = NBBunker_ES 12039 ;Animation = NBBunker_ES.NBBunker_ES 12040 ;AnimationMode = LOOP 12041 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12042 End 12043 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12044 Model = NBBunker_NS 12045 ;Animation = NBBunker_NS.NBBunker_NS 12046 ;AnimationMode = LOOP 12047 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12048 End 12049 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12050 Model = NBBunker_DNS 12051 ;Animation = NBBunker_DNS.NBBunker_DNS 12052 ;AnimationMode = LOOP 12053 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12054 End 12055 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12056 Model = NBBunker_ENS 12057 ; Animation = NBBunker_ENS.NBBunker_ENS 12058 ; AnimationMode = LOOP 12059 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12060 End 12061 12062 ConditionState = AWAITING_CONSTRUCTION 12063 Model = NONE 12064 End 12065 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12066 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12067 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12068 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12069 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12070 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12071 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12072 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12073 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12074 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12075 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12076 AliasConditionState = SOLD 12077 AliasConditionState = SOLD DAMAGED 12078 AliasConditionState = SOLD REALLYDAMAGED 12079 AliasConditionState = SOLD NIGHT 12080 AliasConditionState = SOLD NIGHT DAMAGED 12081 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12082 AliasConditionState = SOLD SNOW 12083 AliasConditionState = SOLD SNOW DAMAGED 12084 AliasConditionState = SOLD SNOW REALLYDAMAGED 12085 AliasConditionState = SOLD NIGHT SNOW 12086 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12087 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12088 AliasConditionState = SOLD GARRISONED 12089 AliasConditionState = SOLD DAMAGED GARRISONED 12090 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 12091 AliasConditionState = SOLD NIGHT GARRISONED 12092 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 12093 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 12094 AliasConditionState = SOLD SNOW GARRISONED 12095 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 12096 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 12097 AliasConditionState = SOLD NIGHT SNOW GARRISONED 12098 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 12099 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 12100 ;************************************************************************************************************************** 12101 12102 12103 End 12104 12105 ; ------------ construction-zone fence ----------------- 12106 Draw = W3DModelDraw ModuleTag_02 12107 AnimationsRequirePower = No 12108 DefaultConditionState 12109 Model = None 12110 TransitionKey = DOWN_DEFAULT 12111 End 12112 ConditionState = NIGHT 12113 Model = None 12114 TransitionKey = DOWN_DEFAULT 12115 End 12116 ConditionState = SNOW 12117 Model = None 12118 TransitionKey = DOWN_DEFAULT 12119 End 12120 ConditionState = SNOW NIGHT 12121 Model = None 12122 TransitionKey = DOWN_DEFAULT 12123 End 12124 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12125 Model = NBBunker_A4 12126 Animation = NBBunker_A4.NBBunker_A4 12127 AnimationMode = MANUAL 12128 Flags = START_FRAME_LAST 12129 TransitionKey = UP_DAY 12130 End 12131 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12132 Model = NBBunker_A4N 12133 Animation = NBBunker_A4N.NBBunker_A4N 12134 AnimationMode = MANUAL 12135 Flags = START_FRAME_LAST 12136 TransitionKey = UP_NIGHT 12137 End 12138 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12139 Model = NBBunker_A4S 12140 Animation = NBBunker_A4S.NBBunker_A4S 12141 AnimationMode = MANUAL 12142 Flags = START_FRAME_LAST 12143 TransitionKey = UP_SNOW 12144 End 12145 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12146 Model = NBBunker_A4SN 12147 Animation = NBBunker_A4SN.NBBunker_A4SN 12148 AnimationMode = MANUAL 12149 Flags = START_FRAME_LAST 12150 TransitionKey = UP_SNOWNIGHT 12151 End 12152 TransitionState = DOWN_DEFAULT UP_DAY 12153 Model = NBBunker_A4 12154 Animation = NBBunker_A4.NBBunker_A4 12155 AnimationMode = ONCE 12156 AnimationSpeedFactorRange = 1.0 1.0 12157 Flags = START_FRAME_FIRST 12158 End 12159 TransitionState = DOWN_DEFAULT UP_NIGHT 12160 Model = NBBunker_A4N 12161 Animation = NBBunker_A4N.NBBunker_A4N 12162 AnimationMode = ONCE 12163 AnimationSpeedFactorRange = 1.0 1.0 12164 Flags = START_FRAME_FIRST 12165 End 12166 TransitionState = DOWN_DEFAULT UP_SNOW 12167 Model = NBBunker_A4S 12168 Animation = NBBunker_A4S.NBBunker_A4S 12169 AnimationMode = ONCE 12170 AnimationSpeedFactorRange = 1.0 1.0 12171 Flags = START_FRAME_FIRST 12172 End 12173 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12174 Model = NBBunker_A4SN 12175 Animation = NBBunker_A4SN.NBBunker_A4SN 12176 AnimationMode = ONCE 12177 AnimationSpeedFactorRange = 1.0 1.0 12178 Flags = START_FRAME_FIRST 12179 End 12180 TransitionState = UP_DAY DOWN_DEFAULT 12181 Model = NBBunker_A4 12182 Animation = NBBunker_A4.NBBunker_A4 12183 AnimationMode = ONCE_BACKWARDS 12184 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12185 Flags = START_FRAME_LAST 12186 End 12187 TransitionState = UP_NIGHT DOWN_DEFAULT 12188 Model = NBBunker_A4N 12189 Animation = NBBunker_A4N.NBBunker_A4N 12190 AnimationMode = ONCE_BACKWARDS 12191 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12192 Flags = START_FRAME_LAST 12193 End 12194 TransitionState = UP_SNOW DOWN_DEFAULT 12195 Model = NBBunker_A4S 12196 Animation = NBBunker_A4S.NBBunker_A4S 12197 AnimationMode = ONCE_BACKWARDS 12198 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12199 Flags = START_FRAME_LAST 12200 End 12201 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12202 Model = NBBunker_A4SN 12203 Animation = NBBunker_A4SN.NBBunker_A4SN 12204 AnimationMode = ONCE_BACKWARDS 12205 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12206 Flags = START_FRAME_LAST 12207 End 12208 End 12209 12210 ; ------------ under-construction scaffolding ----------------- 12211 Draw = W3DModelDraw ModuleTag_03 12212 AnimationsRequirePower = No 12213 MinLODRequired = MEDIUM 12214 DefaultConditionState 12215 Model = None 12216 TransitionKey = DOWN_DEFAULT 12217 End 12218 ConditionState = NIGHT 12219 Model = None 12220 TransitionKey = DOWN_DEFAULT 12221 End 12222 ConditionState = SNOW 12223 Model = None 12224 TransitionKey = DOWN_DEFAULT 12225 End 12226 ConditionState = SNOW NIGHT 12227 Model = None 12228 TransitionKey = DOWN_DEFAULT 12229 End 12230 ConditionState = PARTIALLY_CONSTRUCTED 12231 Model = NBBunker_A6 12232 Animation = NBBunker_A6.NBBunker_A6 12233 AnimationMode = MANUAL 12234 Flags = START_FRAME_LAST 12235 TransitionKey = UP_DAY 12236 ParticleSysBone = Smoke01 BuildUpSmokeChina 12237 ParticleSysBone = Smoke02 BuildUpSmokeChina 12238 ParticleSysBone = Smoke03 BuildUpSmokeChina 12239 ParticleSysBone = Smoke04 BuildUpSmokeChina 12240 End 12241 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12242 Model = NBBunker_A6N 12243 Animation = NBBunker_A6N.NBBunker_A6N 12244 AnimationMode = MANUAL 12245 Flags = START_FRAME_LAST 12246 TransitionKey = UP_NIGHT 12247 ParticleSysBone = Smoke01 BuildUpSmokeChina 12248 ParticleSysBone = Smoke02 BuildUpSmokeChina 12249 ParticleSysBone = Smoke03 BuildUpSmokeChina 12250 ParticleSysBone = Smoke04 BuildUpSmokeChina 12251 End 12252 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12253 Model = NBBunker_A6S 12254 Animation = NBBunker_A6S.NBBunker_A6S 12255 AnimationMode = MANUAL 12256 Flags = START_FRAME_LAST 12257 TransitionKey = UP_SNOW 12258 ParticleSysBone = Smoke01 BuildUpSnowSmoke 12259 ParticleSysBone = Smoke02 BuildUpSnowSmoke 12260 ParticleSysBone = Smoke03 BuildUpSnowSmoke 12261 ParticleSysBone = Smoke04 BuildUpSnowSmoke 12262 End 12263 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12264 Model = NBBunker_A6SN 12265 Animation = NBBunker_A6SN.NBBunker_A6SN 12266 AnimationMode = MANUAL 12267 Flags = START_FRAME_LAST 12268 TransitionKey = UP_SNOWNIGHT 12269 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 12270 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 12271 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 12272 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 12273 End 12274 TransitionState = DOWN_DEFAULT UP_DAY 12275 Model = NBBunker_A6 12276 Animation = NBBunker_A6.NBBunker_A6 12277 AnimationMode = ONCE 12278 AnimationSpeedFactorRange = 1.0 1.0 12279 Flags = START_FRAME_FIRST 12280 End 12281 TransitionState = DOWN_DEFAULT UP_NIGHT 12282 Model = NBBunker_A6N 12283 Animation = NBBunker_A6N.NBBunker_A6N 12284 AnimationMode = ONCE 12285 AnimationSpeedFactorRange = 1.0 1.0 12286 Flags = START_FRAME_FIRST 12287 End 12288 TransitionState = DOWN_DEFAULT UP_SNOW 12289 Model = NBBunker_A6S 12290 Animation = NBBunker_A6S.NBBunker_A6S 12291 AnimationMode = ONCE 12292 AnimationSpeedFactorRange = 1.0 1.0 12293 Flags = START_FRAME_FIRST 12294 End 12295 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12296 Model = NBBunker_A6SN 12297 Animation = NBBunker_A6SN.NBBunker_A6SN 12298 AnimationMode = ONCE 12299 AnimationSpeedFactorRange = 1.0 1.0 12300 Flags = START_FRAME_FIRST 12301 End 12302 TransitionState = UP_DAY DOWN_DEFAULT 12303 Model = NBBunker_A6 12304 Animation = NBBunker_A6.NBBunker_A6 12305 AnimationMode = ONCE_BACKWARDS 12306 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12307 Flags = START_FRAME_LAST 12308 End 12309 TransitionState = UP_NIGHT DOWN_DEFAULT 12310 Model = NBBunker_A6N 12311 Animation = NBBunker_A6N.NBBunker_A6N 12312 AnimationMode = ONCE_BACKWARDS 12313 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12314 Flags = START_FRAME_LAST 12315 End 12316 TransitionState = UP_SNOW DOWN_DEFAULT 12317 Model = NBBunker_A6S 12318 Animation = NBBunker_A6S.NBBunker_A6S 12319 AnimationMode = ONCE_BACKWARDS 12320 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12321 Flags = START_FRAME_LAST 12322 End 12323 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12324 Model = NBBunker_A6SN 12325 Animation = NBBunker_A6SN.NBBunker_A6SN 12326 AnimationMode = ONCE_BACKWARDS 12327 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12328 Flags = START_FRAME_LAST 12329 End 12330 End 12331 12332 ; ------------ being-constructed crane ----------------- 12333 Draw = W3DModelDraw ModuleTag_04 12334 AnimationsRequirePower = No 12335 DefaultConditionState 12336 Model = None 12337 TransitionKey = DOWN_DEFAULT 12338 End 12339 ConditionState = NIGHT 12340 Model = None 12341 TransitionKey = DOWN_DEFAULT 12342 End 12343 ConditionState = SNOW 12344 Model = None 12345 TransitionKey = DOWN_DEFAULT 12346 End 12347 ConditionState = SNOW NIGHT 12348 Model = None 12349 TransitionKey = DOWN_DEFAULT 12350 End 12351 ConditionState = SOLD 12352 Model = NONE 12353 End 12354 12355 ConditionState = ACTIVELY_BEING_CONSTRUCTED 12356 Model = NBBunker_A5 12357 Animation = NBBunker_A5.NBBunker_A5 12358 AnimationMode = LOOP 12359 TransitionKey = UP_DAY 12360 End 12361 12362 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 12363 Model = NBBunker_A5N 12364 Animation = NBBunker_A5N.NBBunker_A5N 12365 AnimationMode = LOOP 12366 TransitionKey = UP_NIGHT 12367 End 12368 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 12369 Model = NBBunker_A5S 12370 Animation = NBBunker_A5S.NBBunker_A5S 12371 AnimationMode = LOOP 12372 TransitionKey = UP_SNOW 12373 End 12374 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 12375 Model = NBBunker_A5SN 12376 Animation = NBBunker_A5SN.NBBunker_A5SN 12377 AnimationMode = LOOP 12378 TransitionKey = UP_SNOWNIGHT 12379 End 12380 TransitionState = DOWN_DEFAULT UP_DAY 12381 Model = NBBunker_AB 12382 Animation = NBBunker_AB.NBBunker_AB 12383 AnimationMode = ONCE 12384 AnimationSpeedFactorRange = 1.0 1.0 12385 Flags = START_FRAME_FIRST 12386 End 12387 12388 TransitionState = DOWN_DEFAULT UP_NIGHT 12389 Model = NBBunker_ABN 12390 Animation = NBBunker_ABN.NBBunker_ABN 12391 AnimationMode = ONCE 12392 AnimationSpeedFactorRange = 1.0 1.0 12393 Flags = START_FRAME_FIRST 12394 End 12395 TransitionState = DOWN_DEFAULT UP_SNOW 12396 Model = NBBunker_ABS 12397 Animation = NBBunker_ABS.NBBunker_ABS 12398 AnimationMode = ONCE 12399 AnimationSpeedFactorRange = 1.0 1.0 12400 Flags = START_FRAME_FIRST 12401 End 12402 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12403 Model = NBBunker_ABSN 12404 Animation = NBBunker_ABSN.NBBunker_ABSN 12405 AnimationMode = ONCE 12406 AnimationSpeedFactorRange = 1.0 1.0 12407 Flags = START_FRAME_FIRST 12408 End 12409 TransitionState = UP_DAY DOWN_DEFAULT 12410 Model = NBBunker_AB 12411 Animation = NBBunker_AB.NBBunker_AB 12412 AnimationMode = ONCE_BACKWARDS 12413 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12414 Flags = START_FRAME_LAST 12415 End 12416 TransitionState = UP_NIGHT DOWN_DEFAULT 12417 Model = NBBunker_ABN 12418 Animation = NBBunker_ABN.NBBunker_ABN 12419 AnimationMode = ONCE_BACKWARDS 12420 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12421 Flags = START_FRAME_LAST 12422 End 12423 TransitionState = UP_SNOW DOWN_DEFAULT 12424 Model = NBBunker_ABS 12425 Animation = NBBunker_ABS.NBBunker_ABS 12426 AnimationMode = ONCE_BACKWARDS 12427 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12428 Flags = START_FRAME_LAST 12429 End 12430 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12431 Model = NBBunker_ABSN 12432 Animation = NBBunker_ABSN.NBBunker_ABSN 12433 AnimationMode = ONCE_BACKWARDS 12434 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12435 Flags = START_FRAME_LAST 12436 End 12437 End 12438 12439 PlacementViewAngle = -135 12440 12441 ; ***DESIGN parameters *** 12442 DisplayName = OBJECT:Bunker 12443 Side = Boss 12444 EditorSorting = STRUCTURE 12445 Prerequisites 12446 Object = Boss_Barracks 12447 End 12448 BuildCost = 400 12449 BuildTime = 5.0 ; in seconds 12450 EnergyProduction = 0 12451 VisionRange = 300.0 ; Shroud clearing distance 12452 ShroudClearingRange = 200 12453 ArmorSet 12454 Conditions = None 12455 Armor = StructureArmor 12456 DamageFX = StructureDamageFXNoShake 12457 End 12458 CommandSet = ChinaBunkerCommandSet 12459 12460 ; *** AUDIO Parameters *** 12461 VoiceSelect = BunkerSelect 12462 SoundOnDamaged = BuildingDamagedStateLight 12463 SoundOnReallyDamaged = BuildingDestroy 12464 12465 UnitSpecificSounds 12466 UnderConstruction = UnderConstructionLoop 12467 End 12468 12469 ; *** ENGINEERING Parameters *** 12470 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE 12471 Body = StructureBody ModuleTag_05 12472 MaxHealth = 1000.0 12473 InitialHealth = 1000.0 12474 End 12475 ; Behavior = FXListDie ModuleTag_07 12476 ; DeathFX = FX_SmallStructureDeath 12477 ; End 12478 12479 ExperienceValue = 20 20 20 20 ; Experience point value at each level 12480 12481 Behavior = GarrisonContain ModuleTag_08 12482 ContainMax = 5 12483 EnterSound = GarrisonEnter 12484 ExitSound = GarrisonExit 12485 ImmuneToClearBuildingAttacks = Yes 12486 End 12487 12488 Behavior = GenerateMinefieldBehavior ModuleTag_09 12489 TriggeredBy = Upgrade_ChinaMines 12490 MineName = ChinaStandardMine 12491 SmartBorder = Yes 12492 AlwaysCircular = Yes 12493 12494 Upgradable = Yes 12495 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 12496 UpgradedMineName = ChinaEMPMine 12497 End 12498 12499 Behavior = ProductionUpdate ModuleTag_10 12500 ; nothing, but is required if we have any Object-level Upgrades! 12501 End 12502 12503 Behavior = FlammableUpdate ModuleTag_12 12504 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12505 AflameDamageAmount = 5 ; taking this much damage... 12506 AflameDamageDelay = 500 ; this often. 12507 End 12508 12509 Behavior = CreateObjectDie ModuleTag_13 12510 CreationList = OCL_LargeStructureDebris 12511 End 12512 Behavior = FXListDie ModuleTag_14 12513 DeathFX = FX_StructureSmallDeath 12514 End 12515 Behavior = DestroyDie ModuleTag_06 12516 ;nothing 12517 End 12518 12519 Behavior = TransitionDamageFX ModuleTag_15 12520 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 12521 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12522 ;--------------------------------------------------------------------------------------- 12523 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12524 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12525 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12526 End 12527 12528 Behavior = CommandSetUpgrade ModuleTag_25 12529 CommandSet = ChinaBunkerCommandSetUpgrade 12530 TriggeredBy = Upgrade_ChinaMines 12531 End 12532 12533 Behavior = ArmorUpgrade ModuleTag_26 12534 TriggeredBy = Upgrade_ChinaEMPMines 12535 End 12536 12537 12538 Geometry = BOX 12539 GeometryMajorRadius = 16.0 12540 GeometryMinorRadius = 16.0 12541 GeometryHeight = 20.0 12542 GeometryIsSmall = No 12543 Shadow = SHADOW_VOLUME 12544 BuildCompletion = PLACED_BY_PLAYER 12545 12546 End 12547 12548 12549 12550 12551 12552 12553 12554 12555 12556 12557 12558 12559 12560 12561 12562 12563 12564 12565 12566 12567 12568 12569 12570 12571 12572 12573 12574 12575 12576 12577 12578 12579 12580 12581 12582 12583 12584 12585 12586 12587 12588 12589 12590 12591 12592 12593 12594 ;------------------------------------------------------------------------------ 12595 Object Boss_GattlingCannon 12596 12597 ; *** ART Parameters *** 12598 SelectPortrait = SNGatTower_L 12599 ButtonImage = SNGatTower 12600 UpgradeCameo1 = Upgrade_ChinaChainGuns 12601 Draw = W3DModelDraw ModuleTag_01 12602 OkToChangeModelColor = Yes 12603 12604 ;--------------------- IDLE -------------------------------------------------- 12605 ;------------------------------------------------------------------------------- 12606 12607 ; DAY 12608 DefaultConditionState 12609 Model = NBGattling 12610 Animation = NBGattling_A2.NBGattling_A2 12611 AnimationMode = MANUAL 12612 Turret = TURRET 12613 TurretPitch = TURRETEL 12614 WeaponFireFXBone = PRIMARY Muzzle 12615 WeaponMuzzleFlash = PRIMARY MuzzleFX 12616 WeaponFireFXBone = SECONDARY Muzzle 12617 WeaponMuzzleFlash = SECONDARY MuzzleFX 12618 End 12619 ConditionState = DAMAGED 12620 Model = NBGattling_D 12621 Animation = NBGattling_A2.NBGattling_A2 12622 AnimationMode = MANUAL 12623 Turret = TURRET 12624 TurretPitch = TURRETEL 12625 WeaponFireFXBone = PRIMARY Muzzle 12626 WeaponMuzzleFlash = PRIMARY MuzzleFX 12627 WeaponFireFXBone = SECONDARY Muzzle 12628 WeaponMuzzleFlash = SECONDARY MuzzleFX 12629 ParticleSysBone = SmokeM01 SmokeFactionMedium 12630 ParticleSysBone = SparkM01 SparksMedium 12631 End 12632 ConditionState = REALLYDAMAGED RUBBLE 12633 Model = NBGattling_E 12634 Animation = NBGattling_A2.NBGattling_A2 12635 AnimationMode = MANUAL 12636 Turret = TURRET 12637 TurretPitch = TURRETEL 12638 WeaponFireFXBone = PRIMARY Muzzle 12639 WeaponMuzzleFlash = PRIMARY MuzzleFX 12640 WeaponFireFXBone = SECONDARY Muzzle 12641 WeaponMuzzleFlash = SECONDARY MuzzleFX 12642 ParticleSysBone = Smoke01 SmokeFactionMedium 12643 ParticleSysBone = Smoke02 SmokeFactionMedium 12644 ParticleSysBone = Smoke03 SmokeFactionMedium 12645 ParticleSysBone = SparkM01 SparksMedium 12646 ParticleSysBone = SparkM02 SparksMedium 12647 End 12648 12649 12650 12651 ; NIGHT --------------------------------------------------------------- 12652 ConditionState = NIGHT 12653 Model = NBGattling_N 12654 Animation = NBGattling_A2.NBGattling_A2 12655 AnimationMode = MANUAL 12656 Turret = TURRET 12657 TurretPitch = TURRETEL 12658 WeaponFireFXBone = PRIMARY Muzzle 12659 WeaponMuzzleFlash = PRIMARY MuzzleFX 12660 WeaponFireFXBone = SECONDARY Muzzle 12661 WeaponMuzzleFlash = SECONDARY MuzzleFX 12662 End 12663 ConditionState = DAMAGED NIGHT 12664 Model = NBGattling_DN 12665 Animation = NBGattling_A2.NBGattling_A2 12666 AnimationMode = MANUAL 12667 Turret = TURRET 12668 TurretPitch = TURRETEL 12669 WeaponFireFXBone = PRIMARY Muzzle 12670 WeaponMuzzleFlash = PRIMARY MuzzleFX 12671 WeaponFireFXBone = SECONDARY Muzzle 12672 WeaponMuzzleFlash = SECONDARY MuzzleFX 12673 ParticleSysBone = SmokeM01 SmokeFactionMedium 12674 ParticleSysBone = SparkM01 SparksMedium 12675 End 12676 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12677 Model = NBGattling_EN 12678 Animation = NBGattling_A2.NBGattling_A2 12679 AnimationMode = MANUAL 12680 Turret = TURRET 12681 TurretPitch = TURRETEL 12682 WeaponFireFXBone = PRIMARY Muzzle 12683 WeaponMuzzleFlash = PRIMARY MuzzleFX 12684 WeaponFireFXBone = SECONDARY Muzzle 12685 WeaponMuzzleFlash = SECONDARY MuzzleFX 12686 ParticleSysBone = Smoke01 SmokeFactionMedium 12687 ParticleSysBone = Smoke02 SmokeFactionMedium 12688 ParticleSysBone = Smoke03 SmokeFactionMedium 12689 ParticleSysBone = SparkM01 SparksMedium 12690 ParticleSysBone = SparkM02 SparksMedium 12691 End 12692 12693 12694 ;SNOW --------------------------------------------------------------- 12695 ConditionState = SNOW 12696 Model = NBGattling_S 12697 Animation = NBGattling_A2.NBGattling_A2 12698 AnimationMode = MANUAL 12699 Turret = TURRET 12700 TurretPitch = TURRETEL 12701 WeaponFireFXBone = PRIMARY Muzzle 12702 WeaponMuzzleFlash = PRIMARY MuzzleFX 12703 WeaponFireFXBone = SECONDARY Muzzle 12704 WeaponMuzzleFlash = SECONDARY MuzzleFX 12705 End 12706 12707 ConditionState = DAMAGED SNOW 12708 Model = NBGattling_DS 12709 Animation = NBGattling_A2.NBGattling_A2 12710 AnimationMode = MANUAL 12711 Turret = TURRET 12712 TurretPitch = TURRETEL 12713 WeaponFireFXBone = PRIMARY Muzzle 12714 WeaponMuzzleFlash = PRIMARY MuzzleFX 12715 WeaponFireFXBone = SECONDARY Muzzle 12716 WeaponMuzzleFlash = SECONDARY MuzzleFX 12717 ParticleSysBone = SmokeM01 SmokeFactionMedium 12718 ParticleSysBone = SparkM01 SparksMedium 12719 End 12720 12721 ConditionState = REALLYDAMAGED RUBBLE SNOW 12722 Model = NBGattling_ES 12723 Animation = NBGattling_A2.NBGattling_A2 12724 AnimationMode = MANUAL 12725 Turret = TURRET 12726 TurretPitch = TURRETEL 12727 WeaponFireFXBone = PRIMARY Muzzle 12728 WeaponMuzzleFlash = PRIMARY MuzzleFX 12729 WeaponFireFXBone = SECONDARY Muzzle 12730 WeaponMuzzleFlash = SECONDARY MuzzleFX 12731 ParticleSysBone = Smoke01 SmokeFactionMedium 12732 ParticleSysBone = Smoke02 SmokeFactionMedium 12733 ParticleSysBone = Smoke03 SmokeFactionMedium 12734 ParticleSysBone = SparkM01 SparksMedium 12735 ParticleSysBone = SparkM02 SparksMedium 12736 End 12737 12738 12739 ; NIGHT SNOW --------------------------------------------------------------- 12740 ConditionState = NIGHT SNOW 12741 Model = NBGattling_NS 12742 Animation = NBGattling_A2.NBGattling_A2 12743 AnimationMode = MANUAL 12744 Turret = TURRET 12745 TurretPitch = TURRETEL 12746 WeaponFireFXBone = PRIMARY Muzzle 12747 WeaponMuzzleFlash = PRIMARY MuzzleFX 12748 WeaponFireFXBone = SECONDARY Muzzle 12749 WeaponMuzzleFlash = SECONDARY MuzzleFX 12750 End 12751 12752 ConditionState = DAMAGED NIGHT SNOW 12753 Model = NBGattling_DNS 12754 Animation = NBGattling_A2.NBGattling_A2 12755 AnimationMode = MANUAL 12756 Turret = TURRET 12757 TurretPitch = TURRETEL 12758 WeaponFireFXBone = PRIMARY Muzzle 12759 WeaponMuzzleFlash = PRIMARY MuzzleFX 12760 WeaponFireFXBone = SECONDARY Muzzle 12761 WeaponMuzzleFlash = SECONDARY MuzzleFX 12762 ParticleSysBone = SmokeM01 SmokeFactionMedium 12763 ParticleSysBone = SparkM01 SparksMedium 12764 End 12765 12766 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 12767 Model = NBGattling_ENS 12768 Animation = NBGattling_A2.NBGattling_A2 12769 AnimationMode = MANUAL 12770 Turret = TURRET 12771 TurretPitch = TURRETEL 12772 WeaponFireFXBone = PRIMARY Muzzle 12773 WeaponMuzzleFlash = PRIMARY MuzzleFX 12774 WeaponFireFXBone = SECONDARY Muzzle 12775 WeaponMuzzleFlash = SECONDARY MuzzleFX 12776 ParticleSysBone = Smoke01 SmokeFactionMedium 12777 ParticleSysBone = Smoke02 SmokeFactionMedium 12778 ParticleSysBone = Smoke03 SmokeFactionMedium 12779 ParticleSysBone = SparkM01 SparksMedium 12780 ParticleSysBone = SparkM02 SparksMedium 12781 End 12782 12783 12784 12785 ;---------------- ATTACKING ---------------------------------- 12786 ;------------------------------------------------------------- 12787 ; DAY 12788 ConditionState = ATTACKING 12789 Model = NBGattling 12790 Animation = NBGattling_A2.NBGattling_A2 12791 AnimationMode = LOOP 12792 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12793 End 12794 ConditionState = ATTACKING DAMAGED 12795 Model = NBGattling_D 12796 Animation = NBGattling_A2.NBGattling_A2 12797 AnimationMode = LOOP 12798 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12799 End 12800 ConditionState = ATTACKING REALLYDAMAGED 12801 Model = NBGattling_E 12802 Animation = NBGattling_A2.NBGattling_A2 12803 AnimationMode = LOOP 12804 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12805 End 12806 12807 12808 12809 ;NIGHT --------------------------------------------------------------- 12810 ConditionState = ATTACKING NIGHT 12811 Model = NBGattling_N 12812 Animation = NBGattling_A2.NBGattling_A2 12813 AnimationMode = LOOP 12814 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12815 End 12816 12817 ConditionState = ATTACKING DAMAGED NIGHT 12818 Model = NBGattling_DN 12819 Animation = NBGattling_A2.NBGattling_A2 12820 AnimationMode = LOOP 12821 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12822 End 12823 12824 ConditionState = ATTACKING REALLYDAMAGED NIGHT 12825 Model = NBGattling_EN 12826 Animation = NBGattling_A2.NBGattling_A2 12827 AnimationMode = LOOP 12828 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12829 End 12830 12831 12832 12833 12834 ;SNOW --------------------------------------------------------------- 12835 ConditionState = ATTACKING SNOW 12836 Model = NBGattling_S 12837 Animation = NBGattling_A2.NBGattling_A2 12838 AnimationMode = LOOP 12839 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12840 End 12841 12842 ConditionState = ATTACKING DAMAGED SNOW 12843 Model = NBGattling_DS 12844 Animation = NBGattling_A2.NBGattling_A2 12845 AnimationMode = LOOP 12846 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12847 End 12848 12849 ConditionState = ATTACKING REALLYDAMAGED SNOW 12850 Model = NBGattling_ES 12851 Animation = NBGattling_A2.NBGattling_A2 12852 AnimationMode = LOOP 12853 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12854 End 12855 12856 12857 12858 ;SNOW NIGHT --------------------------------------------------------------- 12859 ConditionState = ATTACKING NIGHT SNOW 12860 Model = NBGattling_NS 12861 Animation = NBGattling_A2.NBGattling_A2 12862 AnimationMode = LOOP 12863 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12864 End 12865 12866 ConditionState = ATTACKING DAMAGED SNOW NIGHT 12867 Model = NBGattling_DNS 12868 Animation = NBGattling_A2.NBGattling_A2 12869 AnimationMode = LOOP 12870 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12871 End 12872 12873 ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW 12874 Model = NBGattling_ENS 12875 Animation = NBGattling_A2.NBGattling_A2 12876 AnimationMode = LOOP 12877 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 12878 End 12879 12880 ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- 12881 ;------------------------------------------------------------- 12882 ; DAY 12883 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 12884 Model = NBGattling 12885 Animation = NBGattling_A2.NBGattling_A2 12886 AnimationMode = LOOP 12887 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12888 End 12889 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING 12890 Model = NBGattling_D 12891 Animation = NBGattling_A2.NBGattling_A2 12892 AnimationMode = LOOP 12893 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12894 End 12895 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 12896 Model = NBGattling_E 12897 Animation = NBGattling_A2.NBGattling_A2 12898 AnimationMode = LOOP 12899 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12900 End 12901 12902 12903 12904 ;NIGHT --------------------------------------------------------------- 12905 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING 12906 Model = NBGattling_N 12907 Animation = NBGattling_A2.NBGattling_A2 12908 AnimationMode = LOOP 12909 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12910 End 12911 12912 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING 12913 Model = NBGattling_DN 12914 Animation = NBGattling_A2.NBGattling_A2 12915 AnimationMode = LOOP 12916 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12917 End 12918 12919 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING 12920 Model = NBGattling_EN 12921 Animation = NBGattling_A2.NBGattling_A2 12922 AnimationMode = LOOP 12923 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12924 End 12925 12926 12927 12928 12929 ;SNOW --------------------------------------------------------------- 12930 ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING 12931 Model = NBGattling_S 12932 Animation = NBGattling_A2.NBGattling_A2 12933 AnimationMode = LOOP 12934 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12935 End 12936 12937 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING 12938 Model = NBGattling_DS 12939 Animation = NBGattling_A2.NBGattling_A2 12940 AnimationMode = LOOP 12941 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12942 End 12943 12944 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING 12945 Model = NBGattling_ES 12946 Animation = NBGattling_A2.NBGattling_A2 12947 AnimationMode = LOOP 12948 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12949 End 12950 12951 12952 12953 ;SNOW NIGHT --------------------------------------------------------------- 12954 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING 12955 Model = NBGattling_NS 12956 Animation = NBGattling_A2.NBGattling_A2 12957 AnimationMode = LOOP 12958 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12959 End 12960 12961 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING 12962 Model = NBGattling_DNS 12963 Animation = NBGattling_A2.NBGattling_A2 12964 AnimationMode = LOOP 12965 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12966 End 12967 12968 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING 12969 Model = NBGattling_ENS 12970 Animation = NBGattling_A2.NBGattling_A2 12971 AnimationMode = LOOP 12972 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 12973 End 12974 12975 12976 12977 12978 ;------------- CONTINUOUS_FIRE_MEAN ------------------------ 12979 ;----------------------------------------------------------- 12980 ;DAY 12981 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 12982 Model = NBGattling 12983 Animation = NBGattling_A2.NBGattling_A2 12984 AnimationMode = LOOP 12985 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12986 End 12987 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING 12988 Model = NBGattling_D 12989 Animation = NBGattling_A2.NBGattling_A2 12990 AnimationMode = LOOP 12991 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12992 End 12993 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 12994 Model = NBGattling_E 12995 Animation = NBGattling_A2.NBGattling_A2 12996 AnimationMode = LOOP 12997 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12998 End 12999 13000 13001 13002 ;NIGHT --------------------------------------------------------------- 13003 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING 13004 Model = NBGattling_N 13005 Animation = NBGattling_A2.NBGattling_A2 13006 AnimationMode = LOOP 13007 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13008 End 13009 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING 13010 Model = NBGattling_DN 13011 Animation = NBGattling_A2.NBGattling_A2 13012 AnimationMode = LOOP 13013 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13014 End 13015 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING 13016 Model = NBGattling_EN 13017 Animation = NBGattling_A2.NBGattling_A2 13018 AnimationMode = LOOP 13019 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 13020 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13021 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13022 End 13023 13024 13025 ;SNOW --------------------------------------------------------------- 13026 ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING 13027 Model = NBGattling_S 13028 Animation = NBGattling_A2.NBGattling_A2 13029 AnimationMode = LOOP 13030 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13031 End 13032 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING 13033 Model = NBGattling_DS 13034 Animation = NBGattling_A2.NBGattling_A2 13035 AnimationMode = LOOP 13036 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13037 End 13038 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING 13039 Model = NBGattling_ES 13040 Animation = NBGattling_A2.NBGattling_A2 13041 AnimationMode = LOOP 13042 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 13043 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13044 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13045 End 13046 13047 13048 ;NIGHT SNOW --------------------------------------------------------------- 13049 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING 13050 Model = NBGattling_NS 13051 Animation = NBGattling_A2.NBGattling_A2 13052 AnimationMode = LOOP 13053 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13054 End 13055 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING 13056 Model = NBGattling_DNS 13057 Animation = NBGattling_A2.NBGattling_A2 13058 AnimationMode = LOOP 13059 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13060 End 13061 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING 13062 Model = NBGattling_ENS 13063 Animation = NBGattling_A2.NBGattling_A2 13064 AnimationMode = LOOP 13065 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 13066 End 13067 13068 13069 13070 13071 13072 13073 ;------------- CONTINUOUS_FIRE_FAST ------------------------ 13074 ;DAY 13075 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 13076 Model = NBGattling 13077 Animation = NBGattling_A2.NBGattling_A2 13078 AnimationMode = LOOP 13079 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13080 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13081 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13082 End 13083 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING 13084 Model = NBGattling_D 13085 Animation = NBGattling_A2.NBGattling_A2 13086 AnimationMode = LOOP 13087 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13088 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13089 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13090 End 13091 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 13092 Model = NBGattling_E 13093 Animation = NBGattling_A2.NBGattling_A2 13094 AnimationMode = LOOP 13095 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13096 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13097 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13098 End 13099 13100 13101 13102 ;NIGHT --------------------------------------------------------------- 13103 ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING 13104 Model = NBGattling_N 13105 Animation = NBGattling_A2.NBGattling_A2 13106 AnimationMode = LOOP 13107 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13108 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13109 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13110 End 13111 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING 13112 Model = NBGattling_DN 13113 Animation = NBGattling_A2.NBGattling_A2 13114 AnimationMode = LOOP 13115 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13116 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13117 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13118 End 13119 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING 13120 Model = NBGattling_EN 13121 Animation = NBGattling_A2.NBGattling_A2 13122 AnimationMode = LOOP 13123 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13124 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13125 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13126 End 13127 13128 13129 ;SNOW --------------------------------------------------------------- 13130 ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING 13131 Model = NBGattling_S 13132 Animation = NBGattling_A2.NBGattling_A2 13133 AnimationMode = LOOP 13134 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13135 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13136 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13137 End 13138 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING 13139 Model = NBGattling_NS 13140 Animation = NBGattling_A2.NBGattling_A2 13141 AnimationMode = LOOP 13142 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13143 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13144 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13145 End 13146 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING 13147 Model = NBGattling_ES 13148 Animation = NBGattling_A2.NBGattling_A2 13149 AnimationMode = LOOP 13150 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13151 End 13152 13153 13154 ;NIGHT SNOW --------------------------------------------------------------- 13155 ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING 13156 Model = NBGattling_NS 13157 Animation = NBGattling_A2.NBGattling_A2 13158 13159 AnimationMode = LOOP 13160 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13161 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13162 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13163 End 13164 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING 13165 Model = NBGattling_DNS 13166 Animation = NBGattling_A2.NBGattling_A2 13167 AnimationMode = LOOP 13168 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13169 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13170 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13171 End 13172 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING 13173 Model = NBGattling_ENS 13174 Animation = NBGattling_A2.NBGattling_A2 13175 AnimationMode = LOOP 13176 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 13177 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 13178 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 13179 End 13180 13181 13182 13183 13184 ;************************************************************************************************************************** 13185 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13186 ;for this draw module 13187 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13188 Model = NBGattling 13189 Animation = NBGattling_A2.NBGattling_A2 13190 AnimationMode = LOOP 13191 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13192 End 13193 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13194 Model = NBGattling_D 13195 Animation = NBGattling_A2.NBGattling_A2 13196 AnimationMode = LOOP 13197 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13198 End 13199 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13200 Model = NBGattling_E 13201 Animation = NBGattling_A2.NBGattling_A2 13202 AnimationMode = LOOP 13203 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13204 End 13205 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13206 Model = NBGattling_N 13207 Animation = NBGattling_A2.NBGattling_A2 13208 AnimationMode = LOOP 13209 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13210 End 13211 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13212 Model = NBGattling_DN 13213 Animation = NBGattling_A2.NBGattling_A2 13214 AnimationMode = LOOP 13215 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13216 End 13217 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13218 Model = NBGattling_EN 13219 Animation = NBGattling_A2.NBGattling_A2 13220 AnimationMode = LOOP 13221 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13222 End 13223 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13224 Model = NBGattling_S 13225 Animation = NBGattling_A2.NBGattling_A2 13226 AnimationMode = LOOP 13227 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13228 End 13229 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13230 Model = NBGattling_DS 13231 Animation = NBGattling_A2.NBGattling_A2 13232 AnimationMode = LOOP 13233 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13234 End 13235 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13236 Model = NBGattling_ES 13237 Animation = NBGattling_A2.NBGattling_A2 13238 AnimationMode = LOOP 13239 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13240 End 13241 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13242 Model = NBGattling_NS 13243 Animation = NBGattling_A2.NBGattling_A2 13244 AnimationMode = LOOP 13245 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13246 End 13247 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13248 Model = NBGattling_DNS 13249 Animation = NBGattling_A2.NBGattling_A2 13250 AnimationMode = LOOP 13251 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13252 End 13253 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13254 Model = NBGattling_ENS 13255 Animation = NBGattling_A2.NBGattling_A2 13256 AnimationMode = LOOP 13257 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13258 End 13259 13260 ConditionState = AWAITING_CONSTRUCTION 13261 Model = NONE 13262 End 13263 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13264 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13265 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13266 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13267 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13268 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13269 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13270 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13271 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13272 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13273 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13274 AliasConditionState = SOLD 13275 AliasConditionState = SOLD DAMAGED 13276 AliasConditionState = SOLD REALLYDAMAGED 13277 AliasConditionState = SOLD NIGHT 13278 AliasConditionState = SOLD NIGHT DAMAGED 13279 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13280 AliasConditionState = SOLD SNOW 13281 AliasConditionState = SOLD SNOW DAMAGED 13282 AliasConditionState = SOLD SNOW REALLYDAMAGED 13283 AliasConditionState = SOLD NIGHT SNOW 13284 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13285 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13286 ;************************************************************************************************************************** 13287 13288 End 13289 13290 13291 13292 13293 ; ------------ construction-zone fence ----------------- 13294 Draw = W3DModelDraw ModuleTag_02 13295 AnimationsRequirePower = No 13296 13297 DefaultConditionState 13298 Model = None 13299 TransitionKey = DOWN_DEFAULT 13300 End 13301 ConditionState = NIGHT 13302 Model = None 13303 TransitionKey = DOWN_DEFAULT 13304 End 13305 ConditionState = SNOW 13306 Model = None 13307 TransitionKey = DOWN_DEFAULT 13308 End 13309 ConditionState = SNOW NIGHT 13310 Model = None 13311 TransitionKey = DOWN_DEFAULT 13312 End 13313 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13314 Model = NBGattling_A4 13315 Animation = NBGattling_A4.NBGattling_A4 13316 AnimationMode = MANUAL 13317 Flags = START_FRAME_LAST 13318 TransitionKey = UP_DAY 13319 End 13320 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13321 Model = NBGattling_A4N 13322 Animation = NBGattling_A4N.NBGattling_A4N 13323 AnimationMode = MANUAL 13324 Flags = START_FRAME_LAST 13325 TransitionKey = UP_NIGHT 13326 End 13327 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13328 Model = NBGattling_A4S 13329 Animation = NBGattling_A4S.NBGattling_A4S 13330 AnimationMode = MANUAL 13331 Flags = START_FRAME_LAST 13332 TransitionKey = UP_SNOW 13333 End 13334 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13335 Model = NBGattling_A4SN 13336 Animation = NBGattling_A4SN.NBGattling_A4SN 13337 AnimationMode = MANUAL 13338 Flags = START_FRAME_LAST 13339 TransitionKey = UP_SNOWNIGHT 13340 End 13341 TransitionState = DOWN_DEFAULT UP_DAY 13342 Model = NBGattling_A4 13343 Animation = NBGattling_A4.NBGattling_A4 13344 AnimationMode = ONCE 13345 AnimationSpeedFactorRange = 1.0 1.0 13346 Flags = START_FRAME_FIRST 13347 End 13348 TransitionState = DOWN_DEFAULT UP_NIGHT 13349 Model = NBGattling_A4N 13350 Animation = NBGattling_A4N.NBGattling_A4N 13351 AnimationMode = ONCE 13352 AnimationSpeedFactorRange = 1.0 1.0 13353 Flags = START_FRAME_FIRST 13354 End 13355 TransitionState = DOWN_DEFAULT UP_SNOW 13356 Model = NBGattling_A4S 13357 Animation = NBGattling_A4S.NBGattling_A4S 13358 AnimationMode = ONCE 13359 AnimationSpeedFactorRange = 1.0 1.0 13360 Flags = START_FRAME_FIRST 13361 End 13362 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13363 Model = NBGattling_A4SN 13364 Animation = NBGattling_A4SN.NBGattling_A4SN 13365 AnimationMode = ONCE 13366 AnimationSpeedFactorRange = 1.0 1.0 13367 Flags = START_FRAME_FIRST 13368 End 13369 TransitionState = UP_DAY DOWN_DEFAULT 13370 Model = NBGattling_A4 13371 Animation = NBGattling_A4.NBGattling_A4 13372 AnimationMode = ONCE_BACKWARDS 13373 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13374 Flags = START_FRAME_LAST 13375 End 13376 TransitionState = UP_NIGHT DOWN_DEFAULT 13377 Model = NBGattling_A4N 13378 Animation = NBGattling_A4N.NBGattling_A4N 13379 AnimationMode = ONCE_BACKWARDS 13380 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13381 Flags = START_FRAME_LAST 13382 End 13383 TransitionState = UP_SNOW DOWN_DEFAULT 13384 Model = NBGattling_A4S 13385 Animation = NBGattling_A4S.NBGattling_A4S 13386 AnimationMode = ONCE_BACKWARDS 13387 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13388 Flags = START_FRAME_LAST 13389 End 13390 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13391 Model = NBGattling_A4SN 13392 Animation = NBGattling_A4SN.NBGattling_A4SN 13393 AnimationMode = ONCE_BACKWARDS 13394 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13395 Flags = START_FRAME_LAST 13396 End 13397 End 13398 13399 ; ------------ under-construction scaffolding ----------------- 13400 Draw = W3DModelDraw ModuleTag_03 13401 AnimationsRequirePower = No 13402 MinLODRequired = MEDIUM 13403 DefaultConditionState 13404 Model = None 13405 TransitionKey = DOWN_DEFAULT 13406 End 13407 ConditionState = NIGHT 13408 Model = None 13409 TransitionKey = DOWN_DEFAULT 13410 End 13411 ConditionState = SNOW 13412 Model = None 13413 TransitionKey = DOWN_DEFAULT 13414 End 13415 ConditionState = SNOW NIGHT 13416 Model = None 13417 TransitionKey = DOWN_DEFAULT 13418 End 13419 ConditionState = PARTIALLY_CONSTRUCTED 13420 Model = NBGattling_A6 13421 Animation = NBGattling_A6.NBGattling_A6 13422 AnimationMode = MANUAL 13423 Flags = START_FRAME_LAST 13424 TransitionKey = UP_DAY 13425 ParticleSysBone = Smoke01 BuildUpSmokeChina 13426 ParticleSysBone = Smoke02 BuildUpSmokeChina 13427 ParticleSysBone = Smoke03 BuildUpSmokeChina 13428 End 13429 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13430 Model = NBGattling_A6N 13431 Animation = NBGattling_A6N.NBGattling_A6N 13432 AnimationMode = MANUAL 13433 Flags = START_FRAME_LAST 13434 TransitionKey = UP_NIGHT 13435 ParticleSysBone = Smoke01 BuildUpSmokeChina 13436 ParticleSysBone = Smoke02 BuildUpSmokeChina 13437 ParticleSysBone = Smoke03 BuildUpSmokeChina 13438 End 13439 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13440 Model = NBGattling_A6S 13441 Animation = NBGattling_A6S.NBGattling_A6S 13442 AnimationMode = MANUAL 13443 Flags = START_FRAME_LAST 13444 TransitionKey = UP_SNOW 13445 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13446 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13447 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13448 End 13449 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13450 Model = NBGattling_A6SN 13451 Animation = NBGattling_A6SN.NBGattling_A6SN 13452 AnimationMode = MANUAL 13453 Flags = START_FRAME_LAST 13454 TransitionKey = UP_SNOWNIGHT 13455 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 13456 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 13457 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 13458 End 13459 TransitionState = DOWN_DEFAULT UP_DAY 13460 Model = NBGattling_A6 13461 Animation = NBGattling_A6.NBGattling_A6 13462 AnimationMode = ONCE 13463 AnimationSpeedFactorRange = 1.0 1.0 13464 Flags = START_FRAME_FIRST 13465 End 13466 TransitionState = DOWN_DEFAULT UP_NIGHT 13467 Model = NBGattling_A6N 13468 Animation = NBGattling_A6N.NBGattling_A6N 13469 AnimationMode = ONCE 13470 AnimationSpeedFactorRange = 1.0 1.0 13471 Flags = START_FRAME_FIRST 13472 End 13473 TransitionState = DOWN_DEFAULT UP_SNOW 13474 Model = NBGattling_A6S 13475 Animation = NBGattling_A6S.NBGattling_A6S 13476 AnimationMode = ONCE 13477 AnimationSpeedFactorRange = 1.0 1.0 13478 Flags = START_FRAME_FIRST 13479 End 13480 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13481 Model = NBGattling_A6SN 13482 Animation = NBGattling_A6SN.NBGattling_A6SN 13483 AnimationMode = ONCE 13484 AnimationSpeedFactorRange = 1.0 1.0 13485 Flags = START_FRAME_FIRST 13486 End 13487 TransitionState = UP_DAY DOWN_DEFAULT 13488 Model = NBGattling_A6 13489 Animation = NBGattling_A6.NBGattling_A6 13490 AnimationMode = ONCE_BACKWARDS 13491 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13492 Flags = START_FRAME_LAST 13493 End 13494 TransitionState = UP_NIGHT DOWN_DEFAULT 13495 Model = NBGattling_A6N 13496 Animation = NBGattling_A6N.NBGattling_A6N 13497 AnimationMode = ONCE_BACKWARDS 13498 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13499 Flags = START_FRAME_LAST 13500 End 13501 TransitionState = UP_SNOW DOWN_DEFAULT 13502 Model = NBGattling_A6S 13503 Animation = NBGattling_A6S.NBGattling_A6S 13504 AnimationMode = ONCE_BACKWARDS 13505 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13506 Flags = START_FRAME_LAST 13507 End 13508 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13509 Model = NBGattling_A6SN 13510 Animation = NBGattling_A6SN.NBGattling_A6SN 13511 AnimationMode = ONCE_BACKWARDS 13512 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13513 Flags = START_FRAME_LAST 13514 End 13515 End 13516 13517 PlacementViewAngle = -45 13518 13519 ; ***DESIGN parameters *** 13520 DisplayName = OBJECT:GattlingCannon 13521 Side = Boss 13522 EditorSorting = STRUCTURE 13523 Prerequisites 13524 Object = Boss_Barracks 13525 End 13526 BuildCost = 1200 13527 BuildTime = 25.0 ; in seconds 13528 EnergyProduction = -3 13529 13530 ExperienceValue = 200 200 200 200 ; Experience point value at each level 13531 13532 WeaponSet 13533 Conditions = None 13534 Weapon = PRIMARY GattlingBuildingGun 13535 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 13536 Weapon = SECONDARY GattlingBuildingGunAir 13537 AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT 13538 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 13539 End 13540 13541 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 13542 ShroudClearingRange = 360 13543 13544 ArmorSet 13545 Conditions = None 13546 Armor = BaseDefenseArmor 13547 DamageFX = StructureDamageFXNoShake 13548 End 13549 CommandSet = ChinaGattlingCannonCommandSet 13550 13551 ;Behavior = AIUpdateInterface ModuleTag_20 13552 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 13553 ; MoodAttackCheckRate = 250 13554 ;End 13555 13556 ; *** AUDIO Parameters *** 13557 VoiceSelect = GattlingCannonSelect 13558 SoundOnDamaged = BuildingDamagedStateLight 13559 SoundOnReallyDamaged = BuildingDestroy 13560 13561 UnitSpecificSounds 13562 UnderConstruction = UnderConstructionLoop 13563 VoiceRapidFire = NoSound 13564 End 13565 13566 UnitSpecificSounds 13567 TurretMoveStart = NoSound 13568 TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud 13569 End 13570 13571 ; *** ENGINEERING Parameters *** 13572 RadarPriority = STRUCTURE 13573 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE 13574 Body = StructureBody ModuleTag_05 13575 MaxHealth = 1000.0 13576 InitialHealth = 1000.0 13577 13578 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13579 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13580 SubdualDamageCap = 1200 13581 SubdualDamageHealRate = 500 13582 SubdualDamageHealAmount = 100 13583 End 13584 13585 Behavior = StealthDetectorUpdate ModuleTag_13 13586 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 13587 DetectionRange = 200 ;Dustin, enable this for independant balancing! 13588 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 13589 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 13590 End 13591 13592 Behavior = GenerateMinefieldBehavior ModuleTag_04 13593 TriggeredBy = Upgrade_ChinaMines 13594 MineName = ChinaStandardMine 13595 SmartBorder = Yes 13596 AlwaysCircular = Yes 13597 13598 Upgradable = Yes 13599 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 13600 UpgradedMineName = ChinaEMPMine 13601 End 13602 13603 Behavior = AIUpdateInterface ModuleTag_06 13604 Turret 13605 ControlledWeaponSlots = PRIMARY SECONDARY 13606 TurretTurnRate = 180 // turn rate, in degrees per sec 13607 TurretPitchRate = 180 13608 AllowsPitch = Yes 13609 FiresWhileTurning = Yes 13610 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 13611 MinIdleScanInterval = 250 ; in milliseconds 13612 MaxIdleScanInterval = 250 ; in milliseconds 13613 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 13614 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 13615 End 13616 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 13617 MoodAttackCheckRate = 250 13618 End 13619 13620 Behavior = ProductionUpdate ModuleTag_07 13621 ; nothing, but is required if we have any Object-level Upgrades! 13622 End 13623 13624 Behavior = DestroyDie ModuleTag_08 13625 ;nothing 13626 End 13627 Behavior = FXListDie ModuleTag_09 13628 DeathFX = FX_StructureTinyDeath 13629 End 13630 13631 Behavior = ProductionUpdate ModuleTag_10 13632 ; nothing 13633 End 13634 13635 Behavior = CreateObjectDie ModuleTag_11 13636 CreationList = OCL_LargeStructureDebris 13637 End 13638 13639 Behavior = FlammableUpdate ModuleTag_12 13640 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13641 AflameDamageAmount = 5 ; taking this much damage... 13642 AflameDamageDelay = 500 ; this often. 13643 End 13644 13645 Behavior = TransitionDamageFX ModuleTag_14 13646 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 13647 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 13648 ;--------------------------------------------------------------------------------------- 13649 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 13650 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 13651 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 13652 End 13653 13654 Behavior = WeaponBonusUpgrade ModuleTag_15 13655 TriggeredBy = Upgrade_ChinaChainGuns 13656 End 13657 13658 Behavior = CommandSetUpgrade ModuleTag_25 13659 CommandSet = ChinaGattlingCannonCommandSetUpgrade 13660 TriggeredBy = Upgrade_ChinaMines 13661 End 13662 13663 Behavior = ArmorUpgrade ModuleTag_26 13664 TriggeredBy = Upgrade_ChinaEMPMines 13665 End 13666 13667 13668 Geometry = BOX 13669 GeometryMajorRadius = 8.0 13670 GeometryMinorRadius = 8.0 13671 GeometryHeight = 20.0 13672 GeometryIsSmall = No 13673 Shadow = SHADOW_VOLUME 13674 BuildCompletion = PLACED_BY_PLAYER 13675 13676 End 13677 13678 13679 13680 13681 ;------------------------------------------------------------------------------ 13682 ;China Supply Truck 13683 Object Boss_VehicleSupplyTruck 13684 13685 ; *** ART Parameters *** 13686 13687 SelectPortrait = SNSupplyTruck_L 13688 ButtonImage = SNSupplyTruck 13689 13690 ;UpgradeCameo1 = NONE 13691 ;UpgradeCameo2 = NONE 13692 ;UpgradeCameo3 = NONE 13693 ;UpgradeCameo4 = NONE 13694 ;UpgradeCameo5 = NONE 13695 13696 Draw = W3DTruckDraw ModuleTag_01 13697 OkToChangeModelColor = Yes 13698 13699 DefaultConditionState 13700 Model = NVSSUPPLYTK 13701 HideSubObject = Cargo01 13702 End 13703 13704 ConditionState = REALLYDAMAGED 13705 Model = NVSSUPPLYTK_D 13706 End 13707 13708 ConditionState = RUBBLE 13709 Model = NVSSUPPLYTK_D 13710 End 13711 13712 ConditionState = CARRYING 13713 ShowSubObject = Cargo01 13714 End 13715 13716 ConditionState = REALLYDAMAGED CARRYING 13717 Model = NVSSUPPLYTK_D 13718 ShowSubObject = Cargo01 13719 End 13720 13721 ConditionState = RUBBLE CARRYING 13722 Model = NVSSUPPLYTK_D 13723 ShowSubObject = Cargo01 13724 End 13725 13726 TrackMarks = EXTireTrack.tga 13727 13728 LeftFrontTireBone = Tire01 13729 RightFrontTireBone = Tire02 13730 MidLeftRearTireBone = Tire03 13731 MidRightRearTireBone = Tire04 13732 LeftRearTireBone = Tire05 13733 RightRearTireBone = Tire06 13734 TireRotationMultiplier = 0.2 ; this * speed = rotation. 13735 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 13736 13737 Dust = RocketBuggyDust 13738 DirtSpray = RocketBuggyDirtSpray 13739 PowerslideSpray = RocketBuggyDirtPowerSlide 13740 13741 End 13742 13743 ; ***DESIGN parameters *** 13744 DisplayName = OBJECT:SupplyTruck 13745 Side = Boss 13746 EditorSorting = VEHICLE 13747 TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) 13748 BuildCost = 600 13749 BuildTime = 10.0 ;in seconds 13750 VisionRange = 150 13751 ShroudClearingRange = 300 13752 Prerequisites 13753 Object = Boss_SupplyCenter 13754 End 13755 13756 ArmorSet 13757 Conditions = None 13758 Armor = TruckArmor 13759 DamageFX = TankDamageFX 13760 End 13761 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13762 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13763 CommandSet = ChinaSupplyTruckCommandSet 13764 ; *** AUDIO Parameters *** 13765 VoiceSelect = SupplyTruckVoiceSelect 13766 VoiceMove = SupplyTruckVoiceMove 13767 VoiceAttack = NoSound 13768 SoundMoveStart = SupplyTruckMoveStart 13769 SoundMoveStartDamaged = SupplyTruckMoveStart 13770 UnitSpecificSounds 13771 VoiceCreate = SupplyTruckVoiceCreate 13772 TruckLandingSound = NoSound 13773 TruckPowerslideSound = NoSound 13774 VoiceSupply = SupplyTruckVoiceSupply 13775 VoiceCrush = SupplyTruckVoiceCrush 13776 VoiceEnter = SupplyTruckVoiceMove 13777 13778 End 13779 13780 ; *** ENGINEERING Parameters *** 13781 RadarPriority = UNIT 13782 ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? 13783 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE 13784 13785 Body = ActiveBody ModuleTag_02 13786 MaxHealth = 300.0 13787 InitialHealth = 300.0 13788 13789 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13790 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13791 SubdualDamageCap = 600 13792 SubdualDamageHealRate = 500 13793 SubdualDamageHealAmount = 50 13794 End 13795 Behavior = SupplyTruckAIUpdate ModuleTag_03 13796 MaxBoxes = 4 13797 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) 13798 SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) 13799 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) 13800 SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted 13801 End 13802 Locomotor = SET_NORMAL SupplyTruckLocomotor 13803 Behavior = PhysicsBehavior ModuleTag_04 13804 Mass = 5.0 13805 End 13806 13807 ExperienceValue = 50 50 50 50 ;Experience point value at each level 13808 13809 Behavior = SlowDeathBehavior ModuleTag_05 13810 DeathTypes = ALL -CRUSHED -SPLATTED 13811 DestructionDelay = 200 13812 DestructionDelayVariance = 100 13813 FX = FINAL FX_SupplyTruckExplosionOneFinal 13814 OCL = FINAL OCL_ChinaSupplyTruckDeathEffect 13815 End 13816 13817 Behavior = FXListDie ModuleTag_06 13818 DeathTypes = NONE +CRUSHED +SPLATTED 13819 DeathFX = FX_CarCrush 13820 End 13821 13822 Behavior = CreateObjectDie ModuleTag_07 13823 DeathTypes = NONE +CRUSHED +SPLATTED 13824 CreationList = OCL_ChinaSupplyTruck_CrushEffect 13825 End 13826 13827 Behavior = TransitionDamageFX ModuleTag_08 13828 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 13829 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 13830 End 13831 13832 Behavior = FlammableUpdate ModuleTag_10 13833 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13834 AflameDamageAmount = 3 ; taking this much damage... 13835 AflameDamageDelay = 500 ; this often. 13836 End 13837 13838 ; A crushing defeat 13839 Behavior = DestroyDie ModuleTag_11 13840 DeathTypes = NONE +CRUSHED +SPLATTED 13841 End 13842 13843 Behavior = CreateCrateDie ModuleTag_12 13844 CrateData = SalvageCrateData 13845 End 13846 13847 Geometry = BOX 13848 GeometryMajorRadius = 17.0 13849 GeometryMinorRadius = 7.0 13850 GeometryHeight = 14.0 13851 GeometryIsSmall = No 13852 Shadow = SHADOW_VOLUME 13853 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 13854 13855 End 13856 13857 13858 13859 13860 13861 13862 13863 13864 13865 13866 13867 13868 13869 13870 13871 13872 13873 13874 13875 13876 13877 13878 13879 13880 13881 13882 13883 13884 13885 13886 13887 13888 13889 13890 13891 13892 13893 13894 13895 13896 13897 13898 13899 13900 13901 13902 13903 13904 13905 13906 ;-------------------------------- 13907 Object Boss_JetSpectreGunship 13908 13909 ; *** ART Parameters *** 13910 13911 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 13912 13913 13914 13915 ;----NORMAL------------- 13916 DefaultConditionState 13917 Model = AVSGunship 13918 WeaponFireFXBone = PRIMARY MUZZLE 13919 WeaponFireFXBone = SECONDARY MUZZLE 13920 WeaponMuzzleFlash = PRIMARY MUZZLEFX 13921 WeaponMuzzleFlash = SECONDARY MUZZLEFX 13922 End 13923 13924 ConditionState = DOOR_1_OPENING 13925 Model = AVSGunship 13926 Animation = AVSGunship.AVSGunship 13927 AnimationMode = ONCE 13928 Flags = MAINTAIN_FRAME_ACROSS_STATES 13929 ParticleSysBone = WingTip01 SpectreContrail 13930 ParticleSysBone = WingTip02 SpectreContrail 13931 End 13932 13933 ConditionState = DOOR_1_CLOSING 13934 Model = AVSGunship 13935 Animation = AVSGunship.AVSGunship 13936 AnimationMode = ONCE_BACKWARDS 13937 Flags = MAINTAIN_FRAME_ACROSS_STATES 13938 ParticleSysBone = WingTip01 JetContrailThin 13939 ParticleSysBone = WingTip02 JetContrailThin 13940 ParticleSysBone = Engine01 SpectreAfterburnerTrail 13941 ParticleSysBone = Engine02 SpectreAfterburnerTrail 13942 ParticleSysBone = Engine01 SpectreEngineFlare 13943 ParticleSysBone = Engine02 SpectreEngineFlare 13944 End 13945 13946 13947 ;----DAMAGED------------- 13948 ConditionState = DOOR_1_OPENING DAMAGED 13949 Model = AVSGunship_D 13950 Animation = AVSGunship_D.AVSGunship_D 13951 AnimationMode = ONCE 13952 Flags = MAINTAIN_FRAME_ACROSS_STATES 13953 ParticleSysBone = WingTip01 SpectreContrail 13954 ParticleSysBone = WingTip02 SpectreContrail 13955 ParticleSysBone = Smoke01 JetFireLarge 13956 ParticleSysBone = Smoke02 JetFireLarge 13957 ParticleSysBone = Smoke01 JetSmokeLarge 13958 ParticleSysBone = Smoke02 JetSmokeLarge 13959 End 13960 13961 ConditionState = DOOR_1_CLOSING DAMAGED 13962 Model = AVSGunship_D 13963 Animation = AVSGunship_D.AVSGunship_D 13964 AnimationMode = ONCE_BACKWARDS 13965 Flags = MAINTAIN_FRAME_ACROSS_STATES 13966 ParticleSysBone = WingTip01 JetContrailThin 13967 ParticleSysBone = WingTip02 JetContrailThin 13968 ParticleSysBone = Engine01 SpectreAfterburnerTrail 13969 ParticleSysBone = Engine02 SpectreAfterburnerTrail 13970 ParticleSysBone = Engine01 SpectreEngineFlare 13971 ParticleSysBone = Engine02 SpectreEngineFlare 13972 ParticleSysBone = Smoke01 JetFireLarge 13973 ParticleSysBone = Smoke02 JetFireLarge 13974 ParticleSysBone = Smoke01 JetSmokeLarge 13975 ParticleSysBone = Smoke02 JetSmokeLarge 13976 End 13977 13978 13979 ;----REALLY DAMAGED------------- 13980 ConditionState = DOOR_1_OPENING REALLYDAMAGED 13981 Model = AVSGunship_D 13982 Animation = AVSGunship_D.AVSGunship_D 13983 AnimationMode = ONCE 13984 Flags = MAINTAIN_FRAME_ACROSS_STATES 13985 ParticleSysBone = WingTip01 SpectreContrail 13986 ParticleSysBone = WingTip02 SpectreContrail 13987 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 13988 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 13989 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 13990 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 13991 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 13992 ParticleSysBone = Smoke01 JetSmokeLarge 13993 ParticleSysBone = Smoke02 SpectreSmokeLarge 13994 ParticleSysBone = Smoke03 JetSmokeLarge 13995 ParticleSysBone = Smoke04 SpectreSmokeLarge 13996 End 13997 13998 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 13999 Model = AVSGunship_D 14000 Animation = AVSGunship_D.AVSGunship_D 14001 AnimationMode = ONCE_BACKWARDS 14002 Flags = MAINTAIN_FRAME_ACROSS_STATES 14003 ParticleSysBone = WingTip01 JetContrailThin 14004 ParticleSysBone = WingTip02 JetContrailThin 14005 ParticleSysBone = Engine01 SpectreAfterburnerTrail 14006 ParticleSysBone = Engine02 SpectreAfterburnerTrail 14007 ParticleSysBone = Engine01 SpectreEngineFlare 14008 ParticleSysBone = Engine02 SpectreEngineFlare 14009 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 14010 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 14011 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 14012 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 14013 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 14014 ParticleSysBone = Smoke01 JetSmokeLarge 14015 ParticleSysBone = Smoke02 SpectreSmokeLarge 14016 ParticleSysBone = Smoke03 JetSmokeLarge 14017 ParticleSysBone = Smoke04 SpectreSmokeLarge 14018 End 14019 14020 14021 ConditionState = RUBBLE 14022 Model = AVSGunship_D1 14023 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 14024 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 14025 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 14026 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 14027 ParticleSysBone = Smoke01 SpectreSmokeLarge 14028 ParticleSysBone = Smoke03 SpectreSmokeLarge 14029 ParticleSysBone = Smoke02 SpectreSmokeLarge 14030 ParticleSysBone = Smoke05 SpectreSmokeLarge 14031 End 14032 AliasConditionState = REALLYDAMAGED RUBBLE 14033 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 14034 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 14035 14036 14037 14038 OkToChangeModelColor = Yes 14039 14040 ParticlesAttachedToAnimatedBones = Yes 14041 14042 14043 End 14044 14045 14046 14047 ; ***DESIGN parameters *** 14048 DisplayName = OBJECT:SpectreGunship 14049 EditorSorting = VEHICLE 14050 Side = Boss 14051 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14052 VisionRange = 300.0 14053 ShroudClearingRange = 300 14054 Prerequisites 14055 Object = Boss_Airfield 14056 End 14057 14058 ArmorSet 14059 Conditions = None 14060 Armor = SpectreGunshipArmor 14061 DamageFX = None 14062 End 14063 ArmorSet 14064 Conditions = PLAYER_UPGRADE 14065 Armor = CountermeasuresSpectreGunshipArmor 14066 DamageFX = None 14067 End 14068 14069 14070 WeaponSet 14071 Conditions = None 14072 Weapon = PRIMARY SpectreHowitzerGun 14073 End 14074 14075 ExperienceValue = 50 100 150 400 ;Experience point value at each level 14076 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 14077 IsTrainable = No ;Not Player built, so no veterancy.............................. 14078 14079 ; *** AUDIO Parameters *** 14080 VoiceSelect = SpectreGunshipVoiceSelect 14081 VoiceAttack = SpectreGunshipVoiceAttack 14082 VoiceMove = SpectreGunshipVoiceMove 14083 SoundAmbient = SpectreGunshipAmbientLoop 14084 SoundAmbientRubble = NoSound 14085 UnitSpecificSounds 14086 Afterburner = SpectreGunshipAfterburnerLoop 14087 HowitzerFire = SpectreHowitzerWeapon 14088 End 14089 14090 14091 ; *** ENGINEERING Parameters *** 14092 RadarPriority = UNIT 14093 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 14094 14095 Body = ActiveBody ModuleTag_03 14096 MaxHealth = 600.0 14097 InitialHealth = 600.0 14098 End 14099 14100 ExperienceValue = 40 40 40 40 ; Experience point value at each level 14101 14102 Behavior = JetSlowDeathBehavior ModuleTag_04 14103 DestructionDelay = 99999999 ; destruction will happen when we 14104 RollRate = 0.0 14105 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 14106 PitchRate = 0.0 14107 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 14108 FXInitialDeath = FX_SpectreGunshipExplosionLight 14109 OCLInitialDeath = None 14110 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 14111 FXSecondary = FX_spectreDeathExplosion 14112 OCLSecondary = None 14113 FXHitGround = FX_spectreGunshipDeathExplosion 14114 OCLHitGround = OCL_A10DeathHitGround 14115 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 14116 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 14117 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 14118 End 14119 14120 Behavior = PhysicsBehavior ModuleTag_05 14121 Mass = 500.0 14122 End 14123 14124 ;SCRIPTED SUPPORT: These special power is triggered directly 14125 ;from the transport without creating a transport. This is done 14126 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 14127 ;which also prevents creating the payload transport. 14128 14129 Behavior = AIUpdateInterface ModuleTag_07 14130 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 14131 End 14132 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 14133 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 14134 14135 Behavior = SpecialAbility ModuleTag_32 14136 SpecialPowerTemplate = SuperweaponSpectreGunship 14137 UpdateModuleStartsAttack = Yes 14138 End 14139 14140 14141 Behavior = SpectreGunshipUpdate ModuleTag_10 14142 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 14143 SpecialPowerTemplate = SuperweaponSpectreGunship 14144 HowitzerWeaponTemplate = SpectreHowitzerGun 14145 GattlingTemplateName = SpectreGunshipGattlingCannon 14146 RandomOffsetForHowitzer = 20 14147 TargetingReticleRadius = 25 14148 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 14149 GunshipOrbitRadius = 250 14150 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 14151 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 14152 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 14153 AttackAreaRadius = 200 14154 OrbitTime = 15000 ;20000 ;32000 ; thirty-two seconds 14155 14156 AttackAreaDecal 14157 Texture = SCCSpecTarg 14158 Style = SHADOW_ALPHA_DECAL 14159 OpacityMin = 25% 14160 OpacityMax = 50% 14161 OpacityThrobTime = 1500 14162 Color = R:127 G:177 B:222 A:255 14163 OnlyVisibleToOwningPlayer = Yes 14164 End 14165 TargetingReticleDecal 14166 Texture = SCCSpecRet 14167 Style = SHADOW_ALPHA_DECAL 14168 OpacityMin = 50% 14169 OpacityMax = 100% 14170 OpacityThrobTime = 300 14171 Color = R:127 G:177 B:222 A:255 14172 OnlyVisibleToOwningPlayer = Yes 14173 End 14174 End 14175 14176 14177 14178 14179 14180 Behavior = HelixContain ModuleTag_09 14181 Slots = 1 14182 DamagePercentToUnits = 100% 14183 AllowInsideKindOf = PORTABLE_STRUCTURE 14184 PassengersAllowedToFire = Yes 14185 End 14186 14187 14188 Behavior = FlammableUpdate ModuleTag_08 14189 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14190 AflameDamageAmount = 3 ; taking this much damage... 14191 AflameDamageDelay = 500 ; this often. 14192 End 14193 14194 Behavior = ArmorUpgrade ModuleTag_Armor01 14195 TriggeredBy = Upgrade_AmericaCountermeasures 14196 End 14197 14198 Behavior = CountermeasuresBehavior ModuleTag_11 14199 TriggeredBy = Upgrade_AmericaCountermeasures 14200 FlareTemplateName = CountermeasureFlare 14201 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 14202 VolleySize = 4 ; Number of flares launched per volley (requires bones) 14203 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 14204 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 14205 DelayBetweenVolleys = 1000 ; Time between flare volleys 14206 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 14207 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 14208 EvasionRate = 50% ; With active flares, the specified percentage will be diverted. 14209 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 14210 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 14211 End 14212 14213 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 14214 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 14215 14216 14217 Geometry = Box 14218 GeometryIsSmall = No 14219 GeometryMajorRadius = 40.0 14220 GeometryMinorRadius = 10.0 14221 GeometryHeight = 10.0 14222 Shadow = SHADOW_VOLUME 14223 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 14224 14225 End 14226 14227 14228 14229 14230 14231 14232 14233 14234 14235 14236 14237 14238 14239 14240 14241 14242 14243 14244 14245 14246 14247 14248 14249 14250 14251 14252 14253 14254 14255 14256 14257 14258 14259 14260 14261 14262 14263 14264 14265 14266 14267 14268 ;------------------------------------------------------------------------------ 14269 Object Boss_JetAurora 14270 14271 ; *** ART Parameters *** 14272 SelectPortrait = SAAurora_L 14273 ButtonImage = SAAurora 14274 14275 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 14276 UpgradeCameo2 = Upgrade_AmericaCountermeasures 14277 ;UpgradeCameo3 = NONE 14278 ;UpgradeCameo4 = NONE 14279 ;UpgradeCameo5 = NONE 14280 14281 Draw = W3DModelDraw ModuleTag_01 14282 14283 DefaultConditionState 14284 Model = AVAurora 14285 HideSubObject = BurnerFX03 BurnerFX04 14286 WeaponLaunchBone = PRIMARY WeaponA 14287 End 14288 14289 ConditionState = JETEXHAUST 14290 ; exhaust 14291 ParticleSysBone = Wingtip01 JetContrail 14292 ParticleSysBone = Wingtip02 JetContrail 14293 End 14294 14295 ConditionState = JETEXHAUST JETAFTERBURNER 14296 ; exhaust 14297 ParticleSysBone = Wingtip01 JetContrail 14298 ParticleSysBone = Wingtip02 JetContrail 14299 ; afterburner 14300 ShowSubObject = BurnerFX03 BurnerFX04 14301 ParticleSysBone = Engine01 JetLenzflare 14302 ParticleSysBone = Engine02 JetLenzflare 14303 End 14304 14305 ConditionState = REALLYDAMAGED 14306 Model = AVAurora_D 14307 ; damage 14308 ParticleSysBone = Smoke01 JetSmoke 14309 ParticleSysBone = Engine01 JetEngineDamagedSmoke 14310 End 14311 14312 ConditionState = REALLYDAMAGED JETEXHAUST 14313 Model = AVAurora_D 14314 ; damage 14315 ParticleSysBone = Smoke01 JetSmoke 14316 ParticleSysBone = Engine01 JetEngineDamagedSmoke 14317 ; exhaust 14318 ParticleSysBone = Wingtip01 JetContrail 14319 ParticleSysBone = Wingtip02 JetContrail 14320 End 14321 14322 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 14323 Model = AVAurora_D 14324 ; damage 14325 ParticleSysBone = Smoke01 JetSmoke 14326 ParticleSysBone = Engine01 JetEngineDamagedSmoke 14327 ; afterburner 14328 ShowSubObject = BurnerFX03 BurnerFX04 14329 ParticleSysBone = Engine01 JetLenzflare 14330 ParticleSysBone = Engine02 JetLenzflare 14331 ; exhaust 14332 ParticleSysBone = Wingtip01 JetContrail 14333 ParticleSysBone = Wingtip02 JetContrail 14334 End 14335 14336 ConditionState = RUBBLE 14337 Model = AVAurora_D1 14338 HideSubObject = None 14339 ShowSubObject = None 14340 End 14341 14342 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 14343 Model = AVAurora_D1 14344 ;HideSubObject is needed cause there're inherited from default condition state 14345 HideSubObject = None 14346 ShowSubObject = None 14347 ParticleSysBone = Engine01 JetExhaust 14348 ParticleSysBone = Engine02 JetExhaust 14349 ; exhaust 14350 ParticleSysBone = Wingtip01 JetContrail 14351 ParticleSysBone = Wingtip02 JetContrail 14352 End 14353 14354 OkToChangeModelColor = Yes 14355 End 14356 14357 ; ***DESIGN parameters *** 14358 DisplayName = OBJECT:Aurora 14359 EditorSorting = VEHICLE 14360 Side = Boss 14361 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14362 VisionRange = 180.0 14363 ShroudClearingRange = 600 14364 Prerequisites 14365 Object = Boss_Airfield 14366 End 14367 BuildCost = 2500 14368 BuildTime = 30.0 ;in seconds 14369 WeaponSet 14370 Conditions = None 14371 Weapon = PRIMARY AuroraBombWeapon 14372 End 14373 ArmorSet 14374 Conditions = None 14375 Armor = AirplaneArmor 14376 DamageFX = None 14377 End 14378 ArmorSet 14379 Conditions = PLAYER_UPGRADE 14380 Armor = CountermeasuresAirplaneArmor 14381 DamageFX = None 14382 End 14383 14384 ExperienceValue = 200 200 400 400 ;Experience point value at each level 14385 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 14386 IsTrainable = Yes ;Can gain experience 14387 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14388 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14389 CommandSet = AmericaJetAuroraCommandSet 14390 14391 ; *** AUDIO Parameters *** 14392 VoiceSelect = AuroraBomberVoiceSelect 14393 VoiceMove = AuroraBomberVoiceMove 14394 VoiceGuard = AuroraBomberVoiceMove 14395 VoiceAttack = AuroraBomberVoiceAttack 14396 SoundAmbient = AuroraBomberAmbientLoop 14397 SoundAmbientRubble = NoSound 14398 UnitSpecificSounds 14399 VoiceCreate = AuroraBomberVoiceCreate 14400 SoundEject = PilotSoundEject 14401 VoiceEject = PilotVoiceEject 14402 Afterburner = RaptorAfterburner 14403 VoiceLowFuel = AuroraBomberVoiceLowFuel 14404 VoiceGarrison = AuroraBomberVoiceMove 14405 End 14406 14407 ; *** ENGINEERING Parameters *** 14408 RadarPriority = UNIT 14409 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 14410 Body = ActiveBody ModuleTag_02 14411 MaxHealth = 80.0 14412 InitialHealth = 80.0 14413 End 14414 14415 Behavior = JetSlowDeathBehavior ModuleTag_03 14416 FXOnGroundDeath = FX_JetOnGroundDeath 14417 OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp 14418 DestructionDelay = 99999999; destruction will happen when we 14419 RollRate = 0.2 14420 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 14421 PitchRate = 0.0 14422 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 14423 FXInitialDeath = FX_AuroraDeathInitial 14424 ;OCLInitialDeath = None 14425 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 14426 FXSecondary = FX_JetDeathSecondary 14427 ;OCLSecondary = None 14428 FXHitGround = FX_JetDeathHitGround 14429 ;OCLHitGround = None 14430 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 14431 FXFinalBlowUp = FX_JetDeathFinalBlowUp 14432 OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 14433 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 14434 End 14435 Behavior = EjectPilotDie ModuleTag_04 14436 GroundCreationList = OCL_EjectPilotOnGround 14437 AirCreationList = OCL_EjectPilotViaParachute 14438 ExemptStatus = HIJACKED 14439 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 14440 End 14441 14442 Behavior = PhysicsBehavior ModuleTag_05 14443 Mass = 500.0 14444 End 14445 14446 Behavior = ExperienceScalarUpgrade ModuleTag_06 14447 TriggeredBy = Upgrade_AmericaAdvancedTraining 14448 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 14449 End 14450 14451 Behavior = JetAIUpdate ModuleTag_07 14452 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 14453 ; note that it's expressed as a percent of max health, not an absolute 14454 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 14455 TakeoffPause = 500 14456 MinHeight = 5 14457 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode 14458 AttackLocomotorType = SET_SUPERSONIC 14459 AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately 14460 AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer 14461 ReturnForAmmoLocomotorType = SET_SLUGGISH 14462 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 14463 End 14464 Locomotor = SET_NORMAL AuroraJetLocomotor 14465 Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor 14466 Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor 14467 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 14468 14469 Behavior = ArmorUpgrade ModuleTag_Armor01 14470 TriggeredBy = Upgrade_AmericaCountermeasures 14471 End 14472 14473 Behavior = CountermeasuresBehavior ModuleTag_10 14474 TriggeredBy = Upgrade_AmericaCountermeasures 14475 FlareTemplateName = CountermeasureFlare 14476 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 14477 VolleySize = 2 ; Number of flares launched per volley (requires bones) 14478 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 14479 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 14480 DelayBetweenVolleys = 1000 ; Time between flare volleys 14481 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 14482 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 14483 EvasionRate = 50% ; With active flares, the specified percentage will be diverted. 14484 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 14485 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 14486 End 14487 14488 Behavior = FlammableUpdate ModuleTag_21 14489 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14490 AflameDamageAmount = 3 ; taking this much damage... 14491 AflameDamageDelay = 500 ; this often. 14492 End 14493 14494 Behavior = TransitionDamageFX ModuleTag_22 14495 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 14496 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 14497 End 14498 14499 14500 Geometry = Box 14501 GeometryIsSmall = Yes 14502 GeometryMajorRadius = 14.0 14503 GeometryMinorRadius = 7.0 14504 GeometryHeight = 5.0 14505 Shadow = SHADOW_VOLUME 14506 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 14507 14508 End 14509 14510 14511 14512 14513 14514 14515 14516 14517 14518 14519 14520 14521 14522 14523 14524 14525 14526 14527 14528 ;---------------------------------------------------------------------------------------------------------- 14529 Object Boss_VehicleHelix 14530 14531 ; *** ART Parameters *** 14532 SelectPortrait = SNHelix_L 14533 ButtonImage = SNHelix 14534 14535 UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon 14536 UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower 14537 UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker 14538 14539 Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures 14540 14541 ParticlesAttachedToAnimatedBones = Yes 14542 14543 DefaultConditionState 14544 Model = NVHELIX 14545 Animation = NVHELIX.NVHELIX 14546 AnimationMode = LOOP 14547 WeaponFireFXBone = PRIMARY Muzzle03 14548 WeaponMuzzleFlash = PRIMARY TurretFX03 14549 HideSubObject = BombWing 14550 End 14551 14552 ConditionState = MOVING 14553 ParticleSysBone = SMOKE01 HelixExhaust 14554 ParticleSysBone = SMOKE02 HelixExhaust 14555 End 14556 14557 ConditionState = REALLYDAMAGED 14558 Model = NVHELIX_d 14559 Animation = NVHELIX_d.NVHELIX_d 14560 AnimationMode = LOOP 14561 End 14562 ConditionState = REALLYDAMAGED MOVING 14563 Model = NVHELIX_d 14564 Animation = NVHELIX_d.NVHELIX_d 14565 AnimationMode = LOOP 14566 ParticleSysBone = SMOKE01 HelixExhaust 14567 ParticleSysBone = SMOKE02 HelixExhaust 14568 End 14569 14570 ConditionState = RUBBLE 14571 Model = NVHELIX_d 14572 Animation = NVHELIX_d.NVHELIX_d 14573 AnimationMode = LOOP 14574 End 14575 ConditionState = RUBBLE MOVING 14576 Model = NVHELIX_d 14577 Animation = NVHELIX_d.NVHELIX_d 14578 AnimationMode = LOOP 14579 ParticleSysBone = SMOKE01 HelixExhaust 14580 ParticleSysBone = SMOKE02 HelixExhaust 14581 End 14582 14583 ConditionState = RUBBLE SPECIAL_DAMAGED 14584 Model = NVHELIX_d 14585 End 14586 14587 OkToChangeModelColor = Yes 14588 End 14589 14590 14591 ; ***DESIGN parameters *** 14592 DisplayName = OBJECT:Helix 14593 EditorSorting = VEHICLE 14594 Side = Boss 14595 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14596 VisionRange = 300.0 14597 ShroudClearingRange = 600 14598 BuildCost = 1200 14599 BuildTime = 10.0 ;in seconds 14600 Prerequisites 14601 Object = Boss_Airfield 14602 End 14603 ExperienceValue = 50 100 150 200 ;Experience point value at each level 14604 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 14605 IsTrainable = Yes 14606 CommandSet = ChinaVehicleHelixCommandSet 14607 14608 14609 ArmorSet 14610 Conditions = None 14611 Armor = ChinookArmor 14612 DamageFX = None 14613 End 14614 14615 14616 WeaponSet 14617 Conditions = None 14618 ;---------------------------- 14619 Weapon = PRIMARY HelixMinigunWeapon 14620 PreferredAgainst = PRIMARY INFANTRY 14621 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 14622 ;---------------------------- 14623 End 14624 14625 WeaponSet 14626 Conditions = PLAYER_UPGRADE 14627 ;---------------------------- 14628 Weapon = PRIMARY HelixMinigunWeapon 14629 PreferredAgainst = PRIMARY INFANTRY 14630 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 14631 ;---------------------------- 14632 End 14633 14634 14635 14636 ; *** AUDIO Parameters *** 14637 VoiceSelect = HelixVoiceSelect 14638 VoiceMove = HelixVoiceMove 14639 VoiceAttack = HelixVoiceAttack 14640 SoundAmbient = HelixAmbientLoop 14641 SoundEnter = HumveeEnter 14642 SoundExit = HumveeExit 14643 UnitSpecificSounds 14644 VoiceCreate = HelixVoiceCreate 14645 VoiceUnload = HelixVoiceUnload 14646 VoiceGarrison = HelixVoiceMove 14647 End 14648 14649 14650 14651 ; *** ENGINEERING Parameters *** 14652 RadarPriority = UNIT 14653 ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at 14654 ; (well, "near" actually) an Airfield to get healed... 14655 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 14656 14657 Body = ActiveBody ModuleTag_03 14658 MaxHealth = 300.0 14659 InitialHealth = 300.0 14660 End 14661 14662 Behavior = FXListDie ModuleTag_05 14663 DeathFX = FX_HelicopterStartDeath 14664 End 14665 14666 Behavior = TransitionDamageFX ModuleTag_06 14667 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 14668 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 14669 End 14670 14671 Behavior = ChinookAIUpdate ModuleTag_07 14672 AutoAcquireEnemiesWhenIdle = Yes 14673 RotorWashParticleSystem = HelixRotorWashRing 14674 End 14675 Locomotor = SET_NORMAL HelixLocomotor 14676 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 14677 14678 14679 Behavior = PhysicsBehavior ModuleTag_09 14680 Mass = 50.0 14681 End 14682 14683 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 14684 DestructionDelay = 99999999 ; the destruction delay 14685 SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral 14686 SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral 14687 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 14688 MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) 14689 SoundDeathLoop = ComancheDamagedLoop 14690 MinSelfSpin = 40 ; in degrees per second 14691 MaxSelfSpin = 120 ; in degrees per second 14692 SelfSpinUpdateDelay = 300 ; in milliseconds 14693 SelfSpinUpdateAmount = 5 ; in degrees 14694 FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall 14695 MinBladeFlyOffDelay = 1000 ; in milliseconds 14696 MaxBladeFlyOffDelay = 1000 ; in milliseconds 14697 AttachParticle = SootySmokeTrail 14698 AttachParticleBone = Propeller02 14699 BladeObjectName = HelixBlades 14700 BladeBoneName = Propeller01 14701 FXBlade = FX_HelicopterBladeExplosion 14702 OCLBlade = OCL_HelicopterBladeExplosion 14703 FXHitGround = FX_HelicopterHitGround 14704 OCLHitGround = OCL_HelicopterHitGround 14705 FXFinalBlowUp = FX_HelixHelicopterBlowUpBig 14706 OCLFinalBlowUp = OCL_HelixBlades 14707 DelayFromGroundToFinalDeath = 30 14708 FinalRubbleObject = HelixRubbleHull 14709 End 14710 14711 Behavior = FlammableUpdate ModuleTag_21 14712 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14713 AflameDamageAmount = 3 ; taking this much damage... 14714 AflameDamageDelay = 500 ; this often. 14715 End 14716 14717 14718 14719 Behavior = ProductionUpdate ModuleTag_25 14720 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 14721 End 14722 14723 14724 14725 14726 14727 ;-------------------------- 14728 Behavior = ObjectCreationUpgrade ModuleTag_22 14729 UpgradeObject = OCL_HelixGattlingCannon 14730 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 14731 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 14732 End 14733 Behavior = CommandSetUpgrade ModuleTag_26 14734 CommandSet = ChinaHelixGattlingCannonCommandSet 14735 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 14736 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 14737 End 14738 Behavior = WeaponSetUpgrade ModuleTag_35 14739 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 14740 End 14741 ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling 14742 ; Behavior = SubObjectsUpgrade ModuleTag_36 14743 ; TriggeredBy = Upgrade_ChinaHelixGattlingCannon 14744 ; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 14745 ; HideSubObjects = MINIGUN 14746 ; End 14747 ;-------------------------- 14748 Behavior = ObjectCreationUpgrade ModuleTag_23 14749 UpgradeObject = OCL_HelixPropagandaTower 14750 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 14751 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 14752 End 14753 Behavior = CommandSetUpgrade ModuleTag_27 14754 CommandSet = ChinaHelixPropagandaTowerCommandSet 14755 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 14756 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 14757 End 14758 ;-------------------------- 14759 Behavior = ObjectCreationUpgrade ModuleTag_24 14760 UpgradeObject = OCL_HelixBattleBunker 14761 TriggeredBy = Upgrade_ChinaHelixBattleBunker 14762 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 14763 End 14764 Behavior = CommandSetUpgrade ModuleTag_28 14765 CommandSet = ChinaHelixBattleBunkerCommandSet 14766 TriggeredBy = Upgrade_ChinaHelixBattleBunker 14767 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 14768 End 14769 Behavior = PassengersFireUpgrade ModuleTag_34 14770 TriggeredBy = Upgrade_ChinaHelixBattleBunker 14771 End 14772 ;-------------------------- 14773 14774 Behavior = HelixContain ModuleTag_29 14775 Slots = 5 14776 DamagePercentToUnits = 100% 14777 AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE 14778 ForbidInsideKindOf = AIRCRAFT 14779 ExitDelay = 100 14780 NumberOfExitPaths = 1 14781 PassengersAllowedToFire = No ; the 14782 End 14783 14784 14785 Behavior = WeaponSetUpgrade ModuleTag_30 14786 TriggeredBy = Upgrade_ChinaBlackNapalm 14787 End 14788 14789 14790 Behavior = SpecialAbility ModuleTag_32 14791 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 14792 UpdateModuleStartsAttack = Yes 14793 StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on 14794 InitiateSound = DragonTankVoiceFireStorm ;;;; should get a new voice,. here 14795 End 14796 Behavior = SpecialAbilityUpdate ModuleTag_33 14797 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 14798 StartAbilityRange = 3.0 14799 PreparationTime = 0 14800 SpecialObject = NapalmBomb 14801 MaxSpecialObjects = 1 14802 SpecialObjectsPersistWhenOwnerDies = Yes 14803 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 14804 UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. 14805 UnpackTime = 500 ;slight delay to drop bomb 14806 FlipOwnerAfterUnpacking = No 14807 FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability 14808 UnpackSound = DragonTankVoiceFireStorm ;;;; should get a new voice,. here 14809 LoseStealthOnTrigger = No 14810 ApproachRequiresLOS = No ; we are a helicopter, we can see everything 14811 NeedToFaceTarget = No ; can drop the bomb at any angle to target 14812 14813 PersistentPrepTime = 100 14814 PersistenceRequiresRecharge = Yes 14815 14816 End 14817 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 14818 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 14819 TriggeredBy = Upgrade_HelixNapalmBomb 14820 End 14821 Behavior = SubObjectsUpgrade ModuleTag_39 14822 TriggeredBy = Upgrade_HelixNapalmBomb 14823 ShowSubObjects = BombWing 14824 End 14825 14826 14827 14828 14829 14830 Geometry = CYLINDER 14831 GeometryMajorRadius = 35.0 14832 GeometryHeight = 30.0 14833 GeometryIsSmall = No 14834 Shadow = SHADOW_VOLUME 14835 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 14836 14837 End 14838 14839 14840 14841 14842 14843 14844 14845 14846 14847 14848 14849 14850 14851 14852 14853 14854 14855 14856 14857 ;------------------------------------------------------------------------------ 14858 Object Boss_JetMIG 14859 14860 ; *** ART Parameters *** 14861 SelectPortrait = T30 14862 ButtonImage = T30 14863 14864 UpgradeCameo1 = Upgrade_ChinaAircraftArmor 14865 UpgradeCameo2 = Upgrade_ChinaBlackNapalm 14866 UpgradeCameo3 = Upgrade_GLACamouflage 14867 ;UpgradeCameo4 = NONE 14868 ;UpgradeCameo5 = NONE 14869 14870 Draw = W3DModelDraw ModuleTag_01 14871 14872 OkToChangeModelColor = Yes 14873 14874 DefaultConditionState 14875 Model = Su-47 14876 HideSubObject = BurnerFX01 BurnerFX02 14877 WeaponLaunchBone = PRIMARY WeaponA 14878 End 14879 14880 ConditionState = JETEXHAUST 14881 ParticleSysBone = Wingtip01 JetContrail 14882 ParticleSysBone = Wingtip02 JetContrail 14883 End 14884 14885 ConditionState = JETEXHAUST JETAFTERBURNER 14886 ShowSubObject = BurnerFX01 BurnerFX02 14887 ParticleSysBone = Exhaust01 JetExhaust 14888 ParticleSysBone = Exhaust02 JetExhaust 14889 ParticleSysBone = Wingtip01 JetContrail 14890 ParticleSysBone = Wingtip02 JetContrail 14891 End 14892 14893 ConditionState = REALLYDAMAGED 14894 Model = Su-47 14895 ParticleSysBone = Wingtip01 JetContrail 14896 ParticleSysBone = Wingtip02 JetContrail 14897 End 14898 14899 ConditionState = RUBBLE 14900 Model = Su-47 14901 End 14902 14903 ConditionState = REALLYDAMAGED JETEXHAUST 14904 Model = Su-47 14905 ParticleSysBone = Wingtip01 JetContrail 14906 ParticleSysBone = Wingtip02 JetContrail 14907 End 14908 14909 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 14910 Model = Su-47 14911 ShowSubObject = BurnerFX01 BurnerFX02 14912 ParticleSysBone = Engine01 JetExhaust 14913 ParticleSysBone = Engine02 JetExhaust 14914 ParticleSysBone = Wingtip01 JetContrail 14915 ParticleSysBone = Wingtip02 JetContrail 14916 End 14917 14918 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 14919 ; @todo srj -- model missing 14920 ;Model = Su-47 14921 Model = Su-47 14922 ;HideSubObject is needed cause there're inherited from default condition state 14923 HideSubObject = None 14924 ShowSubObject = None 14925 ParticleSysBone = Engine01 JetExhaust 14926 ParticleSysBone = Engine02 JetExhaust 14927 ParticleSysBone = Wingtip01 JetContrail 14928 ParticleSysBone = Wingtip02 JetContrail 14929 End 14930 14931 End 14932 14933 ; ***DESIGN parameters *** 14934 DisplayName = OBJECT:MIG 14935 EditorSorting = VEHICLE 14936 Side = Boss 14937 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14938 VisionRange = 200.0 14939 ShroudClearingRange = 300.0 14940 14941 Prerequisites 14942 Object = Boss_Airfield 14943 End 14944 14945 WeaponSet 14946 Conditions = None 14947 Weapon = PRIMARY NapalmMissileWeapon 14948 Weapon = SECONDARY SupW_PatriotMissileAssistWeapon2 14949 ; AutoChooseSources = PRIMARY NONE 14950 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 14951 End 14952 WeaponSet 14953 Conditions = PLAYER_UPGRADE 14954 Weapon = PRIMARY BlackNapalmMissileWeapon 14955 Weapon = SECONDARY SupW_PatriotMissileAssistWeapon2 14956 ; AutoChooseSources = PRIMARY NONE 14957 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 14958 End 14959 14960 ArmorSet 14961 Conditions = None 14962 Armor = AirplaneArmor 14963 DamageFX = None 14964 End 14965 14966 BuildCost = 1200 14967 BuildTime = 10 14968 ExperienceValue = 50 50 100 150 ;Experience point value at each level 14969 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 14970 IsTrainable = Yes ;Can gain experience 14971 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14972 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14973 CommandSet = ChinaJetMIGCommandSet 14974 14975 ; *** AUDIO Parameters *** 14976 VoiceSelect = MigVoiceSelect 14977 VoiceMove = MigVoiceMove 14978 VoiceAttack = MigVoiceAttack 14979 VoiceAttackAir = MigVoiceAttackAir 14980 VoiceGuard = MigVoiceAirPatrol 14981 SoundAmbient = MigAmbientLoop 14982 UnitSpecificSounds 14983 VoiceCreate = MigVoiceCreate 14984 Afterburner = RaptorAfterburner 14985 VoiceGarrison = MigVoiceMove 14986 End 14987 14988 ; *** ENGINEERING Parameters *** 14989 RadarPriority = UNIT 14990 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 14991 Body = ActiveBody ModuleTag_02 14992 MaxHealth = 160.0 14993 InitialHealth = 160.0 14994 End 14995 14996 Behavior = JetSlowDeathBehavior ModuleTag_03 14997 FXOnGroundDeath = FX_JetOnGroundDeath 14998 OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp 14999 DestructionDelay = 99999999 ; destruction will happen when we 15000 RollRate = 0.2 15001 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 15002 PitchRate = 0.0 15003 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 15004 FXInitialDeath = FX_MigDeathInitial 15005 OCLInitialDeath = OCL_MIGDeathInitial 15006 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 15007 FXSecondary = FX_JetDeathSecondary 15008 OCLSecondary = OCL_MIGDeathSecondary 15009 FXHitGround = FX_JetDeathHitGround 15010 OCLHitGround = OCL_MIGDeathHitGround 15011 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 15012 FXFinalBlowUp = FX_JetDeathFinalBlowUp 15013 OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp 15014 End 15015 15016 Behavior = WeaponSetUpgrade ModuleTag_04 15017 TriggeredBy = Upgrade_ChinaBlackNapalm 15018 End 15019 15020 Behavior = PhysicsBehavior ModuleTag_05 15021 Mass = 500.0 15022 End 15023 15024 Behavior = JetAIUpdate ModuleTag_06 15025 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 15026 ; note that it's expressed as a percent of max health, not an absolute 15027 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 15028 TakeoffPause = 500 15029 MinHeight = 5 15030 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 15031 End 15032 15033 Locomotor = SET_NORMAL MIGLocomotor 15034 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 15035 15036 15037 Behavior = FlammableUpdate ModuleTag_08 15038 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15039 AflameDamageAmount = 3 ; taking this much damage... 15040 AflameDamageDelay = 500 ; this often. 15041 End 15042 15043 Behavior = TransitionDamageFX ModuleTag_09 15044 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 15045 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 15046 End 15047 15048 Behavior = MaxHealthUpgrade ModuleTag_10 15049 TriggeredBy = Upgrade_ChinaAircraftArmor 15050 AddMaxHealth = 40.0 15051 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 15052 End 15053 Behavior = StealthUpdate ModuleTag_07 15054 StealthDelay = 2500 ; msec 15055 StealthForbiddenConditions = ATTACKING USING_ABILITY 15056 MoveThresholdSpeed = 3 15057 InnateStealth = No ;Requires upgrade first 15058 OrderIdleEnemiesToAttackMeUponReveal = Yes 15059 End 15060 15061 Behavior = StealthUpgrade ModuleTag_08 15062 TriggeredBy = Upgrade_GLACamouflage 15063 End 15064 15065 Scale = 1.10 ;Scaling 15066 GeometryMajorRadius = 1.0 15067 GeometryMinorRadius = 1.0 15068 GeometryHeight = 8.0 15069 15070 Geometry = Box 15071 GeometryIsSmall = Yes 15072 GeometryMajorRadius = 14.0 15073 GeometryMinorRadius = 7.0 15074 GeometryHeight = 5.0 15075 Shadow = SHADOW_VOLUME 15076 15077 Shadow = SHADOW_VOLUME 15078 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 15079 15080 End 15081 15082 15083 15084 15085 15086 15087 15088 15089 15090 15091 15092 15093 15094 15095 15096 15097 15098 15099 15100 15101 15102 15103 15104 15105 15106 15107 15108 15109 15110 15111 15112 15113 15114 15115 15116 ;------------------------------------------------------------------------------ 15117 Object Boss_JetRaptor 15118 15119 ; *** ART Parameters *** 15120 SelectPortrait = SAKingRap_L 15121 ButtonImage = SAKingRap 15122 15123 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 15124 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 15125 UpgradeCameo3 = Upgrade_GLACamouflage 15126 ;UpgradeCameo4 = NONE 15127 ;UpgradeCameo5 = NONE 15128 15129 Draw = W3DModelDraw ModuleTag_01 15130 ExtraPublicBone = WeaponA01 15131 DefaultConditionState 15132 Model = AVRaptorAG 15133 HideSubObject = BurnerFX01 BurnerFX02 15134 WeaponLaunchBone = PRIMARY WeaponA 15135 End 15136 15137 ConditionState = JETEXHAUST 15138 ; exhaust 15139 ParticleSysBone = Wingtip01 JetContrail 15140 ParticleSysBone = Wingtip02 JetContrail 15141 End 15142 15143 ConditionState = JETEXHAUST JETAFTERBURNER 15144 ; exhaust 15145 ParticleSysBone = Wingtip01 JetContrail 15146 ParticleSysBone = Wingtip02 JetContrail 15147 ; afterburner 15148 ShowSubObject = BurnerFX01 BurnerFX02 15149 ParticleSysBone = Engine01 JetLenzflare 15150 ParticleSysBone = Engine02 JetLenzflare 15151 End 15152 15153 ConditionState = REALLYDAMAGED 15154 Model = AVRaptorAG_D 15155 ; damage 15156 ParticleSysBone = Smoke01 JetSmoke 15157 ParticleSysBone = Engine01 JetEngineDamagedSmoke 15158 End 15159 15160 ConditionState = REALLYDAMAGED JETEXHAUST 15161 Model = AVRaptorAG_D 15162 ; damage 15163 ParticleSysBone = Smoke01 JetSmoke 15164 ParticleSysBone = Engine01 JetEngineDamagedSmoke 15165 ; exhaust 15166 ParticleSysBone = Wingtip01 JetContrail 15167 ParticleSysBone = Wingtip02 JetContrail 15168 End 15169 15170 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 15171 Model = AVRaptorAG_D 15172 ; damage 15173 ParticleSysBone = Smoke01 JetSmoke 15174 ParticleSysBone = Engine01 JetEngineDamagedSmoke 15175 ; afterburner 15176 ShowSubObject = BurnerFX01 BurnerFX02 15177 ParticleSysBone = Engine01 JetLenzflare 15178 ParticleSysBone = Engine02 JetLenzflare 15179 ; exhaust 15180 ParticleSysBone = Wingtip01 JetContrail 15181 ParticleSysBone = Wingtip02 JetContrail 15182 End 15183 15184 ConditionState = RUBBLE 15185 Model = AVRaptor_D1B 15186 HideSubObject = None 15187 ShowSubObject = None 15188 End 15189 15190 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 15191 Model = AVRaptor_D1B 15192 ;HideSubObject is needed cause there're inherited from default condition state 15193 HideSubObject = None 15194 ShowSubObject = None 15195 ParticleSysBone = Engine01 JetExhaust 15196 ParticleSysBone = Engine02 JetExhaust 15197 ; exhaust 15198 ParticleSysBone = Wingtip01 JetContrail 15199 ParticleSysBone = Wingtip02 JetContrail 15200 End 15201 15202 OkToChangeModelColor = Yes 15203 15204 End 15205 15206 ; ***DESIGN parameters *** 15207 DisplayName = OBJECT:KingRaptor 15208 EditorSorting = VEHICLE 15209 Side = Boss 15210 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 15211 VisionRange = 180.0 15212 ShroudClearingRange = 400 15213 Prerequisites 15214 Object = Boss_Airfield 15215 End 15216 15217 WeaponSet 15218 Conditions = None 15219 Weapon = PRIMARY AirF_RaptorJetMissileWeapon 15220 End 15221 WeaponSet 15222 Conditions = PLAYER_UPGRADE 15223 Weapon = PRIMARY AirF_RaptorJetLaserGuidedMissileWeapon 15224 End 15225 ArmorSet 15226 Conditions = None 15227 Armor = AirplaneArmor 15228 DamageFX = None 15229 End 15230 15231 BuildCost = 1100 15232 BuildTime = 20 15233 ExperienceValue = 50 50 100 150 ;Experience point value at each level 15234 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 15235 IsTrainable = Yes ;Can gain experience 15236 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15237 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15238 CommandSet = AmericaJetRaptorCommandSet 15239 15240 ; *** AUDIO Parameters *** 15241 VoiceSelect = RaptorVoiceSelect 15242 VoiceMove = RaptorVoiceMove 15243 VoiceAttack = RaptorVoiceAttack 15244 VoiceAttackAir = RaptorVoiceAttackAir 15245 VoiceGuard = RaptorVoiceAirPatrol 15246 SoundAmbient = RaptorAmbientLoop 15247 SoundAmbientRubble = NoSound 15248 ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield 15249 ; SoundAmbient = NoSound 15250 UnitSpecificSounds 15251 VoiceCreate = RaptorVoiceCreate 15252 SoundEject = PilotSoundEject 15253 VoiceEject = PilotVoiceEject 15254 Afterburner = RaptorAfterburner 15255 VoiceLowFuel = RaptorVoiceLowFuel 15256 VoiceGarrison = RaptorVoiceMove 15257 End 15258 15259 ; *** ENGINEERING Parameters *** 15260 RadarPriority = UNIT 15261 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 15262 Body = ActiveBody ModuleTag_02 15263 MaxHealth = 160.0 15264 InitialHealth = 160.0 15265 End 15266 15267 Behavior = WeaponSetUpgrade ModuleTag_03 15268 TriggeredBy = Upgrade_AmericaLaserMissiles 15269 End 15270 Behavior = ExperienceScalarUpgrade ModuleTag_04 15271 TriggeredBy = Upgrade_AmericaAdvancedTraining 15272 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 15273 End 15274 15275 Behavior = JetSlowDeathBehavior ModuleTag_05 15276 FXOnGroundDeath = FX_JetOnGroundDeath 15277 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 15278 DestructionDelay = 99999999; destruction will happen when we 15279 RollRate = 0.2 15280 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 15281 PitchRate = 0.0 15282 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 15283 FXInitialDeath = FX_RaptorDeathInitial 15284 OCLInitialDeath = OCL_RaptorDeathInitial 15285 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 15286 FXSecondary = FX_JetDeathSecondary 15287 OCLSecondary = OCL_RaptorDeathSecondary 15288 FXHitGround = FX_JetDeathHitGround 15289 OCLHitGround = OCL_RaptorDeathHitGround 15290 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 15291 FXFinalBlowUp = FX_JetDeathFinalBlowUp 15292 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 15293 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 15294 End 15295 Behavior = EjectPilotDie ModuleTag_06 15296 ExemptStatus = HIJACKED 15297 GroundCreationList = OCL_EjectPilotOnGround 15298 AirCreationList = OCL_EjectPilotViaParachute 15299 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 15300 End 15301 15302 Behavior = PhysicsBehavior ModuleTag_07 15303 Mass = 500.0 15304 End 15305 15306 Behavior = TransitionDamageFX ModuleTag_08 15307 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 15308 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 15309 End 15310 15311 Behavior = JetAIUpdate ModuleTag_09 15312 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 15313 ; note that it's expressed as a percent of max health, not an absolute 15314 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 15315 TakeoffPause = 500 15316 MinHeight = 5 15317 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 15318 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 15319 End 15320 Locomotor = SET_NORMAL RaptorJetLocomotor 15321 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 15322 15323 Behavior = FlammableUpdate ModuleTag_21 15324 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15325 AflameDamageAmount = 3 ; taking this much damage... 15326 AflameDamageDelay = 500 ; this often. 15327 End 15328 Behavior = PointDefenseLaserUpdate ModuleTag_22 15329 WeaponTemplate = AirF_RaptorPointDefenseLaser 15330 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 15331 ScanRate = 10 15332 ScanRange = 200.0 15333 PredictTargetVelocityFactor = 2.0 15334 End 15335 Behavior = StealthDetectorUpdate ModuleTag_24 15336 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15337 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 15338 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15339 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15340 End 15341 Behavior = StealthUpdate ModuleTag_07 15342 StealthDelay = 2500 ; msec 15343 StealthForbiddenConditions = ATTACKING USING_ABILITY 15344 MoveThresholdSpeed = 3 15345 InnateStealth = No ;Requires upgrade first 15346 OrderIdleEnemiesToAttackMeUponReveal = Yes 15347 End 15348 15349 Behavior = StealthUpgrade ModuleTag_08 15350 TriggeredBy = Upgrade_GLACamouflage 15351 End 15352 15353 Geometry = Box 15354 GeometryIsSmall = Yes 15355 GeometryMajorRadius = 14.0 15356 GeometryMinorRadius = 7.0 15357 GeometryHeight = 5.0 15358 Shadow = SHADOW_VOLUME 15359 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 15360 15361 End 15362 15363 15364 15365 15366 15367 15368 15369 15370 15371 15372 15373 15374 15375 15376 15377 15378 15379 15380 15381 15382 ;------------------------------------------------------------------------------ 15383 Object Boss_InfantryColonelBurton 15384 15385 ; *** ART Parameters *** 15386 SelectPortrait = SABurton_L 15387 ButtonImage = SABurton 15388 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 15389 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 15390 15391 Draw = W3DModelDraw ModuleTag_01 15392 OkToChangeModelColor = Yes 15393 15394 ; idle 15395 DefaultConditionState 15396 Model = AIHERO_SKN 15397 IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 15398 IdleAnimation = AIHERO_SKL.AIHERO_IDA 15399 IdleAnimation = AIHERO_SKL.AIHERO_IDB 15400 AnimationMode = ONCE 15401 TransitionKey = TRANS_Stand 15402 WeaponFireFXBone = PRIMARY Muzzle 15403 WeaponMuzzleFlash = PRIMARY MuzzleFX 15404 WeaponMuzzleFlash = SECONDARY NONE 15405 HideSubObject = MUZZLEFX01 15406 End 15407 15408 15409 ; injured idle 15410 ConditionState = REALLYDAMAGED 15411 IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 15412 IdleAnimation = AIHERO_SKL.AIHERO_IIDA 15413 IdleAnimation = AIHERO_SKL.AIHERO_IIDB 15414 AnimationMode = ONCE 15415 TransitionKey = TRANS_StandInjured 15416 End 15417 15418 15419 TransitionState = TRANS_Stand TRANS_StandInjured 15420 Animation = AIHERO_SKL.AIHERO_ISTAHIT 15421 AnimationMode = ONCE 15422 End 15423 15424 ; moving 15425 ConditionState = MOVING 15426 Animation = AIHERO_SKL.AIHERO_RNA 26 15427 AnimationMode = LOOP 15428 Flags = RANDOMSTART 15429 TransitionKey = TRANS_Walking 15430 ParticleSysBone = None InfantryDustTrails 15431 HideSubObject = MUZZLEFX01 15432 End 15433 AliasConditionState = MOVING FIRING_A 15434 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 15435 AliasConditionState = MOVING RELOADING_A 15436 AliasConditionState = MOVING FIRING_B 15437 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B 15438 AliasConditionState = MOVING RELOADING_B 15439 15440 ; injured moving 15441 ConditionState = MOVING REALLYDAMAGED 15442 Animation = AIHERO_SKL.AIHERO_IRNA 26 15443 AnimationMode = LOOP 15444 Flags = RANDOMSTART 15445 TransitionKey = TRANS_WalkingInjured 15446 ParticleSysBone = None InfantryDustTrails 15447 HideSubObject = MUZZLEFX01 15448 End 15449 AliasConditionState = MOVING FIRING_A REALLYDAMAGED 15450 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 15451 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 15452 AliasConditionState = MOVING FIRING_B REALLYDAMAGED 15453 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 15454 AliasConditionState = MOVING RELOADING_B REALLYDAMAGED 15455 15456 ; Firing animation 15457 ConditionState = FIRING_A 15458 Animation = AIHERO_SKL.AIHERO_ATA 15459 AnimationMode = ONCE 15460 AnimationSpeedFactorRange = 1.5 1.5 15461 TransitionKey = TRANS_FiringA 15462 End 15463 15464 ConditionState = BETWEEN_FIRING_SHOTS_A 15465 Animation = AIHERO_SKL.AIHERO_ATA 15466 AnimationMode = MANUAL 15467 Flags = START_FRAME_LAST 15468 WaitForStateToFinishIfPossible = TRANS_FiringA 15469 End 15470 AliasConditionState = RELOADING_A 15471 15472 ; Injured Firing animation 15473 ConditionState = FIRING_A REALLYDAMAGED 15474 Animation = AIHERO_SKL.AIHERO_IATA 15475 AnimationMode = ONCE 15476 AnimationSpeedFactorRange = 1.5 1.5 15477 TransitionKey = TRANS_FiringAInjured 15478 End 15479 15480 ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 15481 Animation = AIHERO_SKL.AIHERO_IATA 15482 AnimationMode = MANUAL 15483 Flags = START_FRAME_LAST 15484 WaitForStateToFinishIfPossible = TRANS_FiringAInjured 15485 End 15486 AliasConditionState = RELOADING_A REALLYDAMAGED 15487 15488 TransitionState = TRANS_FiringA TRANS_FiringAInjured 15489 Animation = AIHERO_SKL.AIHERO_IATAHIT 15490 AnimationMode = ONCE 15491 End 15492 15493 ; Placing charge animation 15494 ConditionState = UNPACKING 15495 Animation = AIHERO_SKL.AIHERO_ATB1 15496 AnimationMode = ONCE 15497 End 15498 AliasConditionState = MOVING UNPACKING 15499 15500 ; Injured Placing charge animation 15501 ConditionState = UNPACKING REALLYDAMAGED 15502 Animation = AIHERO_SKL.AIHERO_IATB1 15503 AnimationMode = ONCE 15504 End 15505 AliasConditionState = MOVING UNPACKING REALLYDAMAGED 15506 15507 ; Stab animations 15508 ConditionState = PREATTACK_B 15509 Animation = AIHERO_SKL.AIHERO_ATC 15510 AnimationMode = ONCE 15511 TransitionKey = TRANS_Stabbing 15512 HideSubObject = MUZZLEFX01 15513 End 15514 AliasConditionState = PREATTACK_B MOVING 15515 AliasConditionState = PREATTACK_B FIRING_B 15516 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 15517 15518 ConditionState = FIRING_B 15519 Animation = AIHERO_SKL.AIHERO_ATC 15520 AnimationMode = MANUAL 15521 Flags = START_FRAME_LAST 15522 TransitionKey = TRANS_Stabbing 15523 HideSubObject = MUZZLEFX01 15524 End 15525 AliasConditionState = BETWEEN_FIRING_SHOTS_B 15526 AliasConditionState = RELOADING_B 15527 15528 TransitionState = TRANS_Stabbing TRANS_Stand 15529 Animation = AIHERO_SKL.AIHERO_ATC2 15530 AnimationMode = ONCE 15531 End 15532 15533 ; Injured Stab animations 15534 ConditionState = PREATTACK_B REALLYDAMAGED 15535 Animation = AIHERO_SKL.AIHERO_IATC1 15536 AnimationMode = ONCE 15537 TransitionKey = TRANS_StabbingInjured 15538 HideSubObject = MUZZLEFX01 15539 End 15540 AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED 15541 AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED 15542 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 15543 15544 ConditionState = FIRING_B REALLYDAMAGED 15545 Animation = AIHERO_SKL.AIHERO_IATC2 15546 AnimationMode = MANUAL 15547 Flags = START_FRAME_LAST 15548 TransitionKey = TRANS_StabbingInjured 15549 HideSubObject = MUZZLEFX01 15550 End 15551 AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 15552 AliasConditionState = RELOADING_B REALLYDAMAGED 15553 15554 TransitionState = TRANS_StabbingInjured TRANS_StandInjured 15555 Animation = AIHERO_SKL.AIHERO_IATC2 15556 AnimationMode = ONCE 15557 End 15558 15559 ; cheering 15560 ConditionState = SPECIAL_CHEERING 15561 Animation = AIHERO_SKL.AIHERO_CHA 15562 AnimationMode = ONCE 15563 End 15564 15565 ; injured cheering 15566 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 15567 Animation = AIHERO_SKL.AIHERO_ICHA 15568 AnimationMode = ONCE 15569 End 15570 15571 ; climbing 15572 ConditionState = CLIMBING 15573 Animation = AIHERO_SKL.AIHERO_CLMID 15574 AnimationMode = LOOP 15575 TransitionKey = TRANS_Climbing 15576 End 15577 AliasConditionState = RAPPELLING 15578 AliasConditionState = CLIMBING REALLYDAMAGED 15579 AliasConditionState = RAPPELLING REALLYDAMAGED 15580 15581 ConditionState = CLIMBING MOVING 15582 Animation = AIHERO_SKL.AIHERO_CLMUP 15583 AnimationMode = LOOP 15584 TransitionKey = TRANS_Climbing 15585 End 15586 AliasConditionState = CLIMBING MOVING REALLYDAMAGED 15587 15588 ConditionState = RAPPELLING MOVING 15589 Animation = AIHERO_SKL.AIHERO_CLMUP 15590 AnimationMode = LOOP_BACKWARDS 15591 TransitionKey = TRANS_Climbing 15592 End 15593 AliasConditionState = RAPPELLING MOVING REALLYDAMAGED 15594 15595 ; these transitions don't really work well with our code. leave 'em out. 15596 ; TransitionState = TRANS_Climbing TRANS_Stand 15597 ; Animation = AIHERO_SKL.AIHERO_CLMST 15598 ; AnimationMode = ONCE 15599 ; End 15600 ; 15601 ; TransitionState = TRANS_Stand TRANS_Climbing 15602 ; Animation = AIHERO_SKL.AIHERO_CLMST 15603 ; AnimationMode = ONCE_BACKWARDS 15604 ; End 15605 15606 ; dying anims 15607 ConditionState = DYING 15608 Animation = AIHERO_SKL.AIHERO_DTA 15609 Animation = AIHERO_SKL.AIHERO_DTB 15610 Animation = AIHero_SKL.AIHero_IDTA 15611 Animation = AIHero_SKL.AIHero_IDTB 15612 AnimationMode = ONCE 15613 TransitionKey = TRANS_Dying 15614 End 15615 AliasConditionState = RAPPELLING DYING 15616 AliasConditionState = CLIMBING DYING 15617 15618 TransitionState = TRANS_Dying TRANS_Flailing 15619 Animation = AIHERO_SKL.AIHERO_ADTG21 15620 AnimationMode = ONCE 15621 End 15622 15623 ConditionState = DYING EXPLODED_FLAILING 15624 Animation = AIHERO_SKL.AIHERO_ADTG22 15625 AnimationMode = LOOP 15626 TransitionKey = TRANS_Flailing 15627 End 15628 15629 ConditionState = DYING EXPLODED_BOUNCING 15630 Animation = AIHERO_SKL.AIHERO_ADTG23 15631 AnimationMode = ONCE 15632 TransitionKey = None 15633 End 15634 15635 ; misc anims 15636 ConditionState = FREEFALL 15637 Animation = AIHERO_SKL.AIHERO_PFL 15638 AnimationMode = LOOP 15639 TransitionKey = TRANS_Falling 15640 End 15641 AliasConditionState = FREEFALL REALLYDAMAGED 15642 AliasConditionState = FREEFALL DYING 15643 15644 ConditionState = PARACHUTING 15645 Animation = AIHERO_SKL.AIHERO_PHG 15646 AnimationMode = LOOP 15647 TransitionKey = TRANS_Chute 15648 End 15649 AliasConditionState = PARACHUTING REALLYDAMAGED 15650 AliasConditionState = PARACHUTING DYING 15651 15652 TransitionState = TRANS_Falling TRANS_Chute 15653 Animation = AIHERO_SKL.AIHERO_POP 15654 AnimationMode = ONCE 15655 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 15656 End 15657 15658 TransitionState = TRANS_Chute TRANS_Stand 15659 Animation = AIHERO_SKL.AIHERO_PTD 15660 AnimationMode = ONCE 15661 End 15662 15663 TransitionState = TRANS_Chute TRANS_StandInjured 15664 Animation = AIHERO_SKL.AIHERO_PTD 15665 AnimationMode = ONCE 15666 End 15667 15668 End 15669 15670 ; ***DESIGN parameters *** 15671 DisplayName = OBJECT:ColonelBurton 15672 Side = Boss 15673 EditorSorting = INFANTRY 15674 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15675 WeaponSet 15676 Conditions = None 15677 Weapon = PRIMARY ColonelBurtonSniperRifleWeapon 15678 Weapon = SECONDARY ColonelBurtonKnifeWeapon 15679 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 15680 AutoChooseSources = SECONDARY NONE 15681 End 15682 ArmorSet 15683 Conditions = None 15684 Armor = HumanArmor 15685 DamageFX = InfantryDamageFX 15686 End 15687 ArmorSet 15688 Conditions = PLAYER_UPGRADE 15689 Armor = ChemSuitHumanArmor 15690 DamageFX = InfantryDamageFX 15691 End 15692 15693 VisionRange = 150 15694 ShroudClearingRange = 500 15695 Prerequisites 15696 Object = Boss_Barracks 15697 Object = Boss_ParticleCannonUplink 15698 End 15699 BuildCost = 1500 15700 BuildTime = 20.0 ;in seconds 15701 15702 ExperienceValue = 50 100 100 150 ; Experience point value at each level 15703 ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level 15704 IsTrainable = Yes ; Can gain experience 15705 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15706 CommandSet = AmericaInfantryColonelBurtonCommandSet 15707 15708 MaxSimultaneousOfType = 1 15709 15710 ; *** AUDIO Parameters *** 15711 VoiceSelect = ColonelBurtonVoiceSelect 15712 VoiceMove = ColonelBurtonVoiceMove 15713 VoiceAttack = ColonelBurtonVoiceAttack 15714 VoiceFear = ColonelBurtonVoiceFear 15715 VoiceGuard = ColonelBurtonVoiceMove 15716 SoundStealthOn = StealthOn 15717 SoundStealthOff = StealthOff 15718 15719 UnitSpecificSounds 15720 VoiceMelee = ColonelBurtonVoiceAttackKnife 15721 VoiceCreate = ColonelBurtonVoiceCreate 15722 VoiceGarrison = ColonelBurtonVoiceGarrison 15723 VoiceEnter = ColonelBurtonVoiceMove 15724 VoiceEnterHostile = ColonelBurtonVoiceMove 15725 VoiceGetHealed = ColonelBurtonVoiceMove 15726 End 15727 15728 ; *** ENGINEERING Parameters *** 15729 RadarPriority = UNIT 15730 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE 15731 15732 Body = ActiveBody ModuleTag_02 15733 MaxHealth = 200.0 15734 InitialHealth = 200.0 15735 End 15736 15737 Behavior = ArmorUpgrade ModuleTag_Armor01 15738 TriggeredBy = Upgrade_AmericaChemicalSuits 15739 End 15740 15741 Behavior = AIUpdateInterface ModuleTag_03 15742 AutoAcquireEnemiesWhenIdle = Yes 15743 End 15744 15745 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 15746 End 15747 15748 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 15749 ScanRate = 1000 ; once a second. 15750 ScanRange = 300 ; 15751 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 15752 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 15753 End 15754 15755 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor 15756 15757 Behavior = PhysicsBehavior ModuleTag_06 15758 Mass = 5.0 15759 End 15760 15761 Behavior = StealthUpdate ModuleTag_07 15762 StealthDelay = 2000 ; msec 15763 StealthForbiddenConditions = FIRING_PRIMARY 15764 HintDetectableConditions = IS_FIRING_WEAPON 15765 FriendlyOpacityMin = 50.0% 15766 FriendlyOpacityMax = 100.0% 15767 InnateStealth = Yes 15768 OrderIdleEnemiesToAttackMeUponReveal = Yes 15769 EnemyDetectionEvaEvent = EnemyColonelBurtonDetected 15770 OwnDetectionEvaEvent = OwnColonelBurtonDetected 15771 End 15772 15773 Behavior = SpecialAbility ModuleTag_08 15774 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges 15775 UpdateModuleStartsAttack = Yes 15776 InitiateSound = ColonelBurtonVoicePlantRemoteCharge 15777 End 15778 Behavior = SpecialAbilityUpdate ModuleTag_09 15779 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges 15780 StartAbilityRange = 0.0 15781 PreparationTime = 0 15782 SpecialObject = RemoteC4Charge 15783 MaxSpecialObjects = 8 15784 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 15785 AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. 15786 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 15787 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 15788 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 15789 PackTime = 0 15790 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. 15791 FlipOwnerAfterUnpacking = Yes 15792 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 15793 UnpackSound = ColonelBurtonPlantCharge 15794 LoseStealthOnTrigger = Yes 15795 PreTriggerUnstealthTime = 5000 ; in milliseconds 15796 End 15797 15798 Behavior = SpecialAbility ModuleTag_10 15799 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges 15800 UpdateModuleStartsAttack = Yes 15801 InitiateSound = ColonelBurtonVoicePlantTimedCharge 15802 End 15803 Behavior = SpecialAbilityUpdate ModuleTag_11 15804 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges 15805 StartAbilityRange = 0.0 15806 PreparationTime = 0 15807 SpecialObject = TimedC4Charge 15808 MaxSpecialObjects = 10 15809 SpecialObjectsPersistWhenOwnerDies = Yes 15810 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 15811 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 15812 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 15813 FlipOwnerAfterUnpacking = Yes 15814 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 15815 UnpackSound = ColonelBurtonPlantCharge 15816 LoseStealthOnTrigger = Yes 15817 PreTriggerUnstealthTime = 5000 ; in milliseconds 15818 15819 End 15820 15821 Behavior = ExperienceScalarUpgrade ModuleTag_12 15822 TriggeredBy = Upgrade_AmericaAdvancedTraining 15823 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 15824 End 15825 15826 ;Hero units can't be squished! 15827 ;Behavior = SquishCollide ModuleTag_13 15828 ; ;nothing 15829 ;End 15830 15831 15832 ; --- begin Death modules --- 15833 Behavior = SlowDeathBehavior ModuleTag_Death01 15834 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 15835 SinkDelay = 3000 15836 SinkRate = 0.5 ; in Dist/Sec 15837 DestructionDelay = 8000 15838 FX = INITIAL FX_ColonelBurtonDie 15839 End 15840 Behavior = SlowDeathBehavior ModuleTag_Death02 15841 DeathTypes = NONE +CRUSHED +SPLATTED 15842 SinkDelay = 3000 15843 SinkRate = 0.5 ; in Dist/Sec 15844 DestructionDelay = 8000 15845 FX = INITIAL FX_GIDieCrushed 15846 End 15847 Behavior = SlowDeathBehavior ModuleTag_Death03 15848 DeathTypes = NONE +EXPLODED 15849 SinkDelay = 3000 15850 SinkRate = 0.5 ; in Dist/Sec 15851 DestructionDelay = 8000 15852 FX = INITIAL FX_ColonelBurtonDie 15853 FlingForce = 8 15854 FlingForceVariance = 3 15855 FlingPitch = 60 15856 FlingPitchVariance = 10 15857 End 15858 Behavior = SlowDeathBehavior ModuleTag_Death04 15859 DeathTypes = NONE +BURNED 15860 DestructionDelay = 0 15861 FX = INITIAL FX_DieByFireUSA 15862 OCL = INITIAL OCL_FlamingInfantry 15863 End 15864 Behavior = SlowDeathBehavior ModuleTag_Death05 15865 DeathTypes = NONE +POISONED 15866 DestructionDelay = 0 15867 FX = INITIAL FX_DieByToxinUSA 15868 OCL = INITIAL OCL_ToxicInfantry 15869 End 15870 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15871 DeathTypes = NONE +POISONED_BETA 15872 DestructionDelay = 0 15873 FX = INITIAL FX_DieByToxinUSA 15874 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15875 End 15876 15877 Behavior = SlowDeathBehavior ModuleTag_Death07 15878 DeathTypes = NONE +POISONED_GAMMA 15879 DestructionDelay = 0 15880 FX = INITIAL FX_DieByToxinUSA 15881 OCL = INITIAL OCL_ToxicInfantryGamma 15882 End 15883 ; --- end Death modules --- 15884 15885 Behavior = PoisonedBehavior ModuleTag_18 15886 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15887 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15888 End 15889 15890 Geometry = CYLINDER 15891 GeometryMajorRadius = 10.0 15892 GeometryMinorRadius = 10.0 15893 GeometryHeight = 12.0 15894 GeometryIsSmall = Yes 15895 Shadow = SHADOW_DECAL 15896 ShadowSizeX = 14 15897 ShadowSizeY = 14 15898 ShadowTexture = ShadowI 15899 BuildCompletion = APPEARS_AT_RALLY_POINT 15900 15901 End 15902 15903 15904 15905 15906 15907 15908 15909 15910 15911 15912 15913 15914 15915 15916 15917 15918 15919 15920 15921 15922 15923 15924 15925 15926 15927 15928 ;------------------------------------------------------------------------------ 15929 Object Boss_InfantryRanger 15930 15931 ; *** ART Parameters *** 15932 SelectPortrait = SARanger_L 15933 ButtonImage = SARanger 15934 15935 UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade 15936 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 15937 UpgradeCameo3 = Upgrade_InfantryCaptureBuilding 15938 UpgradeCameo4 = Upgrade_AmericaChemicalSuits 15939 ;UpgradeCameo5 = NONE 15940 15941 Draw = W3DModelDraw ModuleTag_01 15942 15943 OkToChangeModelColor = Yes 15944 15945 ; this says "we don't use these condition states at all, so completely 15946 ; ignore them for purposes of matchmaking"... this is useful to help 15947 ; reduce the number of AliasConditionState clauses you must add in 15948 ; order to avoid ambiguity in some cases. 15949 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 15950 15951 ; --- Idle 15952 DefaultConditionState 15953 Model = AIRngr_SKN 15954 IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 15955 IdleAnimation = AIRngr_SKL.AIRngr_IDA 15956 IdleAnimation = AIRngr_SKL.AIRngr_IDB 15957 AnimationMode = ONCE 15958 WeaponFireFXBone = PRIMARY Muzzle 15959 WeaponMuzzleFlash = PRIMARY MuzzleFX 15960 WeaponFireFXBone = SECONDARY Muzzle 15961 WeaponLaunchBone = SECONDARY Muzzle 15962 TransitionKey = TRANS_Stand 15963 15964 End 15965 15966 ConditionState = REALLYDAMAGED 15967 IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 15968 IdleAnimation = AIRngr_SKL.AIRngr_IDC 15969 IdleAnimation = AIRngr_SKL.AIRngr_IDD 15970 AnimationMode = ONCE 15971 TransitionKey = TRANS_StandInjured 15972 End 15973 15974 TransitionState = TRANS_Stand TRANS_StandInjured 15975 Animation = AIRngr_SKL.AIRngr_SA2SB 15976 AnimationMode = ONCE 15977 End 15978 15979 ; --- attacking (Machine Gun) 15980 ConditionState = USING_WEAPON_A 15981 Animation = AIRngr_SKL.AIRngr_ATA 15982 AnimationMode = LOOP 15983 TransitionKey = TRANS_FiringA 15984 End 15985 15986 ConditionState = USING_WEAPON_A REALLYDAMAGED 15987 Animation = AIRngr_SKL.AIRngr_ATA2 15988 AnimationMode = LOOP 15989 TransitionKey = TRANS_FiringAInjured 15990 End 15991 15992 TransitionState = TRANS_FiringA TRANS_FiringAInjured 15993 Animation = AIRngr_SKL.AIRngr_A2WAA 15994 AnimationMode = ONCE 15995 End 15996 15997 TransitionState = TRANS_Stand TRANS_FiringA 15998 Animation = AIRngr_SKL.AIRngr_ATAST 15999 AnimationMode = ONCE 16000 AnimationSpeedFactorRange = 4 4 16001 End 16002 16003 TransitionState = TRANS_FiringA TRANS_Stand 16004 Animation = AIRngr_SKL.AIRngr_ATAED 16005 AnimationMode = ONCE 16006 AnimationSpeedFactorRange = 4 4 16007 End 16008 16009 TransitionState = TRANS_StandInjured TRANS_FiringAInjured 16010 Animation = AIRngr_SKL.AIRngr_S2WAA 16011 AnimationMode = ONCE 16012 AnimationSpeedFactorRange = 4 4 16013 End 16014 16015 TransitionState = TRANS_FiringAInjured TRANS_StandInjured 16016 Animation = AIRngr_SKL.AIRngr_WAA2S 16017 AnimationMode = ONCE 16018 AnimationSpeedFactorRange = 4 4 16019 End 16020 16021 TransitionState = TRANS_Stand TRANS_Move 16022 Animation = AIRngr_SKL.AIRngr_STA2RNA 16023 AnimationMode = ONCE 16024 End 16025 16026 ; --- attacking (Grenade Launcher) 16027 ConditionState = PREATTACK_B 16028 Animation = AIRngr_SKL.AIRngr_ATBA 16029 AnimationMode = ONCE 16030 TransitionKey = TRANS_FiringB 16031 End 16032 AliasConditionState = PREATTACK_B MOVING 16033 AliasConditionState = PREATTACK_B FIRING_B 16034 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 16035 16036 ConditionState = FIRING_B 16037 Animation = AIRngr_SKL.AIRngr_ATBB 16038 AnimationMode = ONCE 16039 TransitionKey = TRANS_FiringB 16040 End 16041 16042 ConditionState = BETWEEN_FIRING_SHOTS_B 16043 Animation = AIRngr_SKL.AIRngr_ATBB 16044 AnimationMode = MANUAL 16045 Flags = START_FRAME_LAST 16046 TransitionKey = TRANS_FiringB 16047 WaitForStateToFinishIfPossible = TRANS_FiringB 16048 End 16049 AliasConditionState = RELOADING_B 16050 16051 TransitionState = TRANS_Stand TRANS_FiringB 16052 Animation = AIRngr_SKL.AIRngr_ATBST1 16053 AnimationMode = ONCE 16054 End 16055 16056 TransitionState = TRANS_FiringB TRANS_Stand 16057 Animation = AIRngr_SKL.AIRngr_ATBST2 16058 AnimationMode = ONCE 16059 End 16060 16061 ConditionState = PREATTACK_B REALLYDAMAGED 16062 Animation = AIRngr_SKL.AIRngr_ATB2A 16063 AnimationMode = ONCE 16064 TransitionKey = TRANS_FiringBInjured 16065 End 16066 AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED 16067 AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED 16068 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 16069 16070 ConditionState = FIRING_B REALLYDAMAGED 16071 Animation = AIRngr_SKL.AIRngr_ATB2B 16072 AnimationMode = ONCE 16073 TransitionKey = TRANS_FiringBInjured 16074 End 16075 16076 ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 16077 Animation = AIRngr_SKL.AIRngr_ATB2B 16078 AnimationMode = MANUAL 16079 Flags = START_FRAME_LAST 16080 TransitionKey = TRANS_FiringBInjured 16081 WaitForStateToFinishIfPossible = TRANS_FiringBInjured 16082 End 16083 AliasConditionState = RELOADING_B REALLYDAMAGED 16084 16085 TransitionState = TRANS_StandInjured TRANS_FiringBInjured 16086 Animation = AIRngr_SKL.AIRngr_ATB2ST1 16087 AnimationMode = ONCE 16088 End 16089 16090 TransitionState = TRANS_FiringBInjured TRANS_StandInjured 16091 Animation = AIRngr_SKL.AIRngr_ATB2ST2 16092 AnimationMode = ONCE 16093 End 16094 16095 ; -- cross-attack transitions 16096 16097 TransitionState = TRANS_FiringA TRANS_FiringB 16098 Animation = AIRngr_SKL.AIRngr_ATA2AB 16099 AnimationMode = ONCE 16100 AnimationSpeedFactorRange = 4 4 16101 End 16102 16103 TransitionState = TRANS_FiringB TRANS_FiringA 16104 Animation = AIRngr_SKL.AIRngr_ATA2AB 16105 AnimationMode = ONCE_BACKWARDS 16106 AnimationSpeedFactorRange = 4 4 16107 End 16108 16109 16110 ; --- moving 16111 ConditionState = MOVING 16112 Animation = AIRngr_SKL.AIRngr_RNA 30 16113 AnimationMode = LOOP 16114 Flags = RANDOMSTART 16115 TransitionKey = TRANS_Move 16116 ParticleSysBone = None InfantryDustTrails 16117 End 16118 AliasConditionState = MOVING ATTACKING 16119 16120 ConditionState = MOVING REALLYDAMAGED 16121 Animation = AIRngr_SKL.AIRngr_RNB 30 16122 AnimationMode = LOOP 16123 Flags = RANDOMSTART 16124 TransitionKey = TRANS_Move 16125 End 16126 AliasConditionState = MOVING REALLYDAMAGED ATTACKING 16127 16128 ; --- dying anims 16129 ConditionState = DYING 16130 Animation = AIRngr_SKL.AIRngr_DTA 16131 Animation = AIRngr_SKL.AIRngr_DTB 16132 AnimationMode = ONCE 16133 TransitionKey = None 16134 End 16135 16136 TransitionState = TRANS_Dying TRANS_Flailing 16137 Animation = AIRngr_SKL.AIRngr_ADTF1 16138 AnimationMode = ONCE 16139 End 16140 16141 ConditionState = DYING EXPLODED_FLAILING 16142 Animation = AIRngr_SKL.AIRngr_ADTF2 16143 AnimationMode = LOOP 16144 TransitionKey = TRANS_Flailing 16145 End 16146 16147 ConditionState = DYING EXPLODED_BOUNCING 16148 Animation = AIRngr_SKL.AIRngr_ADTF3 16149 AnimationMode = ONCE 16150 TransitionKey = None 16151 End 16152 AliasConditionState = DYING SPLATTED 16153 16154 ; --- cheering 16155 ConditionState = SPECIAL_CHEERING 16156 Animation = AIRngr_SKL.AIRngr_CHA 16157 AnimationMode = LOOP 16158 End 16159 16160 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 16161 Animation = AIRngr_SKL.AIRngr_CHB 16162 AnimationMode = LOOP 16163 End 16164 16165 ; ----- PARACHUTING ANIMATIONS 16166 ConditionState = FREEFALL 16167 Animation = AIRngr_SKL.AIRngr_PFL 16168 AnimationMode = LOOP 16169 TransitionKey = TRANS_Falling 16170 End 16171 AliasConditionState = FREEFALL REALLYDAMAGED 16172 AliasConditionState = FREEFALL DYING 16173 ConditionState = PARACHUTING 16174 Animation = AIRngr_SKL.AIRngr_PHG 16175 AnimationMode = LOOP 16176 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 16177 TransitionKey = TRANS_Chute 16178 End 16179 AliasConditionState = PARACHUTING REALLYDAMAGED 16180 AliasConditionState = PARACHUTING DYING 16181 TransitionState = TRANS_Falling TRANS_Chute 16182 Animation = AIRngr_SKL.AIRngr_POP 16183 AnimationMode = ONCE 16184 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 16185 End 16186 TransitionState = TRANS_Chute TRANS_Stand 16187 Animation = AIRngr_SKL.AIRngr_PTD 16188 AnimationMode = ONCE 16189 End 16190 TransitionState = TRANS_Chute TRANS_StandInjured 16191 Animation = AIRngr_SKL.AIRngr_PTD 16192 AnimationMode = ONCE 16193 End 16194 16195 ; ------- Bldg-capture 16196 16197 ConditionState = UNPACKING 16198 Model = AIRngr_F_SKN 16199 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 16200 AnimationMode = ONCE 16201 End 16202 AliasConditionState = UNPACKING REALLYDAMAGED 16203 16204 16205 ConditionState = RAISING_FLAG 16206 Model = AIRngr_F_SKN 16207 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 16208 AnimationMode = ONCE 16209 TransitionKey = TRANS_Raising 16210 End 16211 AliasConditionState = RAISING_FLAG REALLYDAMAGED 16212 16213 ConditionState = PACKING 16214 Model = AIRngr_F_SKN 16215 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 16216 AnimationMode = ONCE_BACKWARDS 16217 Flags = START_FRAME_LAST 16218 TransitionKey = TRANS_Packing 16219 End 16220 AliasConditionState = PACKING REALLYDAMAGED 16221 16222 TransitionState = TRANS_Raising TRANS_Packing 16223 Model = AIRngr_F_SKN 16224 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 16225 AnimationMode = ONCE_BACKWARDS 16226 Flags = START_FRAME_LAST 16227 End 16228 16229 ; --- RAPPELLING ANIMATIONS 16230 ConditionState = RAPPELLING 16231 Animation = AIRngr_SKL.AIRngr_RPL1 ;30 16232 AnimationMode = LOOP 16233 Flags = RANDOMSTART 16234 TransitionKey = TRANS_Rappelling 16235 End 16236 AliasConditionState = MOVING RAPPELLING 16237 16238 TransitionState = TRANS_Rappelling TRANS_Stand 16239 Animation = AIRngr_SKL.AIRngr_RPL2 16240 AnimationMode = ONCE 16241 End 16242 16243 TransitionState = TRANS_Rappelling TRANS_StandInjured 16244 Animation = AIRngr_SKL.AIRngr_RPL2 16245 AnimationMode = ONCE 16246 End 16247 16248 End 16249 16250 ; ***DESIGN parameters *** 16251 DisplayName = OBJECT:Ranger 16252 Side = Boss 16253 EditorSorting = INFANTRY 16254 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 16255 16256 WeaponSet 16257 Conditions = None 16258 Weapon = PRIMARY RangerAdvancedCombatRifle 16259 End 16260 WeaponSet 16261 Conditions = PLAYER_UPGRADE 16262 Weapon = PRIMARY RangerAdvancedCombatRifle 16263 Weapon = SECONDARY RangerFlashBangGrenadeWeapon 16264 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 16265 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 16266 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 16267 End 16268 ArmorSet 16269 Conditions = None 16270 Armor = HumanArmor 16271 DamageFX = InfantryDamageFX 16272 End 16273 ArmorSet 16274 Conditions = PLAYER_UPGRADE 16275 Armor = ChemSuitHumanArmor 16276 DamageFX = None 16277 End 16278 VisionRange = 100 16279 ShroudClearingRange = 400 16280 Prerequisites 16281 Object = Boss_Barracks 16282 End 16283 BuildCost = 225 16284 BuildTime = 5.0 ;in seconds 16285 16286 ExperienceValue = 20 20 40 60 ;Experience point value at each level 16287 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 16288 IsTrainable = Yes ;Can gain experience 16289 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16290 CommandSet = AmericaInfantryRangerCommandSet 16291 16292 ; *** AUDIO Parameters *** 16293 VoiceSelect = RangerVoiceSelect 16294 VoiceMove = RangerVoiceMove 16295 VoiceGuard = RangerVoiceMove 16296 VoiceAttack = RangerVoiceAttack 16297 VoiceFear = RangerVoiceFear 16298 VoiceTaskComplete = RangerVoiceCaptureComplete 16299 16300 UnitSpecificSounds 16301 VoiceEnter = RangerVoiceMove 16302 VoiceEnterHostile = RangerVoiceMove 16303 VoiceGarrison = RangerVoiceGarrison 16304 VoiceCreate = RangerVoiceCreate 16305 VoiceSubdue = RangerVoiceSubdue 16306 VoiceClearBuilding = RangerVoiceClearBuilding 16307 VoiceGetHealed = RangerVoiceMove 16308 VoicePrimaryWeaponMode = RangerVoiceModeGun 16309 VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang 16310 End 16311 16312 UnitSpecificFX 16313 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16314 CombatDropKillFX = FX_RangerCombatDropKill 16315 End 16316 16317 ; *** ENGINEERING Parameters *** 16318 RadarPriority = UNIT 16319 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE 16320 16321 Behavior = CommandButtonHuntUpdate ModuleTag_02 16322 End 16323 16324 Body = ActiveBody ModuleTag_03 16325 MaxHealth = 180.0 16326 InitialHealth = 180.0 16327 End 16328 16329 Behavior = ExperienceScalarUpgrade ModuleTag_04 16330 TriggeredBy = Upgrade_AmericaAdvancedTraining 16331 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 16332 End 16333 16334 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 16335 ScanRate = 1000 ; once a second. 16336 ScanRange = 300 ; 16337 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 16338 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 16339 End 16340 16341 Behavior = AIUpdateInterface ModuleTag_06 16342 AutoAcquireEnemiesWhenIdle = Yes 16343 End 16344 Locomotor = SET_NORMAL BasicHumanLocomotor 16345 16346 Behavior = PhysicsBehavior ModuleTag_07 16347 Mass = 5.0 16348 End 16349 16350 Behavior = ProductionUpdate ModuleTag_08 16351 ; nothing 16352 End 16353 16354 Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit. 16355 End 16356 16357 Behavior = WeaponSetUpgrade ModuleTag_10 16358 TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade 16359 End 16360 16361 16362 ; --- begin Death modules --- 16363 Behavior = SlowDeathBehavior ModuleTag_Death01 16364 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 16365 SinkDelay = 3000 16366 SinkRate = 0.5 ; in Dist/Sec 16367 DestructionDelay = 8000 16368 FX = INITIAL FX_RangerDie 16369 End 16370 Behavior = SlowDeathBehavior ModuleTag_Death02 16371 DeathTypes = NONE +CRUSHED +SPLATTED 16372 SinkDelay = 3000 16373 SinkRate = 0.5 ; in Dist/Sec 16374 DestructionDelay = 8000 16375 FX = INITIAL FX_GIDieCrushed 16376 End 16377 Behavior = SlowDeathBehavior ModuleTag_Death03 16378 DeathTypes = NONE +EXPLODED 16379 SinkDelay = 3000 16380 SinkRate = 0.5 ; in Dist/Sec 16381 DestructionDelay = 8000 16382 FX = INITIAL FX_RangerDie 16383 FlingForce = 8 16384 FlingForceVariance = 3 16385 FlingPitch = 60 16386 FlingPitchVariance = 10 16387 End 16388 Behavior = SlowDeathBehavior ModuleTag_Death04 16389 DeathTypes = NONE +BURNED 16390 DestructionDelay = 0 16391 FX = INITIAL FX_DieByFireUSA 16392 OCL = INITIAL OCL_FlamingInfantry 16393 End 16394 Behavior = SlowDeathBehavior ModuleTag_Death05 16395 DeathTypes = NONE +POISONED 16396 DestructionDelay = 0 16397 FX = INITIAL FX_DieByToxinUSA 16398 OCL = INITIAL OCL_ToxicInfantry 16399 End 16400 16401 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 16402 DeathTypes = NONE +POISONED_BETA 16403 DestructionDelay = 0 16404 FX = INITIAL FX_DieByToxinUSA 16405 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 16406 End 16407 16408 Behavior = SlowDeathBehavior ModuleTag_Death07 16409 DeathTypes = NONE +POISONED_GAMMA 16410 DestructionDelay = 0 16411 FX = INITIAL FX_DieByToxinUSA 16412 OCL = INITIAL OCL_ToxicInfantryGamma 16413 End 16414 ; --- end Death modules --- 16415 16416 Behavior = SquishCollide ModuleTag_12 16417 ;nothing 16418 End 16419 Behavior = ArmorUpgrade ModuleTag_Armor01 16420 TriggeredBy = Upgrade_AmericaChemicalSuits 16421 End 16422 16423 Behavior = PoisonedBehavior ModuleTag_17 16424 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 16425 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 16426 End 16427 16428 Behavior = SpecialAbility ModuleTag_18 16429 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 16430 UpdateModuleStartsAttack = Yes 16431 StartsPaused = Yes ; Unpaused by upgrade module 16432 InitiateSound = RangerVoiceCapture 16433 End 16434 Behavior = SpecialAbilityUpdate ModuleTag_19 16435 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 16436 StartAbilityRange = 5.0 16437 UnpackTime = 3000 ; (changing this will scale anim speed) 16438 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 16439 PackTime = 2000 ; (changing this will scale anim speed) 16440 DoCaptureFX = Yes 16441 AwardXPForTriggering = 15 16442 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 16443 End 16444 16445 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20 16446 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 16447 TriggeredBy = Upgrade_InfantryCaptureBuilding 16448 End 16449 16450 Behavior = LockWeaponCreate ModuleTag_21 16451 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 16452 End 16453 16454 Geometry = CYLINDER 16455 GeometryMajorRadius = 7.0 16456 GeometryMinorRadius = 7.0 16457 GeometryHeight = 13.0 16458 16459 GeometryIsSmall = Yes 16460 Shadow = SHADOW_DECAL 16461 ShadowSizeX = 14; 16462 ShadowSizeY = 14; 16463 ShadowTexture = ShadowI; 16464 BuildCompletion = APPEARS_AT_RALLY_POINT 16465 16466 End 16467 16468 16469 16470 16471 16472 16473 16474 16475 16476 16477 16478 16479 16480 16481 16482 16483 16484 16485 16486 16487 16488 16489 16490 16491 16492 16493 16494 ;------------------------------------------------------------------------------ 16495 Object Boss_InfantryPathfinder 16496 16497 ; *** ART Parameters *** 16498 SelectPortrait = SAPathfinder1_L 16499 ButtonImage = SAPathfinder1 16500 16501 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 16502 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 16503 ;UpgradeCameo3 = NONE 16504 ;UpgradeCameo4 = NONE 16505 ;UpgradeCameo5 = NONE 16506 16507 Draw = W3DModelDraw ModuleTag_01 16508 16509 OkToChangeModelColor = Yes 16510 16511 DefaultConditionState 16512 Model = AIPFDR_SKN 16513 IdleAnimation = AIPFDR_SKL.AIPFDR_STA 16514 IdleAnimation = AIPFDR_SKL.AIPFDR_IDA 16515 AnimationMode = ONCE 16516 WeaponFireFXBone = PRIMARY Muzzle 16517 WeaponMuzzleFlash = PRIMARY MuzzleFX 16518 TransitionKey = TRANS_Standing 16519 End 16520 AliasConditionState = REALLYDAMAGED 16521 16522 ConditionState = MOVING 16523 Animation = AIPFDR_SKL.AIPFDR_RNA 25 16524 AnimationMode = LOOP 16525 Flags = RANDOMSTART 16526 TransitionKey = TRANS_Standing 16527 ParticleSysBone = None InfantryDustTrails 16528 End 16529 AliasConditionState = MOVING REALLYDAMAGED 16530 16531 ConditionState = FIRING_A 16532 Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position 16533 AnimationMode = ONCE 16534 TransitionKey = TRANS_FiringA 16535 End 16536 AliasConditionState = FIRING_A MOVING 16537 AliasConditionState = FIRING_A MOVING REALLYDAMAGED 16538 AliasConditionState = FIRING_A REALLYDAMAGED 16539 16540 ConditionState = BETWEEN_FIRING_SHOTS_A 16541 Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position 16542 AnimationMode = ONCE 16543 WaitForStateToFinishIfPossible = TRANS_FiringA 16544 End 16545 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 16546 AliasConditionState = RELOADING_A 16547 AliasConditionState = RELOADING_A REALLYDAMAGED 16548 16549 ConditionState = DYING 16550 Animation = AIPFDR_SKL.AIPFDR_DTA 16551 AnimationMode = ONCE 16552 TransitionKey = TRANS_Dying 16553 End 16554 16555 TransitionState = TRANS_Dying TRANS_Flailing 16556 Animation = AIPFDR_SKL.AIPFDR_ADTA1 16557 AnimationMode = ONCE 16558 End 16559 16560 ConditionState = DYING EXPLODED_FLAILING 16561 Animation = AIPFDR_SKL.AIPFDR_ADTA2 16562 AnimationMode = LOOP 16563 TransitionKey = TRANS_Flailing 16564 End 16565 16566 ConditionState = DYING EXPLODED_BOUNCING 16567 Animation = AIPFDR_SKL.AIPFDR_ADTA3 16568 AnimationMode = ONCE 16569 TransitionKey = None 16570 End 16571 16572 ConditionState = FREEFALL 16573 Animation = AIPFDR_SKL.AIPFDR_PFL 16574 AnimationMode = LOOP 16575 TransitionKey = TRANS_Falling 16576 End 16577 AliasConditionState = FREEFALL DYING 16578 16579 ConditionState = PARACHUTING 16580 Animation = AIPFDR_SKL.AIPFDR_PHG 16581 AnimationMode = LOOP 16582 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 16583 ;our bone positions should come from the last frame, rather than the first 16584 TransitionKey = TRANS_Chute 16585 End 16586 AliasConditionState = PARACHUTING DYING 16587 16588 16589 TransitionState = TRANS_Falling TRANS_Chute 16590 Animation = AIPFDR_SKL.AIPFDR_POP 16591 AnimationMode = ONCE 16592 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 16593 ;our bone positions should come from the last frame, rather than the first 16594 End 16595 16596 TransitionState = TRANS_Chute TRANS_Standing 16597 Animation = AIPFDR_SKL.AIPFDR_PTD 16598 AnimationMode = ONCE 16599 End 16600 End 16601 16602 16603 ; ***DESIGN parameters *** 16604 DisplayName = OBJECT:Pathfinder 16605 Side = Boss 16606 EditorSorting = INFANTRY 16607 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 16608 16609 WeaponSet 16610 Conditions = None 16611 Weapon = PRIMARY USAPathfinderSniperRifle 16612 End 16613 ArmorSet 16614 Conditions = None 16615 Armor = HumanArmor 16616 DamageFX = InfantryDamageFX 16617 End 16618 ArmorSet 16619 Conditions = PLAYER_UPGRADE 16620 Armor = ChemSuitHumanArmor 16621 DamageFX = InfantryDamageFX 16622 End 16623 16624 VisionRange = 200 16625 ShroudClearingRange = 400 16626 Prerequisites 16627 Object = Boss_Barracks 16628 Science = SCIENCE_Pathfinder 16629 End 16630 BuildCost = 600 16631 BuildTime = 10.0 ;in seconds 16632 16633 ExperienceValue = 40 40 60 80 ;Experience point value at each level 16634 ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level 16635 IsTrainable = Yes ;Can gain experience 16636 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16637 CommandSet = AmericaInfantryPathfinderCommandSet 16638 16639 ; *** AUDIO Parameters *** 16640 VoiceSelect = PathfinderVoiceSelect 16641 VoiceMove = PathfinderVoiceMove 16642 VoiceGuard = PathfinderVoiceMove 16643 VoiceAttack = PathfinderVoiceAttack 16644 VoiceFear = PathfinderVoiceFear 16645 SoundStealthOn = StealthOn 16646 SoundStealthOff = StealthOff 16647 VoiceFear = PathfinderVoiceFear 16648 16649 UnitSpecificSounds 16650 VoiceCreate = PathfinderVoiceCreate 16651 VoiceGarrison = PathfinderVoiceGarrison 16652 VoiceEnter = PathfinderVoiceMove 16653 VoiceEnterHostile = PathfinderVoiceMove 16654 VoiceGetHealed = PathfinderVoiceMove 16655 End 16656 16657 ; *** ENGINEERING Parameters *** 16658 RadarPriority = UNIT 16659 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE 16660 16661 Body = ActiveBody ModuleTag_02 16662 MaxHealth = 120.0 16663 InitialHealth = 120.0 16664 End 16665 16666 Behavior = ArmorUpgrade ModuleTag_Armor01 16667 TriggeredBy = Upgrade_AmericaChemicalSuits 16668 End 16669 16670 Behavior = AIUpdateInterface ModuleTag_03 16671 AutoAcquireEnemiesWhenIdle = Yes Stealthed 16672 MoodAttackCheckRate = 250 16673 End 16674 16675 Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 16676 ScanRate = 1000 ; once a second. 16677 ScanRange = 300 ; 16678 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 16679 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 16680 End 16681 16682 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 16683 16684 Behavior = ExperienceScalarUpgrade ModuleTag_05 16685 TriggeredBy = Upgrade_AmericaAdvancedTraining 16686 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 16687 End 16688 16689 Behavior = PhysicsBehavior ModuleTag_06 16690 Mass = 5.0 16691 End 16692 Behavior = StealthDetectorUpdate ModuleTag_08 16693 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 16694 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 16695 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 16696 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 16697 End 16698 Behavior = StealthUpdate ModuleTag_09 16699 StealthDelay = 0 ; msec 16700 StealthForbiddenConditions = MOVING ; stays stealthy while attacking 16701 FriendlyOpacityMin = 30.0% 16702 FriendlyOpacityMax = 80.0% 16703 PulseFrequency = 500 ; msec 16704 MoveThresholdSpeed = 3 16705 InnateStealth = Yes 16706 OrderIdleEnemiesToAttackMeUponReveal = Yes 16707 End 16708 16709 Behavior = SquishCollide ModuleTag_10 16710 ;nothing 16711 End 16712 16713 16714 ; --- begin Death modules --- 16715 Behavior = SlowDeathBehavior ModuleTag_Death01 16716 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 16717 SinkDelay = 3000 16718 SinkRate = 0.5 ; in Dist/Sec 16719 DestructionDelay = 8000 16720 FX = INITIAL FX_PathfinderDie 16721 End 16722 Behavior = SlowDeathBehavior ModuleTag_Death02 16723 DeathTypes = NONE +CRUSHED +SPLATTED 16724 SinkDelay = 3000 16725 SinkRate = 0.5 ; in Dist/Sec 16726 DestructionDelay = 8000 16727 FX = INITIAL FX_GIDieCrushed 16728 End 16729 Behavior = SlowDeathBehavior ModuleTag_Death03 16730 DeathTypes = NONE +EXPLODED 16731 SinkDelay = 3000 16732 SinkRate = 0.5 ; in Dist/Sec 16733 DestructionDelay = 8000 16734 FX = INITIAL FX_PathfinderDie 16735 FlingForce = 8 16736 FlingForceVariance = 3 16737 FlingPitch = 60 16738 FlingPitchVariance = 10 16739 End 16740 Behavior = SlowDeathBehavior ModuleTag_Death04 16741 DeathTypes = NONE +BURNED 16742 DestructionDelay = 0 16743 FX = INITIAL FX_DieByFireUSA 16744 OCL = INITIAL OCL_FlamingInfantry 16745 End 16746 Behavior = SlowDeathBehavior ModuleTag_Death05 16747 DeathTypes = NONE +POISONED 16748 DestructionDelay = 0 16749 FX = INITIAL FX_DieByToxinUSA 16750 OCL = INITIAL OCL_ToxicInfantry 16751 End 16752 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 16753 DeathTypes = NONE +POISONED_BETA 16754 DestructionDelay = 0 16755 FX = INITIAL FX_DieByToxinUSA 16756 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 16757 End 16758 16759 Behavior = SlowDeathBehavior ModuleTag_Death07 16760 DeathTypes = NONE +POISONED_GAMMA 16761 DestructionDelay = 0 16762 FX = INITIAL FX_DieByToxinUSA 16763 OCL = INITIAL OCL_ToxicInfantryGamma 16764 End 16765 ; --- end Death modules --- 16766 16767 Behavior = PoisonedBehavior ModuleTag_13 16768 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 16769 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 16770 End 16771 16772 Geometry = CYLINDER 16773 GeometryMajorRadius = 10.0 16774 GeometryMinorRadius = 10.0 16775 GeometryHeight = 12.0 16776 GeometryIsSmall = Yes 16777 Shadow = SHADOW_DECAL 16778 ShadowSizeX = 14; 16779 ShadowSizeY = 14; 16780 ShadowTexture = ShadowI; 16781 BuildCompletion = APPEARS_AT_RALLY_POINT 16782 16783 End 16784 16785 16786 16787 16788 16789 16790 16791 16792 16793 16794 16795 16796 16797 16798 16799 16800 16801 16802 16803 16804 16805 16806 16807 16808 16809 16810 16811 16812 16813 16814 16815 16816 ;------------------------------------------------------------------------------ 16817 Object Boss_InfantryBlackLotus 16818 16819 ; *** ART Parameters *** 16820 SelectPortrait = SNSprLotus_L 16821 ButtonImage = SNSprLotus 16822 16823 ;UpgradeCameo1 = NONE 16824 ;UpgradeCameo2 = NONE 16825 ;UpgradeCameo3 = NONE 16826 ;UpgradeCameo4 = NONE 16827 ;UpgradeCameo5 = NONE 16828 16829 Draw = W3DModelDraw ModuleTag_01 16830 16831 OkToChangeModelColor = Yes 16832 16833 ; --- idle 16834 DefaultConditionState 16835 Model = NIHERO_SKN 16836 IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 16837 IdleAnimation = NIHERO_SKL.NIHero_IDA 16838 IdleAnimation = NIHERO_SKL.NIHero_IDB 16839 AnimationMode = ONCE 16840 TransitionKey = TRANS_Stand 16841 End 16842 16843 ConditionState = REALLYDAMAGED 16844 IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 16845 IdleAnimation = NIHERO_SKL.NIHero_IIDA 16846 AnimationMode = ONCE 16847 TransitionKey = TRANS_StandInjured 16848 End 16849 16850 TransitionState = TRANS_Stand TRANS_StandInjured 16851 Animation = NIHero_SKL.NIHero_ISTAHIT 16852 AnimationMode = ONCE 16853 End 16854 16855 ; --- moving 16856 ConditionState = MOVING 16857 Animation = NIHero_SKL.NIHero_RNA 16858 AnimationMode = LOOP 16859 Flags = RANDOMSTART 16860 TransitionKey = None 16861 ParticleSysBone = None InfantryDustTrails 16862 End 16863 AliasConditionState = MOVING UNPACKING 16864 16865 ConditionState = MOVING REALLYDAMAGED 16866 Animation = NIHero_SKL.NIHero_IRNA 16867 AnimationMode = LOOP 16868 Flags = RANDOMSTART 16869 TransitionKey = None 16870 ParticleSysBone = None InfantryDustTrails 16871 End 16872 AliasConditionState = MOVING UNPACKING REALLYDAMAGED 16873 16874 ; --- packing states 16875 ConditionState = UNPACKING 16876 ;Preparing to attack (unpacking gear) 16877 Animation = NIHero_SKL.NIHero_ATA1 16878 AnimationMode = ONCE 16879 End 16880 AliasConditionState = UNPACKING FIRING_A 16881 16882 ConditionState = FIRING_A 16883 ;Processing attack (hacking) 16884 Animation = NIHero_SKL.NIHero_ATA2 16885 AnimationMode = LOOP 16886 TransitionKey = TRANS_FiringA 16887 End 16888 16889 ConditionState = PACKING 16890 ;Completing attack (packing gear) 16891 Animation = NIHero_SKL.NIHero_ATA3 16892 AnimationMode = ONCE 16893 End 16894 AliasConditionState = FIRING_A PACKING 16895 16896 TransitionState = TRANS_FiringA TRANS_FiringAInjured 16897 Animation = NIHero_SKL.NIHero_IATAHIT 16898 AnimationMode = ONCE 16899 End 16900 16901 ; --- injured-packing states 16902 ConditionState = UNPACKING REALLYDAMAGED 16903 ;Preparing to attack (unpacking gear) 16904 Animation = NIHero_SKL.NIHero_IATA1 16905 AnimationMode = ONCE 16906 End 16907 AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED 16908 16909 ConditionState = FIRING_A REALLYDAMAGED 16910 ;Processing attack (hacking) 16911 Animation = NIHero_SKL.NIHero_IATA2 16912 AnimationMode = LOOP 16913 TransitionKey = TRANS_FiringAInjured 16914 End 16915 16916 ConditionState = PACKING REALLYDAMAGED 16917 ;Completing attack (packing gear) 16918 Animation = NIHero_SKL.NIHero_IATA3 16919 AnimationMode = ONCE 16920 End 16921 AliasConditionState = FIRING_A PACKING REALLYDAMAGED 16922 16923 ; --- packing-dying states 16924 ; code doesn't really support this. Oh well. 16925 ; ConditionState = DYING RAISING_FLAG 16926 ; Animation = NIHero_SKL.NIHero_IDTA 16927 ; Animation = NIHero_SKL.NIHero_IDTB 16928 ; AnimationMode = ONCE 16929 ; End 16930 ; AliasConditionState = DYING RAISING_FLAG EXPLODED_FLAILING EXPLODED_BOUNCING 16931 16932 ; --- normal-dying states 16933 ConditionState = DYING 16934 Animation = NIHero_SKL.NIHero_DTA 16935 Animation = NIHero_SKL.NIHero_DTB 16936 AnimationMode = ONCE 16937 TransitionKey = TRANS_Dying 16938 End 16939 16940 TransitionState = TRANS_Dying TRANS_Flailing 16941 Animation = NIHero_SKL.NIHero_ADTF1 16942 AnimationMode = ONCE 16943 End 16944 16945 ConditionState = DYING EXPLODED_FLAILING 16946 Animation = NIHero_SKL.NIHero_ADTF2 16947 AnimationMode = LOOP 16948 TransitionKey = TRANS_Flailing 16949 End 16950 16951 ConditionState = DYING EXPLODED_BOUNCING 16952 Animation = NIHero_SKL.NIHero_ADTF3 16953 AnimationMode = ONCE 16954 TransitionKey = None 16955 End 16956 16957 ; --- cheering states 16958 ConditionState = SPECIAL_CHEERING 16959 Animation = NIHERO_SKL.NIHERO_CHA 16960 AnimationMode = ONCE 16961 End 16962 16963 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 16964 Animation = NIHERO_SKL.NIHERO_ICHA 16965 AnimationMode = ONCE 16966 End 16967 16968 ; --- falling states 16969 ConditionState = FREEFALL 16970 Animation = NIHero_SKL.NIHero_PFL 16971 AnimationMode = LOOP 16972 TransitionKey = TRANS_Falling 16973 End 16974 AliasConditionState = FREEFALL REALLYDAMAGED 16975 AliasConditionState = FREEFALL DYING 16976 16977 ConditionState = PARACHUTING 16978 Animation = NIHero_SKL.NIHero_PHG 16979 AnimationMode = LOOP 16980 TransitionKey = TRANS_Chute 16981 End 16982 AliasConditionState = PARACHUTING REALLYDAMAGED 16983 AliasConditionState = PARACHUTING DYING 16984 16985 TransitionState = TRANS_Falling TRANS_Chute 16986 Animation = NIHero_SKL.NIHero_POP 16987 AnimationMode = ONCE 16988 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 16989 End 16990 16991 TransitionState = TRANS_Chute TRANS_Stand 16992 Animation = NIHero_SKL.NIHero_PTD 16993 AnimationMode = ONCE 16994 End 16995 16996 TransitionState = TRANS_Chute TRANS_StandInjured 16997 Animation = NIHero_SKL.NIHero_PTD 16998 AnimationMode = ONCE 16999 End 17000 17001 End 17002 17003 ; ***DESIGN parameters *** 17004 DisplayName = OBJECT:BlackLotus 17005 Side = Boss 17006 EditorSorting = INFANTRY 17007 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 17008 WeaponSet 17009 Conditions = None 17010 Weapon = PRIMARY None 17011 End 17012 ArmorSet 17013 Conditions = None 17014 Armor = HumanArmor 17015 DamageFX = InfantryDamageFX 17016 End 17017 ArmorSet 17018 Conditions = PLAYER_UPGRADE 17019 Armor = ChemSuitHumanArmor 17020 DamageFX = InfantryDamageFX 17021 End 17022 17023 VisionRange = 300 17024 ShroudClearingRange = 400 17025 Prerequisites 17026 Object = Boss_Barracks 17027 Object = Boss_NuclearMissileLauncher 17028 End 17029 BuildCost = 1500 17030 BuildTime = 20.0 ;in seconds 17031 MaxSimultaneousOfType = 1 17032 CommandSet = ChinaInfantryBlackLotusCommandSet 17033 17034 ExperienceValue = 50 100 150 400 ;Experience point value at each level 17035 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 17036 IsTrainable = Yes ;Can gain experience 17037 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17038 CommandSet = ChinaInfantryBlackLotusCommandSet 17039 17040 ; *** AUDIO Parameters *** 17041 VoiceSelect = BlackLotusVoiceSelect 17042 VoiceMove = BlackLotusVoiceMove 17043 VoiceAttack = NoSound 17044 VoiceGuard = BlackLotusVoiceMove 17045 VoiceFear = BlackLotusVoiceFear 17046 VoiceTaskComplete = BlackLotusVoiceCaptureComplete 17047 SoundStealthOn = StealthOn 17048 SoundStealthOff = StealthOff 17049 17050 UnitSpecificSounds 17051 VoiceCreate = BlackLotusVoiceCreate 17052 VoiceGarrison = BlackLotusVoiceMove 17053 VoiceEnter = BlackLotusVoiceMove 17054 VoiceEnterHostile = BlackLotusVoiceMove 17055 VoiceStealCashComplete = BlackLotusVoiceCashComplete 17056 VoiceDisableVehicleComplete = BlackLotusVoiceDisableComplete 17057 VoiceCaptureBuildingComplete = BlackLotusVoiceCaptureComplete 17058 VoiceGetHealed = BlackLotusVoiceMove 17059 End 17060 17061 ; *** ENGINEERING Parameters *** 17062 RadarPriority = UNIT 17063 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE 17064 17065 Body = ActiveBody ModuleTag_02 17066 MaxHealth = 150.0 17067 InitialHealth = 150.0 17068 End 17069 17070 Behavior = ArmorUpgrade ModuleTag_Armor01 17071 TriggeredBy = Upgrade_AmericaChemicalSuits 17072 End 17073 17074 Behavior = CommandButtonHuntUpdate ModuleTag_03 ; allows use of command button hunt script with this unit. 17075 End 17076 17077 Behavior = AIUpdateInterface ModuleTag_04 17078 AutoAcquireEnemiesWhenIdle = No 17079 End 17080 Locomotor = SET_NORMAL BlackLotusLocomotor 17081 Locomotor = SET_FREEFALL FreeFallLocomotor 17082 Behavior = PhysicsBehavior ModuleTag_05 17083 Mass = 5.0 17084 End 17085 Behavior = StealthUpdate ModuleTag_07 17086 StealthDelay = 2500 ; msec 17087 StealthForbiddenConditions = USING_ABILITY 17088 HintDetectableConditions = USING_ABILITY 17089 InnateStealth = Yes 17090 OrderIdleEnemiesToAttackMeUponReveal = Yes 17091 EnemyDetectionEvaEvent = EnemyBlackLotusDetected 17092 OwnDetectionEvaEvent = OwnBlackLotusDetected 17093 End 17094 17095 Behavior = StealthDetectorUpdate ModuleTag_44 17096 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 17097 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 17098 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 17099 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 17100 End 17101 17102 Behavior = SpecialAbility ModuleTag_08 17103 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding 17104 UpdateModuleStartsAttack = Yes 17105 InitiateSound = BlackLotusVoiceHackBuilding 17106 End 17107 Behavior = SpecialAbilityUpdate ModuleTag_09 17108 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding 17109 StartAbilityRange = 150.0 17110 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) 17111 PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed) 17112 PreparationTime = 6000 ;time to complete hack once prepared (unpacked) 17113 SpecialObject = BinaryDataStream 17114 DoCaptureFX = Yes 17115 PackSound = BlackLotusPack 17116 UnpackSound = BlackLotusUnpack 17117 TriggerSound = BlackLotusTrigger 17118 PrepSoundLoop = BlackLotusPrepLoop 17119 AwardXPForTriggering = 20 17120 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 17121 End 17122 Behavior = SpecialAbility ModuleTag_10 17123 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack 17124 UpdateModuleStartsAttack = Yes 17125 InitiateSound = BlackLotusVoiceHackVehicle 17126 End 17127 Behavior = SpecialAbilityUpdate ModuleTag_11 17128 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack 17129 StartAbilityRange = 150.0 17130 UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed) 17131 PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed) 17132 PreparationTime = 2000 ;time to complete hack once prepared (unpacked) 17133 EffectDuration = 15000 ;duration vehicle is disabled (30 seconds) 17134 DisableFXParticleSystem = DisabledEffectBinaryShower0 17135 SpecialObject = BinaryDataStream 17136 PackSound = BlackLotusPack 17137 UnpackSound = BlackLotusUnpack 17138 TriggerSound = BlackLotusTrigger 17139 PrepSoundLoop = BlackLotusPrepLoop 17140 AwardXPForTriggering = 0 17141 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 17142 End 17143 Behavior = SpecialAbility ModuleTag_12 17144 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack 17145 UpdateModuleStartsAttack = Yes 17146 InitiateSound = BlackLotusVoiceHackCash 17147 End 17148 Behavior = SpecialAbilityUpdate ModuleTag_13 17149 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack 17150 StartAbilityRange = 150.0 17151 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) 17152 PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed) 17153 PreparationTime = 6000 ;time to complete hack once prepared (unpacked) 17154 EffectValue = 1000 ;amount of cash stolen 17155 SpecialObject = BinaryDataStream 17156 PackSound = BlackLotusPack 17157 UnpackSound = BlackLotusUnpack 17158 TriggerSound = BlackLotusTrigger 17159 PrepSoundLoop = BlackLotusPrepLoop 17160 AwardXPForTriggering = 20 17161 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 17162 End 17163 17164 ;Hero units can't be squished! 17165 ;Behavior = SquishCollide ModuleTag_14 17166 ; ;nothing 17167 ;End 17168 17169 17170 ; --- begin Death modules --- 17171 Behavior = SlowDeathBehavior ModuleTag_Death01 17172 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 17173 SinkDelay = 3000 17174 SinkRate = 0.5 ; in Dist/Sec 17175 DestructionDelay = 8000 17176 FX = INITIAL FX_BlackLotusDie 17177 End 17178 Behavior = SlowDeathBehavior ModuleTag_Death02 17179 DeathTypes = NONE +CRUSHED +SPLATTED 17180 SinkDelay = 3000 17181 SinkRate = 0.5 ; in Dist/Sec 17182 DestructionDelay = 8000 17183 FX = INITIAL FX_GIDieCrushed 17184 End 17185 Behavior = SlowDeathBehavior ModuleTag_Death03 17186 DeathTypes = NONE +EXPLODED 17187 SinkDelay = 3000 17188 SinkRate = 0.5 ; in Dist/Sec 17189 DestructionDelay = 8000 17190 FX = INITIAL FX_BlackLotusDie 17191 FlingForce = 8 17192 FlingForceVariance = 3 17193 FlingPitch = 60 17194 FlingPitchVariance = 10 17195 End 17196 Behavior = SlowDeathBehavior ModuleTag_Death04 17197 DeathTypes = NONE +BURNED 17198 DestructionDelay = 0 17199 FX = INITIAL FX_DieByFireFemale 17200 OCL = INITIAL OCL_FlamingInfantry 17201 End 17202 Behavior = SlowDeathBehavior ModuleTag_Death05 17203 DeathTypes = NONE +POISONED 17204 DestructionDelay = 0 17205 FX = INITIAL FX_DieByToxinFemale 17206 OCL = INITIAL OCL_ToxicInfantry 17207 End 17208 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 17209 DeathTypes = NONE +POISONED_BETA 17210 DestructionDelay = 0 17211 FX = INITIAL FX_DieByToxinFemale 17212 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 17213 End 17214 17215 Behavior = SlowDeathBehavior ModuleTag_Death07 17216 DeathTypes = NONE +POISONED_GAMMA 17217 DestructionDelay = 0 17218 FX = INITIAL FX_DieByToxinFemale 17219 OCL = INITIAL OCL_ToxicInfantryGamma 17220 End 17221 ; --- end Death modules --- 17222 17223 Behavior = PoisonedBehavior ModuleTag_17 17224 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 17225 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 17226 End 17227 17228 Geometry = CYLINDER 17229 GeometryMajorRadius = 10.0 17230 GeometryMinorRadius = 10.0 17231 GeometryHeight = 12.0 17232 GeometryIsSmall = Yes 17233 Shadow = SHADOW_DECAL 17234 ShadowSizeX = 14; 17235 ShadowSizeY = 14; 17236 ShadowTexture = ShadowI; 17237 BuildCompletion = APPEARS_AT_RALLY_POINT 17238 17239 End 17240 17241 17242 17243 17244 17245 17246 17247 17248 17249 17250 17251 17252 17253 17254 17255 17256 17257 17258 17259 17260 17261 17262 17263 17264 17265 17266 17267 17268 17269 17270 17271 17272 17273 17274 17275 17276 ;------------------------------------------------------------------------------ 17277 Object Boss_InfantryTankHunter 17278 17279 ; *** ART Parameters *** 17280 SelectPortrait = SNTankHunter_L 17281 ButtonImage = SNTankHunter 17282 17283 UpgradeCameo1 = Upgrade_Nationalism 17284 ;UpgradeCameo2 = NONE 17285 ;UpgradeCameo3 = NONE 17286 ;UpgradeCameo4 = NONE 17287 ;UpgradeCameo5 = NONE 17288 17289 Draw = W3DModelDraw ModuleTag_01 17290 OkToChangeModelColor = Yes 17291 17292 17293 DefaultConditionState 17294 Model = NIMSST_SKN 17295 IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 17296 IdleAnimation = NIMSST_SKL.NIMSST_IDA 17297 IdleAnimation = NIMSST_SKL.NIMSST_IDB 17298 AnimationMode = ONCE 17299 AnimationSpeedFactorRange = 0.8 1.2 17300 TransitionKey = TRANS_Stand 17301 WeaponMuzzleFlash = PRIMARY MuzzleFX 17302 WeaponFireFXBone = PRIMARY Muzzle 17303 WeaponLaunchBone = PRIMARY Muzzle 17304 WeaponLaunchBone = SECONDARY Muzzle 17305 End 17306 AliasConditionState = REALLYDAMAGED 17307 17308 ConditionState = FIRING_A 17309 Animation = NIMSST_SKL.NIMSST_ATA 17310 AnimationMode = ONCE 17311 TransitionKey = TRANS_START_FIRING 17312 End 17313 AliasConditionState = REALLYDAMAGED FIRING_A 17314 17315 ConditionState = BETWEEN_FIRING_SHOTS_A 17316 Animation = NIMSST_SKL.NIMSST_STA 17317 AnimationMode = ONCE 17318 ; this is basically a trick: this guy has a nontrivial animation for firing, 17319 ; and a long recycle time between shots. we want him to finish his fire animation 17320 ; (unless he's ordered to do something else), so this is just a handy trick that 17321 ; says, "if the previous state had this transition key, allow it to finish before 17322 ; switching to us, if possible". 17323 WaitForStateToFinishIfPossible = TRANS_START_FIRING 17324 End 17325 AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 17326 17327 ConditionState = MOVING 17328 Animation = NIMSST_SKL.NIMSST_RNA 20 17329 AnimationMode = LOOP 17330 Flags = RANDOMSTART 17331 TransitionKey = None 17332 ParticleSysBone = None InfantryDustTrails 17333 End 17334 AliasConditionState = REALLYDAMAGED MOVING 17335 AliasConditionState = MOVING ATTACKING 17336 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 17337 17338 ConditionState = RELOADING_A 17339 Animation = NIMSST_SKL.NIMSST_ATA 10 17340 AnimationMode = ONCE 17341 ;WeaponLaunchBone = PRIMARY WeaponA 17342 End 17343 AliasConditionState = MOVING RELOADING_A 17344 AliasConditionState = REALLYDAMAGED MOVING RELOADING_A 17345 17346 ConditionState = DYING 17347 Animation = NIMSST_SKL.NIMSST_DTA 17348 Animation = NIMSST_SKL.NIMSST_DTB 17349 AnimationSpeedFactorRange = 0.9 1.25 17350 AnimationMode = ONCE 17351 TransitionKey = TRANS_Dying 17352 End 17353 AliasConditionState = DYING RUBBLE 17354 17355 TransitionState = TRANS_Dying TRANS_Flailing 17356 Animation = NIMSST_SKL.NIMSST_ADTD1 17357 AnimationMode = ONCE 17358 End 17359 17360 ConditionState = DYING EXPLODED_FLAILING 17361 Animation = NIMSST_SKL.NIMSST_ADTD2 17362 AnimationMode = LOOP 17363 TransitionKey = TRANS_Flailing 17364 End 17365 17366 ConditionState = DYING EXPLODED_BOUNCING 17367 Animation = NIMSST_SKL.NIMSST_ADTD3 17368 AnimationMode = ONCE 17369 TransitionKey = None 17370 End 17371 17372 ;PARACHUTING ANIMATIONS 17373 ConditionState = FREEFALL 17374 Animation = NIMSST_SKL.NIMSST_POP 17375 AnimationMode = ONCE 17376 TransitionKey = TRANS_Falling 17377 End 17378 AliasConditionState = FREEFALL REALLYDAMAGED 17379 AliasConditionState = FREEFALL DYING 17380 17381 ConditionState = PARACHUTING 17382 Animation = NIMSST_SKL.NIMSST_PHG 17383 AnimationMode = LOOP 17384 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 17385 TransitionKey = TRANS_Chute 17386 End 17387 AliasConditionState = PARACHUTING REALLYDAMAGED 17388 AliasConditionState = PARACHUTING DYING 17389 17390 ; TransitionState = TRANS_Falling TRANS_Chute 17391 ; Animation = NIMSST_SKL.NIMSST_POP 17392 ; AnimationMode = ONCE 17393 ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 17394 ; End 17395 17396 TransitionState = TRANS_Chute TRANS_Stand 17397 Animation = NIMSST_SKL.NIMSST_PDN 17398 AnimationMode = ONCE 17399 End 17400 17401 End 17402 17403 17404 ; ***DESIGN parameters *** 17405 DisplayName = OBJECT:TankHunter 17406 Side = Boss 17407 EditorSorting = INFANTRY 17408 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 17409 WeaponSet 17410 Conditions = None 17411 Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher 17412 End 17413 ArmorSet 17414 Conditions = None 17415 Armor = HumanArmor 17416 DamageFX = InfantryDamageFX 17417 End 17418 ArmorSet 17419 Conditions = PLAYER_UPGRADE 17420 Armor = ChemSuitHumanArmor 17421 DamageFX = InfantryDamageFX 17422 End 17423 17424 VisionRange = 150 17425 ShroudClearingRange = 400 17426 Prerequisites 17427 Object = Boss_Barracks 17428 End 17429 BuildCost = 300 17430 BuildTime = 5.0 ;in seconds 17431 17432 ExperienceValue = 20 20 40 60 ;Experience point value at each level 17433 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 17434 IsTrainable = Yes ;Can gain experience 17435 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17436 CommandSet = ChinaInfantryTankHunterCommandSet 17437 17438 ; *** AUDIO Parameters *** 17439 VoiceSelect = BossGenTankHunterVoiceSelect 17440 VoiceMove = TankHunterVoiceMove 17441 VoiceAttack = TankHunterVoiceAttack 17442 VoiceAttackAir = TankHunterVoiceAttack 17443 VoiceGuard = TankHunterVoiceMove 17444 VoiceFear = TankHunterVoiceFear 17445 UnitSpecificSounds 17446 VoiceCreate = TankHunterVoiceCreate 17447 VoiceGarrison = TankHunterVoiceGarrison 17448 VoiceEnter = TankHunterVoiceMove 17449 VoiceEnterHostile = TankHunterVoiceMove 17450 VoiceGetHealed = TankHunterVoiceMove 17451 End 17452 17453 ; *** ENGINEERING Parameters *** 17454 RadarPriority = UNIT 17455 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE 17456 17457 Body = ActiveBody ModuleTag_02 17458 MaxHealth = 100.0 17459 InitialHealth = 100.0 17460 End 17461 17462 Behavior = ArmorUpgrade ModuleTag_Armor01 17463 TriggeredBy = Upgrade_AmericaChemicalSuits 17464 End 17465 17466 Behavior = AIUpdateInterface ModuleTag_03 17467 AutoAcquireEnemiesWhenIdle = Yes 17468 End 17469 Locomotor = SET_NORMAL MissileDefenderLocomotor 17470 Behavior = HordeUpdate ModuleTag_04 17471 UpdateRate = 1000 ; how often to recheck horde status (msec) 17472 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 17473 Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 17474 KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness 17475 AlliesOnly = Yes ; do we only count allies towards horde status? 17476 ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) 17477 Count = 5 ; how many units must be within Radius to grant us horde-ness 17478 Action = HORDE ; when horde-ing, grant us the HORDE bonus 17479 End 17480 Behavior = PhysicsBehavior ModuleTag_05 17481 Mass = 5.0 17482 End 17483 17484 Behavior = SpecialAbility ModuleTag_07 17485 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 17486 UpdateModuleStartsAttack = Yes 17487 InitiateSound = TankHunterVoiceTNT 17488 End 17489 Behavior = SpecialAbilityUpdate ModuleTag_08 17490 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 17491 StartAbilityRange = 5.0 17492 PreparationTime = 0 17493 SpecialObject = TNTStickyBomb 17494 MaxSpecialObjects = 8 17495 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 17496 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 17497 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 17498 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 17499 End 17500 17501 17502 Behavior = SquishCollide ModuleTag_09 17503 ;nothing 17504 End 17505 17506 17507 ; --- begin Death modules --- 17508 Behavior = SlowDeathBehavior ModuleTag_Death01 17509 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 17510 SinkDelay = 3000 17511 SinkRate = 0.5 ; in Dist/Sec 17512 DestructionDelay = 8000 17513 FX = INITIAL FX_TankHunterDie 17514 End 17515 Behavior = SlowDeathBehavior ModuleTag_Death02 17516 DeathTypes = NONE +CRUSHED +SPLATTED 17517 SinkDelay = 3000 17518 SinkRate = 0.5 ; in Dist/Sec 17519 DestructionDelay = 8000 17520 FX = INITIAL FX_GIDieCrushed 17521 End 17522 Behavior = SlowDeathBehavior ModuleTag_Death03 17523 DeathTypes = NONE +EXPLODED 17524 SinkDelay = 3000 17525 SinkRate = 0.5 ; in Dist/Sec 17526 DestructionDelay = 8000 17527 FX = INITIAL FX_TankHunterDie 17528 FlingForce = 8 17529 FlingForceVariance = 3 17530 FlingPitch = 60 17531 FlingPitchVariance = 10 17532 End 17533 Behavior = SlowDeathBehavior ModuleTag_Death04 17534 DeathTypes = NONE +BURNED 17535 DestructionDelay = 0 17536 FX = INITIAL FX_DieByFireChina 17537 OCL = INITIAL OCL_FlamingInfantry 17538 End 17539 Behavior = SlowDeathBehavior ModuleTag_Death05 17540 DeathTypes = NONE +POISONED 17541 DestructionDelay = 0 17542 FX = INITIAL FX_DieByToxinChina 17543 OCL = INITIAL OCL_ToxicInfantry 17544 End 17545 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 17546 DeathTypes = NONE +POISONED_BETA 17547 DestructionDelay = 0 17548 FX = INITIAL FX_DieByToxinChina 17549 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 17550 End 17551 17552 Behavior = SlowDeathBehavior ModuleTag_Death07 17553 DeathTypes = NONE +POISONED_GAMMA 17554 DestructionDelay = 0 17555 FX = INITIAL FX_DieByToxinChina 17556 OCL = INITIAL OCL_ToxicInfantryGamma 17557 End 17558 ; --- end Death modules --- 17559 17560 Behavior = PoisonedBehavior ModuleTag_12 17561 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 17562 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 17563 End 17564 17565 Geometry = CYLINDER 17566 GeometryMajorRadius = 10.0 17567 GeometryMinorRadius = 10.0 17568 GeometryHeight = 12.0 17569 GeometryIsSmall = Yes 17570 Shadow = SHADOW_DECAL 17571 ShadowSizeX = 14; 17572 ShadowSizeY = 14; 17573 ShadowTexture = ShadowI; 17574 BuildCompletion = APPEARS_AT_RALLY_POINT 17575 17576 End 17577 17578 17579 17580 17581 17582 17583 17584 17585 17586 17587 17588 17589 17590 17591 17592 17593 17594 17595 17596 17597 ;------------------------------------------------------------------------------ 17598 Object Boss_InfantryHacker 17599 17600 ; *** ART Parameters *** 17601 SelectPortrait = SNHacker2_L 17602 ButtonImage = SNHacker2 17603 17604 ;UpgradeCameo1 = NONE 17605 ;UpgradeCameo2 = NONE 17606 ;UpgradeCameo3 = NONE 17607 ;UpgradeCameo4 = NONE 17608 ;UpgradeCameo5 = NONE 17609 17610 Draw = W3DModelDraw ModuleTag_01 17611 OkToChangeModelColor = Yes 17612 17613 ;NORMAL STANDING 17614 DefaultConditionState 17615 Model = NIHCKR_SKN 17616 IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 17617 ;Regular spice animations 17618 IdleAnimation = NIHCKR_SKL.NIHCKR_IDA 17619 IdleAnimation = NIHCKR_SKL.NIHCKR_IDB 17620 AnimationMode = ONCE 17621 WeaponFireFXBone = PRIMARY Bone_SatCom 17622 TransitionKey = TRANS_Stand 17623 End 17624 AliasConditionState = REALLYDAMAGED 17625 17626 ConditionState = MOVING 17627 Animation = NIHCKR_SKL.NIHCKR_RNA 14 17628 AnimationMode = LOOP 17629 Flags = RANDOMSTART 17630 TransitionKey = None 17631 ParticleSysBone = None InfantryDustTrails 17632 End 17633 AliasConditionState = MOVING UNPACKING 17634 AliasConditionState = MOVING UNPACKING REALLYDAMAGED 17635 17636 ConditionState = UNPACKING 17637 Animation = NIHCKR_SKL.NIHCKR_ATB1 17638 AnimationMode = ONCE 17639 End 17640 AliasConditionState = UNPACKING FIRING_A 17641 AliasConditionState = UNPACKING REALLYDAMAGED 17642 AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED 17643 17644 ;HACKING ATTACK 17645 ConditionState = FIRING_A 17646 Animation = NIHCKR_SKL.NIHCKR_ATB2 17647 AnimationMode = LOOP 17648 TransitionKey = TRANS_FiringA 17649 End 17650 AliasConditionState = FIRING_A REALLYDAMAGED 17651 17652 ConditionState = PACKING 17653 Animation = NIHCKR_SKL.NIHCKR_ATB3 17654 AnimationMode = ONCE 17655 End 17656 AliasConditionState = PACKING FIRING_A 17657 AliasConditionState = PACKING REALLYDAMAGED 17658 AliasConditionState = PACKING FIRING_A REALLYDAMAGED 17659 17660 17661 17662 TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state 17663 Animation = NIHCKR_SKL.NIHCKR_ATB3 17664 AnimationMode = ONCE 17665 End 17666 17667 17668 ConditionState = FREEFALL 17669 Animation = NIHCKR_SKL.NIHCKR_PFL 17670 AnimationMode = LOOP 17671 TransitionKey = TRANS_Falling 17672 End 17673 AliasConditionState = FREEFALL REALLYDAMAGED 17674 AliasConditionState = FREEFALL DYING 17675 17676 ConditionState = PARACHUTING 17677 Animation = NIHCKR_SKL.NIHCKR_PHG 17678 AnimationMode = LOOP 17679 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 17680 TransitionKey = TRANS_Chute 17681 End 17682 AliasConditionState = PARACHUTING REALLYDAMAGED 17683 AliasConditionState = PARACHUTING DYING 17684 17685 17686 ConditionState = DYING 17687 Animation = NIHCKR_SKL.NIHCKR_DTA 17688 Animation = NIHCKR_SKL.NIHCKR_DTB 17689 AnimationMode = ONCE 17690 TransitionKey = TRANS_Dying 17691 End 17692 17693 TransitionState = TRANS_Dying TRANS_Flailing 17694 Animation = NIHCKR_SKL.NIHCKR_ADTG1 17695 AnimationMode = ONCE 17696 End 17697 17698 ConditionState = DYING EXPLODED_FLAILING 17699 Animation = NIHCKR_SKL.NIHCKR_ADTG2 17700 AnimationMode = LOOP 17701 TransitionKey = TRANS_Flailing 17702 End 17703 17704 ConditionState = DYING EXPLODED_BOUNCING 17705 Animation = NIHCKR_SKL.NIHCKR_ADTG3 17706 AnimationMode = ONCE 17707 TransitionKey = None 17708 End 17709 17710 ConditionState = SPECIAL_CHEERING 17711 Animation = NIHCKR_SKL.NIHCKR_CHA 17712 AnimationMode = LOOP 17713 End 17714 17715 TransitionState = TRANS_Falling TRANS_Chute 17716 Animation = NIHCKR_SKL.NIHCKR_POP 17717 AnimationMode = ONCE 17718 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 17719 End 17720 17721 TransitionState = TRANS_Chute TRANS_Stand 17722 Animation = NIHCKR_SKL.NIHCKR_PTD 17723 AnimationMode = ONCE 17724 End 17725 17726 End 17727 17728 ; ***DESIGN parameters *** 17729 DisplayName = OBJECT:Hacker 17730 Side = Boss 17731 EditorSorting = INFANTRY 17732 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 17733 17734 ArmorSet 17735 Conditions = None 17736 Armor = HumanArmor 17737 DamageFX = InfantryDamageFX 17738 End 17739 ArmorSet 17740 Conditions = PLAYER_UPGRADE 17741 Armor = ChemSuitHumanArmor 17742 DamageFX = InfantryDamageFX 17743 End 17744 17745 VisionRange = 150 17746 ShroudClearingRange = 300 17747 Prerequisites 17748 Object = Boss_Barracks 17749 End 17750 BuildCost = 625 17751 BuildTime = 20.0 ;in seconds 17752 ExperienceValue = 50 100 150 400 ;Experience point value at each level 17753 ExperienceRequired = 0 100 300 500 ;Experience points needed to gain each level 17754 IsTrainable = Yes ;Can gain experience 17755 17756 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17757 CommandSet = ChinaInfantryHackerCommandSet 17758 17759 ; *** AUDIO Parameters *** 17760 VoiceSelect = HackerVoiceSelect 17761 VoiceMove = HackerVoiceMove 17762 VoiceAttack = NoSound 17763 VoiceGuard = HackerVoiceMove 17764 VoiceFear = HackerVoiceFear 17765 VoiceTaskComplete = HackerVoiceHackComplete 17766 UnitSpecificSounds 17767 VoiceGarrison = HackerVoiceGarrison 17768 VoiceCreate = HackerVoiceCreate 17769 UnitPack = HackerPack 17770 UnitUnpack = HackerUnpack 17771 UnitCashPing = HackerCashPing 17772 VoiceEnter = HackerVoiceMove 17773 VoiceEnterHostile = HackerVoiceMove 17774 VoiceGetHealed = HackerVoiceMove 17775 VoiceHackInternet = HackerVoiceModeInternet 17776 End 17777 17778 ; *** ENGINEERING Parameters *** 17779 RadarPriority = UNIT 17780 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER 17781 17782 Body = ActiveBody ModuleTag_02 17783 MaxHealth = 100.0 17784 InitialHealth = 100.0 17785 End 17786 17787 Behavior = ArmorUpgrade ModuleTag_Armor01 17788 TriggeredBy = Upgrade_AmericaChemicalSuits 17789 End 17790 17791 Behavior = HackInternetAIUpdate ModuleTag_03 17792 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) 17793 PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) 17794 CashUpdateDelay = 2000 17795 CashUpdateDelayFast = 1500 ; Fast speed used inside a container (can only hack inside an Internet Center) 17796 RegularCashAmount = 5 17797 VeteranCashAmount = 6 17798 EliteCashAmount = 8 17799 HeroicCashAmount = 10 17800 XpPerCashUpdate = 1 17801 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. 17802 End 17803 Locomotor = SET_NORMAL BasicHumanLocomotor 17804 17805 Behavior = SpecialAbility ModuleTag_04 17806 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding 17807 UpdateModuleStartsAttack = Yes 17808 InitiateSound = HackerVoiceHack 17809 End 17810 17811 Behavior = SpecialAbilityUpdate ModuleTag_05 17812 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding 17813 StartAbilityRange = 150.0 17814 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) 17815 PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) 17816 PreparationTime = 3000 17817 17818 ;PersistentPrepTime = 500 ; old setting 17819 PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered 17820 ; This is also how often a new particle system effect is spawned 17821 EffectDuration = 2000 17822 SpecialObject = BinaryDataStream 17823 DisableFXParticleSystem = DisabledEffectBinaryShower0 17824 PackSound = HackerPack 17825 UnpackSound = HackerUnpack 17826 PrepSoundLoop = HackerPrepLoop 17827 AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! 17828 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 17829 End 17830 17831 17832 Behavior = PhysicsBehavior ModuleTag_06 17833 Mass = 5.0 17834 End 17835 17836 Behavior = SquishCollide ModuleTag_08 17837 ;nothing 17838 End 17839 17840 17841 ; --- begin Death modules --- 17842 Behavior = SlowDeathBehavior ModuleTag_Death01 17843 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 17844 SinkDelay = 3000 17845 SinkRate = 0.5 ; in Dist/Sec 17846 DestructionDelay = 8000 17847 FX = INITIAL FX_HackerDie 17848 End 17849 Behavior = SlowDeathBehavior ModuleTag_Death02 17850 DeathTypes = NONE +CRUSHED +SPLATTED 17851 SinkDelay = 3000 17852 SinkRate = 0.5 ; in Dist/Sec 17853 DestructionDelay = 8000 17854 FX = INITIAL FX_GIDieCrushed 17855 End 17856 Behavior = SlowDeathBehavior ModuleTag_Death03 17857 DeathTypes = NONE +EXPLODED 17858 SinkDelay = 3000 17859 SinkRate = 0.5 ; in Dist/Sec 17860 DestructionDelay = 8000 17861 FX = INITIAL FX_HackerDie 17862 FlingForce = 8 17863 FlingForceVariance = 3 17864 FlingPitch = 60 17865 FlingPitchVariance = 10 17866 End 17867 Behavior = SlowDeathBehavior ModuleTag_Death04 17868 DeathTypes = NONE +BURNED 17869 DestructionDelay = 0 17870 FX = INITIAL FX_DieByFireChina 17871 OCL = INITIAL OCL_FlamingInfantry 17872 End 17873 Behavior = SlowDeathBehavior ModuleTag_Death05 17874 DeathTypes = NONE +POISONED 17875 DestructionDelay = 0 17876 FX = INITIAL FX_DieByToxinChina 17877 OCL = INITIAL OCL_ToxicInfantry 17878 End 17879 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 17880 DeathTypes = NONE +POISONED_BETA 17881 DestructionDelay = 0 17882 FX = INITIAL FX_DieByToxinChina 17883 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 17884 End 17885 17886 Behavior = SlowDeathBehavior ModuleTag_Death07 17887 DeathTypes = NONE +POISONED_GAMMA 17888 DestructionDelay = 0 17889 FX = INITIAL FX_DieByToxinChina 17890 OCL = INITIAL OCL_ToxicInfantryGamma 17891 End 17892 ; --- end Death modules --- 17893 17894 Behavior = PoisonedBehavior ModuleTag_11 17895 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 17896 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 17897 End 17898 17899 Geometry = CYLINDER 17900 GeometryMajorRadius = 10.0 17901 GeometryMinorRadius = 10.0 17902 GeometryHeight = 12.0 17903 GeometryIsSmall = Yes 17904 Shadow = SHADOW_DECAL 17905 ShadowSizeX = 14; 17906 ShadowSizeY = 14; 17907 ShadowTexture = ShadowI; 17908 BuildCompletion = APPEARS_AT_RALLY_POINT 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 17939 17940 17941 ;---------------------------------------------------------------------------- 17942 Object Boss_InfantryJarmenKell 17943 17944 ; *** ART Parameters *** 17945 SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake 17946 ButtonImage = SUJermanKell1 17947 17948 UpgradeCameo1 = Upgrade_GLAAPBullets 17949 ;UpgradeCameo2 = NONE 17950 ;UpgradeCameo3 = NONE 17951 ;UpgradeCameo4 = NONE 17952 ;UpgradeCameo5 = NONE 17953 17954 Draw = W3DModelDraw ModuleTag_01 17955 OkToChangeModelColor = Yes 17956 17957 ; --- idle 17958 DefaultConditionState 17959 Model = UIHERO_SKN 17960 IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 17961 IdleAnimation = UIHERO_SKL.UIHERO_IDA 17962 IdleAnimation = UIHERO_SKL.UIHERO_IDB 17963 AnimationMode = ONCE 17964 WeaponFireFXBone = PRIMARY Muzzle 17965 WeaponMuzzleFlash = PRIMARY MuzzleFX 17966 TransitionKey = TRANS_Stand 17967 End 17968 17969 ConditionState = REALLYDAMAGED 17970 IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 17971 IdleAnimation = UIHERO_SKL.UIHERO_IIDA 17972 IdleAnimation = UIHERO_SKL.UIHERO_IIDB 17973 AnimationMode = ONCE 17974 TransitionKey = TRANS_StandInjured 17975 End 17976 17977 TransitionState = TRANS_Stand TRANS_StandInjured 17978 Animation = UIHERO_SKL.UIHERO_ISTAHIT 17979 AnimationMode = ONCE 17980 End 17981 17982 ; --- attack 17983 17984 ConditionState = FIRING_A 17985 Animation = UIHERO_SKL.UIHERO_ATA 17986 AnimationMode = ONCE 17987 TransitionKey = TRANS_FiringA 17988 AnimationSpeedFactorRange = 1.5 1.5 17989 End 17990 17991 ConditionState = BETWEEN_FIRING_SHOTS_A 17992 Animation = UIHERO_SKL.UIHERO_STA 17993 AnimationMode = ONCE 17994 WaitForStateToFinishIfPossible = TRANS_FiringA 17995 End 17996 AliasConditionState = RELOADING_A 17997 17998 ConditionState = FIRING_A REALLYDAMAGED 17999 Animation = UIHERO_SKL.UIHERO_IATA2 18000 AnimationMode = ONCE 18001 TransitionKey = TRANS_FiringAInjured 18002 AnimationSpeedFactorRange = 1.5 1.5 18003 End 18004 18005 ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 18006 Animation = UIHERO_SKL.UIHERO_IATA2 18007 AnimationMode = MANUAL 18008 Flags = START_FRAME_LAST 18009 WaitForStateToFinishIfPossible = TRANS_FiringAInjured 18010 End 18011 AliasConditionState = RELOADING_A REALLYDAMAGED 18012 18013 TransitionState = TRANS_FiringA TRANS_FiringAInjured 18014 Animation = UIHERO_SKL.UIHERO_IATAHIT 18015 AnimationMode = ONCE 18016 End 18017 18018 ; --- moving 18019 ConditionState = MOVING 18020 Animation = UIHERO_SKL.UIHERO_RNA2 30 18021 AnimationMode = LOOP 18022 Flags = RANDOMSTART 18023 TransitionKey = None 18024 ParticleSysBone = None InfantryDustTrails 18025 End 18026 AliasConditionState = MOVING FIRING_A 18027 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 18028 AliasConditionState = MOVING RELOADING_A 18029 AliasConditionState = MOVING DOCKING 18030 AliasConditionState = MOVING DOCKING_BEGINNING 18031 AliasConditionState = MOVING DOCKING_ACTIVE 18032 18033 ConditionState = MOVING REALLYDAMAGED 18034 Animation = UIHERO_SKL.UIHERO_IRNA 30 18035 AnimationMode = LOOP 18036 Flags = RANDOMSTART 18037 TransitionKey = None 18038 ParticleSysBone = None InfantryDustTrails 18039 End 18040 AliasConditionState = MOVING FIRING_A REALLYDAMAGED 18041 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 18042 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 18043 18044 ; --- cheering 18045 ConditionState = SPECIAL_CHEERING 18046 Animation = UIHERO_SKL.UIHERO_CHA 18047 AnimationMode = LOOP 18048 End 18049 18050 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 18051 Animation = UIHERO_SKL.UIHERO_ICHA 18052 AnimationMode = LOOP 18053 End 18054 18055 ; --- dying 18056 ConditionState = DYING 18057 Animation = UIHERO_SKL.UIHERO_DTA 18058 Animation = UIHERO_SKL.UIHERO_DTB 18059 Animation = UIHERO_SKL.UIHERO_IDTA 18060 Animation = UIHERO_SKL.UIHERO_IDTB 18061 AnimationMode = ONCE 18062 TransitionKey = TRANS_Dying 18063 End 18064 18065 TransitionState = TRANS_Dying TRANS_Flailing 18066 Animation = UIHERO_SKL.UIHERO_ADTG21 18067 AnimationMode = ONCE 18068 End 18069 18070 ConditionState = DYING EXPLODED_FLAILING 18071 Animation = UIHERO_SKL.UIHERO_ADTG22 18072 AnimationMode = LOOP 18073 TransitionKey = TRANS_Flailing 18074 End 18075 18076 ConditionState = DYING EXPLODED_BOUNCING 18077 Animation = UIHERO_SKL.UIHERO_ADTG23 18078 AnimationMode = ONCE 18079 TransitionKey = None 18080 End 18081 18082 ; --- falling 18083 ConditionState = FREEFALL 18084 Animation = UIHERO_SKL.UIHERO_PFL 18085 AnimationMode = LOOP 18086 TransitionKey = TRANS_Falling 18087 End 18088 AliasConditionState = FREEFALL REALLYDAMAGED 18089 AliasConditionState = FREEFALL DYING 18090 18091 ConditionState = PARACHUTING 18092 Animation = UIHERO_SKL.UIHERO_PHG 18093 AnimationMode = LOOP 18094 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 18095 TransitionKey = TRANS_Chute 18096 End 18097 AliasConditionState = PARACHUTING REALLYDAMAGED 18098 AliasConditionState = PARACHUTING DYING 18099 18100 TransitionState = TRANS_Falling TRANS_Chute 18101 Animation = UIHERO_SKL.UIHERO_POP 18102 AnimationMode = ONCE 18103 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 18104 End 18105 18106 TransitionState = TRANS_Chute TRANS_Stand 18107 Animation = UIHERO_SKL.UIHERO_PTD 18108 AnimationMode = ONCE 18109 End 18110 18111 TransitionState = TRANS_Chute TRANS_StandInjured 18112 Animation = UIHERO_SKL.UIHERO_PTD 18113 AnimationMode = ONCE 18114 End 18115 18116 End 18117 18118 ; ***DESIGN parameters *** 18119 DisplayName = OBJECT:JarmenKell 18120 Side = Boss 18121 EditorSorting = INFANTRY 18122 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 18123 MaxSimultaneousOfType = 1 18124 18125 WeaponSet 18126 Conditions = None 18127 Weapon = PRIMARY GLAJarmenKellRifle 18128 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 18129 AutoChooseSources = SECONDARY NONE 18130 End 18131 18132 ArmorSet 18133 Conditions = None 18134 Armor = HumanArmor 18135 DamageFX = InfantryDamageFX 18136 End 18137 ArmorSet 18138 Conditions = PLAYER_UPGRADE 18139 Armor = ChemSuitHumanArmor 18140 DamageFX = InfantryDamageFX 18141 End 18142 18143 VisionRange = 200 18144 ShroudClearingRange = 300 18145 Prerequisites 18146 Object = Boss_Barracks 18147 Object = Boss_ScudStorm 18148 End 18149 BuildCost = 1500 18150 BuildTime = 20.0 ;in seconds 18151 18152 ExperienceValue = 50 50 100 150 ;Experience point value at each level 18153 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 18154 IsTrainable = Yes ;Can gain experience 18155 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18156 CommandSet = GLAInfantryJarmenKellCommandSet 18157 18158 ; *** AUDIO Parameters *** 18159 VoiceSelect = JarmenKellVoiceSelect 18160 VoiceMove = JarmenKellVoiceMove 18161 VoiceGuard = JarmenKellVoiceMove 18162 VoiceAttack = JarmenKellVoiceAttack 18163 VoiceFear = JarmenKellVoiceFear 18164 SoundStealthOn = StealthOn 18165 SoundStealthOff = StealthOff 18166 18167 UnitSpecificSounds 18168 VoiceCreate = JarmenKellVoiceCreate 18169 VoiceSnipePilot = JarmenKellVoiceSnipe 18170 VoiceGarrison = JarmenKellVoiceGarrison 18171 VoiceEnter = JarmenKellVoiceMove 18172 VoiceEnterHostile = JarmenKellVoiceMove 18173 VoiceGetHealed = JarmenKellVoiceMove 18174 End 18175 18176 18177 ; *** ENGINEERING Parameters *** 18178 RadarPriority = UNIT 18179 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE 18180 18181 Body = ActiveBody ModuleTag_02 18182 MaxHealth = 200.0 18183 InitialHealth = 200.0 18184 End 18185 18186 Behavior = ArmorUpgrade ModuleTag_Armor01 18187 TriggeredBy = Upgrade_AmericaChemicalSuits 18188 End 18189 18190 Behavior = AIUpdateInterface ModuleTag_03 18191 AutoAcquireEnemiesWhenIdle = Yes 18192 End 18193 Locomotor = SET_NORMAL JarmenKellLocomotor 18194 18195 Behavior = PhysicsBehavior ModuleTag_04 18196 Mass = 5.0 18197 End 18198 Behavior = StealthUpdate ModuleTag_06 18199 StealthDelay = 2000 ; msec 18200 StealthForbiddenConditions = ATTACKING 18201 InnateStealth = Yes 18202 OrderIdleEnemiesToAttackMeUponReveal = Yes 18203 EnemyDetectionEvaEvent = EnemyJarmenKellDetected 18204 OwnDetectionEvaEvent = OwnJarmenKellDetected 18205 End 18206 18207 Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. 18208 End 18209 18210 Behavior = WeaponBonusUpgrade ModuleTag_08 18211 TriggeredBy = Upgrade_GLAAPBullets 18212 End 18213 18214 ;Hero units can't be squished! 18215 ;Behavior = SquishCollide ModuleTag_09 18216 ; ;nothing 18217 ;End 18218 18219 18220 ; --- begin Death modules --- 18221 Behavior = SlowDeathBehavior ModuleTag_Death01 18222 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 18223 SinkDelay = 3000 18224 SinkRate = 0.5 ; in Dist/Sec 18225 DestructionDelay = 8000 18226 FX = INITIAL FX_JarmenKellDie 18227 End 18228 Behavior = SlowDeathBehavior ModuleTag_Death02 18229 DeathTypes = NONE +CRUSHED +SPLATTED 18230 SinkDelay = 3000 18231 SinkRate = 0.5 ; in Dist/Sec 18232 DestructionDelay = 8000 18233 FX = INITIAL FX_GIDieCrushed 18234 End 18235 Behavior = SlowDeathBehavior ModuleTag_Death03 18236 DeathTypes = NONE +EXPLODED 18237 SinkDelay = 3000 18238 SinkRate = 0.5 ; in Dist/Sec 18239 DestructionDelay = 8000 18240 FX = INITIAL FX_JarmenKellDie 18241 FlingForce = 8 18242 FlingForceVariance = 3 18243 FlingPitch = 60 18244 FlingPitchVariance = 10 18245 End 18246 Behavior = SlowDeathBehavior ModuleTag_Death04 18247 DeathTypes = NONE +BURNED 18248 DestructionDelay = 0 18249 FX = INITIAL FX_DieByFireGLA 18250 OCL = INITIAL OCL_FlamingInfantry 18251 End 18252 Behavior = SlowDeathBehavior ModuleTag_Death05 18253 DeathTypes = NONE +POISONED 18254 DestructionDelay = 0 18255 FX = INITIAL FX_DieByToxinGLA 18256 OCL = INITIAL OCL_ToxicInfantry 18257 End 18258 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 18259 DeathTypes = NONE +POISONED_BETA 18260 DestructionDelay = 0 18261 FX = INITIAL FX_DieByToxinGLA 18262 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 18263 End 18264 Behavior = SlowDeathBehavior ModuleTag_Death07 18265 DeathTypes = NONE +POISONED_GAMMA 18266 DestructionDelay = 0 18267 FX = INITIAL FX_DieByToxinGLA 18268 OCL = INITIAL OCL_ToxicInfantryGamma 18269 End 18270 18271 ; --- end Death modules --- 18272 18273 Behavior = PoisonedBehavior ModuleTag_14 18274 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 18275 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 18276 End 18277 18278 Geometry = CYLINDER 18279 GeometryMajorRadius = 10.0 18280 GeometryMinorRadius = 10.0 18281 GeometryHeight = 12.0 18282 GeometryIsSmall = Yes 18283 Shadow = SHADOW_DECAL 18284 ShadowSizeX = 14; 18285 ShadowSizeY = 14; 18286 ShadowTexture = ShadowI; 18287 BuildCompletion = APPEARS_AT_RALLY_POINT 18288 18289 End 18290 18291 18292 18293 18294 18295 18296 18297 18298 18299 18300 18301 18302 18303 18304 18305 18306 18307 18308 18309 ;------------------------------------------------------------------------------ 18310 ;------------------------------------------------------------------------------ 18311 Object Boss_InfantryAngryMobNexus 18312 18313 ;**** ART Parameters ************************** 18314 SelectPortrait = SUAngryMob_L 18315 ButtonImage = SUAngryMob 18316 18317 UpgradeCameo1 = Upgrade_GLAArmTheMob 18318 ;UpgradeCameo2 = NONE 18319 ;UpgradeCameo3 = NONE 18320 ;UpgradeCameo4 = NONE 18321 ;UpgradeCameo5 = NONE 18322 18323 Draw = W3DModelDraw ModuleTag_01 18324 OkToChangeModelColor = Yes 18325 DefaultConditionState 18326 Model = None 18327 ; Model = AVBomber_B 18328 End 18329 End 18330 18331 18332 ;****DESIGN parameters ************************** 18333 18334 DisplayName = OBJECT:AngryMobNexus 18335 Side = Boss 18336 18337 RadarPriority = NOT_ON_RADAR 18338 18339 EditorSorting = INFANTRY 18340 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 18341 18342 WeaponSet 18343 Conditions = None 18344 Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon 18345 Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon 18346 Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon 18347 End 18348 18349 18350 ArmorSet 18351 Conditions = None 18352 Armor = InvulnerableAllArmor 18353 DamageFX = None 18354 End 18355 ArmorSet 18356 Conditions = PLAYER_UPGRADE 18357 Armor = ChemSuitHumanArmor 18358 DamageFX = InfantryDamageFX 18359 End 18360 18361 BuildCost = 800 18362 BuildTime = 15.0 ;in seconds 18363 VisionRange = 150 ; it can scout for the spawn 18364 ShroudClearingRange = 0 18365 18366 Prerequisites 18367 Object = Boss_Barracks 18368 End 18369 18370 ExperienceValue = 5 5 5 5 ;Experience point value at each level 18371 18372 IsTrainable = No 18373 18374 18375 18376 CommandSet = GLAInfantryAngryMobCommandSet; 18377 18378 ;**** AUDIO Parameters ***************************** 18379 VoiceSelect = AngryMobVoiceSelect 18380 VoiceMove = AngryMobVoiceMove 18381 VoiceGuard = AngryMobVoiceMove 18382 VoiceAttack = AngryMobVoiceAttack 18383 SoundMoveStart = NoSound 18384 SoundAmbient = AngryMobAmbientLoop 18385 SoundAmbientRubble = NoSound 18386 UnitSpecificSounds 18387 VoiceCreate = AngryMobVoiceCreate 18388 End 18389 18390 18391 ;**** ENGINEERING Parameters ****************************** 18392 18393 RadarPriority = UNIT 18394 KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE 18395 Body = ImmortalBody ModuleTag_02 18396 MaxHealth = 99999.0 18397 InitialHealth = 99999.0 18398 End 18399 18400 Behavior = ArmorUpgrade ModuleTag_Armor01 18401 TriggeredBy = Upgrade_AmericaChemicalSuits 18402 End 18403 18404 Behavior = AIUpdateInterface ModuleTag_03 18405 AutoAcquireEnemiesWhenIdle = Yes 18406 End 18407 18408 Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 18409 Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 18410 Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 18411 18412 ; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster! 18413 ; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster! 18414 ; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster! 18415 18416 Behavior = PhysicsBehavior ModuleTag_04 18417 Mass = 50.0 18418 End 18419 18420 Behavior = SpawnBehavior ModuleTag_05 18421 SpawnNumber = 10 18422 SpawnReplaceDelay = 30000 ; 30 seconds 18423 18424 SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin 18425 SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume 18426 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 18427 SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret 18428 SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top 18429 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 18430 SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil 18431 18432 18433 18434 ExitByBudding = Yes;! 18435 18436 InitialBurst = 5 ; the first set of 5 will not delay 18437 OneShot = No 18438 AggregateHealth = Yes 18439 SlavesHaveFreeWill = No 18440 End 18441 18442 Behavior = QueueProductionExitUpdate ModuleTag_06 18443 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 18444 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 18445 ExitDelay = 5000 ; 5 sec 18446 InitialBurst = 5 ; the first set of 5 will not delay 18447 End 18448 18449 Behavior = DestroyDie ModuleTag_07 18450 DeathTypes = ALL 18451 End 18452 18453 Geometry = CYLINDER 18454 GeometryMajorRadius = 1.0 18455 GeometryMinorRadius = 1.0 18456 GeometryHeight = 1.0 18457 GeometryIsSmall = Yes 18458 Shadow = SHADOW_VOLUME 18459 18460 End 18461 18462 18463 18464 18465 18466 18467 18468 18469 18470 18471 18472 18473 18474 18475 18476 18477 18478 18479 18480 18481 18482 ;---------------------------------------------------------- 18483 Object Boss_VehicleTomahawk 18484 18485 ; *** ART Parameters *** 18486 SelectPortrait = SACTomahawk_L 18487 ButtonImage = SACTomahawk 18488 18489 UpgradeCameo1 = Upgrade_AmericaScoutDrone 18490 UpgradeCameo2 = Upgrade_AmericaBattleDrone 18491 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 18492 UpgradeCameo4 = Upgrade_AmericaHellfireDrone 18493 ;UpgradeCameo5 = XXX 18494 18495 Draw = W3DTankDraw ModuleTag_01 18496 OkToChangeModelColor = Yes 18497 18498 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 18499 18500 DefaultConditionState 18501 Model = AVTomahawk 18502 Turret = TURRET 18503 TurretPitch = TURRETEL 18504 WeaponLaunchBone = PRIMARY WeaponA 18505 WeaponHideShowBone = PRIMARY MISSILE 18506 End 18507 18508 ConditionState = REALLYDAMAGED 18509 Model = AVTomahawk_D 18510 End 18511 AliasConditionState = RUBBLE 18512 18513 TrackMarks = EXTnkTrack.tga 18514 18515 End 18516 18517 ; ***DESIGN parameters *** 18518 DisplayName = OBJECT:Tomahawk 18519 Side = Boss 18520 EditorSorting = VEHICLE 18521 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18522 BuildCost = 1200 18523 BuildTime = 20.0 ;in seconds 18524 VisionRange = 180 18525 ShroudClearingRange = 200 18526 Prerequisites 18527 Object = Boss_WarFactory 18528 End 18529 ExperienceValue = 50 50 100 150 ;Experience point value at each level 18530 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 18531 IsTrainable = Yes ;Can gain experience 18532 WeaponSet 18533 Conditions = None 18534 Weapon = PRIMARY TomahawkMissileWeapon 18535 End 18536 ArmorSet 18537 Conditions = None 18538 Armor = TruckArmor 18539 DamageFX = TankDamageFX 18540 End 18541 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18542 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18543 CommandSet = AmericaVehicleTomahawkCommandSet 18544 18545 ; *** AUDIO Parameters *** 18546 VoiceSelect = TomahawkVoiceSelect 18547 VoiceMove = TomahawkVoiceMove 18548 VoiceGuard = TomahawkVoiceMove 18549 VoiceAttack = TomahawkVoiceAttack 18550 SoundMoveStart = TomahawkMoveStart 18551 SoundMoveStartDamaged = TomahawkMoveStart 18552 18553 UnitSpecificSounds 18554 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18555 VoiceCreate = TomahawkVoiceCreate 18556 TurretMoveStart = NoSound 18557 TurretMoveLoop = TurretMoveLoopLoud 18558 SoundEject = PilotSoundEject 18559 VoiceEject = PilotVoiceEject 18560 VoiceCrush = TomahawkVoiceCrush 18561 VoiceEnter = TomahawkVoiceMove 18562 VoiceBombard = TomahawkVoiceAttack 18563 End 18564 18565 ; *** ENGINEERING Parameters *** 18566 RadarPriority = UNIT 18567 KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 18568 18569 Body = ActiveBody ModuleTag_02 18570 MaxHealth = 180.0 18571 InitialHealth = 180.0 18572 18573 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18574 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18575 SubdualDamageCap = 360 18576 SubdualDamageHealRate = 500 18577 SubdualDamageHealAmount = 50 18578 End 18579 18580 Behavior = AIUpdateInterface ModuleTag_03 18581 Turret 18582 TurretTurnRate = 60 ; turn rate, in degrees per sec 18583 TurretPitchRate = 60 18584 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here 18585 AllowsPitch = Yes 18586 ControlledWeaponSlots = PRIMARY 18587 End 18588 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 18589 End 18590 Locomotor = SET_NORMAL TomahawkLocomotor 18591 18592 Behavior = PhysicsBehavior ModuleTag_04 18593 Mass = 50.0 18594 End 18595 Behavior = SlowDeathBehavior ModuleTag_05 18596 DeathTypes = ALL -CRUSHED -SPLATTED 18597 DestructionDelay = 500 18598 DestructionDelayVariance = 100 18599 FX = INITIAL FX_GenericTankDeathEffect 18600 OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie 18601 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 18602 End 18603 18604 Behavior = ObjectCreationUpgrade ModuleTag_06 18605 UpgradeObject = OCL_AmericanBattleDrone 18606 TriggeredBy = Upgrade_AmericaBattleDrone 18607 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 18608 End 18609 Behavior = ObjectCreationUpgrade ModuleTag_07 18610 UpgradeObject = OCL_AmericanScoutDrone 18611 TriggeredBy = Upgrade_AmericaScoutDrone 18612 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 18613 End 18614 Behavior = ObjectCreationUpgrade ModuleTag_15 18615 UpgradeObject = OCL_AmericanHellfireDrone 18616 TriggeredBy = Upgrade_AmericaHellfireDrone 18617 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 18618 End 18619 18620 Behavior = ProductionUpdate ModuleTag_08 18621 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 18622 End 18623 18624 Behavior = ExperienceScalarUpgrade ModuleTag_09 18625 TriggeredBy = Upgrade_AmericaAdvancedTraining 18626 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 18627 End 18628 18629 Behavior = DestroyDie ModuleTag_10 18630 DeathTypes = NONE +CRUSHED +SPLATTED 18631 End 18632 18633 Behavior = FXListDie ModuleTag_11 18634 DeathTypes = NONE +CRUSHED +SPLATTED 18635 DeathFX = FX_CarCrush 18636 End 18637 18638 Behavior = CreateObjectDie ModuleTag_12 18639 DeathTypes = NONE +CRUSHED +SPLATTED 18640 CreationList = OCL_CrusaderTank_CrushEffect 18641 End 18642 18643 ; Behavior = FXListDie 18644 ; DeathTypes = ALL -CRUSHED -SPLATTED 18645 ; DeathFX = FX_GenericTankDeathEffect 18646 ; End 18647 ; Behavior = CreateObjectDie 18648 ; DeathTypes = ALL -CRUSHED -SPLATTED 18649 ; CreationList = OCL_GenericTankDeathEffect 18650 ; End 18651 Behavior = EjectPilotDie ModuleTag_13 18652 DeathTypes = ALL -CRUSHED -SPLATTED 18653 ExemptStatus = HIJACKED 18654 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 18655 GroundCreationList = OCL_EjectPilotOnGround 18656 AirCreationList = OCL_EjectPilotViaParachute 18657 End 18658 18659 Behavior = TransitionDamageFX ModuleTag_14 18660 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 18661 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18662 End 18663 18664 Behavior = FlammableUpdate ModuleTag_21 18665 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18666 AflameDamageAmount = 3 ; taking this much damage... 18667 AflameDamageDelay = 500 ; this often. 18668 End 18669 18670 Geometry = BOX 18671 GeometryMajorRadius = 15.0 18672 GeometryMinorRadius = 10.0 18673 GeometryHeight = 10.0 18674 GeometryIsSmall = Yes 18675 Shadow = SHADOW_VOLUME 18676 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18677 18678 End 18679 18680 18681 18682 18683 18684 18685 18686 18687 18688 18689 ;------------------------------------------------------------------------------ 18690 Object Boss_TankPaladin 18691 18692 ; *** ART Parameters *** 18693 SelectPortrait = SAPaladin_L 18694 ButtonImage = SAPaladin 18695 18696 UpgradeCameo1 = Upgrade_AmericaBattleDrone 18697 UpgradeCameo2 = Upgrade_AmericaScoutDrone 18698 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 18699 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 18700 UpgradeCameo5 = Upgrade_AmericaHallfireDrone 18701 18702 Draw = W3DTankDraw ModuleTag_01 18703 18704 ExtraPublicBone = Laser 18705 18706 ConditionState = NONE 18707 Model = AVPaladin 18708 Turret = Turret01 18709 WeaponFireFXBone = PRIMARY TurretMS 18710 WeaponRecoilBone = PRIMARY Barrel 18711 WeaponMuzzleFlash = PRIMARY TurretFX 18712 WeaponLaunchBone = PRIMARY TurretMS 18713 End 18714 18715 ConditionState = REALLYDAMAGED 18716 Model = AVPaladin_D 18717 Turret = Turret01 18718 WeaponFireFXBone = PRIMARY TurretMS 18719 WeaponRecoilBone = PRIMARY Barrel 18720 WeaponMuzzleFlash = PRIMARY TurretFX 18721 WeaponLaunchBone = PRIMARY TurretMS 18722 End 18723 18724 ConditionState = RUBBLE 18725 Model = AVPaladin_D 18726 Turret = Turret01 18727 WeaponFireFXBone = PRIMARY TurretMS 18728 WeaponRecoilBone = PRIMARY Barrel 18729 WeaponMuzzleFlash = PRIMARY TurretFX 18730 WeaponLaunchBone = PRIMARY TurretMS 18731 End 18732 18733 TrackMarks = EXTnkTrack.tga 18734 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 18735 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 18736 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 18737 OkToChangeModelColor = Yes 18738 End 18739 18740 ; ***DESIGN parameters *** 18741 DisplayName = OBJECT:Paladin 18742 Side = Boss 18743 EditorSorting = VEHICLE 18744 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18745 WeaponSet 18746 Conditions = None 18747 Weapon = PRIMARY PaladinTankGun 18748 End 18749 ArmorSet 18750 Conditions = None 18751 Armor = TankArmor 18752 DamageFX = TankDamageFX 18753 End 18754 ;ArmorSet 18755 ; Conditions = PLAYER_UPGRADE 18756 ; Armor = UpgradedTankArmor 18757 ; DamageFX = TankDamageFX 18758 ;End 18759 BuildCost = 1100 18760 BuildTime = 12.0 ;in seconds 18761 VisionRange = 150 18762 ShroudClearingRange = 300 18763 Prerequisites 18764 Object = Boss_WarFactory 18765 Science = SCIENCE_PaladinTank 18766 End 18767 18768 ExperienceValue = 100 100 200 400 ;Experience point value at each level 18769 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 18770 18771 IsTrainable = Yes ;Can gain experience 18772 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18773 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18774 CommandSet = AmericaTankPaladinCommandSet 18775 18776 ; *** AUDIO Parameters *** 18777 VoiceSelect = PaladinTankVoiceSelect 18778 VoiceMove = PaladinTankVoiceMove 18779 VoiceGuard = PaladinTankVoiceMove 18780 VoiceAttack = PaladinTankVoiceAttack 18781 SoundMoveStart = PaladinTankMoveStart 18782 SoundMoveStartDamaged = PaladinTankMoveStart 18783 18784 UnitSpecificSounds 18785 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18786 VoiceCreate = PaladinTankVoiceCreate 18787 TurretMoveLoop = TurretMoveLoop 18788 SoundEject = PilotSoundEject 18789 VoiceEject = PilotVoiceEject 18790 VoiceCrush = PaladinTankVoiceCrush 18791 VoiceEnter = PaladinTankVoiceMove 18792 End 18793 18794 ; *** ENGINEERING Parameters *** 18795 RadarPriority = UNIT 18796 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 18797 18798 Body = ActiveBody ModuleTag_02 18799 MaxHealth = 500.0 18800 InitialHealth = 500.0 18801 18802 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18803 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18804 SubdualDamageCap = 1000 18805 SubdualDamageHealRate = 500 18806 SubdualDamageHealAmount = 50 18807 End 18808 18809 Behavior = AIUpdateInterface ModuleTag_03 18810 Turret 18811 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 18812 ControlledWeaponSlots = PRIMARY 18813 End 18814 ;AltTurret 18815 ; TurretTurnRate = 9000; 18816 ; ControlledWeaponSlots = SECONDARY 18817 ;End 18818 AutoAcquireEnemiesWhenIdle = Yes 18819 End 18820 Locomotor = SET_NORMAL CrusaderLocomotor 18821 Behavior = PhysicsBehavior ModuleTag_04 18822 Mass = 50.0 18823 End 18824 18825 ; Turret fly off death 18826 Behavior = SlowDeathBehavior ModuleTag_05 18827 DeathTypes = ALL -CRUSHED -SPLATTED 18828 ProbabilityModifier = 50 18829 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 18830 DestructionDelay = 500 18831 DestructionDelayVariance = 100 18832 FX = INITIAL FX_GenericTankDeathEffect 18833 FX = FINAL FX_GenericTankDeathExplosion 18834 OCL = FINAL OCL_PaladinTankDeathEffect 18835 End 18836 18837 ; Catch fire, and explode death 18838 Behavior = SlowDeathBehavior ModuleTag_06 18839 DeathTypes = ALL -CRUSHED -SPLATTED 18840 ProbabilityModifier = 50 18841 DestructionDelay = 2000 18842 DestructionDelayVariance = 300 18843 FX = INITIAL FX_CrusaderCatchFire 18844 OCL = FINAL OCL_PaladinTankDeathEffect 18845 FX = FINAL FX_GenericTankDeathExplosion 18846 End 18847 18848 Behavior = PointDefenseLaserUpdate ModuleTag_07 18849 WeaponTemplate = PaladinPointDefenseLaser 18850 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 18851 SecondaryTargetTypes = INFANTRY 18852 ScanRate = 500 18853 ScanRange = 120.0 18854 PredictTargetVelocityFactor = 3.0 18855 End 18856 18857 Behavior = ObjectCreationUpgrade ModuleTag_08 18858 UpgradeObject = OCL_AmericanBattleDrone 18859 TriggeredBy = Upgrade_AmericaBattleDrone 18860 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 18861 End 18862 Behavior = ObjectCreationUpgrade ModuleTag_09 18863 UpgradeObject = OCL_AmericanScoutDrone 18864 TriggeredBy = Upgrade_AmericaScoutDrone 18865 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 18866 End 18867 Behavior = ObjectCreationUpgrade ModuleTag_19 18868 UpgradeObject = OCL_AmericanHellfireDrone 18869 TriggeredBy = Upgrade_AmericaHellfireDrone 18870 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 18871 End Upgrade_AmericaHallfireDrone 18872 18873 Behavior = ProductionUpdate ModuleTag_10 18874 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 18875 End 18876 18877 Behavior = ExperienceScalarUpgrade ModuleTag_11 18878 TriggeredBy = Upgrade_AmericaAdvancedTraining 18879 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 18880 End 18881 18882 Behavior = TransitionDamageFX ModuleTag_12 18883 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 18884 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18885 End 18886 18887 Behavior = FXListDie ModuleTag_13 18888 DeathTypes = NONE +CRUSHED +SPLATTED 18889 DeathFX = FX_CarCrush 18890 End 18891 Behavior = CreateObjectDie ModuleTag_14 18892 DeathTypes = NONE +CRUSHED +SPLATTED 18893 CreationList = OCL_CrusaderTank_CrushEffect 18894 End 18895 Behavior = DestroyDie ModuleTag_15 18896 DeathTypes = NONE +CRUSHED +SPLATTED 18897 End 18898 Behavior = CreateCrateDie ModuleTag_16 18899 CrateData = SalvageCrateData 18900 ;CrateData = EliteTankCrateData 18901 ;CrateData = HeroicTankCrateData 18902 End 18903 Behavior = EjectPilotDie ModuleTag_17 18904 DeathTypes = ALL -CRUSHED -SPLATTED 18905 ExemptStatus = HIJACKED 18906 GroundCreationList = OCL_EjectPilotOnGround 18907 AirCreationList = OCL_EjectPilotViaParachute 18908 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 18909 End 18910 18911 Behavior = MaxHealthUpgrade ModuleTag_18 18912 TriggeredBy = Upgrade_AmericaCompositeArmor 18913 AddMaxHealth = 100.0 18914 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 18915 End 18916 18917 Behavior = FlammableUpdate ModuleTag_21 18918 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18919 AflameDamageAmount = 3 ; taking this much damage... 18920 AflameDamageDelay = 500 ; this often. 18921 End 18922 18923 Geometry = BOX 18924 GeometryMajorRadius = 15.0 18925 GeometryMinorRadius = 10.0 18926 GeometryHeight = 10.0 18927 GeometryIsSmall = Yes 18928 Shadow = SHADOW_VOLUME 18929 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18930 18931 End 18932 18933 18934 18935 18936 18937 ;------------------------------------------------------------------------------ 18938 ;Sentry Drone 18939 Object Boss_VehicleSentryDrone 18940 18941 ; *** ART Parameters *** 18942 SelectPortrait = SAsentry_L 18943 ButtonImage = SAsentry 18944 18945 UpgradeCameo1 = Upgrade_AmericaSentryDroneGun 18946 ;UpgradeCameo2 = NONE 18947 ;UpgradeCameo3 = NONE 18948 ;UpgradeCameo4 = NONE 18949 ;UpgradeCameo5 = NONE 18950 18951 Draw = W3DTankDraw ModuleTag_01 18952 18953 InitialRecoilSpeed = 10 18954 MaxRecoilDistance = 1.5 18955 RecoilSettleSpeed = 3 18956 18957 OkToChangeModelColor = Yes 18958 18959 DefaultConditionState 18960 Model = AVSENTRY 18961 Animation = AVSENTRY.AVSENTRY 18962 AnimationMode = LOOP 18963 Turret = TURRET01 18964 HideSubObject = TURRETUP09 ;Hide controlled turret 18965 WeaponFireFXBone = PRIMARY TurretFX 18966 WeaponMuzzleFlash = PRIMARY TurretFX 18967 WeaponRecoilBone = PRIMARY TurretUp 18968 End 18969 ConditionState = REALLYDAMAGED 18970 Turret = TURRET01 18971 Model = AVSENTRY_D 18972 Animation = AVSENTRY_D.AVSENTRY_D 18973 AnimationMode = LOOP 18974 HideSubObject = TURRETUP09 ;Hide controlled turret 18975 End 18976 ConditionState = RUBBLE 18977 Model = AVSENTRY_D1 18978 HideSubObject = TURRETUP09 ;Hide controlled turret 18979 End 18980 AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE 18981 18982 ConditionState = WEAPONSET_PLAYER_UPGRADE 18983 Model = AVSENTRY 18984 Animation = AVSENTRY.AVSENTRY 18985 AnimationMode = LOOP 18986 ShowSubObject = TURRETUP09 18987 End 18988 18989 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 18990 Model = AVSENTRY_D 18991 Animation = AVSENTRY_D.AVSENTRY_D 18992 AnimationMode = LOOP 18993 ShowSubObject = TURRETUP09 18994 End 18995 TrackMarks = EXTnkTrack.tga 18996 TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft 18997 TreadDebrisRight = SentryDroneTrackDebrisDirtRight 18998 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 18999 End 19000 19001 ; ***DESIGN parameters *** 19002 DisplayName = OBJECT:SentryDrone 19003 Side = Boss 19004 EditorSorting = VEHICLE 19005 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 19006 WeaponSet 19007 Conditions = None 19008 Weapon = PRIMARY None 19009 End 19010 WeaponSet 19011 Conditions = PLAYER_UPGRADE 19012 Weapon = PRIMARY SentryDroneGun 19013 End 19014 ArmorSet 19015 Conditions = None 19016 Armor = HumveeArmor 19017 DamageFX = TruckDamageFX 19018 End 19019 BuildCost = 800 19020 BuildTime = 10.0 ;in seconds 19021 VisionRange = 180 19022 ShroudClearingRange = 350 19023 Prerequisites 19024 Object = Boss_WarFactory 19025 End 19026 19027 ExperienceValue = 50 50 100 150 ;Experience point value at each level 19028 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 19029 IsTrainable = No ;Can gain experience 19030 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19031 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19032 CommandSet = AmericaVehicleSentryDroneCommandSet 19033 19034 ; *** AUDIO Parameters *** 19035 VoiceSelect = SentryDroneVoiceSelect 19036 VoiceMove = SentryDroneVoiceMove 19037 VoiceGuard = SentryDroneVoiceMove 19038 VoiceAttack = SentryDroneVoiceMove 19039 SoundMoveStart = NoSound 19040 SoundMoveStartDamaged = NoSound 19041 UnitSpecificSounds 19042 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19043 VoiceCreate = NoSound 19044 TurretMoveStart = NoSound 19045 TurretMoveLoop = NoSound 19046 VoiceEnter = NoSound 19047 Deploy = NoSound 19048 Undeploy = NoSound 19049 End 19050 Behavior = WeaponSetUpgrade ModuleTag_03 19051 TriggeredBy = Upgrade_AmericaSentryDroneGun 19052 End 19053 19054 19055 ; *** ENGINEERING Parameters *** 19056 RadarPriority = UNIT 19057 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE 19058 19059 Body = ActiveBody ModuleTag_02 19060 MaxHealth = 300.0 19061 InitialHealth = 300.0 19062 End 19063 Behavior = DeployStyleAIUpdate ModuleTag_04 19064 Turret 19065 TurretTurnRate = 180 19066 TurretPitchRate = 180 19067 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 19068 AllowsPitch = No 19069 RecenterTime = 1000 ; how long to wait during idle before recentering 19070 ControlledWeaponSlots = PRIMARY 19071 NaturalTurretAngle = 0 19072 InitiallyDisabled = No 19073 MinIdleScanInterval = 250 ; in milliseconds 19074 MaxIdleScanInterval = 250 ; in milliseconds 19075 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 19076 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 19077 End 19078 AutoAcquireEnemiesWhenIdle = Yes Stealthed ; Means "Yes when idle, even if I am stealthed" 19079 PackTime = 1000 19080 UnpackTime = 1000 19081 TurretsFunctionOnlyWhenDeployed = Yes 19082 TurretsMustCenterBeforePacking = Yes 19083 End 19084 19085 Locomotor = SET_NORMAL SentryLocomotor 19086 Behavior = PhysicsBehavior ModuleTag_05 19087 Mass = 50.0 19088 End 19089 Behavior = StealthUpdate ModuleTag_06 19090 StealthDelay = 2000 ; msec 19091 StealthForbiddenConditions = FIRING_PRIMARY MOVING 19092 HintDetectableConditions = IS_FIRING_WEAPON 19093 FriendlyOpacityMin = 50.0% 19094 FriendlyOpacityMax = 100.0% 19095 InnateStealth = Yes 19096 OrderIdleEnemiesToAttackMeUponReveal = Yes 19097 End 19098 19099 Behavior = SlowDeathBehavior ModuleTag_07 19100 DeathTypes = ALL -CRUSHED -SPLATTED 19101 DestructionDelay = 500 19102 DestructionDelayVariance = 100 19103 FX = INITIAL FX_GenericTankDeathEffect 19104 OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie 19105 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 19106 End 19107 19108 Behavior = DestroyDie ModuleTag_08 19109 DeathTypes = NONE +CRUSHED +SPLATTED 19110 End 19111 19112 Behavior = FXListDie ModuleTag_09 19113 DeathTypes = NONE +CRUSHED +SPLATTED 19114 DeathFX = FX_CarCrush 19115 End 19116 19117 Behavior = CreateCrateDie ModuleTag_CratesChange 19118 CrateData = SalvageCrateData 19119 ;CrateData = EliteTankCrateData 19120 ;CrateData = HeroicTankCrateData 19121 End 19122 19123 Behavior = TransitionDamageFX ModuleTag_10 19124 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 19125 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 19126 End 19127 19128 Behavior = FlammableUpdate ModuleTag_11 19129 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19130 AflameDamageAmount = 3 ; taking this much damage... 19131 AflameDamageDelay = 500 ; this often. 19132 End 19133 Behavior = StealthDetectorUpdate ModuleTag_12 19134 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 19135 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 19136 End 19137 Geometry = BOX 19138 GeometryMajorRadius = 9.0 19139 GeometryMinorRadius = 7.0 19140 GeometryHeight = 11.5 19141 GeometryIsSmall = Yes 19142 Shadow = SHADOW_VOLUME 19143 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 19144 19145 19146 End 19147 19148 19149 19150 19151 19152 19153 19154 19155 19156 19157 19158 19159 19160 19161 19162 19163 19164 19165 19166 19167 19168 19169 19170 19171 19172 19173 19174 19175 19176 19177 19178 19179 ;------------------------------------------------------------------------------ 19180 Object Boss_TankAvenger 19181 19182 ; *** ART Parameters *** 19183 SelectPortrait = SAAvnger_L 19184 ButtonImage = SAAvnger 19185 19186 UpgradeCameo1 = Upgrade_AmericaBattleDrone 19187 UpgradeCameo2 = Upgrade_AmericaScoutDrone 19188 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 19189 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 19190 UpgradeCameo5 = Upgrade_AmericaHallfireDrone 19191 19192 Draw = W3DOverlordTruckDraw ModuleTag_01 19193 ExtraPublicBone = TurretFX03 19194 ExtraPublicBone = LazerSpot01 19195 ExtraPublicBone = LazerSpot02 19196 DefaultConditionState 19197 Model = AVAVNGER 19198 End 19199 19200 ConditionState = REALLYDAMAGED 19201 Model = AVAVNGER_D 19202 End 19203 19204 ConditionState = RUBBLE 19205 Model = AVAVNGER_D 19206 End 19207 19208 Dust = RocketBuggyDust 19209 DirtSpray = RocketBuggyDirtSpray 19210 PowerslideSpray = RocketBuggyDirtPowerSlide 19211 19212 ; These parameters are only used if the model has a separate suspension, 19213 ; and the locomotor has HasSuspension = Yes. 19214 LeftFrontTireBone = Tire01 19215 RightFrontTireBone = Tire02 19216 LeftRearTireBone = Tire03 19217 RightRearTireBone = Tire04 19218 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19219 PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 19220 End 19221 19222 ; ***DESIGN parameters *** 19223 DisplayName = OBJECT:Avenger 19224 Side = Boss 19225 EditorSorting = VEHICLE 19226 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19227 WeaponSet 19228 Conditions = None 19229 Weapon = PRIMARY AvengerTargetDesignator 19230 End 19231 ArmorSet 19232 Conditions = None 19233 Armor = TankArmor 19234 DamageFX = TankDamageFX 19235 End 19236 BuildCost = 2000 19237 BuildTime = 10.0 ;in seconds 19238 VisionRange = 150 19239 ShroudClearingRange = 300 19240 Prerequisites 19241 Object = Boss_WarFactory 19242 End 19243 19244 ExperienceValue = 100 100 200 400 ;Experience point value at each level 19245 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 19246 19247 IsTrainable = No 19248 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19249 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19250 CommandSet = AmericaTankAvengerCommandSet 19251 19252 ; *** AUDIO Parameters *** 19253 VoiceSelect = AvengerVoiceSelect 19254 VoiceMove = AvengerVoiceMove 19255 VoiceGuard = AvengerVoiceMove 19256 VoiceAttack = AvengerVoiceAttack 19257 SoundMoveStart = PaladinTankMoveStart 19258 SoundMoveStartDamaged = PaladinTankMoveStart 19259 19260 UnitSpecificSounds 19261 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19262 VoiceCreate = AvengerVoiceCreate 19263 TurretMoveLoop = NoSound 19264 SoundEject = PilotSoundEject 19265 VoiceEject = PilotVoiceEject 19266 VoiceCrush = NoSound 19267 VoiceEnter = AvengerVoiceMove 19268 End 19269 19270 ; *** ENGINEERING Parameters *** 19271 RadarPriority = UNIT 19272 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 19273 19274 Body = ActiveBody ModuleTag_02 19275 MaxHealth = 500.0 19276 InitialHealth = 500.0 19277 19278 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19279 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19280 SubdualDamageCap = 1000 19281 SubdualDamageHealRate = 500 19282 SubdualDamageHealAmount = 50 19283 End 19284 19285 Behavior = AIUpdateInterface ModuleTag_03 19286 AutoAcquireEnemiesWhenIdle = Yes 19287 End 19288 Locomotor = SET_NORMAL AvengerLocomotor 19289 Behavior = PhysicsBehavior ModuleTag_04 19290 Mass = 50.0 19291 End 19292 19293 ; Turret fly off death 19294 Behavior = SlowDeathBehavior ModuleTag_05 19295 DeathTypes = ALL -CRUSHED -SPLATTED 19296 ProbabilityModifier = 50 19297 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 19298 DestructionDelay = 500 19299 DestructionDelayVariance = 100 19300 FX = INITIAL FX_GenericTankDeathEffect 19301 FX = FINAL FX_GenericTankDeathExplosion 19302 OCL = FINAL OCL_AvengerTankDeathEffect 19303 End 19304 19305 ; Catch fire, and explode death 19306 Behavior = SlowDeathBehavior ModuleTag_06 19307 DeathTypes = ALL -CRUSHED -SPLATTED 19308 ProbabilityModifier = 50 19309 DestructionDelay = 2000 19310 DestructionDelayVariance = 300 19311 FX = INITIAL FX_CrusaderCatchFire 19312 OCL = FINAL OCL_AvengerTankDeathEffect 19313 FX = FINAL FX_GenericTankDeathExplosion 19314 End 19315 19316 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 19317 WeaponTemplate = AvengerPointDefenseLaserOne 19318 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 19319 ScanRate = 0 19320 ScanRange = 200.0 19321 PredictTargetVelocityFactor = 1.0 19322 End 19323 19324 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two 19325 WeaponTemplate = AvengerPointDefenseLaserTwo 19326 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 19327 ScanRate = 0 19328 ScanRange = 200.0 19329 PredictTargetVelocityFactor = 1.0 19330 End 19331 19332 Behavior = OverlordContain ModuleTag_OverlordContain 19333 Slots = 1 19334 DamagePercentToUnits = 100% 19335 AllowInsideKindOf = PORTABLE_STRUCTURE 19336 PassengersAllowedToFire = Yes 19337 PayloadTemplateName = AmericaTankAvengerLaserTurret 19338 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 19339 End 19340 19341 Behavior = ObjectCreationUpgrade ModuleTag_08 19342 UpgradeObject = OCL_AmericanBattleDrone 19343 TriggeredBy = Upgrade_AmericaBattleDrone 19344 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 19345 End 19346 Behavior = ObjectCreationUpgrade ModuleTag_09 19347 UpgradeObject = OCL_AmericanScoutDrone 19348 TriggeredBy = Upgrade_AmericaScoutDrone 19349 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 19350 End 19351 Behavior = ObjectCreationUpgrade ModuleTag_19 19352 UpgradeObject = OCL_AmericanHellfireDrone 19353 TriggeredBy = Upgrade_AmericaHellfireDrone 19354 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 19355 End 19356 19357 Behavior = ProductionUpdate ModuleTag_10 19358 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 19359 End 19360 19361 Behavior = ExperienceScalarUpgrade ModuleTag_11 19362 TriggeredBy = Upgrade_AmericaAdvancedTraining 19363 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 19364 End 19365 19366 Behavior = TransitionDamageFX ModuleTag_12 19367 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 19368 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 19369 End 19370 19371 Behavior = FXListDie ModuleTag_13 19372 DeathTypes = NONE +CRUSHED +SPLATTED 19373 DeathFX = FX_CarCrush 19374 End 19375 Behavior = CreateObjectDie ModuleTag_14 19376 DeathTypes = NONE +CRUSHED +SPLATTED 19377 CreationList = OCL_CrusaderTank_CrushEffect 19378 End 19379 Behavior = DestroyDie ModuleTag_15 19380 DeathTypes = NONE +CRUSHED +SPLATTED 19381 End 19382 Behavior = CreateCrateDie ModuleTag_16 19383 CrateData = SalvageCrateData 19384 ;CrateData = EliteTankCrateData 19385 ;CrateData = HeroicTankCrateData 19386 End 19387 Behavior = EjectPilotDie ModuleTag_17 19388 DeathTypes = ALL -CRUSHED -SPLATTED 19389 ExemptStatus = HIJACKED 19390 GroundCreationList = OCL_EjectPilotOnGround 19391 AirCreationList = OCL_EjectPilotViaParachute 19392 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 19393 End 19394 19395 Behavior = FlammableUpdate ModuleTag_22 19396 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19397 AflameDamageAmount = 3 ; taking this much damage... 19398 AflameDamageDelay = 500 ; this often. 19399 End 19400 19401 Behavior = MaxHealthUpgrade ModuleTag_23 19402 TriggeredBy = Upgrade_AmericaCompositeArmor 19403 AddMaxHealth = 100.0 19404 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 19405 End 19406 19407 Geometry = BOX 19408 GeometryMajorRadius = 15.0 19409 GeometryMinorRadius = 10.0 19410 GeometryHeight = 10.0 19411 GeometryIsSmall = Yes 19412 Shadow = SHADOW_VOLUME 19413 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 19414 19415 End 19416 19417 19418 19419 19420 19421 19422 19423 19424 19425 19426 19427 19428 19429 19430 19431 19432 19433 19434 ;------------------------------------------------------------------------------ 19435 Object Boss_TankOverlord 19436 19437 ; *** ART Parameters *** 19438 SelectPortrait = SNOverlord_L 19439 ButtonImage = SNOverlord 19440 19441 UpgradeCameo1 = Upgrade_ChinaUraniumShells 19442 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 19443 UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker 19444 UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon 19445 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 19446 19447 19448 Draw = W3DOverlordTankDraw ModuleTag_01 19449 ConditionState = NONE 19450 Model = NVOvrlrd 19451 Animation = NVOvrlrd.NVOvrlrd 19452 AnimationMode = LOOP 19453 Turret = Turret01 19454 WeaponFireFXBone = PRIMARY Muzzle 19455 WeaponRecoilBone = PRIMARY Barrel 19456 WeaponMuzzleFlash = PRIMARY MuzzleFX 19457 WeaponLaunchBone = PRIMARY Muzzle 19458 End 19459 ConditionState = REALLYDAMAGED 19460 Model = NVOvrlrd_d 19461 Animation = NVOvrlrd_d.NVOvrlrd_d 19462 AnimationMode = LOOP 19463 Turret = Turret01 19464 WeaponFireFXBone = PRIMARY Muzzle 19465 WeaponRecoilBone = PRIMARY Barrel 19466 WeaponMuzzleFlash = PRIMARY MuzzleFX 19467 WeaponLaunchBone = PRIMARY Muzzle 19468 End 19469 19470 ConditionState = RUBBLE 19471 Model = NVOvrlrd_d 19472 Turret = Turret01 19473 WeaponFireFXBone = PRIMARY Muzzle 19474 WeaponRecoilBone = PRIMARY Barrel 19475 WeaponMuzzleFlash = PRIMARY MuzzleFX 19476 WeaponLaunchBone = PRIMARY Muzzle 19477 End 19478 19479 TrackMarks = EXTnkTrack.tga 19480 OkToChangeModelColor = Yes 19481 TreadAnimationRate = 2.0; amount of tread texture to move per second 19482 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 19483 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 19484 End 19485 19486 ; ***DESIGN parameters *** 19487 DisplayName = OBJECT:Overlord 19488 Side = Boss 19489 EditorSorting = VEHICLE 19490 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19491 WeaponSet 19492 Conditions = None 19493 Weapon = PRIMARY OverlordTankGun 19494 End 19495 WeaponSet 19496 Conditions = PLAYER_UPGRADE 19497 Weapon = PRIMARY OverlordTankGun 19498 Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range 19499 ;gattling cannon upgrade has been made. 19500 End 19501 ArmorSet 19502 Conditions = None 19503 Armor = TankArmor 19504 DamageFX = TankDamageFX 19505 End 19506 BuildCost = 2000 19507 BuildTime = 20.0 ;in seconds 19508 VisionRange = 150 19509 ShroudClearingRange = 200 19510 Prerequisites 19511 Object = Boss_WarFactory 19512 End 19513 19514 ExperienceValue = 200 200 400 600 ;Experience point value at each level 19515 ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level 19516 IsTrainable = Yes ;Can gain experience 19517 CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19518 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19519 CommandSet = ChinaTankOverlordDefaultCommandSet 19520 19521 ; *** AUDIO Parameters *** 19522 VoiceSelect = OverlordTankVoiceSelect 19523 SoundMoveStart = OverlordTankMoveStart 19524 SoundMoveStartDamaged = OverlordTankMoveStart 19525 VoiceMove = OverlordTankVoiceMove 19526 VoiceGuard = OverlordTankVoiceMove 19527 VoiceAttack = OverlordTankVoiceAttack 19528 19529 UnitSpecificSounds 19530 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19531 VoiceCreate = OverlordTankVoiceCreate 19532 TurretMoveStart = NoSound 19533 TurretMoveLoop = OverlordTankTurretMoveLoop 19534 VoiceCrush = OverlordTankVoiceCrush 19535 VoiceEnter = OverlordTankVoiceMove 19536 VoiceUnload = OverlordTankVoiceUnload 19537 End 19538 19539 ; *** ENGINEERING Parameters *** 19540 RadarPriority = UNIT 19541 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE 19542 19543 Body = ActiveBody ModuleTag_02 19544 MaxHealth = 1100.0 19545 InitialHealth = 1100.0 19546 19547 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19548 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19549 SubdualDamageCap = 2200 19550 SubdualDamageHealRate = 500 19551 SubdualDamageHealAmount = 50 19552 End 19553 19554 Behavior = TransportAIUpdate ModuleTag_03 19555 Turret 19556 TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec 19557 ControlledWeaponSlots = PRIMARY 19558 End 19559 AutoAcquireEnemiesWhenIdle = Yes 19560 End 19561 19562 Locomotor = SET_NORMAL OverlordLocomotor 19563 Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor 19564 19565 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 19566 DeathWeapon = NuclearTankDeathWeapon 19567 StartsActive = No ; turned on by upgrade 19568 TriggeredBy = Upgrade_ChinaNuclearTanks 19569 End 19570 Behavior = LocomotorSetUpgrade ModuleTag_05 19571 TriggeredBy = Upgrade_ChinaNuclearTanks 19572 End 19573 19574 Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 19575 Slots = 1 19576 DamagePercentToUnits = 100% 19577 AllowInsideKindOf = PORTABLE_STRUCTURE 19578 PassengersAllowedToFire = Yes 19579 PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are 19580 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 19581 End 19582 19583 Behavior = ObjectCreationUpgrade ModuleTag_07 19584 UpgradeObject = OCL_OverlordGattlingCannon 19585 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 19586 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 19587 End 19588 Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 19589 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 19590 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 19591 End 19592 Behavior = ObjectCreationUpgrade ModuleTag_08 19593 UpgradeObject = OCL_OverlordPropagandaTower 19594 TriggeredBy = Upgrade_ChinaOverlordPropagandaTower 19595 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker 19596 End 19597 Behavior = ObjectCreationUpgrade ModuleTag_09 19598 UpgradeObject = OCL_OverlordBattleBunker 19599 TriggeredBy = Upgrade_ChinaOverlordBattleBunker 19600 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower 19601 End 19602 Behavior = ProductionUpdate ModuleTag_10 19603 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 19604 End 19605 Behavior = CommandSetUpgrade ModuleTag_11 19606 CommandSet = ChinaTankOverlordGattlingCannonCommandSet 19607 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 19608 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 19609 End 19610 Behavior = CommandSetUpgrade ModuleTag_12 19611 CommandSet = ChinaTankOverlordPropagandaTowerCommandSet 19612 TriggeredBy = Upgrade_ChinaOverlordPropagandaTower 19613 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker 19614 End 19615 Behavior = CommandSetUpgrade ModuleTag_13 19616 CommandSet = ChinaTankOverlordBattleBunkerCommandSet 19617 TriggeredBy = Upgrade_ChinaOverlordBattleBunker 19618 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower 19619 End 19620 19621 Behavior = PhysicsBehavior ModuleTag_14 19622 Mass = 50.0 19623 End 19624 19625 19626 19627 ; Smoke for a bit then explode 19628 ; Behavior = SlowDeathBehavior 19629 ;; ProbabilityModifier = 25 19630 ; DestructionDelay = 1500 19631 ; DestructionDelayVariance = 500 19632 ; FX = INITIAL FX_OverlordSmoke 19633 ; OCL = FINAL OCL_ChinaTankOverlordDebris 19634 ; FX = FINAL FX_GenericTankDeathExplosion 19635 ; End 19636 19637 ; Catch fire, and explode death 19638 ; Behavior = SlowDeathBehavior 19639 ;; ProbabilityModifier = 25 19640 ; DestructionDelay = 2000 19641 ; DestructionDelayVariance = 300 19642 ; FX = INITIAL FX_CrusaderCatchFire 19643 ; OCL = FINAL OCL_ChinaTankOverlordDebris 19644 ; FX = FINAL FX_GenericTankDeathExplosion 19645 ; End 19646 19647 ; Just explode death 19648 Behavior = SlowDeathBehavior ModuleTag_16 19649 ProbabilityModifier = 25 19650 DestructionDelay = 200 19651 DestructionDelayVariance = 100 19652 OCL = FINAL OCL_ChinaTankOverlordDebris 19653 FX = FINAL FX_OverlordExplosionOneFinal 19654 End 19655 Behavior = CreateCrateDie ModuleTag_17 19656 CrateData = SalvageCrateData 19657 ;CrateData = EliteTankCrateData 19658 ;CrateData = HeroicTankCrateData 19659 End 19660 19661 Behavior = TransitionDamageFX ModuleTag_18 19662 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 19663 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition 19664 End 19665 19666 Behavior = FlammableUpdate ModuleTag_21 19667 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19668 AflameDamageAmount = 3 ; taking this much damage... 19669 AflameDamageDelay = 500 ; this often. 19670 End 19671 19672 Behavior = MaxHealthUpgrade ModuleTag_22 19673 TriggeredBy = Upgrade_AmericaCompositeArmor 19674 AddMaxHealth = 100.0 19675 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 19676 End 19677 19678 Geometry = BOX 19679 GeometryMajorRadius = 26.0 19680 GeometryMinorRadius = 13.0 19681 GeometryHeight = 15.0 19682 GeometryIsSmall = No 19683 Shadow = SHADOW_VOLUME 19684 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 19685 19686 End 19687 19688 19689 19690 19691 19692 19693 19694 19695 19696 19697 19698 19699 19700 19701 19702 19703 19704 19705 19706 19707 19708 19709 19710 19711 19712 19713 19714 19715 19716 19717 19718 19719 19720 19721 19722 19723 19724 19725 19726 19727 19728 19729 19730 19731 ;------------------------------------------------------------------------------ 19732 ;China Dragon Tank 19733 Object Boss_TankDragon 19734 19735 ; *** ART Parameters *** 19736 SelectPortrait = SNDragonTank_L 19737 ButtonImage = SNDragonTank 19738 19739 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 19740 UpgradeCameo2 = Upgrade_AmericaCompositeArmor 19741 ;UpgradeCameo3 = NONE 19742 ;UpgradeCameo4 = NONE 19743 ;UpgradeCameo5 = NONE 19744 19745 Draw = W3DTankDraw ModuleTag_01 19746 OkToChangeModelColor = Yes 19747 19748 DefaultConditionState 19749 Model = NVDragon 19750 Turret = Turret 19751 TurretPitch = TURRETEL 19752 WeaponFireFXBone = PRIMARY WeaponA 19753 WeaponLaunchBone = PRIMARY WeaponA 19754 WeaponFireFXBone = SECONDARY WeaponA 19755 WeaponLaunchBone = SECONDARY WeaponA 19756 End 19757 ConditionState = REALLYDAMAGED 19758 Model = NVDragon_D 19759 Turret = Turret 19760 TurretPitch = TURRETEL 19761 WeaponFireFXBone = PRIMARY WeaponA 19762 WeaponLaunchBone = PRIMARY WeaponA 19763 WeaponFireFXBone = SECONDARY WeaponA 19764 WeaponLaunchBone = SECONDARY WeaponA 19765 End 19766 ConditionState = RUBBLE 19767 Model = NVDragon_D 19768 Turret = Turret 19769 TurretPitch = TURRETEL 19770 WeaponFireFXBone = PRIMARY WeaponA 19771 WeaponLaunchBone = PRIMARY WeaponA 19772 WeaponFireFXBone = SECONDARY WeaponA 19773 WeaponLaunchBone = SECONDARY WeaponA 19774 End 19775 19776 TrackMarks = EXTnkTrack.tga 19777 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 19778 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 19779 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 19780 End 19781 19782 ; ***DESIGN parameters *** 19783 DisplayName = OBJECT:Dragon 19784 Side = Boss 19785 EditorSorting = VEHICLE 19786 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19787 19788 WeaponSet 19789 Conditions = None 19790 Weapon = PRIMARY DragonTankFlameWeapon 19791 Weapon = SECONDARY DragonTankFireWallWeapon 19792 AutoChooseSources = SECONDARY NONE 19793 End 19794 WeaponSet 19795 Conditions = PLAYER_UPGRADE 19796 Weapon = PRIMARY DragonTankFlameWeaponUpgraded 19797 Weapon = SECONDARY DragonTankFireWallWeaponUpgraded 19798 AutoChooseSources = SECONDARY NONE 19799 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 19800 End 19801 19802 ArmorSet 19803 Conditions = None 19804 Armor = DragonTankArmor 19805 DamageFX = TankDamageFX 19806 End 19807 BuildCost = 800 19808 BuildTime = 10.0 ;in seconds 19809 VisionRange = 100 19810 ShroudClearingRange = 200 19811 Prerequisites 19812 Object = Boss_WarFactory 19813 End 19814 19815 ExperienceValue = 50 50 100 150 ;Experience point value at each level 19816 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 19817 IsTrainable = Yes ;Can gain experience 19818 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19819 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19820 CommandSet = ChinaTankDragonCommandSet 19821 19822 ; *** AUDIO Parameters *** 19823 VoiceSelect = DragonTankVoiceSelect 19824 VoiceMove = DragonTankVoiceMove 19825 VoiceGuard = DragonTankVoiceMove 19826 VoiceAttack = DragonTankVoiceAttack 19827 SoundMoveStart = DragonTankMoveStart 19828 SoundMoveStartDamaged = DragonTankMoveStart 19829 19830 UnitSpecificSounds 19831 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19832 VoiceCreate = DragonTankVoiceCreate 19833 TurretMoveStart = NoSound 19834 TurretMoveLoop = TurretMoveLoop 19835 VoiceEnter = DragonTankVoiceMove 19836 VoiceFlameLocation = DragonTankVoiceFireStorm 19837 End 19838 19839 19840 ; *** ENGINEERING Parameters *** 19841 RadarPriority = UNIT 19842 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 19843 19844 Body = ActiveBody ModuleTag_02 19845 MaxHealth = 280.0 19846 InitialHealth = 280.0 19847 19848 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19849 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19850 SubdualDamageCap = 560 19851 SubdualDamageHealRate = 500 19852 SubdualDamageHealAmount = 50 19853 End 19854 Behavior = AIUpdateInterface ModuleTag_03 19855 Turret 19856 TurretTurnRate = 120 19857 TurretPitchRate = 120 19858 AllowsPitch = Yes 19859 MinPhysicalPitch = -15 19860 19861 TurretFireAngleSweep = PRIMARY 10 19862 TurretFireAngleSweep = SECONDARY 60 19863 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) 19864 TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn 19865 ControlledWeaponSlots = PRIMARY SECONDARY 19866 End 19867 AutoAcquireEnemiesWhenIdle = Yes 19868 End 19869 Locomotor = SET_NORMAL DragonLocomotor 19870 Behavior = PhysicsBehavior ModuleTag_04 19871 Mass = 50.0 19872 End 19873 19874 19875 Behavior = WeaponSetUpgrade ModuleTag_05 19876 TriggeredBy = Upgrade_ChinaBlackNapalm 19877 End 19878 19879 ; A crushing defeat 19880 Behavior = DestroyDie ModuleTag_06 19881 DeathTypes = NONE +CRUSHED +SPLATTED 19882 End 19883 Behavior = FXListDie ModuleTag_07 19884 DeathTypes = NONE +CRUSHED +SPLATTED 19885 DeathFX = FX_CarCrush 19886 End 19887 Behavior = CreateObjectDie ModuleTag_08 19888 DeathTypes = NONE +CRUSHED +SPLATTED 19889 CreationList = OCL_CrusaderTank_CrushEffect 19890 End 19891 Behavior = CreateCrateDie ModuleTag_09 19892 CrateData = SalvageCrateData 19893 ;CrateData = EliteTankCrateData 19894 ;CrateData = HeroicTankCrateData 19895 End 19896 19897 19898 ; just explode death 19899 Behavior = SlowDeathBehavior ModuleTag_10 19900 DeathTypes = ALL -CRUSHED -SPLATTED 19901 ; ProbabilityModifier = 33 19902 DestructionDelay = 500 19903 DestructionDelayVariance = 500 19904 FX = INITIAL FX_BattleMasterExplosionOneFinal 19905 OCL = FINAL OCL_DragonDebris 19906 FX = FINAL FX_DragonTankDeathExplosionFinal 19907 End 19908 19909 ; Catch fire, and explode death 19910 ; Behavior = SlowDeathBehavior 19911 ; DeathTypes = ALL -CRUSHED -SPLATTED 19912 ;; ProbabilityModifier = 33 19913 ; DestructionDelay = 2000 19914 ; DestructionDelayVariance = 300 19915 ; FX = INITIAL FX_CrusaderCatchFire 19916 ; OCL = FINAL OCL_DragonDebris 19917 ; FX = FINAL FX_GenericTankDeathExplosion 19918 ; End 19919 19920 ; Napalm spills out, and explode death 19921 ; Behavior = SlowDeathBehavior 19922 ; DeathTypes = ALL -CRUSHED -SPLATTED 19923 ;; ProbabilityModifier = 34 19924 ; DestructionDelay = 2000 19925 ; DestructionDelayVariance = 300 19926 ; FX = INITIAL FX_DragonNapalmSpill 19927 ; OCL = FINAL OCL_DragonDebris 19928 ; FX = FINAL FX_DragonTankDeathExplosionFinal 19929 ; End 19930 19931 ; Turret fly off death 19932 ; Behavior = SlowDeathBehavior 19933 ; DeathTypes = ALL -CRUSHED -SPLATTED 19934 ;; ProbabilityModifier = 25 19935 ; DestructionDelay = 500 19936 ; DestructionDelayVariance = 100 19937 ; FX = INITIAL FX_GenericTankDeathEffect 19938 ; OCL = MIDPOINT OCL_DragonDebris 19939 ; FX = FINAL FX_GenericTankDeathExplosionFinal 19940 ; End 19941 19942 19943 Behavior = FlammableUpdate ModuleTag_12 19944 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19945 AflameDamageAmount = 3 ; taking this much damage... 19946 AflameDamageDelay = 500 ; this often. 19947 End 19948 19949 Behavior = TransitionDamageFX ModuleTag_13 19950 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 19951 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire 19952 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition 19953 End 19954 19955 Behavior = MaxHealthUpgrade ModuleTag_14 19956 TriggeredBy = Upgrade_AmericaCompositeArmor 19957 AddMaxHealth = 100.0 19958 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 19959 End 19960 19961 Geometry = BOX 19962 GeometryMajorRadius = 15.0 19963 GeometryMinorRadius = 10.0 19964 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream 19965 GeometryIsSmall = Yes 19966 Shadow = SHADOW_VOLUME 19967 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 19968 19969 End 19970 19971 19972 19973 19974 19975 19976 19977 19978 19979 19980 19981 19982 19983 19984 19985 19986 19987 19988 19989 19990 19991 19992 19993 19994 19995 19996 19997 19998 19999 20000 ;------------------------------------------------------------------------------ 20001 Object Boss_TankGattling 20002 20003 ; *** ART Parameters *** 20004 SelectPortrait = SNGatlingTank_L 20005 ButtonImage = SNGatlingTank 20006 20007 ;UpgradeCameo1 = Upgrade_Nationalism 20008 UpgradeCameo1 = Upgrade_ChinaChainGuns 20009 UpgradeCameo2 = Upgrade_AmericaCompositeArmor 20010 ;UpgradeCameo4 = NONE 20011 ;UpgradeCameo5 = NONE 20012 20013 Draw = W3DTankDraw ModuleTag_01 20014 OkToChangeModelColor = Yes 20015 20016 DefaultConditionState 20017 Model = NVGattTank 20018 Animation = NVGattTank.NVGattTank 20019 AnimationMode = MANUAL 20020 Turret = TURRET01 20021 TurretPitch = TURRETEL01 20022 WeaponMuzzleFlash = PRIMARY MuzzleFX 20023 WeaponFireFXBone = PRIMARY Muzzle 20024 WeaponMuzzleFlash = SECONDARY MuzzleFX 20025 WeaponFireFXBone = SECONDARY Muzzle 20026 End 20027 20028 ConditionState = REALLYDAMAGED RUBBLE 20029 Model = NVGattTank_D 20030 End 20031 20032 20033 ;-----pristine attacking---------------------- 20034 ConditionState = ATTACKING 20035 Model = NVGattTank 20036 Animation = NVGattTank.NVGattTank 20037 AnimationMode = LOOP 20038 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 20039 End 20040 20041 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 20042 Model = NVGattTank 20043 Animation = NVGattTank.NVGattTank 20044 AnimationMode = LOOP 20045 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 20046 End 20047 20048 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 20049 Model = NVGattTank 20050 Animation = NVGattTank.NVGattTank 20051 AnimationMode = LOOP 20052 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 20053 End 20054 20055 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 20056 Model = NVGattTank 20057 Animation = NVGattTank.NVGattTank 20058 AnimationMode = LOOP 20059 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 20060 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 20061 End 20062 20063 ;-----damaged attacking---------------------- 20064 ConditionState REALLYDAMAGED ATTACKING 20065 Model = NVGattTank_D 20066 Animation = NVGattTank_D.NVGattTank_D 20067 AnimationMode = LOOP 20068 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly 20069 End 20070 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 20071 Model = NVGattTank_D 20072 Animation = NVGattTank_D.NVGattTank_D 20073 AnimationMode = LOOP 20074 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 20075 End 20076 20077 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 20078 Model = NVGattTank_D 20079 Animation = NVGattTank_D.NVGattTank_D 20080 AnimationMode = LOOP 20081 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 20082 End 20083 20084 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 20085 Model = NVGattTank_D 20086 Animation = NVGattTank_D.NVGattTank_D 20087 AnimationMode = LOOP 20088 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 20089 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 20090 End 20091 20092 20093 20094 20095 TrackMarks = EXTnkTrack.tga 20096 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 20097 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 20098 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 20099 End 20100 20101 ; ***DESIGN parameters *** 20102 DisplayName = OBJECT:GattlingTank 20103 Side = Boss 20104 EditorSorting = VEHICLE 20105 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 20106 20107 WeaponSet 20108 Conditions = None 20109 Weapon = PRIMARY GattlingTankGun 20110 PreferredAgainst = PRIMARY AIRCRAFT 20111 Weapon = SECONDARY GattlingTankGunAir 20112 End 20113 20114 ArmorSet 20115 Conditions = None 20116 Armor = AntiAirVehicle 20117 DamageFX = TankDamageFX 20118 End 20119 BuildCost = 800 20120 BuildTime = 10.0 ;in seconds 20121 VisionRange = 150 20122 ShroudClearingRange = 360 20123 Prerequisites 20124 Object = Boss_WarFactory 20125 End 20126 20127 ExperienceValue = 50 50 100 150 ;Experience point value at each level 20128 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 20129 IsTrainable = Yes ;Can gain experience 20130 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 20131 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20132 CommandSet = ChinaVehicleGattlingTankCommandSet 20133 20134 20135 ; *** AUDIO Parameters *** 20136 VoiceSelect = GattlingTankVoiceSelect 20137 VoiceMove = GattlingTankVoiceMove 20138 VoiceGuard = GattlingTankVoiceMove 20139 VoiceAttack = GattlingTankVoiceAttack 20140 SoundMoveStart = GattlingTankMoveStart 20141 SoundMoveStartDamaged = GattlingTankMoveStart 20142 20143 UnitSpecificSounds 20144 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20145 VoiceCreate = GattlingTankVoiceCreate 20146 TurretMoveStart = NoSound 20147 TurretMoveLoop = TurretMoveLoopLoud 20148 VoiceCrush = GattlingTankVoiceCrush 20149 VoiceEnter = GattlingTankVoiceMove 20150 VoiceRapidFire = GattlingTankVoiceRapid 20151 End 20152 20153 ; *** ENGINEERING Parameters *** 20154 RadarPriority = UNIT 20155 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 20156 20157 Body = ActiveBody ModuleTag_02 20158 MaxHealth = 300.0 20159 InitialHealth = 300.0 20160 20161 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20162 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20163 SubdualDamageCap = 600 20164 SubdualDamageHealRate = 500 20165 SubdualDamageHealAmount = 50 20166 End 20167 Behavior = AIUpdateInterface ModuleTag_03 20168 Turret 20169 ControlledWeaponSlots = PRIMARY SECONDARY 20170 TurretTurnRate = 180 // turn rate, in degrees per sec 20171 TurretPitchRate = 180 20172 AllowsPitch = Yes 20173 FiresWhileTurning = Yes 20174 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 20175 ; since you never know from whence cometh danger 20176 End 20177 AutoAcquireEnemiesWhenIdle = Yes 20178 MoodAttackCheckRate = 250 20179 End 20180 Locomotor = SET_NORMAL GattlingTankLocomotor 20181 Behavior = PhysicsBehavior ModuleTag_04 20182 Mass = 40.0 20183 End 20184 20185 ; Behavior = DestroyDie 20186 ; ;nothing 20187 ; End 20188 20189 ; Just explode death 20190 Behavior = SlowDeathBehavior ModuleTag_05 20191 ProbabilityModifier = 19 20192 DestructionDelay = 200 20193 DestructionDelayVariance = 100 20194 20195 SinkRate = 0.5 ; in Dist/Sec 20196 20197 OCL = FINAL OCL_ChinaTankGattlingDebris 20198 FX = FINAL FX_GattlingExplosionOneFinal 20199 End 20200 20201 Behavior = CreateCrateDie ModuleTag_06 20202 CrateData = SalvageCrateData 20203 ;CrateData = EliteTankCrateData 20204 ;CrateData = HeroicTankCrateData 20205 End 20206 20207 Behavior = TransitionDamageFX ModuleTag_07 20208 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 20209 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 20210 End 20211 20212 Behavior = FlammableUpdate ModuleTag_21 20213 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20214 AflameDamageAmount = 3 ; taking this much damage... 20215 AflameDamageDelay = 500 ; this often. 20216 End 20217 20218 Behavior = WeaponBonusUpgrade ModuleTag_22 20219 TriggeredBy = Upgrade_ChinaChainGuns 20220 End 20221 20222 Behavior = MaxHealthUpgrade ModuleTag_23 20223 TriggeredBy = Upgrade_AmericaCompositeArmor 20224 AddMaxHealth = 100.0 20225 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 20226 End 20227 20228 Geometry = BOX 20229 GeometryMajorRadius = 15.0 20230 GeometryMinorRadius = 10.0 20231 20232 GeometryHeight = 15.0 20233 GeometryIsSmall = Yes 20234 Shadow = SHADOW_VOLUME 20235 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 20236 20237 End 20238 20239 20240 20241 20242 20243 20244 20245 20246 20247 20248 20249 20250 20251 20252 20253 20254 20255 20256 20257 20258 20259 20260 20261 20262 20263 20264 ;------------------------------------------------------------------------------ 20265 ;GLA Rocket Buggy 20266 Object Boss_VehicleRocketBuggy 20267 20268 ; *** ART Parameters *** 20269 SelectPortrait = SURocketBuggy_L 20270 ButtonImage = SURocketBuggy 20271 20272 UpgradeCameo1 = Upgrade_GLABuggyAmmo 20273 UpgradeCameo2 = Upgrade_GLAAPRockets 20274 UpgradeCameo3 = Upgrade_GLAJunkRepair 20275 ;UpgradeCameo4 = NONE 20276 ;UpgradeCameo5 = NONE 20277 20278 Draw = W3DTruckDraw ModuleTag_01 20279 OkToChangeModelColor = Yes 20280 20281 DefaultConditionState 20282 Model = UVRockBug 20283 Turret = Turret 20284 ShowSubObject = Turret 20285 HideSubObject = TurretUp01 20286 WeaponFireFXBone = PRIMARY WeaponA 20287 WeaponLaunchBone = PRIMARY WeaponA 20288 End 20289 20290 ConditionState = REALLYDAMAGED 20291 Model = UVRockBug_D 20292 Turret = Turret 20293 ShowSubObject = Turret 20294 HideSubObject = TurretUp01 20295 WeaponFireFXBone = PRIMARY WeaponA 20296 WeaponLaunchBone = PRIMARY WeaponA 20297 End 20298 20299 ConditionState = RUBBLE 20300 Model = UVRockBug_D 20301 Turret = Turret 20302 ShowSubObject = Turret 20303 HideSubObject = TurretUp01 20304 WeaponFireFXBone = PRIMARY WeaponA 20305 WeaponLaunchBone = PRIMARY WeaponA 20306 End 20307 20308 ConditionState = WEAPONSET_PLAYER_UPGRADE 20309 Model = UVRockBug 20310 Turret = TurretUp01 20311 ShowSubObject = TurretUp01 20312 HideSubObject = Turret 20313 WeaponFireFXBone = PRIMARY WeaponB 20314 WeaponLaunchBone = PRIMARY WeaponB 20315 End 20316 20317 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 20318 Model = UVRockBug_D 20319 Turret = TurretUp01 20320 ShowSubObject = TurretUp01 20321 HideSubObject = Turret 20322 WeaponFireFXBone = PRIMARY WeaponB 20323 WeaponLaunchBone = PRIMARY WeaponB 20324 End 20325 20326 ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE 20327 Model = UVRockBug_D 20328 Turret = TurretUp01 20329 ShowSubObject = TurretUp01 20330 HideSubObject = Turret 20331 WeaponFireFXBone = PRIMARY WeaponB 20332 WeaponLaunchBone = PRIMARY WeaponB 20333 End 20334 20335 TrackMarks = EXTireTrack.tga 20336 20337 Dust = RocketBuggyDust 20338 DirtSpray = RocketBuggyDirtSpray 20339 PowerslideSpray = RocketBuggyDirtPowerSlide 20340 20341 ; These parameters are only used if the model has a separate suspension, 20342 ; and the locomotor has HasSuspension = Yes. 20343 LeftFrontTireBone = Tire01 20344 RightFrontTireBone = Tire02 20345 LeftRearTireBone = Tire03 20346 RightRearTireBone = Tire04 20347 TireRotationMultiplier = 0.2 ; this * speed = rotation. 20348 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 20349 20350 End 20351 20352 ; ***DESIGN parameters *** 20353 DisplayName = OBJECT:RocketBuggy 20354 Side = Boss 20355 EditorSorting = VEHICLE 20356 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 20357 WeaponSet 20358 Conditions = None 20359 Weapon = PRIMARY BuggyRocketWeapon 20360 End 20361 WeaponSet 20362 Conditions = PLAYER_UPGRADE 20363 Weapon = PRIMARY BuggyRocketWeaponUpgraded 20364 End 20365 ArmorSet 20366 Conditions = None 20367 Armor = TruckArmor 20368 DamageFX = TankDamageFX 20369 End 20370 BuildCost = 900 20371 BuildTime = 10.0 ;in seconds 20372 VisionRange = 180 20373 ShroudClearingRange = 300 20374 Prerequisites 20375 Object = Boss_WarFactory 20376 End 20377 20378 ExperienceValue = 50 50 100 150 ;Experience point value at each level 20379 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 20380 IsTrainable = Yes ;Can gain experience 20381 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 20382 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20383 CommandSet = GLAVehicleRocketBuggyCommandSet 20384 20385 ; *** AUDIO Parameters *** 20386 VoiceSelect = RocketBuggyVoiceSelect 20387 VoiceMove = RocketBuggyVoiceMove 20388 VoiceAttack = RocketBuggyVoiceAttack 20389 SoundMoveStart = RocketBuggyMoveStart 20390 SoundMoveStartDamaged = RocketBuggyMoveStart 20391 VoiceGuard = RocketBuggyVoiceMove 20392 20393 20394 UnitSpecificSounds 20395 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20396 VoiceCreate = RocketBuggyVoiceCreate 20397 TurretMoveStart = NoSound 20398 TurretMoveLoop = TurretMoveLoop 20399 ; Required for the W3DTruckDraw module 20400 TruckLandingSound = RocketBuggyLand 20401 TruckPowerslideSound = RocketBuggyPowerslide 20402 VoiceCrush = RocketBuggyVoiceCrush 20403 VoiceEnter = RocketBuggyVoiceMove 20404 End 20405 20406 ; *** ENGINEERING Parameters *** 20407 RadarPriority = UNIT 20408 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 20409 20410 Body = ActiveBody ModuleTag_02 20411 MaxHealth = 120 20412 InitialHealth = 120 20413 20414 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20415 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20416 SubdualDamageCap = 240 20417 SubdualDamageHealRate = 500 20418 SubdualDamageHealAmount = 50 20419 End 20420 Behavior = AIUpdateInterface ModuleTag_03 20421 Turret 20422 TurretTurnRate = 90 20423 ControlledWeaponSlots = PRIMARY 20424 End 20425 AutoAcquireEnemiesWhenIdle = Yes 20426 End 20427 Locomotor = SET_NORMAL RocketBuggyLocomotor 20428 Behavior = PhysicsBehavior ModuleTag_04 20429 Mass = 50.0 20430 End 20431 20432 ; The pop up AirDeath 20433 Behavior = SlowDeathBehavior ModuleTag_05 20434 DeathTypes = ALL -CRUSHED -SPLATTED 20435 ProbabilityModifier = 5 20436 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 20437 DestructionDelay = 0 20438 FX = INITIAL FX_BuggyNewDeathExplosion 20439 OCL = FINAL OCL_RocketBuggyAirDeathStart 20440 End 20441 20442 Behavior = AutoHealBehavior ModuleTag_08 20443 HealingAmount = 2 20444 HealingDelay = 1000 ; msec 20445 TriggeredBy = Upgrade_GLAJunkRepair 20446 End 20447 20448 Behavior = WeaponSetUpgrade ModuleTag_09 20449 TriggeredBy = Upgrade_GLABuggyAmmo 20450 End 20451 20452 Behavior = DestroyDie ModuleTag_11 20453 DeathTypes = NONE +CRUSHED +SPLATTED 20454 End 20455 20456 ; A crushing defeat 20457 Behavior = FXListDie ModuleTag_12 20458 DeathTypes = NONE +CRUSHED +SPLATTED 20459 DeathFX = FX_CarCrush 20460 End 20461 Behavior = CreateObjectDie ModuleTag_13 20462 DeathTypes = NONE +CRUSHED +SPLATTED 20463 CreationList = OCL_RocketBuggy_CrushEffect 20464 End 20465 Behavior = CreateCrateDie ModuleTag_14 20466 CrateData = SalvageCrateData 20467 ;CrateData = EliteTankCrateData 20468 ;CrateData = HeroicTankCrateData 20469 End 20470 20471 Behavior = TransitionDamageFX ModuleTag_15 20472 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 20473 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 20474 End 20475 20476 Behavior = FlammableUpdate ModuleTag_21 20477 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20478 AflameDamageAmount = 3 ; taking this much damage... 20479 AflameDamageDelay = 500 ; this often. 20480 End 20481 20482 Geometry = BOX 20483 GeometryMajorRadius = 13.0 20484 GeometryMinorRadius = 9.0 20485 GeometryHeight = 7.5 20486 GeometryIsSmall = Yes 20487 20488 Shadow = SHADOW_VOLUME 20489 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 20490 20491 End 20492 20493 20494 20495 20496 20497 20498 20499 20500 20501 20502 20503 20504 20505 20506 20507 20508 20509 20510 20511 20512 20513 20514 20515 20516 20517 20518 20519 20520 20521 20522 ;------------------------------------------------------------------------------ 20523 ;GLA Combat Bike with Terrorist 20524 Object Boss_VehicleCombatBikeTerrorist 20525 20526 ; *** ART Parameters *** 20527 SelectPortrait = SUComBike_L 20528 ButtonImage = SUComBike 20529 20530 UpgradeCameo1 = Upgrade_GLAJunkRepair 20531 ;UpgradeCameo2 = NONE 20532 ;UpgradeCameo3 = NONE 20533 ;UpgradeCameo4 = NONE 20534 ;UpgradeCameo5 = NONE 20535 20536 20537 Draw = W3DTruckDraw ModuleTag_01 20538 OkToChangeModelColor = Yes 20539 20540 ;Normal Bike 20541 ;------------------------------ 20542 DefaultConditionState 20543 Model = UVComBike 20544 WeaponFireFXBone = PRIMARY Muzzle_B 20545 WeaponLaunchBone = PRIMARY RocketFX03 20546 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 20547 ParticleSysBone = SMOKE CombatBikeSmokeLight 20548 End 20549 AliasConditionState RIDER1 20550 AliasConditionState RIDER1 MOVING 20551 AliasConditionState RIDER5 20552 AliasConditionState RIDER5 MOVING 20553 AliasConditionState RIDER6 20554 AliasConditionState RIDER6 MOVING 20555 AliasConditionState RIDER7 20556 AliasConditionState RIDER7 MOVING 20557 ConditionState = REALLYDAMAGED 20558 Model = UVComBike_d 20559 End 20560 AliasConditionState RIDER1 REALLYDAMAGED 20561 AliasConditionState RIDER1 MOVING REALLYDAMAGED 20562 AliasConditionState RIDER5 REALLYDAMAGED 20563 AliasConditionState RIDER5 MOVING REALLYDAMAGED 20564 AliasConditionState RIDER6 REALLYDAMAGED 20565 AliasConditionState RIDER6 MOVING REALLYDAMAGED 20566 AliasConditionState RIDER7 REALLYDAMAGED 20567 AliasConditionState RIDER7 MOVING REALLYDAMAGED 20568 20569 ConditionState = TOPPLED 20570 Model = UVComBike 20571 Animation = UVComBike_F.UVComBike_F 20572 AnimationMode = ONCE 20573 End 20574 ConditionState = TOPPLED REALLYDAMAGED 20575 Model = UVComBike_d 20576 Animation = UVComBike_F.UVComBike_F 20577 AnimationMode = ONCE 20578 End 20579 20580 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 20581 Model = UVComBike 20582 Animation = UVComBike_A1.UVComBike_A1 20583 AnimationMode = ONCE 20584 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20585 End 20586 AliasConditionState RIDER5 MOVING CENTER_TO_LEFT 20587 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 20588 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 20589 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 20590 Model = UVComBike_d 20591 Animation = UVComBike_A1.UVComBike_A1 20592 AnimationMode = ONCE 20593 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20594 End 20595 AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 20596 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 20597 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 20598 20599 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 20600 Model = UVComBike 20601 Animation = UVComBike_A1.UVComBike_A1 20602 AnimationMode = ONCE_BACKWARDS 20603 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20604 End 20605 AliasConditionState RIDER5 MOVING LEFT_TO_CENTER 20606 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 20607 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 20608 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 20609 Model = UVComBike_d 20610 Animation = UVComBike_A1.UVComBike_A1 20611 AnimationMode = ONCE_BACKWARDS 20612 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20613 End 20614 AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 20615 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 20616 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 20617 20618 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 20619 Model = UVComBike 20620 Animation = UVComBike_A2.UVComBike_A2 20621 AnimationMode = ONCE 20622 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20623 End 20624 AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT 20625 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 20626 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 20627 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20628 Model = UVComBike_d 20629 Animation = UVComBike_A2.UVComBike_A2 20630 AnimationMode = ONCE 20631 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20632 End 20633 AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20634 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20635 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20636 20637 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 20638 Model = UVComBike 20639 Animation = UVComBike_A2.UVComBike_A2 20640 AnimationMode = ONCE_BACKWARDS 20641 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20642 End 20643 AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER 20644 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 20645 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 20646 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20647 Model = UVComBike_d 20648 Animation = UVComBike_A2.UVComBike_A2 20649 AnimationMode = ONCE_BACKWARDS 20650 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20651 End 20652 AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20653 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20654 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20655 20656 20657 ;Gun Bike 20658 ;------------------------------ 20659 ConditionState = RIDER2 20660 Model = UVComBikeG 20661 End 20662 AliasConditionState RIDER2 MOVING 20663 AliasConditionState RIDER4 20664 AliasConditionState RIDER4 MOVING 20665 ConditionState = RIDER2 REALLYDAMAGED 20666 Model = UVComBikeG_d 20667 End 20668 AliasConditionState RIDER2 MOVING REALLYDAMAGED 20669 AliasConditionState RIDER4 REALLYDAMAGED 20670 AliasConditionState RIDER4 MOVING REALLYDAMAGED 20671 20672 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 20673 Model = UVComBikeG 20674 Animation = UVComBikeG_A1.UVComBikeG_A1 20675 AnimationMode = ONCE 20676 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20677 End 20678 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 20679 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 20680 Model = UVComBikeG_d 20681 Animation = UVComBikeG_A1.UVComBikeG_A1 20682 AnimationMode = ONCE 20683 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20684 End 20685 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 20686 20687 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 20688 Model = UVComBikeG 20689 Animation = UVComBikeG_A1.UVComBikeG_A1 20690 AnimationMode = ONCE_BACKWARDS 20691 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20692 End 20693 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 20694 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 20695 Model = UVComBikeG_d 20696 Animation = UVComBikeG_A1.UVComBikeG_A1 20697 AnimationMode = ONCE_BACKWARDS 20698 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20699 End 20700 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 20701 20702 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 20703 Model = UVComBikeG 20704 Animation = UVComBikeG_A2.UVComBikeG_A2 20705 AnimationMode = ONCE 20706 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20707 End 20708 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 20709 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20710 Model = UVComBikeG_d 20711 Animation = UVComBikeG_A2.UVComBikeG_A2 20712 AnimationMode = ONCE 20713 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20714 End 20715 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20716 20717 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 20718 Model = UVComBikeG 20719 Animation = UVComBikeG_A2.UVComBikeG_A2 20720 AnimationMode = ONCE_BACKWARDS 20721 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20722 End 20723 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 20724 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20725 Model = UVComBikeG_d 20726 Animation = UVComBikeG_A2.UVComBikeG_A2 20727 AnimationMode = ONCE_BACKWARDS 20728 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20729 End 20730 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20731 20732 ;Missile Bike 20733 ;------------------------------ 20734 ConditionState = RIDER3 20735 Model = UVComBikeTN 20736 End 20737 AliasConditionState RIDER3 MOVING 20738 ConditionState = RIDER3 REALLYDAMAGED 20739 Model = UVComBikeTN_d 20740 End 20741 AliasConditionState RIDER3 MOVING REALLYDAMAGED 20742 20743 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 20744 Model = UVComBikeTN 20745 Animation = UVComBikeTN_A1.UVComBikeTN_A1 20746 AnimationMode = ONCE 20747 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20748 End 20749 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 20750 Model = UVComBikeTN_d 20751 Animation = UVComBikeTN_A1.UVComBikeTN_A1 20752 AnimationMode = ONCE 20753 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20754 End 20755 20756 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 20757 Model = UVComBikeTN 20758 Animation = UVComBikeTN_A1.UVComBikeTN_A1 20759 AnimationMode = ONCE_BACKWARDS 20760 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20761 End 20762 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 20763 Model = UVComBikeTN_d 20764 Animation = UVComBikeTN_A1.UVComBikeTN_A1 20765 AnimationMode = ONCE_BACKWARDS 20766 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20767 End 20768 20769 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 20770 Model = UVComBikeTN 20771 Animation = UVComBikeTN_A2.UVComBikeTN_A2 20772 AnimationMode = ONCE 20773 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20774 End 20775 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 20776 Model = UVComBikeTN_d 20777 Animation = UVComBikeTN_A2.UVComBikeTN_A2 20778 AnimationMode = ONCE 20779 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20780 End 20781 20782 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 20783 Model = UVComBikeTN 20784 Animation = UVComBikeTN_A2.UVComBikeTN_A2 20785 AnimationMode = ONCE_BACKWARDS 20786 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20787 End 20788 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 20789 Model = UVComBikeTN_d 20790 Animation = UVComBikeTN_A2.UVComBikeTN_A2 20791 AnimationMode = ONCE_BACKWARDS 20792 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 20793 End 20794 20795 TrackMarks = EXTireTrack03.tga 20796 20797 Dust = CombatBikeDust 20798 DirtSpray = CombatBikeDirtSpray 20799 PowerslideSpray = CombatBikeDirtPowerSlide 20800 20801 ; These parameters are only used if the model has a separate suspension, 20802 ; and the locomotor has HasSuspension = Yes. 20803 LeftFrontTireBone = Tire01 20804 LeftRearTireBone = Tire00 20805 TireRotationMultiplier = 0.2 ; this * speed = rotation. 20806 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 20807 20808 End 20809 20810 Draw = W3DModelDraw ModuleTag_Rider01 20811 OkToChangeModelColor = Yes 20812 20813 DefaultConditionState 20814 ;************************************************** 20815 ;*** Must have a default model in order to see 20816 ;*** house color!!! 20817 ;************************************************** 20818 Model = UIWrkr_SKN 20819 ;WeaponFireFXBone = PRIMARY Muzzle 20820 ;WeaponLaunchBone = PRIMARY Muzzle 20821 WeaponMuzzleFlash = PRIMARY MuzzleFX 20822 End 20823 AliasConditionState MOVING 20824 20825 ;Worker animations 20826 ;----------------------- 20827 ConditionState = RIDER1 20828 Model = UIWrkr_SKN 20829 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 20830 AnimationMode = LOOP 20831 End 20832 ConditionState = RIDER1 MOVING 20833 Model = UIWrkr_SKN 20834 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 20835 AnimationMode = LOOP 20836 End 20837 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 20838 Model = UIWrkr_SKN 20839 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 20840 AnimationMode = ONCE 20841 End 20842 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 20843 Model = UIWrkr_SKN 20844 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 20845 AnimationMode = ONCE_BACKWARDS 20846 End 20847 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 20848 Model = UIWrkr_SKN 20849 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 20850 AnimationMode = ONCE 20851 End 20852 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 20853 Model = UIWrkr_SKN 20854 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 20855 AnimationMode = ONCE_BACKWARDS 20856 End 20857 20858 20859 ;Rebel animations 20860 ;----------------------- 20861 ConditionState = RIDER2 20862 Model = UIRGrd_SKN 20863 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 20864 AnimationMode = LOOP 20865 End 20866 ConditionState = RIDER2 MOVING 20867 Model = UIRGrd_SKN 20868 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 20869 AnimationMode = LOOP 20870 End 20871 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 20872 Model = UIRGrd_SKN 20873 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 20874 AnimationMode = ONCE 20875 End 20876 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 20877 Model = UIRGrd_SKN 20878 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 20879 AnimationMode = ONCE_BACKWARDS 20880 End 20881 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 20882 Model = UIRGrd_SKN 20883 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 20884 AnimationMode = ONCE 20885 End 20886 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 20887 Model = UIRGrd_SKN 20888 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 20889 AnimationMode = ONCE_BACKWARDS 20890 End 20891 20892 ;RPG Trooper animations 20893 ;----------------------- 20894 ConditionState = RIDER3 20895 Model = UITunF_SKN2 20896 Animation = UITunF_SKL.UITunF_CmBk_A5 20897 AnimationMode = LOOP 20898 End 20899 ConditionState = RIDER3 MOVING 20900 Model = UITunF_SKN2 20901 Animation = UITunF_SKL.UITunF_CmBk_A4 20902 AnimationMode = LOOP 20903 End 20904 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 20905 Model = UITunF_SKN2 20906 Animation = UITunF_SKL.UITunF_CmBk_A1 20907 AnimationMode = ONCE 20908 End 20909 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 20910 Model = UITunF_SKN2 20911 Animation = UITunF_SKL.UITunF_CmBk_A1 20912 AnimationMode = ONCE_BACKWARDS 20913 End 20914 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 20915 Model = UITunF_SKN2 20916 Animation = UITunF_SKL.UITunF_CmBk_A2 20917 AnimationMode = ONCE 20918 End 20919 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 20920 Model = UITunF_SKN2 20921 Animation = UITunF_SKL.UITunF_CmBk_A2 20922 AnimationMode = ONCE_BACKWARDS 20923 End 20924 20925 ;Jarmen Kell animations 20926 ;----------------------- 20927 ConditionState = RIDER4 20928 Model = UIHERO_SKN 20929 Animation = UIHERO_SKL.UIHERO_CmBk_A5 20930 AnimationMode = LOOP 20931 End 20932 ConditionState = RIDER4 MOVING 20933 Model = UIHERO_SKN 20934 Animation = UIHERO_SKL.UIHERO_CmBk_A4 20935 AnimationMode = LOOP 20936 End 20937 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 20938 Model = UIHERO_SKN 20939 Animation = UIHERO_SKL.UIHERO_CmBk_A1 20940 AnimationMode = ONCE 20941 End 20942 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 20943 Model = UIHERO_SKN 20944 Animation = UIHERO_SKL.UIHERO_CmBk_A1 20945 AnimationMode = ONCE_BACKWARDS 20946 End 20947 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 20948 Model = UIHERO_SKN 20949 Animation = UIHERO_SKL.UIHERO_CmBk_A2 20950 AnimationMode = ONCE 20951 End 20952 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 20953 Model = UIHERO_SKN 20954 Animation = UIHERO_SKL.UIHERO_CmBk_A2 20955 AnimationMode = ONCE_BACKWARDS 20956 End 20957 20958 ;Terrorist animations 20959 ;----------------------- 20960 ConditionState = RIDER5 20961 Model = UITRST_SKN 20962 Animation = UITRST_SKL.UITER_CmBk_A5 20963 AnimationMode = LOOP 20964 End 20965 ConditionState = RIDER5 MOVING 20966 Model = UITRST_SKN 20967 Animation = UITRST_SKL.UITER_CmBk_A4 20968 AnimationMode = LOOP 20969 End 20970 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 20971 Model = UITRST_SKN 20972 Animation = UITRST_SKL.UITER_CmBk_A1 20973 AnimationMode = ONCE 20974 End 20975 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 20976 Model = UITRST_SKN 20977 Animation = UITRST_SKL.UITER_CmBk_A1 20978 AnimationMode = ONCE_BACKWARDS 20979 End 20980 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 20981 Model = UITRST_SKN 20982 Animation = UITRST_SKL.UITER_CmBk_A2 20983 AnimationMode = ONCE 20984 End 20985 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 20986 Model = UITRST_SKN 20987 Animation = UITRST_SKL.UITER_CmBk_A2 20988 AnimationMode = ONCE_BACKWARDS 20989 End 20990 20991 ;Hijacker animations 20992 ;----------------------- 20993 ConditionState = RIDER6 20994 Model = UIHJCK_SKN 20995 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 20996 AnimationMode = LOOP 20997 End 20998 ConditionState = RIDER6 MOVING 20999 Model = UIHJCK_SKN 21000 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 21001 AnimationMode = LOOP 21002 End 21003 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 21004 Model = UIHJCK_SKN 21005 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 21006 AnimationMode = ONCE 21007 End 21008 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 21009 Model = UIHJCK_SKN 21010 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 21011 AnimationMode = ONCE_BACKWARDS 21012 End 21013 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 21014 Model = UIHJCK_SKN 21015 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 21016 AnimationMode = ONCE 21017 End 21018 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 21019 Model = UIHJCK_SKN 21020 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 21021 AnimationMode = ONCE_BACKWARDS 21022 End 21023 21024 ;Saboteur animations 21025 ;----------------------- 21026 ConditionState = RIDER7 21027 Model = UISabotr_SKN 21028 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 21029 AnimationMode = LOOP 21030 End 21031 ConditionState = RIDER7 MOVING 21032 Model = UISabotr_SKN 21033 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 21034 AnimationMode = LOOP 21035 End 21036 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 21037 Model = UISabotr_SKN 21038 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 21039 AnimationMode = ONCE 21040 End 21041 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 21042 Model = UISabotr_SKN 21043 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 21044 AnimationMode = ONCE_BACKWARDS 21045 End 21046 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 21047 Model = UISabotr_SKN 21048 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 21049 AnimationMode = ONCE 21050 End 21051 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 21052 Model = UISabotr_SKN 21053 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 21054 AnimationMode = ONCE_BACKWARDS 21055 End 21056 21057 ConditionState = TOPPLED 21058 Model = None 21059 End 21060 AliasConditionState TOPPLED MOVING 21061 21062 End 21063 21064 ; ***DESIGN parameters *** 21065 DisplayName = OBJECT:CombatBike 21066 Side = Boss 21067 EditorSorting = VEHICLE 21068 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 21069 WeaponSet 21070 Conditions = None 21071 Weapon = PRIMARY NONE 21072 End 21073 WeaponSet 21074 Conditions = WEAPON_RIDER2 21075 Weapon = PRIMARY GLARebelBikerMachineGun 21076 End 21077 WeaponSet 21078 Conditions = WEAPON_RIDER3 21079 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon 21080 End 21081 WeaponSet 21082 Conditions = WEAPON_RIDER4 21083 Weapon = PRIMARY GLABikerKellSniperRifle 21084 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 21085 AutoChooseSources = SECONDARY NONE 21086 End 21087 WeaponSet 21088 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 21089 ;damage to do ini logic for type of death to play -- unresistable for success. 21090 Conditions = WEAPON_RIDER5 21091 Weapon = PRIMARY TerroristSuicideWeapon 21092 End 21093 ArmorSet 21094 Conditions = None 21095 Armor = TruckArmor 21096 DamageFX = TankDamageFX 21097 End 21098 BuildCost = 500 21099 BuildTime = 8.0 ;in seconds 21100 VisionRange = 180 21101 ShroudClearingRange = 300 21102 Prerequisites 21103 Object = Boss_WarFactory 21104 End 21105 21106 ExperienceValue = 50 50 100 150 ;Experience point value at each level 21107 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 21108 IsTrainable = Yes ;Can gain experience 21109 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 21110 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 21111 CommandSet = GLAVehicleCombatBikeDefaultCommandSet 21112 21113 ; *** AUDIO Parameters *** 21114 VoiceSelect = RocketBuggyVoiceSelect 21115 ;VoiceMove = RocketBuggyVoiceMove 21116 VoiceAttack = RocketBuggyVoiceAttack 21117 SoundMoveStart = CombatBikeMoveStart 21118 SoundMoveStartDamaged = CombatBikeMoveStart 21119 VoiceGuard = RocketBuggyVoiceMove 21120 21121 21122 UnitSpecificSounds 21123 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 21124 VoiceCreate = RocketBuggyVoiceCreate 21125 TurretMoveStart = NoSound 21126 TurretMoveLoop = TurretMoveLoop 21127 ; Required for the W3DTruckDraw module 21128 TruckLandingSound = RocketBuggyLand 21129 TruckPowerslideSound = CombatBikeMoveStart 21130 VoiceCrush = RocketBuggyVoiceCrush 21131 VoiceEnter = RocketBuggyVoiceMove 21132 End 21133 21134 ; *** ENGINEERING Parameters *** 21135 RadarPriority = UNIT 21136 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 21137 21138 Body = ActiveBody ModuleTag_02 21139 MaxHealth = 100 21140 InitialHealth = 100 21141 21142 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 21143 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 21144 SubdualDamageCap = 200 21145 SubdualDamageHealRate = 500 21146 SubdualDamageHealAmount = 50 21147 End 21148 Behavior = AIUpdateInterface ModuleTag_03 21149 Turret 21150 TurretTurnRate = 0 ; turn rate, in degrees per sec 21151 NaturalTurretAngle = 0 21152 ControlledWeaponSlots = PRIMARY SECONDARY 21153 End 21154 AutoAcquireEnemiesWhenIdle = No 21155 End 21156 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 21157 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 21158 Behavior = PhysicsBehavior ModuleTag_04 21159 Mass = 15.0 21160 End 21161 21162 Behavior = SlowDeathBehavior DeathTag_04 21163 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 21164 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21165 DestructionDelay = 0 21166 FX = INITIAL FX_BuggyNewDeathExplosion 21167 OCL = FINAL OCL_CombatBikeAirDeathStart 21168 End 21169 Behavior = SlowDeathBehavior DeathTag_05 21170 RequiredStatus = STATUS_RIDER1 21171 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21172 DestructionDelay = 0 21173 FX = INITIAL FX_BuggyNewDeathExplosion 21174 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 21175 OCL = FINAL OCL_CombatBikeAirDeathStart 21176 End 21177 Behavior = SlowDeathBehavior DeathTag_06 21178 RequiredStatus = STATUS_RIDER2 21179 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21180 DestructionDelay = 0 21181 FX = INITIAL FX_BuggyNewDeathExplosion 21182 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 21183 OCL = FINAL OCL_CombatBikeAirDeathStart 21184 End 21185 Behavior = SlowDeathBehavior DeathTag_07 21186 RequiredStatus = STATUS_RIDER3 21187 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21188 DestructionDelay = 0 21189 FX = INITIAL FX_BuggyNewDeathExplosion 21190 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 21191 OCL = FINAL OCL_CombatBikeAirDeathStart 21192 End 21193 Behavior = SlowDeathBehavior DeathTag_08 21194 RequiredStatus = STATUS_RIDER4 21195 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21196 DestructionDelay = 0 21197 FX = INITIAL FX_BuggyNewDeathExplosion 21198 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 21199 OCL = FINAL OCL_CombatBikeAirDeathStart 21200 End 21201 Behavior = SlowDeathBehavior DeathTag_09 21202 RequiredStatus = STATUS_RIDER5 21203 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21204 DestructionDelay = 0 21205 FX = INITIAL FX_BuggyNewDeathExplosion 21206 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 21207 OCL = FINAL OCL_CombatBikeAirDeathStart 21208 End 21209 Behavior = SlowDeathBehavior DeathTag_10 21210 RequiredStatus = STATUS_RIDER6 21211 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 21212 DestructionDelay = 0 21213 FX = INITIAL FX_BuggyNewDeathExplosion 21214 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 21215 OCL = FINAL OCL_CombatBikeAirDeathStart 21216 End 21217 21218 Behavior = AutoHealBehavior ModuleTag_08 21219 HealingAmount = 2 21220 HealingDelay = 1000 ; msec 21221 TriggeredBy = Upgrade_GLAJunkRepair 21222 End 21223 21224 Behavior = WeaponSetUpgrade ModuleTag_09 21225 TriggeredBy = Upgrade_GLABuggyAmmo 21226 End 21227 21228 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 21229 Behavior = CreateObjectDie ModuleTag_10 21230 DeathTypes = NONE +TOPPLED 21231 CreationList = OCL_CombatBike_ToppledHulk 21232 End 21233 21234 Behavior = DestroyDie ModuleTag_11 21235 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 21236 End 21237 21238 ; A crushing defeat 21239 Behavior = FXListDie ModuleTag_12 21240 DeathTypes = NONE +CRUSHED +SPLATTED 21241 DeathFX = FX_CarCrush 21242 End 21243 Behavior = CreateObjectDie ModuleTag_13 21244 DeathTypes = NONE +CRUSHED +SPLATTED 21245 CreationList = OCL_RocketBuggy_CrushEffect 21246 End 21247 Behavior = CreateCrateDie ModuleTag_14 21248 CrateData = SalvageCrateData 21249 ;CrateData = EliteTankCrateData 21250 ;CrateData = HeroicTankCrateData 21251 End 21252 21253 Behavior = TransitionDamageFX ModuleTag_15 21254 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 21255 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 21256 End 21257 21258 Behavior = RiderChangeContain ModuleTag_16 21259 ;A list of each valid rider that is allowed to ride this object. Each rider is 21260 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 21261 ;a commandset override. The actual object is hidden inside the container so the 21262 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 21263 ;destroyed, so all deaths must be OCLs on the bike. 21264 Rider1 = GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 21265 Rider2 = GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 21266 Rider3 = GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 21267 Rider4 = GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 21268 Rider5 = GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 21269 Rider6 = GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 21270 Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 21271 ScuttleDelay = 1500 21272 ScuttleStatus = TOPPLED 21273 21274 ;Standard TransportContain stuff 21275 Slots = 1 21276 InitialPayload = GLAInfantryTerrorist 1 21277 ScatterNearbyOnExit = No 21278 HealthRegen%PerSec = 0 21279 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. 21280 BurnedDeathToUnits = No ; And no Burned death. 21281 AllowInsideKindOf = INFANTRY 21282 ExitDelay = 250 21283 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 21284 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 21285 DoorOpenTime = 0 21286 End 21287 21288 Behavior = AnimationSteeringUpdate ModuleTag_17 21289 MinTransitionTime = 300 21290 End 21291 21292 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 21293 RequiredStatus = STATUS_RIDER5 21294 DeathWeapon = SuicideBikeBomb 21295 StartsActive = Yes 21296 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 21297 End 21298 21299 Behavior = StealthUpdate ModuleTag_19 21300 UseRiderStealth = Yes 21301 ;StealthDelay = 2000 ; msec 21302 ;StealthForbiddenConditions = ATTACKING 21303 ;InnateStealth = Yes 21304 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 21305 End 21306 21307 Behavior = FlammableUpdate ModuleTag_21 21308 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21309 AflameDamageAmount = 3 ; taking this much damage... 21310 AflameDamageDelay = 500 ; this often. 21311 End 21312 21313 Geometry = BOX 21314 GeometryMajorRadius = 11.0 21315 GeometryMinorRadius = 2.5 21316 GeometryHeight = 7.5 21317 GeometryIsSmall = Yes 21318 21319 Shadow = SHADOW_VOLUME 21320 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 21321 21322 End
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