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1 ; FILE: FactionBuilding.ini /////////////////////////////////////////////////// 2 ; This file contains only buildings that are part of a player or faction. 3 ; Typically these are the buildings that can be build by the player or 4 ; are part of a base. Objects related to these buildings also appear 5 ; in this file such as debris. 6 ;////////////////////////////////////////////////////////////////////////////// 7 8 ;------------------------------------------------------------------------------ 9 ;Note that we must have this GLA Hole defined before we do any of the 10 ;object reskins with it later in this file 11 ;------------------------------------------------------------------------------ 12 Object GLAHole 13 14 ; *** ART Parameters *** 15 SelectPortrait = SUHole_L 16 ButtonImage = SUHole_L 17 Draw = W3DModelDraw ModuleTag_01 18 OkToChangeModelColor = Yes 19 ConditionState = NONE 20 Model = UBHole 21 End 22 ConditionState = DAMAGED 23 Model = UBHole_D 24 ParticleSysBone = Smoke01 SteamVent 25 End 26 ConditionState = REALLYDAMAGED 27 Model = UBHole_E 28 ParticleSysBone = Smoke01 SteamVent 29 ParticleSysBone = Smoke02 SteamVent 30 ParticleSysBone = Fire01 GLAPowerPlantFlame 31 ParticleSysBone = Fire02 GLAPowerPlantFlame 32 ParticleSysBone = Fire03 GLAPowerPlantFlame 33 End 34 End 35 36 ; ----------------- the door ------------------- 37 Draw = W3DModelDraw ModuleTag_02 38 OkToChangeModelColor = Yes 39 DefaultConditionState 40 Model = UBHole_A1 41 Animation = UBHole_A1.UBHole_A1 42 AnimationMode = MANUAL 43 Flags = START_FRAME_FIRST 44 End 45 ConditionState = SOLD 46 Model = NONE 47 End 48 ConditionState = SOLD SNOW 49 Model = NONE 50 End 51 52 ConditionState = SOLD NIGHT 53 Model = NONE 54 End 55 56 ConditionState = SOLD NIGHT SNOW 57 Model = NONE 58 End 59 ConditionState = DAMAGED 60 Model = UBHole_A1D 61 Animation = UBHole_A1D.UBHole_A1D 62 AnimationMode = MANUAL 63 Flags = START_FRAME_FIRST 64 End 65 ConditionState = DOOR_1_OPENING 66 Model = UBHole_A1 67 Animation = UBHole_A1.UBHole_A1 68 AnimationMode = ONCE 69 Flags = START_FRAME_FIRST 70 End 71 ConditionState = DOOR_1_OPENING DAMAGED 72 Model = UBHole_A1D 73 Animation = UBHole_A1D.UBHole_A1D 74 AnimationMode = ONCE 75 Flags = START_FRAME_FIRST 76 End 77 ConditionState = DOOR_1_CLOSING 78 Model = UBHole_A1 79 Animation = UBHole_A1.UBHole_A1 80 AnimationMode = ONCE_BACKWARDS 81 Flags = START_FRAME_LAST 82 End 83 ConditionState = DOOR_1_CLOSING DAMAGED 84 Model = UBHole_A1D 85 Animation = UBHole_A1D.UBHole_A1D 86 AnimationMode = ONCE_BACKWARDS 87 Flags = START_FRAME_LAST 88 End 89 ConditionState = DOOR_1_WAITING_OPEN 90 Model = UBHole_A1 91 Animation = UBHole_A1.UBHole_A1 92 AnimationMode = MANUAL 93 Flags = START_FRAME_LAST 94 End 95 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 96 Model = UBHole_A1D 97 Animation = UBHole_A1D.UBHole_A1D 98 AnimationMode = MANUAL 99 Flags = START_FRAME_LAST 100 End 101 End 102 103 PlacementViewAngle = -135 104 105 ; ***DESIGN parameters *** 106 DisplayName = OBJECT:GLAHole 107 Side = GLA 108 EditorSorting = SYSTEM 109 Prerequisites 110 Object = GLACommandCenter 111 End 112 BuildCost = 100 113 BuildTime = 10.0 ; in seconds 114 EnergyProduction = 0 115 VisionRange = 50.0 ; Shroud clearing distance 116 ShroudClearingRange = 50 117 ArmorSet 118 Conditions = None 119 Armor = StructureArmor 120 DamageFX = StructureDamageFXNoShake 121 End 122 123 ; *** AUDIO Parameters *** 124 VoiceSelect = TunnelNetworkSelect 125 SoundOnDamaged = BuildingDamagedStateLight 126 SoundOnReallyDamaged = BuildingDestroy 127 128 UnitSpecificSounds 129 UnderConstruction = UnderConstructionLoop 130 End 131 132 ; *** ENGINEERING Parameters *** 133 RadarPriority = STRUCTURE 134 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY 135 Body = StructureBody ModuleTag_03 136 ; To set the health for a particular hole, edit the entry in the object 137 ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) 138 MaxHealth = 9999999.9 ;bigger than anything realistic we use 139 InitialHealth = 9999999.9 ;bigger than anything realistic we use 140 End 141 Behavior = RebuildHoleBehavior ModuleTag_04 142 WorkerObjectName = GLAInfantryWorker 143 WorkerRespawnDelay = 20000 ;in milliseconds 144 HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second 145 End 146 147 Behavior = CreateObjectDie ModuleTag_13 148 CreationList = OCL_LargeStructureDebris 149 End 150 Behavior = FXListDie ModuleTag_14 151 DeathFX = FX_StructureSmallDeath 152 End 153 154 155 156 Geometry = CYLINDER 157 GeometryMajorRadius = 25.0 158 GeometryHeight = 5.0 159 GeometryIsSmall = No 160 Shadow = SHADOW_VOLUME 161 BuildCompletion = PLACED_BY_PLAYER 162 163 End 164 165 ;------------------------------------------------------------------------------ 166 Object AmericaCommandCenter 167 168 ; *** ART Parameters *** 169 SelectPortrait = SAComCentr_L 170 ButtonImage = SAComCentr 171 172 ; ----------------- Main Building ------------------------ 173 Draw = W3DModelDraw ModuleTag_01 174 OkToChangeModelColor = Yes 175 ; day ****************************************** 176 ConditionState = NONE 177 Model = ABBtCmdHQ 178 Animation = ABBtCmdHQ.ABBtCmdHQ 179 AnimationMode = LOOP 180 End 181 ConditionState = DAMAGED 182 Model = ABBtCmdHQ_D 183 Animation = ABBtCmdHQ_D.ABBtCmdHQ_D 184 AnimationMode = LOOP 185 End 186 ConditionState = REALLYDAMAGED RUBBLE 187 Model = ABBtCmdHQ_E 188 Animation = ABBtCmdHQ_E.ABBtCmdHQ_E 189 AnimationMode = LOOP 190 End 191 192 193 ; night **************************************** 194 ConditionState = NIGHT 195 Model = ABBtCmdHQ_N 196 Animation = ABBtCmdHQ_N.ABBtCmdHQ_N 197 AnimationMode = LOOP 198 End 199 ConditionState = DAMAGED NIGHT 200 Model = ABBtCmdHQ_DN 201 Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN 202 AnimationMode = LOOP 203 End 204 ConditionState = REALLYDAMAGED RUBBLE NIGHT 205 Model = ABBtCmdHQ_EN 206 Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN 207 AnimationMode = LOOP 208 End 209 210 211 ; Snow 212 ConditionState = SNOW 213 Model = ABBtCmdHQ_S 214 Animation = ABBtCmdHQ_S.ABBtCmdHQ_S 215 AnimationMode = LOOP 216 End 217 ConditionState = DAMAGED SNOW 218 Model = ABBtCmdHQ_DS 219 Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS 220 AnimationMode = LOOP 221 End 222 ConditionState = REALLYDAMAGED RUBBLE SNOW 223 Model = ABBtCmdHQ_ES 224 Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES 225 AnimationMode = LOOP 226 End 227 228 ; night snow **************************************** 229 ConditionState = NIGHT SNOW 230 Model = ABBtCmdHQ_NS 231 Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS 232 AnimationMode = LOOP 233 End 234 ConditionState = DAMAGED NIGHT SNOW 235 Model = ABBtCmdHQ_DNS 236 Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS 237 AnimationMode = LOOP 238 End 239 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 240 Model = ABBtCmdHQ_ENS 241 Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS 242 AnimationMode = LOOP 243 End 244 245 246 247 ;************************************************************************************************************************** 248 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 249 ;for this draw module 250 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 251 Model = ABBtCmdHQ 252 Animation = ABBtCmdHQ.ABBtCmdHQ 253 AnimationMode = LOOP 254 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 255 End 256 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 257 Model = ABBtCmdHQ_D 258 Animation = ABBtCmdHQ_D.ABBtCmdHQ_D 259 AnimationMode = LOOP 260 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 261 End 262 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 263 Model = ABBtCmdHQ_E 264 Animation = ABBtCmdHQ_E.ABBtCmdHQ_E 265 AnimationMode = LOOP 266 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 267 End 268 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 269 Model = ABBtCmdHQ_N 270 Animation = ABBtCmdHQ_N.ABBtCmdHQ_N 271 AnimationMode = LOOP 272 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 273 End 274 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 275 Model = ABBtCmdHQ_DN 276 Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN 277 AnimationMode = LOOP 278 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 279 End 280 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 281 Model = ABBtCmdHQ_EN 282 Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN 283 AnimationMode = LOOP 284 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 285 End 286 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 287 Model = ABBtCmdHQ_S 288 Animation = ABBtCmdHQ_S.ABBtCmdHQ_S 289 AnimationMode = LOOP 290 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 291 End 292 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 293 Model = ABBtCmdHQ_DS 294 Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS 295 AnimationMode = LOOP 296 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 297 End 298 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 299 Model = ABBtCmdHQ_ES 300 Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES 301 AnimationMode = LOOP 302 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 303 End 304 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 305 Model = ABBtCmdHQ_NS 306 Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS 307 AnimationMode = LOOP 308 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 309 End 310 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 311 Model = ABBtCmdHQ_DNS 312 Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS 313 AnimationMode = LOOP 314 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 315 End 316 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 317 Model = ABBtCmdHQ_ENS 318 Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS 319 AnimationMode = LOOP 320 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 321 End 322 323 ConditionState = AWAITING_CONSTRUCTION 324 Model = NONE 325 End 326 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 327 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 328 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 329 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 330 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 331 AliasConditionState = AWAITING_CONSTRUCTION SNOW 332 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 333 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 334 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 335 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 336 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 337 AliasConditionState = SOLD 338 AliasConditionState = SOLD DAMAGED 339 AliasConditionState = SOLD REALLYDAMAGED 340 AliasConditionState = SOLD NIGHT 341 AliasConditionState = SOLD NIGHT DAMAGED 342 AliasConditionState = SOLD NIGHT REALLYDAMAGED 343 AliasConditionState = SOLD SNOW 344 AliasConditionState = SOLD SNOW DAMAGED 345 AliasConditionState = SOLD SNOW REALLYDAMAGED 346 AliasConditionState = SOLD NIGHT SNOW 347 AliasConditionState = SOLD NIGHT SNOW DAMAGED 348 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 349 ;************************************************************************************************************************************************************************************************************** 350 351 End 352 353 ; ----------------- the factory door ------------------- 354 Draw = W3DModelDraw ModuleTag_02 355 DefaultConditionState 356 Model = ABBtCmdHQ_A7 357 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 358 AnimationMode = MANUAL 359 Flags = START_FRAME_FIRST 360 End 361 362 363 ;************************************************************************************************************************** 364 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 365 ;for this draw module 366 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 367 Model = ABBtCmdHQ_A7 368 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 369 End 370 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 371 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 372 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 373 374 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 375 Model = ABBtCmdHQ_A7D 376 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 377 End 378 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 379 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 380 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED 381 382 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 383 Model = ABBtCmdHQ_A7E 384 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 385 End 386 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 387 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 388 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT 389 390 391 ConditionState = AWAITING_CONSTRUCTION 392 Model = NONE 393 End 394 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 395 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 396 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 397 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 398 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 399 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 400 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 401 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 402 AliasConditionState = SOLD DAMAGED 403 AliasConditionState = SOLD REALLYDAMAGED 404 AliasConditionState = SOLD NIGHT 405 AliasConditionState = SOLD NIGHT DAMAGED 406 407 408 AliasConditionState = SOLD NIGHT REALLYDAMAGED 409 AliasConditionState = SOLD NIGHT SNOW 410 AliasConditionState = SOLD NIGHT SNOW DAMAGED 411 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 412 ;************************************************************************************************************************** 413 414 415 ConditionState = DAMAGED 416 Model = ABBtCmdHQ_A7D 417 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 418 AnimationMode = MANUAL 419 Flags = START_FRAME_FIRST 420 End 421 ConditionState = REALLYDAMAGED RUBBLE 422 Model = ABBtCmdHQ_A7E 423 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 424 AnimationMode = MANUAL 425 Flags = START_FRAME_FIRST 426 End 427 428 429 ConditionState = DOOR_1_OPENING 430 Model = ABBtCmdHQ_A7 431 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 432 AnimationMode = ONCE 433 Flags = START_FRAME_FIRST 434 End 435 ConditionState = DOOR_1_OPENING DAMAGED 436 Model = ABBtCmdHQ_A7D 437 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 438 AnimationMode = ONCE 439 Flags = START_FRAME_FIRST 440 End 441 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 442 Model = ABBtCmdHQ_A7E 443 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 444 AnimationMode = ONCE 445 Flags = START_FRAME_FIRST 446 End 447 ConditionState = DOOR_1_CLOSING 448 Model = ABBtCmdHQ_A7 449 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 450 AnimationMode = ONCE_BACKWARDS 451 Flags = START_FRAME_LAST 452 End 453 454 455 ConditionState = DOOR_1_CLOSING DAMAGED 456 Model = ABBtCmdHQ_A7D 457 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 458 AnimationMode = ONCE_BACKWARDS 459 Flags = START_FRAME_LAST 460 End 461 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 462 Model = ABBtCmdHQ_A7E 463 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 464 AnimationMode = ONCE_BACKWARDS 465 Flags = START_FRAME_LAST 466 End 467 ConditionState = DOOR_1_WAITING_OPEN 468 Model = ABBtCmdHQ_A7 469 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 470 AnimationMode = MANUAL 471 Flags = START_FRAME_LAST 472 End 473 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 474 Model = ABBtCmdHQ_A7D 475 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 476 AnimationMode = MANUAL 477 Flags = START_FRAME_LAST 478 End 479 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 480 Model = ABBtCmdHQ_A7E 481 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 482 AnimationMode = MANUAL 483 Flags = START_FRAME_LAST 484 End 485 End 486 487 PlacementViewAngle = -135 488 489 ; ------------ Radar Extending ----------------- 490 Draw = W3DModelDraw ModuleTag_03 491 ConditionState = None 492 Model = ABBtCmdHQ_AC 493 Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC 494 AnimationMode = LOOP 495 End 496 AliasConditionState = NIGHT 497 AliasConditionState = SNOW 498 AliasConditionState = NIGHT SNOW 499 500 ConditionState = DAMAGED 501 Model = ABBtCmdHQ_ACD 502 Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD 503 AnimationMode = LOOP 504 End 505 AliasConditionState = NIGHT DAMAGED 506 AliasConditionState = SNOW DAMAGED 507 AliasConditionState = NIGHT SNOW DAMAGED 508 509 ConditionState = REALLYDAMAGED RUBBLE 510 Model = ABBtCmdHQ_ACE 511 Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE 512 AnimationMode = LOOP 513 End 514 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 515 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 516 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 517 518 ;************************************************************************************************************************** 519 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 520 ;for this draw module 521 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 522 Model = ABBtCmdHQ_AC 523 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 524 End 525 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 526 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 527 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 528 529 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 530 Model = ABBtCmdHQ_ACD 531 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 532 End 533 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 534 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 535 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 536 537 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 538 Model = ABBtCmdHQ_ACE 539 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 540 End 541 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 542 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 543 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 544 545 ConditionState = AWAITING_CONSTRUCTION 546 Model = NONE 547 End 548 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 549 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 550 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 551 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 552 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 553 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 554 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 555 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 556 AliasConditionState = SOLD DAMAGED 557 AliasConditionState = SOLD REALLYDAMAGED 558 AliasConditionState = SOLD NIGHT 559 AliasConditionState = SOLD NIGHT DAMAGED 560 AliasConditionState = SOLD NIGHT REALLYDAMAGED 561 AliasConditionState = SOLD NIGHT SNOW 562 AliasConditionState = SOLD NIGHT SNOW DAMAGED 563 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 564 ;************************************************************************************************************************** 565 566 End 567 568 ; ----------------- The Door ------------------------ 569 Draw = W3DModelDraw ModuleTag_04 570 571 DefaultConditionState 572 Model = ABBtCmdHQ_A7 573 574 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 575 AnimationMode = MANUAL 576 Flags = START_FRAME_FIRST 577 End 578 AliasConditionState = NIGHT 579 AliasConditionState = SNOW 580 AliasConditionState = NIGHT SNOW 581 582 ConditionState = DAMAGED 583 Model = ABBtCmdHQ_A7D 584 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 585 AnimationMode = MANUAL 586 Flags = START_FRAME_FIRST 587 End 588 AliasConditionState = NIGHT DAMAGED 589 AliasConditionState = SNOW DAMAGED 590 AliasConditionState = NIGHT SNOW DAMAGED 591 592 ConditionState = REALLYDAMAGED RUBBLE 593 Model = ABBtCmdHQ_A7E 594 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 595 AnimationMode = MANUAL 596 Flags = START_FRAME_FIRST 597 End 598 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 599 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 600 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 601 602 ConditionState = DOOR_1_OPENING 603 Model = ABBtCmdHQ_A7 604 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 605 AnimationMode = ONCE 606 Flags = START_FRAME_FIRST 607 End 608 AliasConditionState = NIGHT DOOR_1_OPENING 609 AliasConditionState = SNOW DOOR_1_OPENING 610 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 611 612 ConditionState = DOOR_1_OPENING DAMAGED 613 Model = ABBtCmdHQ_A7D 614 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 615 AnimationMode = ONCE 616 Flags = START_FRAME_FIRST 617 End 618 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 619 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 620 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 621 622 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 623 Model = ABBtCmdHQ_A7E 624 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 625 AnimationMode = ONCE 626 Flags = START_FRAME_FIRST 627 End 628 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 629 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 630 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 631 632 ConditionState = DOOR_1_CLOSING 633 Model = ABBtCmdHQ_A7 634 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 635 AnimationMode = ONCE_BACKWARDS 636 Flags = START_FRAME_LAST 637 End 638 AliasConditionState = NIGHT DOOR_1_CLOSING 639 AliasConditionState = SNOW DOOR_1_CLOSING 640 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 641 642 ConditionState = DOOR_1_CLOSING DAMAGED 643 Model = ABBtCmdHQ_A7D 644 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 645 AnimationMode = ONCE_BACKWARDS 646 Flags = START_FRAME_LAST 647 End 648 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 649 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 650 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 651 652 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 653 Model = ABBtCmdHQ_A7E 654 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 655 AnimationMode = ONCE_BACKWARDS 656 Flags = START_FRAME_LAST 657 End 658 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 659 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 660 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 661 662 ConditionState = DOOR_1_WAITING_OPEN 663 Model = ABBtCmdHQ_A7 664 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 665 AnimationMode = MANUAL 666 Flags = START_FRAME_LAST 667 End 668 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 669 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 670 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 671 672 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 673 Model = ABBtCmdHQ_A7D 674 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 675 AnimationMode = MANUAL 676 Flags = START_FRAME_LAST 677 End 678 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 679 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 680 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 681 682 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 683 Model = ABBtCmdHQ_A7E 684 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 685 AnimationMode = MANUAL 686 Flags = START_FRAME_LAST 687 End 688 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 689 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 690 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 691 692 ;************************************************************************************************************************** 693 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 694 ;for this draw module 695 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 696 Model = ABBtCmdHQ_A7 697 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 698 End 699 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 700 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 701 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 702 703 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 704 Model = ABBtCmdHQ_A7D 705 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 706 End 707 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 708 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 709 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 710 711 712 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 713 Model = ABBtCmdHQ_A7E 714 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 715 End 716 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 717 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 718 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 719 720 ConditionState = AWAITING_CONSTRUCTION 721 Model = NONE 722 End 723 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 724 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 725 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 726 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 727 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 728 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 729 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 730 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 731 AliasConditionState = SOLD DAMAGED 732 AliasConditionState = SOLD REALLYDAMAGED 733 AliasConditionState = SOLD NIGHT 734 AliasConditionState = SOLD NIGHT DAMAGED 735 AliasConditionState = SOLD NIGHT REALLYDAMAGED 736 AliasConditionState = SOLD NIGHT SNOW 737 AliasConditionState = SOLD NIGHT SNOW DAMAGED 738 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 739 ;************************************************************************************************************************** 740 741 End 742 743 ; ------------ construction-zone fence ----------------- 744 Draw = W3DModelDraw ModuleTag_05 745 AnimationsRequirePower = No 746 747 DefaultConditionState 748 Model = None 749 TransitionKey = DOWN_DEFAULT 750 End 751 ConditionState = NIGHT 752 Model = None 753 TransitionKey = DOWN_DEFAULT 754 End 755 ConditionState = SNOW 756 Model = None 757 TransitionKey = DOWN_DEFAULT 758 End 759 ConditionState = SNOW NIGHT 760 Model = None 761 TransitionKey = DOWN_DEFAULT 762 End 763 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 764 Model = ABBtCmdHQ_A4 765 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 766 AnimationMode = MANUAL 767 Flags = START_FRAME_LAST 768 TransitionKey = UP_DAY 769 ParticleSysBone = SmokeS01 SmokeBuildingSmall 770 ParticleSysBone = SparksS01 LiveWireSparks02 771 End 772 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 773 Model = ABBtCmdHQ_A4N 774 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 775 AnimationMode = MANUAL 776 Flags = START_FRAME_LAST 777 TransitionKey = UP_NIGHT 778 ParticleSysBone = SmokeS01 SmokeBuildingSmall 779 ParticleSysBone = SparksS01 LiveWireSparks02 780 End 781 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 782 Model = ABBtCmdHQ_A4S 783 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 784 AnimationMode = MANUAL 785 Flags = START_FRAME_LAST 786 TransitionKey = UP_SNOW 787 ParticleSysBone = SmokeS01 SmokeBuildingSmall 788 ParticleSysBone = SparksS01 LiveWireSparks02 789 End 790 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 791 Model = ABBtCmdHQ_A4SN 792 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 793 AnimationMode = MANUAL 794 Flags = START_FRAME_LAST 795 TransitionKey = UP_SNOWNIGHT 796 ParticleSysBone = SmokeS01 SmokeBuildingSmall 797 ParticleSysBone = SparksS01 LiveWireSparks02 798 End 799 TransitionState = DOWN_DEFAULT UP_DAY 800 Model = ABBtCmdHQ_A4 801 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 802 AnimationMode = ONCE 803 AnimationSpeedFactorRange = 1.0 1.0 804 Flags = START_FRAME_FIRST 805 End 806 TransitionState = DOWN_DEFAULT UP_NIGHT 807 Model = ABBtCmdHQ_A4N 808 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 809 AnimationMode = ONCE 810 AnimationSpeedFactorRange = 1.0 1.0 811 Flags = START_FRAME_FIRST 812 End 813 TransitionState = DOWN_DEFAULT UP_SNOW 814 Model = ABBtCmdHQ_A4S 815 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 816 AnimationMode = ONCE 817 AnimationSpeedFactorRange = 1.0 1.0 818 Flags = START_FRAME_FIRST 819 End 820 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 821 Model = ABBtCmdHQ_A4SN 822 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 823 AnimationMode = ONCE 824 AnimationSpeedFactorRange = 1.0 1.0 825 Flags = START_FRAME_FIRST 826 End 827 TransitionState = UP_DAY DOWN_DEFAULT 828 Model = ABBtCmdHQ_A4 829 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 830 AnimationMode = ONCE_BACKWARDS 831 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 832 Flags = START_FRAME_LAST 833 End 834 TransitionState = UP_NIGHT DOWN_DEFAULT 835 Model = ABBtCmdHQ_A4N 836 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 837 AnimationMode = ONCE_BACKWARDS 838 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 839 Flags = START_FRAME_LAST 840 End 841 TransitionState = UP_SNOW DOWN_DEFAULT 842 Model = ABBtCmdHQ_A4S 843 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 844 AnimationMode = ONCE_BACKWARDS 845 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 846 Flags = START_FRAME_LAST 847 End 848 TransitionState = UP_SNOW NIGHT DOWN_DEFAULT 849 Model = ABBtCmdHQ_A4SN 850 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 851 AnimationMode = ONCE_BACKWARDS 852 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 853 Flags = START_FRAME_LAST 854 End 855 End 856 857 ; ------------ under-construction scaffolding ----------------- 858 Draw = W3DModelDraw ModuleTag_06 859 AnimationsRequirePower = No 860 MinLODRequired = MEDIUM 861 DefaultConditionState 862 Model = None 863 TransitionKey = DOWN_DEFAULT 864 End 865 ConditionState = NIGHT 866 Model = None 867 TransitionKey = DOWN_DEFAULT 868 End 869 ConditionState = SNOW 870 Model = None 871 TransitionKey = DOWN_DEFAULT 872 End 873 ConditionState = SNOW NIGHT 874 Model = None 875 TransitionKey = DOWN_DEFAULT 876 End 877 ConditionState = PARTIALLY_CONSTRUCTED 878 Model = ABBtCmdHQ_A6 879 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 880 AnimationMode = MANUAL 881 Flags = START_FRAME_LAST 882 TransitionKey = UP_DAY 883 ParticleSysBone = Sparks01 BuildUpBlueSpark 884 ParticleSysBone = Sparks02 BuildUpBlueSpark 885 ParticleSysBone = Sparks04 BuildUpBlueSpark 886 ParticleSysBone = Sparks05 BuildUpBlueSpark 887 ParticleSysBone = Sparks06 BuildUpBlueSpark 888 ParticleSysBone = Sparks08 BuildUpBlueSpark 889 ParticleSysBone = Sparks09 BuildUpBlueSpark 890 End 891 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 892 Model = ABBtCmdHQ_A6N 893 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 894 AnimationMode = MANUAL 895 Flags = START_FRAME_LAST 896 TransitionKey = UP_NIGHT 897 ParticleSysBone = Sparks01 BuildUpBlueSpark 898 ParticleSysBone = Sparks02 BuildUpBlueSpark 899 ParticleSysBone = Sparks04 BuildUpBlueSpark 900 ParticleSysBone = Sparks05 BuildUpBlueSpark 901 ParticleSysBone = Sparks06 BuildUpBlueSpark 902 ParticleSysBone = Sparks08 BuildUpBlueSpark 903 ParticleSysBone = Sparks09 BuildUpBlueSpark 904 End 905 ConditionState = SNOW PARTIALLY_CONSTRUCTED 906 Model = ABBtCmdHQ_A6S 907 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 908 AnimationMode = MANUAL 909 Flags = START_FRAME_LAST 910 TransitionKey = UP_SNOW 911 ParticleSysBone = Sparks01 BuildUpBlueSpark 912 ParticleSysBone = Sparks02 BuildUpBlueSpark 913 ParticleSysBone = Sparks04 BuildUpBlueSpark 914 ParticleSysBone = Sparks05 BuildUpBlueSpark 915 ParticleSysBone = Sparks06 BuildUpBlueSpark 916 ParticleSysBone = Sparks08 BuildUpBlueSpark 917 ParticleSysBone = Sparks09 BuildUpBlueSpark 918 End 919 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 920 Model = ABBtCmdHQ_A6SN 921 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 922 AnimationMode = MANUAL 923 Flags = START_FRAME_LAST 924 TransitionKey = UP_SNOWNIGHT 925 ParticleSysBone = Sparks01 BuildUpBlueSpark 926 ParticleSysBone = Sparks02 BuildUpBlueSpark 927 ParticleSysBone = Sparks04 BuildUpBlueSpark 928 ParticleSysBone = Sparks05 BuildUpBlueSpark 929 ParticleSysBone = Sparks06 BuildUpBlueSpark 930 ParticleSysBone = Sparks08 BuildUpBlueSpark 931 ParticleSysBone = Sparks09 BuildUpBlueSpark 932 End 933 TransitionState = DOWN_DEFAULT UP_DAY 934 Model = ABBtCmdHQ_A6 935 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 936 AnimationMode = ONCE 937 AnimationSpeedFactorRange = 1.0 1.0 938 Flags = START_FRAME_FIRST 939 End 940 TransitionState = DOWN_DEFAULT UP_NIGHT 941 Model = ABBtCmdHQ_A6N 942 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 943 AnimationMode = ONCE 944 AnimationSpeedFactorRange = 1.0 1.0 945 Flags = START_FRAME_FIRST 946 End 947 TransitionState = DOWN_DEFAULT UP_SNOW 948 Model = ABBtCmdHQ_A6S 949 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 950 AnimationMode = ONCE 951 AnimationSpeedFactorRange = 1.0 1.0 952 Flags = START_FRAME_FIRST 953 End 954 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 955 Model = ABBtCmdHQ_A6SN 956 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 957 AnimationMode = ONCE 958 AnimationSpeedFactorRange = 1.0 1.0 959 Flags = START_FRAME_FIRST 960 End 961 TransitionState = UP_DAY DOWN_DEFAULT 962 Model = ABBtCmdHQ_A6 963 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 964 AnimationMode = ONCE_BACKWARDS 965 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 966 Flags = START_FRAME_LAST 967 End 968 TransitionState = UP_NIGHT DOWN_DEFAULT 969 Model = ABBtCmdHQ_A6N 970 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 971 AnimationMode = ONCE_BACKWARDS 972 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 973 Flags = START_FRAME_LAST 974 End 975 TransitionState = UP_SNOW DOWN_DEFAULT 976 Model = ABBtCmdHQ_A6S 977 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 978 AnimationMode = ONCE_BACKWARDS 979 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 980 Flags = START_FRAME_LAST 981 End 982 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 983 Model = ABBtCmdHQ_A6SN 984 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 985 AnimationMode = ONCE_BACKWARDS 986 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 987 Flags = START_FRAME_LAST 988 End 989 End 990 991 ; ------------ being-constructed crane ----------------- 992 Draw = W3DModelDraw ModuleTag_07 993 AnimationsRequirePower = No 994 DefaultConditionState 995 Model = None 996 TransitionKey = DOWN_DEFAULT 997 End 998 ConditionState = NIGHT 999 Model = None 1000 TransitionKey = DOWN_DEFAULT 1001 End 1002 ConditionState = SNOW 1003 Model = None 1004 TransitionKey = DOWN_DEFAULT 1005 End 1006 ConditionState = SNOW NIGHT 1007 Model = None 1008 TransitionKey = DOWN_DEFAULT 1009 End 1010 ConditionState = SOLD 1011 Model = NONE 1012 End 1013 1014 ConditionState = ACTIVELY_BEING_CONSTRUCTED 1015 Model = ABBtCmdHQ_A5 1016 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 1017 AnimationMode = LOOP 1018 TransitionKey = UP_DAY 1019 End 1020 1021 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 1022 Model = ABBtCmdHQ_A5N 1023 Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N 1024 AnimationMode = LOOP 1025 TransitionKey = UP_NIGHT 1026 End 1027 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 1028 Model = ABBtCmdHQ_A5S 1029 Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S 1030 AnimationMode = LOOP 1031 TransitionKey = UP_SNOW 1032 End 1033 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 1034 Model = ABBtCmdHQ_A5SN 1035 Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN 1036 AnimationMode = LOOP 1037 TransitionKey = UP_SNOWNIGHT 1038 End 1039 TransitionState = DOWN_DEFAULT UP_DAY 1040 Model = ABBtCmdHQ_A3 1041 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 1042 AnimationMode = ONCE 1043 AnimationSpeedFactorRange = 1.0 1.0 1044 Flags = START_FRAME_FIRST 1045 End 1046 1047 TransitionState = DOWN_DEFAULT UP_NIGHT 1048 Model = ABBtCmdHQ_A3N 1049 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 1050 AnimationMode = ONCE 1051 AnimationSpeedFactorRange = 1.0 1.0 1052 Flags = START_FRAME_FIRST 1053 End 1054 TransitionState = DOWN_DEFAULT UP_SNOW 1055 Model = ABBtCmdHQ_A3S 1056 ; @todo srj -- not found 1057 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 1058 AnimationMode = ONCE 1059 AnimationSpeedFactorRange = 1.0 1.0 1060 Flags = START_FRAME_FIRST 1061 End 1062 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1063 Model = ABBtCmdHQ_A3SN 1064 Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN 1065 AnimationMode = ONCE 1066 AnimationSpeedFactorRange = 1.0 1.0 1067 Flags = START_FRAME_FIRST 1068 End 1069 TransitionState = UP_DAY DOWN_DEFAULT 1070 Model = ABBtCmdHQ_A3 1071 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 1072 AnimationMode = ONCE_BACKWARDS 1073 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1074 Flags = START_FRAME_LAST 1075 End 1076 TransitionState = UP_NIGHT DOWN_DEFAULT 1077 Model = ABBtCmdHQ_A3N 1078 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 1079 AnimationMode = ONCE_BACKWARDS 1080 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1081 Flags = START_FRAME_LAST 1082 End 1083 TransitionState = UP_SNOW DOWN_DEFAULT 1084 Model = ABBtCmdHQ_A3S 1085 ; @todo srj -- not found 1086 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 1087 AnimationMode = ONCE_BACKWARDS 1088 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1089 Flags = START_FRAME_LAST 1090 End 1091 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1092 Model = ABBtCmdHQ_A3S 1093 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 1094 AnimationMode = ONCE_BACKWARDS 1095 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1096 Flags = START_FRAME_LAST 1097 End 1098 End 1099 1100 ; Officers club flag 1101 Draw = W3DModelDraw ModuleTag_OfficersClub 1102 OkToChangeModelColor = No 1103 1104 ConditionState = NONE 1105 Model = None 1106 End 1107 AliasConditionState = DAMAGED 1108 AliasConditionState = REALLYDAMAGED 1109 AliasConditionState = RUBBLE 1110 AliasConditionState = REALLYDAMAGED RUBBLE 1111 ConditionState = PREORDER 1112 Model = OCFlagUSA 1113 Animation = OCFlagUSA.OCFlagUSA 1114 AnimationMode = LOOP 1115 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1116 End 1117 ConditionState = PREORDER DAMAGED 1118 Model = OCFlagUSA_D 1119 Animation = OCFlagUSA_D.OCFlagUSA_D 1120 AnimationMode = LOOP 1121 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1122 End 1123 ConditionState = PREORDER REALLYDAMAGED RUBBLE 1124 Model = OCFlagUSA_E 1125 Animation = OCFlagUSA_E.OCFlagUSA_E 1126 AnimationMode = LOOP 1127 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1128 End 1129 End 1130 1131 1132 PlacementViewAngle = -135 1133 1134 ; ***DESIGN parameters *** 1135 DisplayName = OBJECT:CommandCenter 1136 Side = America 1137 EditorSorting = STRUCTURE 1138 BuildCost = 2000 1139 BuildTime = 45.0 ; in seconds 1140 EnergyProduction = 0 ;Command Center should be free 1141 CommandSet = AmericaCommandCenterCommandSet 1142 VisionRange = 300.0 ; Shroud clearing distance 1143 ShroudClearingRange = 300 1144 ArmorSet 1145 Conditions = None 1146 Armor = StructureArmorTough 1147 DamageFX = StructureDamageFXNoShake 1148 End 1149 ExperienceValue = 200 200 200 200 ; Experience point value at each level 1150 1151 ; *** AUDIO Parameters *** 1152 VoiceSelect = CommandCenterUSASelect 1153 SoundOnDamaged = BuildingDamagedStateLight 1154 SoundOnReallyDamaged = BuildingDestroy 1155 1156 UnitSpecificSounds 1157 UnderConstruction = UnderConstructionLoop 1158 End 1159 1160 ; *** ENGINEERING Parameters *** 1161 RadarPriority = STRUCTURE 1162 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 1163 Body = StructureBody ModuleTag_08 1164 MaxHealth = 5000.0 1165 InitialHealth = 5000.0 1166 1167 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1168 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1169 SubdualDamageCap = 5200 1170 SubdualDamageHealRate = 500 1171 SubdualDamageHealAmount = 100 1172 End 1173 1174 Behavior = PreorderCreate ModuleTag_PreorderCreate 1175 End 1176 1177 Behavior = GrantUpgradeCreate ModuleTag_09 1178 UpgradeToGrant = Upgrade_AmericaRadar 1179 ExemptStatus = UNDER_CONSTRUCTION 1180 End 1181 Behavior = ProductionUpdate ModuleTag_11 1182 NumDoorAnimations = 1 1183 DoorOpeningTime = 1500 ;in mSeconds 1184 DoorWaitOpenTime = 3000 ;in mSeconds 1185 DoorCloseTime = 1500 ;in mSeconds 1186 ConstructionCompleteDuration = 1500 ;in mSeconds 1187 End 1188 Behavior = RadarUpdate ModuleTag_12 1189 RadarExtendTime = 4000 ;in mSeconds 1190 End 1191 Behavior = DefaultProductionExitUpdate ModuleTag_13 1192 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 1193 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 1194 End 1195 Behavior = BaseRegenerateUpdate ModuleTag_14 1196 ;No data 1197 End 1198 Behavior = DestroyDie ModuleTag_15 1199 ;nothing 1200 End 1201 Behavior = CreateObjectDie ModuleTag_16 1202 CreationList = OCL_LargeStructureDebris 1203 End 1204 Behavior = CreateObjectDie ModuleTag_17 1205 CreationList = OCL_AmericanRangerDebris10 1206 ExemptStatus = UNDER_CONSTRUCTION 1207 End 1208 Behavior = FXListDie ModuleTag_18 1209 DeathFX = FX_StructureMediumDeath 1210 End 1211 Behavior = RadarUpgrade ModuleTag_19 1212 TriggeredBy = Upgrade_AmericaRadar 1213 End 1214 Behavior = OCLSpecialPower ModuleTag_20 1215 SpecialPowerTemplate = SuperweaponDaisyCutter 1216 UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB 1217 OCL = SUPERWEAPON_DaisyCutter 1218 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1219 End 1220 Behavior = OCLSpecialPower ModuleTag_21 1221 SpecialPowerTemplate = SpecialPowerSpyDrone 1222 OCL = SUPERWEAPON_SpyDrone 1223 CreateLocation = CREATE_ABOVE_LOCATION 1224 End 1225 Behavior = OCLSpecialPower ModuleTag_22 1226 SpecialPowerTemplate = SuperweaponParadropAmerica 1227 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 1228 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 1229 OCL = SUPERWEAPON_Paradrop1 1230 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1231 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 1232 End 1233 ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05 1234 ; SpecialPowerTemplate = SuperweaponCarpetBomb 1235 ; OCL = SUPERWEAPON_CarpetBomb 1236 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1237 ; End 1238 Behavior = OCLSpecialPower ModuleTag_24 1239 SpecialPowerTemplate = SpecialPowerSpySatellite 1240 OCL = SUPERWEAPON_SpySatellite 1241 CreateLocation = CREATE_AT_LOCATION 1242 End 1243 Behavior = OCLSpecialPower ModuleTag_25 1244 SpecialPowerTemplate = SuperweaponCrateDrop 1245 OCL = SUPERWEAPON_CrateDrop 1246 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1247 End 1248 Behavior = OCLSpecialPower ModuleTag_26 1249 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike 1250 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 1251 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 1252 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 1253 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1254 End 1255 Behavior = OCLSpecialPower ModuleTag_27 1256 SpecialPowerTemplate = SuperweaponEmergencyRepair 1257 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 1258 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 1259 OCL = SUPERWEAPON_RepairVehicles1 1260 CreateLocation = CREATE_AT_LOCATION 1261 End 1262 1263 ;****DEFECTOR SPECIAL POWER HAS BEEN CUT. DO NOT REUSE MODULETAG_28 1264 ;Behavior = DefectorSpecialPower ModuleTag_28 1265 ; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params 1266 ;End 1267 1268 ;Kris: Now launched by OCLSpecialPower for DaisyCutter. 1269 ;Behavior = OCLSpecialPower ModuleTag_29 1270 ; SpecialPowerTemplate = SuperweaponMOAB 1271 ; OCL = SUPERWEAPON_MOAB 1272 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1273 ;End 1274 1275 Behavior = FlammableUpdate ModuleTag_30 1276 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1277 AflameDamageAmount = 5 ; taking this much damage... 1278 AflameDamageDelay = 500 ; this often. 1279 End 1280 1281 Behavior = TransitionDamageFX ModuleTag_31 1282 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 1283 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1284 ;--------------------------------------------------------------------------------------- 1285 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1286 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1287 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1288 End 1289 1290 1291 Behavior = SpecialAbility ModuleTag_32 1292 SpecialPowerTemplate = SuperweaponSpectreGunship 1293 UpdateModuleStartsAttack = Yes 1294 End 1295 Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33 1296 SpecialPowerTemplate = SuperweaponSpectreGunship 1297 GunshipTemplateName = AmericaJetSpectreGunship 1298 AttackAreaRadius = 200 1299 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 1300 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 1301 End 1302 Behavior = OCLSpecialPower ModuleTag_34 1303 SpecialPowerTemplate = SuperweaponLeafletDrop 1304 OCL = SUPERWEAPON_LeafletDrop 1305 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1306 End 1307 1308 1309 1310 1311 1312 1313 1314 ;Behavior = CommandSetUpgrade ModuleTag_99 1315 ; CommandSet = AmericaCommandCenterCommandSetUpgradedToMOAB 1316 ; TriggeredBy = Upgrade_AmericaMOAB 1317 ;End 1318 Behavior = GrantScienceUpgrade ModuleTag_Science 1319 GrantScience = SCIENCE_MOAB 1320 TriggeredBy = Upgrade_AmericaMOAB 1321 End 1322 1323 Geometry = BOX 1324 GeometryMajorRadius = 60.0 1325 GeometryMinorRadius = 70.0 1326 GeometryHeight = 49.0 1327 GeometryIsSmall = No 1328 FactoryExitWidth = 25 ; How much space to leave for units exiting. 1329 Shadow = SHADOW_VOLUME 1330 BuildCompletion = PLACED_BY_PLAYER 1331 1332 End 1333 1334 ;------------------------------------------------------------------------------ 1335 ;GLA Command Center 1336 Object GLACommandCenter 1337 1338 ; *** ART Parameters *** 1339 SelectPortrait = SUHeadquarters_L 1340 ButtonImage = SUHeadquarters 1341 1342 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 1343 1344 ; ----- The actual command center 1345 Draw = W3DModelDraw ModuleTag_01 1346 1347 OkToChangeModelColor = Yes 1348 1349 ; day 1350 ConditionState = NONE 1351 Model = UBCmdHQ 1352 ParticleSysBone = Smoke01 SteamVent 1353 ParticleSysBone = Fire01 SmolderingFire 1354 ParticleSysBone = Fire01 SmolderingSmoke 1355 Animation = UBCmdHQ.UBCmdHQ 1356 AnimationMode = LOOP 1357 End 1358 1359 ConditionState = DAMAGED 1360 Model = UBCmdHQ_D 1361 Animation = UBCmdHQ_D.UBCmdHQ_D 1362 AnimationMode = LOOP 1363 End 1364 ConditionState = REALLYDAMAGED RUBBLE 1365 Model = UBCmdHQ_E 1366 Animation = UBCmdHQ_E.UBCmdHQ_E 1367 AnimationMode = LOOP 1368 End 1369 ConditionState = GARRISONED 1370 Model = UBCmdHQEG 1371 ParticleSysBone = Smoke01 SmolderingSmoke 1372 Animation = UBCmdHQEG.UBCmdHQEG 1373 AnimationMode = LOOP 1374 End 1375 ConditionState = DAMAGED GARRISONED 1376 Model = UBCmdHQEG_D 1377 ParticleSysBone = Smoke01 SmolderingSmoke 1378 Animation = UBCmdHQEG_D.UBCmdHQEG_D 1379 AnimationMode = LOOP 1380 End 1381 ConditionState = REALLYDAMAGED GARRISONED 1382 Model = UBCmdHQEG_E 1383 ParticleSysBone = Smoke01 SmolderingSmoke 1384 Animation = UBCmdHQEG_E.UBCmdHQEG_E 1385 AnimationMode = LOOP 1386 End 1387 1388 ; night 1389 ConditionState = NIGHT 1390 Model = UBCmdHQ_N 1391 ParticleSysBone = Smoke01 SteamVent 1392 ParticleSysBone = Fire01 SmolderingFire 1393 ParticleSysBone = Fire01 SmolderingSmoke 1394 Animation = UBCmdHQ_N.UBCmdHQ_N 1395 AnimationMode = LOOP 1396 End 1397 ConditionState = DAMAGED NIGHT 1398 Model = UBCmdHQ_DN 1399 Animation = UBCmdHQ_DN.UBCmdHQ_DN 1400 AnimationMode = LOOP 1401 End 1402 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1403 Model = UBCmdHQ_EN 1404 Animation = UBCmdHQ_EN.UBCmdHQ_EN 1405 AnimationMode = LOOP 1406 End 1407 ConditionState = GARRISONED NIGHT 1408 Model = UBCmdHQEG_N 1409 ParticleSysBone = Smoke01 SmolderingSmoke 1410 Animation = UBCmdHQEG_N.UBCmdHQEG_N 1411 AnimationMode = LOOP 1412 End 1413 ConditionState = DAMAGED GARRISONED NIGHT 1414 Model = UBCmdHQEG_DN 1415 ParticleSysBone = Smoke01 SmolderingSmoke 1416 Animation = UBCmdHQEG_DN.UBCmdHQEG_DN 1417 AnimationMode = LOOP 1418 End 1419 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1420 Model = UBCmdHQEG_EN 1421 ParticleSysBone = Smoke01 SmolderingSmoke 1422 Animation = UBCmdHQEG_EN.UBCmdHQEG_EN 1423 AnimationMode = LOOP 1424 End 1425 1426 ; day snow 1427 ConditionState = SNOW 1428 Model = UBCmdHQ_S 1429 ParticleSysBone = Smoke01 SteamVent 1430 ParticleSysBone = Fire01 SmolderingFire 1431 ParticleSysBone = Fire01 SmolderingSmoke 1432 Animation = UBCmdHQ_S.UBCmdHQ_S 1433 AnimationMode = LOOP 1434 End 1435 ConditionState = DAMAGED SNOW 1436 Model = UBCmdHQ_DS 1437 Animation = UBCmdHQ_DS.UBCmdHQ_DS 1438 AnimationMode = LOOP 1439 End 1440 ConditionState = REALLYDAMAGED RUBBLE SNOW 1441 Model = UBCmdHQ_ES 1442 Animation = UBCmdHQ_ES.UBCmdHQ_ES 1443 AnimationMode = LOOP 1444 End 1445 ConditionState = GARRISONED SNOW 1446 Model = UBCmdHQEG_S 1447 ParticleSysBone = Smoke01 SmolderingSmoke 1448 Animation = UBCmdHQEG_S.UBCmdHQEG_S 1449 AnimationMode = LOOP 1450 End 1451 ConditionState = DAMAGED GARRISONED SNOW 1452 Model = UBCmdHQEG_DS 1453 ParticleSysBone = Smoke01 SmolderingSmoke 1454 Animation = UBCmdHQEG_DS.UBCmdHQEG_DS 1455 AnimationMode = LOOP 1456 End 1457 ConditionState = REALLYDAMAGED GARRISONED SNOW 1458 Model = UBCmdHQEG_ES 1459 ParticleSysBone = Smoke01 SmolderingSmoke 1460 Animation = UBCmdHQEG_ES.UBCmdHQEG_ES 1461 AnimationMode = LOOP 1462 End 1463 1464 ; night snow 1465 ConditionState = NIGHT SNOW 1466 Model = UBCmdHQ_NS 1467 ParticleSysBone = Smoke01 SteamVent 1468 ParticleSysBone = Fire01 SmolderingFire 1469 ParticleSysBone = Fire01 SmolderingSmoke 1470 Animation = UBCmdHQ_NS.UBCmdHQ_NS 1471 AnimationMode = LOOP 1472 End 1473 ConditionState = DAMAGED NIGHT SNOW 1474 Model = UBCmdHQ_DNS 1475 Animation = UBCmdHQ_DNS.UBCmdHQ_DNS 1476 AnimationMode = LOOP 1477 End 1478 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1479 Model = UBCmdHQ_ENS 1480 Animation = UBCmdHQ_ENS.UBCmdHQ_ENS 1481 AnimationMode = LOOP 1482 End 1483 ConditionState = GARRISONED NIGHT SNOW 1484 Model = UBCmdHQEG_NS 1485 ParticleSysBone = Smoke01 SmolderingSmoke 1486 Animation = UBCmdHQEG_NS.UBCmdHQEG_NS 1487 AnimationMode = LOOP 1488 End 1489 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1490 Model = UBCmdHQEG_DNS 1491 ParticleSysBone = Smoke01 SmolderingSmoke 1492 Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS 1493 AnimationMode = LOOP 1494 End 1495 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1496 Model = UBCmdHQEG_ENS 1497 ParticleSysBone = Smoke01 SmolderingSmoke 1498 Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS 1499 AnimationMode = LOOP 1500 End 1501 1502 1503 ;************************************************************************************************************************** 1504 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1505 ;for this draw module 1506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1507 Model = UBCmdHQ 1508 Animation = UBCmdHQ.UBCmdHQ 1509 AnimationMode = LOOP 1510 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1511 End 1512 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1513 Model = UBCmdHQ_D 1514 Animation = UBCmdHQ_D.UBCmdHQ_D 1515 AnimationMode = LOOP 1516 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1517 End 1518 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1519 Model = UBCmdHQ_E 1520 Animation = UBCmdHQ_E.UBCmdHQ_E 1521 AnimationMode = LOOP 1522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1523 End 1524 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1525 Model = UBCmdHQ_N 1526 Animation = UBCmdHQ_N.UBCmdHQ_N 1527 AnimationMode = LOOP 1528 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1529 End 1530 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1531 Model = UBCmdHQ_DN 1532 Animation = UBCmdHQ_DN.UBCmdHQ_DN 1533 AnimationMode = LOOP 1534 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1535 End 1536 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1537 Model = UBCmdHQ_EN 1538 Animation = UBCmdHQ_EN.UBCmdHQ_EN 1539 AnimationMode = LOOP 1540 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1541 End 1542 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1543 Model = UBCmdHQ_S 1544 Animation = UBCmdHQ_S.UBCmdHQ_S 1545 AnimationMode = LOOP 1546 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1547 End 1548 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1549 Model = UBCmdHQ_DS 1550 Animation = UBCmdHQ_DS.UBCmdHQ_DS 1551 AnimationMode = LOOP 1552 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1553 End 1554 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1555 Model = UBCmdHQ_ES 1556 Animation = UBCmdHQ_ES.UBCmdHQ_ES 1557 AnimationMode = LOOP 1558 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1559 End 1560 1561 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1562 Model = UBCmdHQ_NS 1563 Animation = UBCmdHQ_NS.UBCmdHQ_NS 1564 AnimationMode = LOOP 1565 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1566 End 1567 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1568 Model = UBCmdHQ_DNS 1569 Animation = UBCmdHQ_DNS.UBCmdHQ_DNS 1570 AnimationMode = LOOP 1571 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1572 End 1573 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1574 Model = UBCmdHQ_ENS 1575 Animation = UBCmdHQ_ENS.UBCmdHQ_ENS 1576 AnimationMode = LOOP 1577 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1578 End 1579 1580 ConditionState = AWAITING_CONSTRUCTION 1581 Model = NONE 1582 End 1583 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1584 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1585 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1586 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1587 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1588 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1589 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1590 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1591 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1592 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1593 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1594 AliasConditionState = SOLD 1595 AliasConditionState = SOLD DAMAGED 1596 AliasConditionState = SOLD REALLYDAMAGED 1597 AliasConditionState = SOLD NIGHT 1598 AliasConditionState = SOLD NIGHT DAMAGED 1599 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1600 AliasConditionState = SOLD SNOW 1601 AliasConditionState = SOLD SNOW DAMAGED 1602 AliasConditionState = SOLD SNOW REALLYDAMAGED 1603 AliasConditionState = SOLD NIGHT SNOW 1604 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1605 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1606 AliasConditionState = GARRISONED SOLD 1607 AliasConditionState = GARRISONED SOLD DAMAGED 1608 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 1609 AliasConditionState = GARRISONED SOLD NIGHT 1610 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 1611 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 1612 AliasConditionState = GARRISONED SOLD SNOW 1613 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 1614 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 1615 AliasConditionState = GARRISONED SOLD NIGHT SNOW 1616 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 1617 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 1618 ;************************************************************************************************************************** 1619 End 1620 1621 PlacementViewAngle = -135 1622 1623 ; ------------ construction done flashing lights ---------- 1624 ; Draw = W3DModelDraw 1625 ; DefaultConditionState 1626 ; Model = None 1627 ; End 1628 ; ConditionState = SOLD 1629 ; Model = NONE 1630 ; End 1631 ; ConditionState = CONSTRUCTION_COMPLETE 1632 ; Model = ABWarFact_A2 1633 ; Animation = ABWarFact_A2.ABWarFact_A2 1634 ; AnimationMode = LOOP 1635 ; Flags = START_FRAME_FIRST 1636 ; End 1637 ; End 1638 1639 ; ------------ construction-zone fence ----------------- 1640 Draw = W3DModelDraw ModuleTag_02 1641 AnimationsRequirePower = No 1642 DefaultConditionState 1643 Model = None 1644 TransitionKey = DOWN_DEFAULT 1645 End 1646 ConditionState = NIGHT 1647 Model = None 1648 TransitionKey = DOWN_DEFAULT 1649 End 1650 ConditionState = SNOW 1651 Model = None 1652 TransitionKey = DOWN_DEFAULT 1653 End 1654 ConditionState = SNOW NIGHT 1655 Model = None 1656 TransitionKey = DOWN_DEFAULT 1657 End 1658 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1659 Model = UBCmdHQ_A4 1660 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1661 AnimationMode = MANUAL 1662 Flags = START_FRAME_LAST 1663 TransitionKey = UP_DAY 1664 End 1665 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1666 Model = UBCmdHQ_A4N 1667 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1668 AnimationMode = MANUAL 1669 Flags = START_FRAME_LAST 1670 TransitionKey = UP_NIGHT 1671 End 1672 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1673 Model = UBCmdHQ_A4S 1674 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1675 AnimationMode = MANUAL 1676 Flags = START_FRAME_LAST 1677 TransitionKey = UP_SNOW 1678 End 1679 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1680 Model = UBCmdHQ_A4SN 1681 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1682 AnimationMode = MANUAL 1683 Flags = START_FRAME_LAST 1684 TransitionKey = UP_SNOWNIGHT 1685 End 1686 TransitionState = DOWN_DEFAULT UP_DAY 1687 Model = UBCmdHQ_A4 1688 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1689 AnimationMode = ONCE 1690 AnimationSpeedFactorRange = 1.0 1.0 1691 Flags = START_FRAME_FIRST 1692 End 1693 TransitionState = DOWN_DEFAULT UP_NIGHT 1694 Model = UBCmdHQ_A4N 1695 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1696 AnimationMode = ONCE 1697 AnimationSpeedFactorRange = 1.0 1.0 1698 Flags = START_FRAME_FIRST 1699 End 1700 TransitionState = DOWN_DEFAULT UP_SNOW 1701 Model = UBCmdHQ_A4S 1702 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1703 AnimationMode = ONCE 1704 AnimationSpeedFactorRange = 1.0 1.0 1705 Flags = START_FRAME_FIRST 1706 End 1707 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1708 Model = UBCmdHQ_A4SN 1709 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1710 AnimationMode = ONCE 1711 AnimationSpeedFactorRange = 1.0 1.0 1712 Flags = START_FRAME_FIRST 1713 End 1714 TransitionState = UP_DAY DOWN_DEFAULT 1715 Model = UBCmdHQ_A4 1716 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1717 AnimationMode = ONCE_BACKWARDS 1718 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1719 Flags = START_FRAME_LAST 1720 End 1721 TransitionState = UP_NIGHT DOWN_DEFAULT 1722 Model = UBCmdHQ_A4N 1723 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1724 AnimationMode = ONCE_BACKWARDS 1725 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1726 Flags = START_FRAME_LAST 1727 End 1728 TransitionState = UP_SNOW DOWN_DEFAULT 1729 Model = UBCmdHQ_A4S 1730 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1731 AnimationMode = ONCE_BACKWARDS 1732 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1733 Flags = START_FRAME_LAST 1734 End 1735 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1736 Model = UBCmdHQ_A4SN 1737 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1738 AnimationMode = ONCE_BACKWARDS 1739 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1740 Flags = START_FRAME_LAST 1741 End 1742 End 1743 1744 ; ------------ under-construction scaffolding ----------------- 1745 Draw = W3DModelDraw ModuleTag_03 1746 AnimationsRequirePower = No 1747 MinLODRequired = MEDIUM 1748 DefaultConditionState 1749 Model = None 1750 TransitionKey = DOWN_DEFAULT 1751 End 1752 ConditionState = NIGHT 1753 Model = None 1754 TransitionKey = DOWN_DEFAULT 1755 End 1756 ConditionState = SNOW 1757 Model = None 1758 TransitionKey = DOWN_DEFAULT 1759 End 1760 ConditionState = SNOW NIGHT 1761 Model = None 1762 TransitionKey = DOWN_DEFAULT 1763 End 1764 ConditionState = PARTIALLY_CONSTRUCTED 1765 Model = UBCmdHQ_A6 1766 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1767 AnimationMode = MANUAL 1768 Flags = START_FRAME_LAST 1769 TransitionKey = UP_DAY 1770 ParticleSysBone = Dust01 BuildingDust 1771 ParticleSysBone = Smoke01 BuildUpSmoke 1772 ParticleSysBone = Smoke02 BuildUpSmoke 1773 ParticleSysBone = Smoke03 BuildUpSmoke 1774 End 1775 ConditionState = SNOW PARTIALLY_CONSTRUCTED 1776 Model = UBCmdHQ_A6S 1777 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1778 AnimationMode = MANUAL 1779 Flags = START_FRAME_LAST 1780 TransitionKey = UP_SNOW 1781 ParticleSysBone = Dust01 BuildingSnowDust 1782 ParticleSysBone = Smoke01 BuildUpSnowSmoke 1783 ParticleSysBone = Smoke02 BuildUpSnowSmoke 1784 ParticleSysBone = Smoke03 BuildUpSnowSmoke 1785 End 1786 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 1787 Model = UBCmdHQ_A6N 1788 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1789 AnimationMode = MANUAL 1790 Flags = START_FRAME_LAST 1791 TransitionKey = UP_NIGHT 1792 ParticleSysBone = Dust01 BuildingDust 1793 ParticleSysBone = Smoke01 BuildUpSmoke 1794 ParticleSysBone = Smoke02 BuildUpSmoke 1795 ParticleSysBone = Smoke03 BuildUpSmoke 1796 End 1797 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 1798 Model = UBCmdHQ_A6SN 1799 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1800 AnimationMode = MANUAL 1801 Flags = START_FRAME_LAST 1802 TransitionKey = UP_SNOWNIGHT 1803 ParticleSysBone = Dust01 BuildingNightSnowDust 1804 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 1805 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 1806 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 1807 End 1808 TransitionState = DOWN_DEFAULT UP_DAY 1809 Model = UBCmdHQ_A6 1810 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1811 AnimationMode = ONCE 1812 AnimationSpeedFactorRange = 1.0 1.0 1813 Flags = START_FRAME_FIRST 1814 End 1815 TransitionState = DOWN_DEFAULT UP_NIGHT 1816 Model = UBCmdHQ_A6N 1817 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1818 AnimationMode = ONCE 1819 AnimationSpeedFactorRange = 1.0 1.0 1820 Flags = START_FRAME_FIRST 1821 End 1822 TransitionState = DOWN_DEFAULT UP_SNOW 1823 Model = UBCmdHQ_A6S 1824 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1825 AnimationMode = ONCE 1826 AnimationSpeedFactorRange = 1.0 1.0 1827 Flags = START_FRAME_FIRST 1828 End 1829 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1830 Model = UBCmdHQ_A6SN 1831 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1832 AnimationMode = ONCE 1833 AnimationSpeedFactorRange = 1.0 1.0 1834 Flags = START_FRAME_FIRST 1835 End 1836 TransitionState = UP_DAY DOWN_DEFAULT 1837 Model = UBCmdHQ_A6 1838 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1839 AnimationMode = ONCE_BACKWARDS 1840 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1841 Flags = START_FRAME_LAST 1842 End 1843 TransitionState = UP_NIGHT DOWN_DEFAULT 1844 Model = UBCmdHQ_A6N 1845 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1846 AnimationMode = ONCE_BACKWARDS 1847 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1848 Flags = START_FRAME_LAST 1849 End 1850 TransitionState = UP_SNOW DOWN_DEFAULT 1851 Model = UBCmdHQ_A6S 1852 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1853 AnimationMode = ONCE_BACKWARDS 1854 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1855 Flags = START_FRAME_LAST 1856 End 1857 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1858 Model = UBCmdHQ_A6SN 1859 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1860 AnimationMode = ONCE_BACKWARDS 1861 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1862 Flags = START_FRAME_LAST 1863 End 1864 End 1865 1866 ; Officers club flag 1867 Draw = W3DModelDraw ModuleTag_OfficersClub 1868 OkToChangeModelColor = No 1869 1870 ConditionState = NONE 1871 Model = None 1872 End 1873 AliasConditionState = DAMAGED 1874 AliasConditionState = REALLYDAMAGED 1875 AliasConditionState = RUBBLE 1876 AliasConditionState = REALLYDAMAGED RUBBLE 1877 ConditionState = PREORDER 1878 Model = OCFlagGLA 1879 Animation = OCFlagGLA.OCFlagGLA 1880 AnimationMode = LOOP 1881 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1882 End 1883 ; ConditionState = PREORDER DAMAGED 1884 ; Model = OCFlagGLA_D 1885 ; Animation = OCFlagGLA_D.OCFlagGLA_D 1886 ; AnimationMode = LOOP 1887 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1888 ; End 1889 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 1890 ; Model = OCFlagGLA_E 1891 ; Animation = OCFlagGLA_E.OCFlagGLA_E 1892 ; AnimationMode = LOOP 1893 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1894 ; End 1895 End 1896 1897 ; ***DESIGN parameters *** 1898 DisplayName = OBJECT:CommandCenter 1899 Side = GLA 1900 EditorSorting = STRUCTURE 1901 BuildCost = 2000 1902 BuildTime = 45.0 ; in seconds 1903 EnergyProduction = 0 ;Command center should be free 1904 CommandSet = GLACommandCenterCommandSet 1905 VisionRange = 300.0 ; Shroud clearing distance 1906 ShroudClearingRange = 300 1907 ArmorSet 1908 Conditions = None 1909 Armor = StructureArmorTough 1910 DamageFX = StructureDamageFXNoShake 1911 End 1912 ArmorSet 1913 Conditions = PLAYER_UPGRADE 1914 Armor = GLAUpgradedStructureArmorTough 1915 DamageFX = StructureDamageFXNoShake 1916 End 1917 1918 ExperienceValue = 200 200 200 200 ; Experience point value at each level 1919 1920 ; *** AUDIO Parameters *** 1921 VoiceSelect = CommandCenterGLASelect 1922 SoundOnDamaged = BuildingDamagedStateLight 1923 SoundOnReallyDamaged = BuildingDestroy 1924 1925 UnitSpecificSounds 1926 UnderConstruction = UnderConstructionLoop 1927 End 1928 1929 1930 ; *** ENGINEERING Parameters *** 1931 RadarPriority = STRUCTURE 1932 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 1933 Body = StructureBody ModuleTag_04 1934 MaxHealth = 5000.0 1935 InitialHealth = 5000.0 1936 1937 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1938 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1939 SubdualDamageCap = 5200 1940 SubdualDamageHealRate = 500 1941 SubdualDamageHealAmount = 100 1942 End 1943 1944 Behavior = ArmorUpgrade ModuleTag_Armor01 1945 TriggeredBy = Upgrade_GLAFortifiedStructure 1946 End 1947 1948 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 1949 ConditionFlag = GARRISONED 1950 TriggeredBy = Upgrade_GLAFortifiedStructure 1951 End 1952 1953 Behavior = PreorderCreate ModuleTag_PreorderCreate 1954 End 1955 1956 Behavior = ProductionUpdate ModuleTag_05 1957 ; nothing 1958 End 1959 Behavior = DefaultProductionExitUpdate ModuleTag_06 1960 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 1961 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 1962 End 1963 Behavior = RebuildHoleExposeDie ModuleTag_07 1964 HoleName = GLAHoleCommandCenter 1965 HoleMaxHealth = 500.0 1966 End 1967 Behavior = DestroyDie ModuleTag_08 1968 ;nothing 1969 End 1970 Behavior = CreateObjectDie ModuleTag_09 1971 CreationList = OCL_LargeStructureDebris 1972 End 1973 Behavior = FXListDie ModuleTag_10 1974 DeathFX = FX_StructureMediumDeath 1975 End 1976 1977 Behavior = OCLSpecialPower ModuleTag_11 1978 SpecialPowerTemplate = SuperweaponRebelAmbush 1979 UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3 1980 UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2 1981 OCL = SUPERWEAPON_RebelAmbush1 1982 CreateLocation = CREATE_AT_LOCATION 1983 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 1984 End 1985 1986 Behavior = OCLSpecialPower ModuleTag_12 1987 SpecialPowerTemplate = SuperweaponBlackMarketNuke 1988 OCL = SUPERWEAPON_BlackMarketNuke 1989 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1990 End 1991 1992 Behavior = OCLSpecialPower ModuleTag_13 1993 SpecialPowerTemplate = SuperweaponAnthraxBomb 1994 OCL = SUPERWEAPON_AnthraxBomb 1995 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 1996 End 1997 Behavior = OCLSpecialPower ModuleTag_14 1998 SpecialPowerTemplate = SuperweaponEmergencyRepair 1999 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 2000 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 2001 OCL = SUPERWEAPON_RepairVehicles1 2002 CreateLocation = CREATE_AT_LOCATION 2003 End 2004 Behavior = OCLSpecialPower ModuleTag_21 2005 SpecialPowerTemplate = SuperweaponSneakAttack 2006 OCL = OCL_CreateSneakAttackTunnelStart 2007 ReferenceObject = GLASneakAttackTunnelNetwork 2008 CreateLocation = CREATE_AT_LOCATION 2009 End 2010 Behavior = OCLSpecialPower ModuleTag_22 2011 SpecialPowerTemplate = SuperweaponGPSScrambler 2012 OCL = SUPERWEAPON_GPSScrambler 2013 CreateLocation = CREATE_AT_LOCATION 2014 End 2015 2016 2017 Behavior = CashBountyPower ModuleTag_15 2018 SpecialPowerTemplate = SpecialAbilityCashBounty1 2019 Bounty = 5% 2020 End 2021 Behavior = CashBountyPower ModuleTag_16 2022 SpecialPowerTemplate = SpecialAbilityCashBounty2 2023 Bounty = 10% 2024 End 2025 Behavior = CashBountyPower ModuleTag_17 2026 SpecialPowerTemplate = SpecialAbilityCashBounty3 2027 Bounty = 20% 2028 End 2029 2030 Behavior = FlammableUpdate ModuleTag_19 2031 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2032 AflameDamageAmount = 5 ; taking this much damage... 2033 AflameDamageDelay = 500 ; this often. 2034 End 2035 2036 Behavior = TransitionDamageFX ModuleTag_20 2037 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 2038 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2039 ;--------------------------------------------------------------------------------------- 2040 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2041 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2042 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2043 End 2044 2045 Geometry = BOX 2046 GeometryMajorRadius = 65.0 2047 GeometryMinorRadius = 65.0 2048 GeometryHeight = 54.0 2049 FactoryExitWidth = 25 2050 GeometryIsSmall = No 2051 Shadow = SHADOW_VOLUME 2052 BuildCompletion = PLACED_BY_PLAYER 2053 2054 End 2055 2056 ;------------------------------------------------------------------------------ 2057 ObjectReskin GLAHoleCommandCenter GLAHole 2058 Draw = W3DModelDraw ModuleTag_01 2059 OkToChangeModelColor = Yes 2060 ConditionState = NONE 2061 Model = UBHole 2062 End 2063 ConditionState = DAMAGED 2064 Model = UBHole_D 2065 ParticleSysBone = Smoke01 SteamVent 2066 End 2067 ConditionState = REALLYDAMAGED RUBBLE 2068 Model = UBHole_E 2069 ParticleSysBone = Smoke01 SteamVent 2070 ParticleSysBone = Smoke02 SteamVent 2071 ParticleSysBone = Fire01 GLAPowerPlantFlame 2072 ParticleSysBone = Fire02 GLAPowerPlantFlame 2073 ParticleSysBone = Fire03 GLAPowerPlantFlame 2074 End 2075 End 2076 Draw = W3DModelDraw ModuleTag_02 2077 OkToChangeModelColor = Yes 2078 ConditionState = NONE 2079 Model = UBCmdHQ_R 2080 ParticleSysBone = Smoke01 SmolderingSmoke 2081 ParticleSysBone = Smoke02 SmolderingSmoke 2082 ParticleSysBone = Smoke03 SmolderingSmoke 2083 ParticleSysBone = Smoke04 SmolderingSmoke 2084 End 2085 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 2086 Model = UBCmdHQ_R 2087 ParticleSysBone = Smoke01 SmolderingSmoke 2088 ParticleSysBone = Smoke02 SmolderingSmoke 2089 ParticleSysBone = Smoke03 SmolderingSmoke 2090 ParticleSysBone = Smoke04 SmolderingSmoke 2091 End 2092 End 2093 End 2094 2095 ;------------------------------------------------------------------------------ 2096 ;Fake GLA Command Center 2097 Object FakeGLACommandCenter 2098 2099 ; *** ART Parameters *** 2100 SelectPortrait = SUHeadquarters_L 2101 ButtonImage = SUHeadquarters 2102 2103 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 2104 2105 ; ----- The actual command center 2106 Draw = W3DModelDraw ModuleTag_01 2107 2108 OkToChangeModelColor = Yes 2109 2110 ; day 2111 ConditionState = NONE 2112 Model = UBCmdHQ 2113 ParticleSysBone = Smoke01 SteamVent 2114 ParticleSysBone = Fire01 SmolderingFire 2115 ParticleSysBone = Fire01 SmolderingSmoke 2116 Animation = UBCmdHQ.UBCmdHQ 2117 AnimationMode = LOOP 2118 End 2119 2120 ConditionState = DAMAGED 2121 Model = UBCmdHQ_D 2122 Animation = UBCmdHQ_D.UBCmdHQ_D 2123 AnimationMode = LOOP 2124 End 2125 ConditionState = REALLYDAMAGED RUBBLE 2126 Model = UBCmdHQ_E 2127 Animation = UBCmdHQ_E.UBCmdHQ_E 2128 AnimationMode = LOOP 2129 End 2130 ConditionState = GARRISONED 2131 Model = UBCmdHQEG 2132 ParticleSysBone = Smoke01 SmolderingSmoke 2133 Animation = UBCmdHQEG.UBCmdHQEG 2134 AnimationMode = LOOP 2135 End 2136 ConditionState = DAMAGED GARRISONED 2137 Model = UBCmdHQEG_D 2138 ParticleSysBone = Smoke01 SmolderingSmoke 2139 Animation = UBCmdHQEG_D.UBCmdHQEG_D 2140 AnimationMode = LOOP 2141 End 2142 ConditionState = REALLYDAMAGED GARRISONED 2143 Model = UBCmdHQEG_E 2144 ParticleSysBone = Smoke01 SmolderingSmoke 2145 Animation = UBCmdHQEG_E.UBCmdHQEG_E 2146 AnimationMode = LOOP 2147 End 2148 2149 ; night 2150 ConditionState = NIGHT 2151 Model = UBCmdHQ_N 2152 ParticleSysBone = Smoke01 SteamVent 2153 ParticleSysBone = Fire01 SmolderingFire 2154 ParticleSysBone = Fire01 SmolderingSmoke 2155 Animation = UBCmdHQ_N.UBCmdHQ_N 2156 AnimationMode = LOOP 2157 End 2158 ConditionState = DAMAGED NIGHT 2159 Model = UBCmdHQ_DN 2160 Animation = UBCmdHQ_DN.UBCmdHQ_DN 2161 AnimationMode = LOOP 2162 End 2163 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2164 Model = UBCmdHQ_EN 2165 Animation = UBCmdHQ_EN.UBCmdHQ_EN 2166 AnimationMode = LOOP 2167 End 2168 ConditionState = GARRISONED NIGHT 2169 Model = UBCmdHQEG_N 2170 ParticleSysBone = Smoke01 SmolderingSmoke 2171 Animation = UBCmdHQEG_N.UBCmdHQEG_N 2172 AnimationMode = LOOP 2173 End 2174 ConditionState = DAMAGED GARRISONED NIGHT 2175 Model = UBCmdHQEG_DN 2176 ParticleSysBone = Smoke01 SmolderingSmoke 2177 Animation = UBCmdHQEG_DN.UBCmdHQEG_DN 2178 AnimationMode = LOOP 2179 End 2180 ConditionState = REALLYDAMAGED GARRISONED NIGHT 2181 Model = UBCmdHQEG_EN 2182 ParticleSysBone = Smoke01 SmolderingSmoke 2183 Animation = UBCmdHQEG_EN.UBCmdHQEG_EN 2184 AnimationMode = LOOP 2185 End 2186 2187 ; day snow 2188 ConditionState = SNOW 2189 Model = UBCmdHQ_S 2190 ParticleSysBone = Smoke01 SteamVent 2191 ParticleSysBone = Fire01 SmolderingFire 2192 ParticleSysBone = Fire01 SmolderingSmoke 2193 Animation = UBCmdHQ_S.UBCmdHQ_S 2194 AnimationMode = LOOP 2195 End 2196 ConditionState = DAMAGED SNOW 2197 Model = UBCmdHQ_DS 2198 Animation = UBCmdHQ_DS.UBCmdHQ_DS 2199 AnimationMode = LOOP 2200 End 2201 ConditionState = REALLYDAMAGED RUBBLE SNOW 2202 Model = UBCmdHQ_ES 2203 Animation = UBCmdHQ_ES.UBCmdHQ_ES 2204 AnimationMode = LOOP 2205 End 2206 ConditionState = GARRISONED SNOW 2207 Model = UBCmdHQEG_S 2208 ParticleSysBone = Smoke01 SmolderingSmoke 2209 Animation = UBCmdHQEG_S.UBCmdHQEG_S 2210 AnimationMode = LOOP 2211 End 2212 ConditionState = DAMAGED GARRISONED SNOW 2213 Model = UBCmdHQEG_DS 2214 ParticleSysBone = Smoke01 SmolderingSmoke 2215 Animation = UBCmdHQEG_DS.UBCmdHQEG_DS 2216 AnimationMode = LOOP 2217 End 2218 ConditionState = REALLYDAMAGED GARRISONED SNOW 2219 Model = UBCmdHQEG_ES 2220 ParticleSysBone = Smoke01 SmolderingSmoke 2221 Animation = UBCmdHQEG_ES.UBCmdHQEG_ES 2222 AnimationMode = LOOP 2223 End 2224 2225 ; night snow 2226 ConditionState = NIGHT SNOW 2227 Model = UBCmdHQ_NS 2228 ParticleSysBone = Smoke01 SteamVent 2229 ParticleSysBone = Fire01 SmolderingFire 2230 ParticleSysBone = Fire01 SmolderingSmoke 2231 Animation = UBCmdHQ_NS.UBCmdHQ_NS 2232 AnimationMode = LOOP 2233 End 2234 ConditionState = DAMAGED NIGHT SNOW 2235 Model = UBCmdHQ_DNS 2236 Animation = UBCmdHQ_DNS.UBCmdHQ_DNS 2237 AnimationMode = LOOP 2238 End 2239 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2240 Model = UBCmdHQ_ENS 2241 Animation = UBCmdHQ_ENS.UBCmdHQ_ENS 2242 AnimationMode = LOOP 2243 End 2244 ConditionState = GARRISONED NIGHT SNOW 2245 Model = UBCmdHQEG_NS 2246 ParticleSysBone = Smoke01 SmolderingSmoke 2247 Animation = UBCmdHQEG_NS.UBCmdHQEG_NS 2248 AnimationMode = LOOP 2249 End 2250 ConditionState = DAMAGED GARRISONED NIGHT SNOW 2251 Model = UBCmdHQEG_DNS 2252 ParticleSysBone = Smoke01 SmolderingSmoke 2253 Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS 2254 AnimationMode = LOOP 2255 End 2256 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 2257 Model = UBCmdHQEG_ENS 2258 ParticleSysBone = Smoke01 SmolderingSmoke 2259 Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS 2260 AnimationMode = LOOP 2261 End 2262 2263 2264 ;************************************************************************************************************************** 2265 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2266 ;for this draw module 2267 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2268 Model = UBCmdHQ 2269 Animation = UBCmdHQ.UBCmdHQ 2270 AnimationMode = LOOP 2271 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2272 End 2273 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2274 Model = UBCmdHQ_D 2275 Animation = UBCmdHQ_D.UBCmdHQ_D 2276 AnimationMode = LOOP 2277 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2278 End 2279 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2280 Model = UBCmdHQ_E 2281 Animation = UBCmdHQ_E.UBCmdHQ_E 2282 AnimationMode = LOOP 2283 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2284 End 2285 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2286 Model = UBCmdHQ_N 2287 Animation = UBCmdHQ_N.UBCmdHQ_N 2288 AnimationMode = LOOP 2289 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2290 End 2291 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2292 Model = UBCmdHQ_DN 2293 Animation = UBCmdHQ_DN.UBCmdHQ_DN 2294 AnimationMode = LOOP 2295 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2296 End 2297 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2298 Model = UBCmdHQ_EN 2299 Animation = UBCmdHQ_EN.UBCmdHQ_EN 2300 AnimationMode = LOOP 2301 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2302 End 2303 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2304 Model = UBCmdHQ_S 2305 Animation = UBCmdHQ_S.UBCmdHQ_S 2306 AnimationMode = LOOP 2307 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2308 End 2309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2310 Model = UBCmdHQ_DS 2311 Animation = UBCmdHQ_DS.UBCmdHQ_DS 2312 AnimationMode = LOOP 2313 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2314 End 2315 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2316 Model = UBCmdHQ_ES 2317 Animation = UBCmdHQ_ES.UBCmdHQ_ES 2318 AnimationMode = LOOP 2319 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2320 End 2321 2322 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2323 Model = UBCmdHQ_NS 2324 Animation = UBCmdHQ_NS.UBCmdHQ_NS 2325 AnimationMode = LOOP 2326 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2327 End 2328 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2329 Model = UBCmdHQ_DNS 2330 Animation = UBCmdHQ_DNS.UBCmdHQ_DNS 2331 AnimationMode = LOOP 2332 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2333 End 2334 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2335 Model = UBCmdHQ_ENS 2336 Animation = UBCmdHQ_ENS.UBCmdHQ_ENS 2337 AnimationMode = LOOP 2338 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2339 End 2340 2341 ConditionState = AWAITING_CONSTRUCTION 2342 Model = NONE 2343 End 2344 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2345 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2346 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2347 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2348 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2349 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2350 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2351 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2352 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2353 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2354 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2355 AliasConditionState = SOLD 2356 AliasConditionState = SOLD DAMAGED 2357 AliasConditionState = SOLD REALLYDAMAGED 2358 AliasConditionState = SOLD NIGHT 2359 AliasConditionState = SOLD NIGHT DAMAGED 2360 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2361 AliasConditionState = SOLD SNOW 2362 AliasConditionState = SOLD SNOW DAMAGED 2363 AliasConditionState = SOLD SNOW REALLYDAMAGED 2364 AliasConditionState = SOLD NIGHT SNOW 2365 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2366 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2367 AliasConditionState = GARRISONED SOLD 2368 AliasConditionState = GARRISONED SOLD DAMAGED 2369 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 2370 AliasConditionState = GARRISONED SOLD NIGHT 2371 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 2372 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 2373 AliasConditionState = GARRISONED SOLD SNOW 2374 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 2375 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 2376 AliasConditionState = GARRISONED SOLD NIGHT SNOW 2377 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 2378 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 2379 ;************************************************************************************************************************** 2380 End 2381 2382 PlacementViewAngle = -135 2383 2384 ; ------------ construction done flashing lights ---------- 2385 ; Draw = W3DModelDraw 2386 ; DefaultConditionState 2387 ; Model = None 2388 ; End 2389 ; ConditionState = SOLD 2390 ; Model = NONE 2391 ; End 2392 ; ConditionState = CONSTRUCTION_COMPLETE 2393 ; Model = ABWarFact_A2 2394 ; Animation = ABWarFact_A2.ABWarFact_A2 2395 ; AnimationMode = LOOP 2396 ; Flags = START_FRAME_FIRST 2397 ; End 2398 ; End 2399 2400 ; ------------ construction-zone fence ----------------- 2401 Draw = W3DModelDraw ModuleTag_02 2402 AnimationsRequirePower = No 2403 DefaultConditionState 2404 Model = None 2405 TransitionKey = DOWN_DEFAULT 2406 End 2407 ConditionState = NIGHT 2408 Model = None 2409 TransitionKey = DOWN_DEFAULT 2410 End 2411 ConditionState = SNOW 2412 Model = None 2413 TransitionKey = DOWN_DEFAULT 2414 End 2415 ConditionState = SNOW NIGHT 2416 Model = None 2417 TransitionKey = DOWN_DEFAULT 2418 End 2419 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2420 Model = UBCmdHQ_A4 2421 Animation = UBCmdHQ_A4.UBCmdHQ_A4 2422 AnimationMode = MANUAL 2423 Flags = START_FRAME_LAST 2424 TransitionKey = UP_DAY 2425 End 2426 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2427 Model = UBCmdHQ_A4N 2428 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 2429 AnimationMode = MANUAL 2430 Flags = START_FRAME_LAST 2431 TransitionKey = UP_NIGHT 2432 End 2433 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2434 Model = UBCmdHQ_A4S 2435 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 2436 AnimationMode = MANUAL 2437 Flags = START_FRAME_LAST 2438 TransitionKey = UP_SNOW 2439 End 2440 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2441 Model = UBCmdHQ_A4SN 2442 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 2443 AnimationMode = MANUAL 2444 Flags = START_FRAME_LAST 2445 TransitionKey = UP_SNOWNIGHT 2446 End 2447 TransitionState = DOWN_DEFAULT UP_DAY 2448 Model = UBCmdHQ_A4 2449 Animation = UBCmdHQ_A4.UBCmdHQ_A4 2450 AnimationMode = ONCE 2451 AnimationSpeedFactorRange = 1.0 1.0 2452 Flags = START_FRAME_FIRST 2453 End 2454 TransitionState = DOWN_DEFAULT UP_NIGHT 2455 Model = UBCmdHQ_A4N 2456 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 2457 AnimationMode = ONCE 2458 AnimationSpeedFactorRange = 1.0 1.0 2459 Flags = START_FRAME_FIRST 2460 End 2461 TransitionState = DOWN_DEFAULT UP_SNOW 2462 Model = UBCmdHQ_A4S 2463 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 2464 AnimationMode = ONCE 2465 AnimationSpeedFactorRange = 1.0 1.0 2466 Flags = START_FRAME_FIRST 2467 End 2468 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2469 Model = UBCmdHQ_A4SN 2470 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 2471 AnimationMode = ONCE 2472 AnimationSpeedFactorRange = 1.0 1.0 2473 Flags = START_FRAME_FIRST 2474 End 2475 TransitionState = UP_DAY DOWN_DEFAULT 2476 Model = UBCmdHQ_A4 2477 Animation = UBCmdHQ_A4.UBCmdHQ_A4 2478 AnimationMode = ONCE_BACKWARDS 2479 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2480 Flags = START_FRAME_LAST 2481 End 2482 TransitionState = UP_NIGHT DOWN_DEFAULT 2483 Model = UBCmdHQ_A4N 2484 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 2485 AnimationMode = ONCE_BACKWARDS 2486 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2487 Flags = START_FRAME_LAST 2488 End 2489 TransitionState = UP_SNOW DOWN_DEFAULT 2490 Model = UBCmdHQ_A4S 2491 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 2492 AnimationMode = ONCE_BACKWARDS 2493 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2494 Flags = START_FRAME_LAST 2495 End 2496 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2497 Model = UBCmdHQ_A4SN 2498 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 2499 AnimationMode = ONCE_BACKWARDS 2500 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2501 Flags = START_FRAME_LAST 2502 End 2503 End 2504 2505 ; ------------ under-construction scaffolding ----------------- 2506 Draw = W3DModelDraw ModuleTag_03 2507 AnimationsRequirePower = No 2508 MinLODRequired = MEDIUM 2509 DefaultConditionState 2510 Model = None 2511 TransitionKey = DOWN_DEFAULT 2512 End 2513 ConditionState = NIGHT 2514 Model = None 2515 TransitionKey = DOWN_DEFAULT 2516 End 2517 ConditionState = SNOW 2518 Model = None 2519 TransitionKey = DOWN_DEFAULT 2520 End 2521 ConditionState = SNOW NIGHT 2522 Model = None 2523 TransitionKey = DOWN_DEFAULT 2524 End 2525 ConditionState = PARTIALLY_CONSTRUCTED 2526 Model = UBCmdHQ_A6 2527 Animation = UBCmdHQ_A6.UBCmdHQ_A6 2528 AnimationMode = MANUAL 2529 Flags = START_FRAME_LAST 2530 TransitionKey = UP_DAY 2531 ParticleSysBone = Dust01 BuildingDust 2532 ParticleSysBone = Smoke01 BuildUpSmoke 2533 ParticleSysBone = Smoke02 BuildUpSmoke 2534 ParticleSysBone = Smoke03 BuildUpSmoke 2535 End 2536 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2537 Model = UBCmdHQ_A6S 2538 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 2539 AnimationMode = MANUAL 2540 Flags = START_FRAME_LAST 2541 TransitionKey = UP_SNOW 2542 ParticleSysBone = Dust01 BuildingSnowDust 2543 ParticleSysBone = Smoke01 BuildUpSnowSmoke 2544 ParticleSysBone = Smoke02 BuildUpSnowSmoke 2545 ParticleSysBone = Smoke03 BuildUpSnowSmoke 2546 End 2547 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2548 Model = UBCmdHQ_A6N 2549 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 2550 AnimationMode = MANUAL 2551 Flags = START_FRAME_LAST 2552 TransitionKey = UP_NIGHT 2553 ParticleSysBone = Dust01 BuildingDust 2554 ParticleSysBone = Smoke01 BuildUpSmoke 2555 ParticleSysBone = Smoke02 BuildUpSmoke 2556 ParticleSysBone = Smoke03 BuildUpSmoke 2557 End 2558 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2559 Model = UBCmdHQ_A6SN 2560 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 2561 AnimationMode = MANUAL 2562 Flags = START_FRAME_LAST 2563 TransitionKey = UP_SNOWNIGHT 2564 ParticleSysBone = Dust01 BuildingNightSnowDust 2565 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 2566 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 2567 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 2568 End 2569 TransitionState = DOWN_DEFAULT UP_DAY 2570 Model = UBCmdHQ_A6 2571 Animation = UBCmdHQ_A6.UBCmdHQ_A6 2572 AnimationMode = ONCE 2573 AnimationSpeedFactorRange = 1.0 1.0 2574 Flags = START_FRAME_FIRST 2575 End 2576 TransitionState = DOWN_DEFAULT UP_NIGHT 2577 Model = UBCmdHQ_A6N 2578 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 2579 AnimationMode = ONCE 2580 AnimationSpeedFactorRange = 1.0 1.0 2581 Flags = START_FRAME_FIRST 2582 End 2583 TransitionState = DOWN_DEFAULT UP_SNOW 2584 Model = UBCmdHQ_A6S 2585 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 2586 AnimationMode = ONCE 2587 AnimationSpeedFactorRange = 1.0 1.0 2588 Flags = START_FRAME_FIRST 2589 End 2590 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2591 Model = UBCmdHQ_A6SN 2592 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 2593 AnimationMode = ONCE 2594 AnimationSpeedFactorRange = 1.0 1.0 2595 Flags = START_FRAME_FIRST 2596 End 2597 TransitionState = UP_DAY DOWN_DEFAULT 2598 Model = UBCmdHQ_A6 2599 Animation = UBCmdHQ_A6.UBCmdHQ_A6 2600 AnimationMode = ONCE_BACKWARDS 2601 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2602 Flags = START_FRAME_LAST 2603 End 2604 TransitionState = UP_NIGHT DOWN_DEFAULT 2605 Model = UBCmdHQ_A6N 2606 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 2607 AnimationMode = ONCE_BACKWARDS 2608 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2609 Flags = START_FRAME_LAST 2610 End 2611 TransitionState = UP_SNOW DOWN_DEFAULT 2612 Model = UBCmdHQ_A6S 2613 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 2614 AnimationMode = ONCE_BACKWARDS 2615 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2616 Flags = START_FRAME_LAST 2617 End 2618 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2619 Model = UBCmdHQ_A6SN 2620 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 2621 AnimationMode = ONCE_BACKWARDS 2622 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2623 Flags = START_FRAME_LAST 2624 End 2625 End 2626 2627 ; Officers club flag 2628 Draw = W3DModelDraw ModuleTag_OfficersClub 2629 OkToChangeModelColor = No 2630 2631 ConditionState = NONE 2632 Model = None 2633 End 2634 AliasConditionState = DAMAGED 2635 AliasConditionState = REALLYDAMAGED 2636 AliasConditionState = RUBBLE 2637 AliasConditionState = REALLYDAMAGED RUBBLE 2638 ConditionState = PREORDER 2639 Model = OCFlagGLA 2640 Animation = OCFlagGLA.OCFlagGLA 2641 AnimationMode = LOOP 2642 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2643 End 2644 ; ConditionState = PREORDER DAMAGED 2645 ; Model = OCFlagGLA_D 2646 ; Animation = OCFlagGLA_D.OCFlagGLA_D 2647 ; AnimationMode = LOOP 2648 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2649 ; End 2650 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 2651 ; Model = OCFlagGLA_E 2652 ; Animation = OCFlagGLA_E.OCFlagGLA_E 2653 ; AnimationMode = LOOP 2654 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2655 ; End 2656 End 2657 2658 ; ***DESIGN parameters *** 2659 DisplayName = OBJECT:CommandCenter 2660 Side = GLA 2661 EditorSorting = STRUCTURE 2662 Prerequisites 2663 Object = GLACommandCenter 2664 End 2665 BuildCost = 500 2666 BuildTime = 30.0 ; in seconds 2667 EnergyProduction = 0 ;Command center should be free 2668 CommandSet = FakeGLACommandCenterCommandSet 2669 VisionRange = 300.0 ; Shroud clearing distance 2670 ShroudClearingRange = 300 2671 WeaponSet 2672 Conditions = None 2673 Weapon = PRIMARY SuicideWeapon 2674 AutoChooseSources = PRIMARY None 2675 End 2676 2677 ArmorSet 2678 Conditions = None 2679 Armor = StructureArmorTough 2680 DamageFX = StructureDamageFXNoShake 2681 End 2682 ExperienceValue = 50 50 50 50 ; Experience point value at each level 2683 2684 ; *** AUDIO Parameters *** 2685 VoiceSelect = FakeBuildingSelect 2686 SoundOnDamaged = BuildingDamagedStateLight 2687 SoundOnReallyDamaged = BuildingDestroy 2688 2689 UnitSpecificSounds 2690 UnderConstruction = UnderConstructionLoop 2691 End 2692 2693 2694 ; *** ENGINEERING Parameters *** 2695 RadarPriority = STRUCTURE 2696 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 2697 Body = StructureBody ModuleTag_04 2698 MaxHealth = 1250.0 2699 InitialHealth = 1250.0 2700 2701 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2702 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2703 SubdualDamageCap = 1450 2704 SubdualDamageHealRate = 500 2705 SubdualDamageHealAmount = 100 2706 End 2707 2708 Behavior = PreorderCreate ModuleTag_PreorderCreate 2709 End 2710 2711 Behavior = ProductionUpdate ModuleTag_05 2712 ; nothing 2713 End 2714 Behavior = AIUpdateInterface ModuleTag_06 2715 AutoAcquireEnemiesWhenIdle = No 2716 End 2717 2718 Behavior = CreateObjectDie ModuleTag_09 2719 CreationList = OCL_LargeStructureDebris 2720 End 2721 Behavior = FXListDie ModuleTag_10 2722 DeathFX = FX_StructureMediumDeath 2723 End 2724 2725 Behavior = SlowDeathBehavior ModuleTag_11 2726 ExemptStatus = UNDER_CONSTRUCTION 2727 DestructionDelay = 0 2728 Weapon = FINAL FakeStructureDetonationWeapon 2729 End 2730 Behavior = DestroyDie ModuleTag_SlowDeathException 2731 RequiredStatus = UNDER_CONSTRUCTION 2732 End 2733 2734 Behavior = ReplaceObjectUpgrade ModuleTag_12 2735 ReplaceObject = GLACommandCenter 2736 TriggeredBy = Upgrade_BecomeRealGLACommandCenter 2737 End 2738 2739 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 2740 ConditionFlag = GARRISONED 2741 TriggeredBy = Upgrade_GLAFortifiedStructure 2742 End 2743 2744 Behavior = FlammableUpdate ModuleTag_13 2745 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2746 AflameDamageAmount = 5 ; taking this much damage... 2747 AflameDamageDelay = 500 ; this often. 2748 End 2749 2750 Behavior = TransitionDamageFX ModuleTag_14 2751 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 2752 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2753 ;--------------------------------------------------------------------------------------- 2754 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2755 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2756 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2757 End 2758 2759 Geometry = BOX 2760 GeometryMajorRadius = 65.0 2761 GeometryMinorRadius = 65.0 2762 GeometryHeight = 54.0 2763 FactoryExitWidth = 25 2764 GeometryIsSmall = No 2765 Shadow = SHADOW_VOLUME 2766 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 2767 ShadowSizeX = 165 2768 ShadowSizeY = 145 2769 BuildCompletion = PLACED_BY_PLAYER 2770 2771 End 2772 2773 ;------------------------------------------------------------------------------ 2774 Object ChinaCommandCenter 2775 2776 ; *** ART Parameters *** 2777 2778 ; ------------ the main building itself ----------------- 2779 SelectPortrait = SNComCentr_L 2780 ButtonImage = SNComCentr 2781 Draw = W3DModelDraw ModuleTag_01 2782 OkToChangeModelColor = Yes 2783 2784 ; DAY ************************************ 2785 DefaultConditionState 2786 Model = NBConYard 2787 Animation = NBConYard.NBConYard 2788 AnimationMode = LOOP 2789 End 2790 ConditionState = DAMAGED 2791 Model = NBConYard_D 2792 Animation = NBConYard_D.NBConYard_D 2793 AnimationMode = LOOP 2794 ParticleSysBone = Fire01 SmolderingFire 2795 ParticleSysBone = Fire02 SmolderingFire 2796 ParticleSysBone = Fire03 SmolderingFire 2797 ParticleSysBone = Smoke01 SmolderingSmoke 2798 ParticleSysBone = Smoke02 SmolderingSmoke 2799 ParticleSysBone = Smoke03 SmolderingSmoke 2800 End 2801 ConditionState = REALLYDAMAGED RUBBLE 2802 Model = NBConYard_E 2803 Animation = NBConYard_E.NBConYard_E 2804 AnimationMode = LOOP 2805 ParticleSysBone = Fire01 SmolderingFire 2806 ParticleSysBone = Fire02 SmolderingFire 2807 ParticleSysBone = Fire03 SmolderingFire 2808 ParticleSysBone = Fire04 SmolderingFire 2809 ParticleSysBone = Fire05 SmolderingFire 2810 ParticleSysBone = Fire06 SmolderingFire 2811 ParticleSysBone = Fire07 SmolderingFire 2812 ParticleSysBone = Smoke01 SmolderingSmoke 2813 ParticleSysBone = Smoke02 SmolderingSmoke 2814 ParticleSysBone = Smoke03 SmolderingSmoke 2815 End 2816 2817 2818 ;NIGHT *********************************** 2819 ConditionState = NIGHT 2820 Model = NBConYard_N 2821 Animation = NBConYard_N.NBConYard_N 2822 AnimationMode = LOOP 2823 End 2824 ConditionState = DAMAGED NIGHT 2825 Model = NBConYard_DN 2826 Animation = NBConYard_DN.NBConYard_DN 2827 AnimationMode = LOOP 2828 ParticleSysBone = Fire01 SmolderingFire 2829 ParticleSysBone = Fire02 SmolderingFire 2830 ParticleSysBone = Fire03 SmolderingFire 2831 ParticleSysBone = Smoke01 SmolderingSmoke 2832 ParticleSysBone = Smoke02 SmolderingSmoke 2833 ParticleSysBone = Smoke03 SmolderingSmoke 2834 End 2835 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2836 Model = NBConYard_EN 2837 Animation = NBConYard_EN.NBConYard_EN 2838 AnimationMode = LOOP 2839 ParticleSysBone = Fire01 SmolderingFire 2840 ParticleSysBone = Fire02 SmolderingFire 2841 ParticleSysBone = Fire03 SmolderingFire 2842 ParticleSysBone = Fire04 SmolderingFire 2843 ParticleSysBone = Fire05 SmolderingFire 2844 ParticleSysBone = Fire06 SmolderingFire 2845 ParticleSysBone = Fire07 SmolderingFire 2846 ParticleSysBone = Smoke01 SmolderingSmoke 2847 ParticleSysBone = Smoke02 SmolderingSmoke 2848 ParticleSysBone = Smoke03 SmolderingSmoke 2849 End 2850 2851 2852 ;SNOW ************************************* 2853 ConditionState = SNOW 2854 Model = NBConYard_S 2855 Animation = NBConYard_S.NBConYard_S 2856 AnimationMode = LOOP 2857 End 2858 ConditionState = DAMAGED SNOW 2859 Model = NBConYard_DS 2860 Animation = NBConYard_DS.NBConYard_DS 2861 AnimationMode = LOOP 2862 ParticleSysBone = Fire01 SmolderingFire 2863 ParticleSysBone = Fire02 SmolderingFire 2864 ParticleSysBone = Fire03 SmolderingFire 2865 ParticleSysBone = Smoke01 SmolderingSmoke 2866 ParticleSysBone = Smoke02 SmolderingSmoke 2867 ParticleSysBone = Smoke03 SmolderingSmoke 2868 End 2869 ConditionState = REALLYDAMAGED RUBBLE SNOW 2870 Model = NBConYard_ES 2871 Animation = NBConYard_ES.NBConYard_ES 2872 AnimationMode = LOOP 2873 ParticleSysBone = Fire01 SmolderingFire 2874 ParticleSysBone = Fire02 SmolderingFire 2875 ParticleSysBone = Fire03 SmolderingFire 2876 ParticleSysBone = Fire04 SmolderingFire 2877 ParticleSysBone = Fire05 SmolderingFire 2878 ParticleSysBone = Fire06 SmolderingFire 2879 ParticleSysBone = Fire07 SmolderingFire 2880 ParticleSysBone = Smoke01 SmolderingSmoke 2881 ParticleSysBone = Smoke02 SmolderingSmoke 2882 ParticleSysBone = Smoke03 SmolderingSmoke 2883 End 2884 2885 ;NIGHT SNOW ***************************** 2886 ConditionState = NIGHT SNOW 2887 Model = NBConYard_NS 2888 Animation = NBConYard_NS.NBConYard_NS 2889 AnimationMode = LOOP 2890 End 2891 ConditionState = DAMAGED NIGHT SNOW 2892 Model = NBConYard_DNS 2893 Animation = NBConYard_DNS.NBConYard_DNS 2894 AnimationMode = LOOP 2895 ParticleSysBone = Fire01 SmolderingFire 2896 ParticleSysBone = Fire02 SmolderingFire 2897 ParticleSysBone = Fire03 SmolderingFire 2898 ParticleSysBone = Smoke01 SmolderingSmoke 2899 ParticleSysBone = Smoke02 SmolderingSmoke 2900 ParticleSysBone = Smoke03 SmolderingSmoke 2901 End 2902 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2903 Model = NBConYard_ENS 2904 Animation = NBConYard_ENS.NBConYard_ENS 2905 AnimationMode = LOOP 2906 ParticleSysBone = Fire01 SmolderingFire 2907 ParticleSysBone = Fire02 SmolderingFire 2908 ParticleSysBone = Fire03 SmolderingFire 2909 ParticleSysBone = Fire04 SmolderingFire 2910 ParticleSysBone = Fire05 SmolderingFire 2911 ParticleSysBone = Fire06 SmolderingFire 2912 ParticleSysBone = Fire07 SmolderingFire 2913 ParticleSysBone = Smoke01 SmolderingSmoke 2914 ParticleSysBone = Smoke02 SmolderingSmoke 2915 ParticleSysBone = Smoke03 SmolderingSmoke 2916 End 2917 2918 ;************************************************************************************************************************** 2919 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2920 ;for this draw module 2921 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2922 Model = NBConYard 2923 Animation = NBConYard.NBConYard 2924 AnimationMode = LOOP 2925 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2926 End 2927 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2928 Model = NBConYard_D 2929 Animation = NBConYard_D.NBConYard_D 2930 AnimationMode = LOOP 2931 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2932 End 2933 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2934 Model = NBConYard_E 2935 Animation = NBConYard_E.NBConYard_E 2936 AnimationMode = LOOP 2937 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2938 End 2939 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2940 Model = NBConYard_N 2941 Animation = NBConYard_N.NBConYard_N 2942 AnimationMode = LOOP 2943 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2944 End 2945 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2946 Model = NBConYard_DN 2947 Animation = NBConYard_DN.NBConYard_DN 2948 AnimationMode = LOOP 2949 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2950 End 2951 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2952 Model = NBConYard_EN 2953 Animation = NBConYard_EN.NBConYard_EN 2954 AnimationMode = LOOP 2955 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2956 End 2957 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2958 Model = NBConYard_S 2959 Animation = NBConYard_S.NBConYard_S 2960 AnimationMode = LOOP 2961 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2962 End 2963 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2964 Model = NBConYard_DS 2965 Animation = NBConYard_DS.NBConYard_DS 2966 AnimationMode = LOOP 2967 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2968 End 2969 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2970 Model = NBConYard_ES 2971 Animation = NBConYard_ES.NBConYard_ES 2972 AnimationMode = LOOP 2973 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2974 End 2975 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2976 Model = NBConYard_NS 2977 Animation = NBConYard_NS.NBConYard_NS 2978 AnimationMode = LOOP 2979 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2980 End 2981 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2982 Model = NBConYard_DNS 2983 Animation = NBConYard_DNS.NBConYard_DNS 2984 AnimationMode = LOOP 2985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2986 End 2987 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2988 Model = NBConYard_ENS 2989 Animation = NBConYard_ENS.NBConYard_ENS 2990 AnimationMode = LOOP 2991 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2992 End 2993 2994 ConditionState = AWAITING_CONSTRUCTION 2995 Model = NONE 2996 End 2997 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2998 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2999 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3000 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3001 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3002 AliasConditionState = AWAITING_CONSTRUCTION SNOW 3003 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 3004 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 3005 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3006 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3007 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3008 AliasConditionState = SOLD 3009 AliasConditionState = SOLD DAMAGED 3010 AliasConditionState = SOLD REALLYDAMAGED 3011 AliasConditionState = SOLD NIGHT 3012 AliasConditionState = SOLD NIGHT DAMAGED 3013 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3014 AliasConditionState = SOLD SNOW 3015 AliasConditionState = SOLD SNOW DAMAGED 3016 AliasConditionState = SOLD SNOW REALLYDAMAGED 3017 AliasConditionState = SOLD NIGHT SNOW 3018 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3019 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3020 ;************************************************************************************************************************** 3021 End 3022 3023 ; ------------ Radar Extending ----------------- 3024 Draw = W3DModelDraw ModuleTag_02 3025 3026 DefaultConditionState 3027 Model = None 3028 End 3029 AliasConditionState = DAMAGED 3030 AliasConditionState = REALLYDAMAGED RUBBLE 3031 3032 ConditionState = RADAR_EXTENDING RADAR_UPGRADED 3033 Model = NBConYard_A2 3034 Animation = NBConYard_A2.NBConYard_A2 3035 AnimationMode = ONCE 3036 Flags = START_FRAME_FIRST 3037 End 3038 3039 ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 3040 Model = NBConYard_A2D 3041 Animation = NBConYard_A2D.NBConYard_A2D 3042 AnimationMode = ONCE 3043 Flags = START_FRAME_FIRST 3044 End 3045 3046 ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 3047 Model = NBConYard_A2E 3048 Animation = NBConYard_A2E.NBConYard_A2E 3049 AnimationMode = ONCE 3050 Flags = START_FRAME_FIRST 3051 End 3052 3053 ConditionState = RADAR_UPGRADED 3054 Model = NBConYard_A2 3055 Animation = NBConYard_A2.NBConYard_A2 3056 AnimationMode = MANUAL 3057 Flags = START_FRAME_LAST 3058 End 3059 3060 ConditionState = RADAR_UPGRADED DAMAGED 3061 Model = NBConYard_A2D 3062 Animation = NBConYard_A2D.NBConYard_A2D 3063 AnimationMode = MANUAL 3064 Flags = START_FRAME_LAST 3065 End 3066 3067 ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE 3068 Model = NBConYard_A2E 3069 Animation = NBConYard_A2E.NBConYard_A2E 3070 AnimationMode = MANUAL 3071 Flags = START_FRAME_LAST 3072 End 3073 3074 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3075 Model = NBConYard_A2 3076 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3077 End 3078 3079 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3080 Model = NBConYard_A2D 3081 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3082 End 3083 3084 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 3085 Model = NBConYard_A2E 3086 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3087 End 3088 3089 End 3090 PlacementViewAngle = -135 3091 3092 ; ------------ construction-zone fence ----------------- 3093 Draw = W3DModelDraw ModuleTag_03 3094 AnimationsRequirePower = No 3095 DefaultConditionState 3096 Model = None 3097 TransitionKey = DOWN_DEFAULT 3098 End 3099 ConditionState = NIGHT 3100 Model = None 3101 TransitionKey = DOWN_DEFAULT 3102 End 3103 ConditionState = SNOW 3104 Model = None 3105 TransitionKey = DOWN_DEFAULT 3106 End 3107 ConditionState = SNOW NIGHT 3108 Model = None 3109 TransitionKey = DOWN_DEFAULT 3110 End 3111 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3112 Model = NBConYard_A4 3113 Animation = NBConYard_A4.NBConYard_A4 3114 AnimationMode = MANUAL 3115 Flags = START_FRAME_LAST 3116 TransitionKey = UP_DAY 3117 ParticleSysBone = Pit SmolderingFire 3118 ParticleSysBone = Pit01 SmolderingFire 3119 ParticleSysBone = Pit SmolderingSmoke 3120 ParticleSysBone = Pit01 SmolderingSmoke 3121 End 3122 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3123 Model = NBConYard_A4N 3124 Animation = NBConYard_A4N.NBConYard_A4N 3125 AnimationMode = MANUAL 3126 Flags = START_FRAME_LAST 3127 TransitionKey = UP_NIGHT 3128 ParticleSysBone = Pit SmolderingFire 3129 ParticleSysBone = Pit01 SmolderingFire 3130 ParticleSysBone = Pit SmolderingSmoke 3131 ParticleSysBone = Pit01 SmolderingSmoke 3132 End 3133 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3134 Model = NBConYard_A4S 3135 Animation = NBConYard_A4S.NBConYard_A4S 3136 AnimationMode = MANUAL 3137 Flags = START_FRAME_LAST 3138 TransitionKey = UP_SNOW 3139 ParticleSysBone = Pit SmolderingFire 3140 ParticleSysBone = Pit01 SmolderingFire 3141 ParticleSysBone = Pit SmolderingSmoke 3142 ParticleSysBone = Pit01 SmolderingSmoke 3143 End 3144 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3145 Model = NBConYard_A4SN 3146 Animation = NBConYard_A4SN.NBConYard_A4SN 3147 AnimationMode = MANUAL 3148 Flags = START_FRAME_LAST 3149 TransitionKey = UP_SNOWNIGHT 3150 ParticleSysBone = Pit SmolderingFire 3151 ParticleSysBone = Pit01 SmolderingFire 3152 ParticleSysBone = Pit SmolderingSmoke 3153 ParticleSysBone = Pit01 SmolderingSmoke 3154 End 3155 TransitionState = DOWN_DEFAULT UP_DAY 3156 Model = NBConYard_A4 3157 Animation = NBConYard_A4.NBConYard_A4 3158 AnimationMode = ONCE 3159 AnimationSpeedFactorRange = 1.0 1.0 3160 Flags = START_FRAME_FIRST 3161 ParticleSysBone = Pit SmolderingFire 3162 ParticleSysBone = Pit01 SmolderingFire 3163 ParticleSysBone = Pit SmolderingSmoke 3164 ParticleSysBone = Pit01 SmolderingSmoke 3165 End 3166 TransitionState = DOWN_DEFAULT UP_NIGHT 3167 Model = NBConYard_A4N 3168 Animation = NBConYard_A4N.NBConYard_A4N 3169 AnimationMode = ONCE 3170 AnimationSpeedFactorRange = 1.0 1.0 3171 Flags = START_FRAME_FIRST 3172 ParticleSysBone = Pit SmolderingFire 3173 ParticleSysBone = Pit01 SmolderingFire 3174 ParticleSysBone = Pit SmolderingSmoke 3175 ParticleSysBone = Pit01 SmolderingSmoke 3176 End 3177 TransitionState = DOWN_DEFAULT UP_SNOW 3178 Model = NBConYard_A4S 3179 Animation = NBConYard_A4S.NBConYard_A4S 3180 AnimationMode = ONCE 3181 AnimationSpeedFactorRange = 1.0 1.0 3182 Flags = START_FRAME_FIRST 3183 ParticleSysBone = Pit SmolderingFire 3184 ParticleSysBone = Pit01 SmolderingFire 3185 ParticleSysBone = Pit SmolderingSmoke 3186 ParticleSysBone = Pit01 SmolderingSmoke 3187 End 3188 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3189 Model = NBConYard_A4SN 3190 Animation = NBConYard_A4SN.NBConYard_A4SN 3191 AnimationMode = ONCE 3192 AnimationSpeedFactorRange = 1.0 1.0 3193 Flags = START_FRAME_FIRST 3194 ParticleSysBone = Pit SmolderingFire 3195 ParticleSysBone = Pit01 SmolderingFire 3196 ParticleSysBone = Pit SmolderingSmoke 3197 ParticleSysBone = Pit01 SmolderingSmoke 3198 End 3199 TransitionState = UP_DAY DOWN_DEFAULT 3200 Model = NBConYard_A4 3201 Animation = NBConYard_A4.NBConYard_A4 3202 AnimationMode = ONCE_BACKWARDS 3203 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3204 Flags = START_FRAME_LAST 3205 ParticleSysBone = Pit SmolderingFire 3206 ParticleSysBone = Pit01 SmolderingFire 3207 ParticleSysBone = Pit SmolderingSmoke 3208 ParticleSysBone = Pit01 SmolderingSmoke 3209 End 3210 TransitionState = UP_NIGHT DOWN_DEFAULT 3211 Model = NBConYard_A4N 3212 Animation = NBConYard_A4N.NBConYard_A4N 3213 AnimationMode = ONCE_BACKWARDS 3214 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3215 Flags = START_FRAME_LAST 3216 ParticleSysBone = Pit SmolderingFire 3217 ParticleSysBone = Pit01 SmolderingFire 3218 ParticleSysBone = Pit SmolderingSmoke 3219 ParticleSysBone = Pit01 SmolderingSmoke 3220 End 3221 TransitionState = UP_SNOW DOWN_DEFAULT 3222 Model = NBConYard_A4S 3223 Animation = NBConYard_A4S.NBConYard_A4S 3224 AnimationMode = ONCE_BACKWARDS 3225 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3226 Flags = START_FRAME_LAST 3227 ParticleSysBone = Pit SmolderingFire 3228 ParticleSysBone = Pit01 SmolderingFire 3229 ParticleSysBone = Pit SmolderingSmoke 3230 ParticleSysBone = Pit01 SmolderingSmoke 3231 End 3232 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3233 Model = NBConYard_A4SN 3234 Animation = NBConYard_A4SN.NBConYard_A4SN 3235 AnimationMode = ONCE_BACKWARDS 3236 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3237 Flags = START_FRAME_LAST 3238 ParticleSysBone = Pit SmolderingFire 3239 ParticleSysBone = Pit01 SmolderingFire 3240 ParticleSysBone = Pit SmolderingSmoke 3241 ParticleSysBone = Pit01 SmolderingSmoke 3242 End 3243 End 3244 3245 ; ------------ under-construction scaffolding ----------------- 3246 Draw = W3DModelDraw ModuleTag_04 3247 AnimationsRequirePower = No 3248 MinLODRequired = MEDIUM 3249 DefaultConditionState 3250 Model = None 3251 TransitionKey = DOWN_DEFAULT 3252 End 3253 ConditionState = NIGHT 3254 Model = None 3255 TransitionKey = DOWN_DEFAULT 3256 End 3257 ConditionState = SNOW 3258 Model = None 3259 TransitionKey = DOWN_DEFAULT 3260 End 3261 ConditionState = SNOW NIGHT 3262 Model = None 3263 TransitionKey = DOWN_DEFAULT 3264 End 3265 ConditionState = PARTIALLY_CONSTRUCTED 3266 Model = NBConYard_A6 3267 Animation = NBConYard_A6.NBConYard_A6 3268 AnimationMode = MANUAL 3269 Flags = START_FRAME_LAST 3270 TransitionKey = UP_DAY 3271 ParticleSysBone = Dust01 BuildingDustChina 3272 ParticleSysBone = SmokeM01 BuildUpSmokeChina 3273 ParticleSysBone = SmokeS02 BuildUpSmokeChina 3274 ParticleSysBone = SparksM01 BuildUpSmokeChina 3275 ParticleSysBone = SparksM02 BuildUpSmokeChina 3276 ParticleSysBone = SparksS01 BuildUpSmokeChina 3277 ParticleSysBone = SparksS02 BuildUpSmokeChina 3278 End 3279 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 3280 Model = NBConYard_A6N 3281 Animation = NBConYard_A6N.NBConYard_A6N 3282 AnimationMode = MANUAL 3283 Flags = START_FRAME_LAST 3284 TransitionKey = UP_NIGHT 3285 3286 ParticleSysBone = Dust01 BuildingDustChina 3287 ParticleSysBone = SmokeM01 BuildUpSmokeChina 3288 ParticleSysBone = SmokeS02 BuildUpSmokeChina 3289 ParticleSysBone = SparksM01 BuildUpSmokeChina 3290 ParticleSysBone = SparksM02 BuildUpSmokeChina 3291 ParticleSysBone = SparksS01 BuildUpSmokeChina 3292 ParticleSysBone = SparksS02 BuildUpSmokeChina 3293 End 3294 ConditionState = SNOW PARTIALLY_CONSTRUCTED 3295 Model = NBConYard_A6S 3296 Animation = NBConYard_A6S.NBConYard_A6S 3297 AnimationMode = MANUAL 3298 Flags = START_FRAME_LAST 3299 TransitionKey = UP_SNOW 3300 ParticleSysBone = Dust01 BuildingSnowDust 3301 ParticleSysBone = SmokeM01 BuildUpSnowSmoke 3302 ParticleSysBone = SmokeS02 BuildUpSnowSmoke 3303 ParticleSysBone = SparksM01 BuildUpSnowSmoke 3304 ParticleSysBone = SparksM02 BuildUpSnowSmoke 3305 ParticleSysBone = SparksS01 BuildUpSnowSmoke 3306 ParticleSysBone = SparksS02 BuildUpSnowSmoke 3307 End 3308 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 3309 Model = NBConYard_A6SN 3310 Animation = NBConYard_A6SN.NBConYard_A6SN 3311 AnimationMode = MANUAL 3312 Flags = START_FRAME_LAST 3313 TransitionKey = UP_SNOWNIGHT 3314 ParticleSysBone = Dust01 BuildingNightSnowDust 3315 ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke 3316 ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke 3317 ParticleSysBone = SparksM01 BuildUpNightSnowSmoke 3318 ParticleSysBone = SparksM02 BuildUpNightSnowSmoke 3319 ParticleSysBone = SparksS01 BuildUpNightSnowSmoke 3320 ParticleSysBone = SparksS02 BuildUpNightSnowSmoke 3321 End 3322 TransitionState = DOWN_DEFAULT UP_DAY 3323 Model = NBConYard_A6 3324 Animation = NBConYard_A6.NBConYard_A6 3325 AnimationMode = ONCE 3326 AnimationSpeedFactorRange = 1.0 1.0 3327 Flags = START_FRAME_FIRST 3328 End 3329 TransitionState = DOWN_DEFAULT UP_NIGHT 3330 Model = NBConYard_A6N 3331 Animation = NBConYard_A6N.NBConYard_A6N 3332 AnimationMode = ONCE 3333 AnimationSpeedFactorRange = 1.0 1.0 3334 Flags = START_FRAME_FIRST 3335 End 3336 TransitionState = DOWN_DEFAULT UP_SNOW 3337 Model = NBConYard_A6S 3338 Animation = NBConYard_A6S.NBConYard_A6S 3339 AnimationMode = ONCE 3340 AnimationSpeedFactorRange = 1.0 1.0 3341 Flags = START_FRAME_FIRST 3342 End 3343 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3344 Model = NBConYard_A6SN 3345 Animation = NBConYard_A6SN.NBConYard_A6SN 3346 AnimationMode = ONCE 3347 AnimationSpeedFactorRange = 1.0 1.0 3348 Flags = START_FRAME_FIRST 3349 End 3350 TransitionState = UP_DAY DOWN_DEFAULT 3351 Model = NBConYard_A6 3352 Animation = NBConYard_A6.NBConYard_A6 3353 AnimationMode = ONCE_BACKWARDS 3354 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3355 Flags = START_FRAME_LAST 3356 End 3357 TransitionState = UP_NIGHT DOWN_DEFAULT 3358 Model = NBConYard_A6N 3359 Animation = NBConYard_A6N.NBConYard_A6N 3360 AnimationMode = ONCE_BACKWARDS 3361 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3362 Flags = START_FRAME_LAST 3363 End 3364 TransitionState = UP_SNOW DOWN_DEFAULT 3365 Model = NBConYard_A6S 3366 Animation = NBConYard_A6S.NBConYard_A6S 3367 AnimationMode = ONCE_BACKWARDS 3368 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3369 Flags = START_FRAME_LAST 3370 End 3371 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3372 Model = NBConYard_A6SN 3373 Animation = NBConYard_A6SN.NBConYard_A6SN 3374 AnimationMode = ONCE_BACKWARDS 3375 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3376 Flags = START_FRAME_LAST 3377 End 3378 End 3379 3380 ; ------------ being-constructed crane ----------------- 3381 Draw = W3DModelDraw ModuleTag_05 3382 AnimationsRequirePower = No 3383 DefaultConditionState 3384 Model = None 3385 TransitionKey = DOWN_DEFAULT 3386 End 3387 ConditionState = NIGHT 3388 Model = None 3389 TransitionKey = DOWN_DEFAULT 3390 End 3391 ConditionState = SNOW 3392 Model = None 3393 TransitionKey = DOWN_DEFAULT 3394 End 3395 ConditionState = SNOW NIGHT 3396 Model = None 3397 TransitionKey = DOWN_DEFAULT 3398 End 3399 3400 ConditionState = ACTIVELY_BEING_CONSTRUCTED 3401 Model = NBConYard_A5 3402 Animation = NBConYard_A5.NBConYard_A5 3403 AnimationMode = LOOP 3404 TransitionKey = UP_DAY 3405 End 3406 3407 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 3408 Model = NBConYard_A5N 3409 Animation = NBConYard_A5N.NBConYard_A5N 3410 AnimationMode = LOOP 3411 TransitionKey = UP_NIGHT 3412 End 3413 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 3414 Model = NBConYard_A5S 3415 Animation = NBConYard_A5S.NBConYard_A5S 3416 AnimationMode = LOOP 3417 TransitionKey = UP_SNOW 3418 End 3419 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 3420 Model = NBConYard_A5SN 3421 Animation = NBConYard_A5SN.NBConYard_A5SN 3422 AnimationMode = LOOP 3423 TransitionKey = UP_SNOWNIGHT 3424 End 3425 TransitionState = DOWN_DEFAULT UP_DAY 3426 Model = NBConYard_AB 3427 Animation = NBConYard_AB.NBConYard_AB 3428 AnimationMode = ONCE 3429 AnimationSpeedFactorRange = 1.0 1.0 3430 Flags = START_FRAME_FIRST 3431 End 3432 3433 TransitionState = DOWN_DEFAULT UP_NIGHT 3434 Model = NBConYard_ABN 3435 Animation = NBConYard_ABN.NBConYard_ABN 3436 AnimationMode = ONCE 3437 AnimationSpeedFactorRange = 1.0 1.0 3438 Flags = START_FRAME_FIRST 3439 End 3440 TransitionState = DOWN_DEFAULT UP_SNOW 3441 Model = NBConYard_ABS 3442 Animation = NBConYard_ABS.NBConYard_ABS 3443 AnimationMode = ONCE 3444 AnimationSpeedFactorRange = 1.0 1.0 3445 Flags = START_FRAME_FIRST 3446 End 3447 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3448 Model = NBConYard_ABSN 3449 Animation = NBConYard_ABSN.NBConYard_ABSN 3450 AnimationMode = ONCE 3451 AnimationSpeedFactorRange = 1.0 1.0 3452 Flags = START_FRAME_FIRST 3453 End 3454 TransitionState = UP_DAY DOWN_DEFAULT 3455 Model = NBConYard_AB 3456 Animation = NBConYard_AB.NBConYard_AB 3457 AnimationMode = ONCE_BACKWARDS 3458 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3459 Flags = START_FRAME_LAST 3460 End 3461 TransitionState = UP_NIGHT DOWN_DEFAULT 3462 Model = NBConYard_ABN 3463 Animation = NBConYard_ABN.NBConYard_ABN 3464 AnimationMode = ONCE_BACKWARDS 3465 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3466 Flags = START_FRAME_LAST 3467 End 3468 TransitionState = UP_SNOW DOWN_DEFAULT 3469 Model = NBConYard_ABS 3470 Animation = NBConYard_ABS.NBConYard_ABS 3471 AnimationMode = ONCE_BACKWARDS 3472 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3473 Flags = START_FRAME_LAST 3474 End 3475 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3476 Model = NBConYard_ABSN 3477 Animation = NBConYard_ABSN.NBConYard_ABSN 3478 AnimationMode = ONCE_BACKWARDS 3479 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3480 Flags = START_FRAME_LAST 3481 End 3482 End 3483 3484 ; ----------------- the factory door ------------------- 3485 Draw = W3DModelDraw ModuleTag_06 3486 DefaultConditionState 3487 Model = NBConYard_A7 3488 Animation = NBConYard_A7.NBConYard_A7 3489 AnimationMode = MANUAL 3490 Flags = START_FRAME_FIRST 3491 End 3492 AliasConditionState = NIGHT 3493 AliasConditionState = SNOW 3494 AliasConditionState = NIGHT SNOW 3495 3496 ConditionState = DAMAGED 3497 Model = NBConYard_A7D 3498 Animation = NBConYard_A7D.NBConYard_A7D 3499 AnimationMode = MANUAL 3500 Flags = START_FRAME_FIRST 3501 End 3502 AliasConditionState = NIGHT DAMAGED 3503 AliasConditionState = SNOW DAMAGED 3504 AliasConditionState = NIGHT SNOW DAMAGED 3505 3506 ConditionState = REALLYDAMAGED RUBBLE 3507 Model = NBConYard_A7D 3508 Animation = NBConYard_A7D.NBConYard_A7D 3509 AnimationMode = MANUAL 3510 Flags = START_FRAME_FIRST 3511 End 3512 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 3513 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 3514 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 3515 3516 ConditionState = DOOR_1_OPENING 3517 Model = NBConYard_A7 3518 Animation = NBConYard_A7.NBConYard_A7 3519 AnimationMode = ONCE 3520 Flags = START_FRAME_FIRST 3521 End 3522 AliasConditionState = NIGHT DOOR_1_OPENING 3523 AliasConditionState = SNOW DOOR_1_OPENING 3524 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 3525 3526 ConditionState = DOOR_1_OPENING DAMAGED 3527 Model = NBConYard_A7D 3528 Animation = NBConYard_A7D.NBConYard_A7D 3529 AnimationMode = ONCE 3530 Flags = START_FRAME_FIRST 3531 End 3532 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 3533 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 3534 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 3535 3536 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 3537 Model = NBConYard_A7D 3538 Animation = NBConYard_A7D.NBConYard_A7D 3539 AnimationMode = ONCE 3540 Flags = START_FRAME_FIRST 3541 End 3542 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 3543 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 3544 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 3545 3546 ConditionState = DOOR_1_CLOSING 3547 Model = NBConYard_A7 3548 Animation = NBConYard_A7.NBConYard_A7 3549 AnimationMode = ONCE_BACKWARDS 3550 Flags = START_FRAME_LAST 3551 End 3552 AliasConditionState = NIGHT DOOR_1_CLOSING 3553 AliasConditionState = SNOW DOOR_1_CLOSING 3554 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 3555 3556 ConditionState = DOOR_1_CLOSING DAMAGED 3557 Model = NBConYard_A7D 3558 Animation = NBConYard_A7D.NBConYard_A7D 3559 AnimationMode = ONCE_BACKWARDS 3560 Flags = START_FRAME_LAST 3561 End 3562 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 3563 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 3564 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 3565 3566 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3567 Model = NBConYard_A7D 3568 Animation = NBConYard_A7D.NBConYard_A7D 3569 AnimationMode = ONCE_BACKWARDS 3570 Flags = START_FRAME_LAST 3571 End 3572 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3573 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3574 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3575 3576 ConditionState = DOOR_1_WAITING_OPEN 3577 Model = NBConYard_A7 3578 Animation = NBConYard_A7.NBConYard_A7 3579 AnimationMode = MANUAL 3580 Flags = START_FRAME_LAST 3581 End 3582 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 3583 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 3584 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 3585 3586 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 3587 Model = NBConYard_A7D 3588 Animation = NBConYard_A7D.NBConYard_A7D 3589 AnimationMode = MANUAL 3590 Flags = START_FRAME_LAST 3591 End 3592 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 3593 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 3594 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 3595 3596 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3597 Model = NBConYard_A7D 3598 Animation = NBConYard_A7D.NBConYard_A7D 3599 AnimationMode = MANUAL 3600 Flags = START_FRAME_LAST 3601 End 3602 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3603 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3604 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3605 3606 ;************************************************************************************************************************** 3607 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3608 ;for this draw module 3609 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3610 Model = NBConYard_A7 3611 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3612 End 3613 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3614 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3615 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3616 3617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3618 Model = NBConYard_A7D 3619 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3620 End 3621 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3622 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3623 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3624 3625 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3626 Model = NBConYard_A7D 3627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3628 End 3629 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3630 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3631 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3632 3633 ConditionState = AWAITING_CONSTRUCTION 3634 Model = NONE 3635 End 3636 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3637 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3638 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3639 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3640 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3641 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3642 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3643 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3644 AliasConditionState = SOLD DAMAGED 3645 AliasConditionState = SOLD REALLYDAMAGED 3646 AliasConditionState = SOLD NIGHT 3647 AliasConditionState = SOLD NIGHT DAMAGED 3648 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3649 AliasConditionState = SOLD NIGHT SNOW 3650 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3651 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3652 ;************************************************************************************************************************** 3653 3654 End 3655 3656 ; Officers club flag 3657 Draw = W3DModelDraw ModuleTag_OfficersClub 3658 OkToChangeModelColor = No 3659 3660 ConditionState = NONE 3661 Model = None 3662 End 3663 AliasConditionState = DAMAGED 3664 AliasConditionState = REALLYDAMAGED 3665 AliasConditionState = RUBBLE 3666 AliasConditionState = REALLYDAMAGED RUBBLE 3667 ConditionState = PREORDER 3668 Model = OCFlagCHA 3669 Animation = OCFlagCHA.OCFlagCHA 3670 AnimationMode = LOOP 3671 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3672 End 3673 ; ConditionState = PREORDER DAMAGED 3674 ; Model = OCFlagCHA_D 3675 ; Animation = OCFlagCHA_D.OCFlagCHA_D 3676 ; AnimationMode = LOOP 3677 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3678 ; End 3679 ; ConditionState = PREORDER REALLYDAMAGED 3680 ; Model = OCFlagCHA_E 3681 ; Animation = OCFlagCHA_E.OCFlagCHA_E 3682 ; AnimationMode = LOOP 3683 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3684 ; End 3685 End 3686 3687 PlacementViewAngle = -135 3688 3689 ; ***DESIGN parameters *** 3690 DisplayName = OBJECT:CommandCenter 3691 Side = China 3692 EditorSorting = STRUCTURE 3693 BuildCost = 2000 3694 BuildTime = 45.0 ; in seconds 3695 EnergyProduction = 0 ;Command center should be free 3696 CommandSet = ChinaCommandCenterCommandSet 3697 VisionRange = 300.0 ; Shroud clearing distance 3698 ShroudClearingRange = 300 3699 ArmorSet 3700 Conditions = None 3701 Armor = StructureArmorTough 3702 DamageFX = StructureDamageFXNoShake 3703 End 3704 ExperienceValue = 200 200 200 200 ; Experience point value at each level 3705 3706 ; *** AUDIO Parameters *** 3707 VoiceSelect = CommandCenterChinaSelect 3708 SoundOnDamaged = BuildingDamagedStateLight 3709 SoundOnReallyDamaged = BuildingDestroy 3710 3711 UnitSpecificSounds 3712 UnderConstruction = UnderConstructionLoop 3713 End 3714 3715 ; *** ENGINEERING Parameters *** 3716 RadarPriority = STRUCTURE 3717 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 3718 3719 Body = StructureBody ModuleTag_07 3720 MaxHealth = 5000.0 3721 InitialHealth = 5000.0 3722 3723 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3724 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3725 SubdualDamageCap = 5200 3726 SubdualDamageHealRate = 500 3727 SubdualDamageHealAmount = 100 3728 End 3729 3730 Behavior = PreorderCreate ModuleTag_PreorderCreate 3731 End 3732 3733 Behavior = ProductionUpdate ModuleTag_08 3734 NumDoorAnimations = 1 3735 DoorOpeningTime = 3000 ;in mSeconds 3736 DoorWaitOpenTime = 3000 ;in mSeconds 3737 DoorCloseTime = 3000 ;in mSeconds 3738 ConstructionCompleteDuration = 1500 ;in mSeconds 3739 End 3740 Behavior = DefaultProductionExitUpdate ModuleTag_09 3741 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 3742 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 3743 End 3744 Behavior = RadarUpdate ModuleTag_10 3745 RadarExtendTime = 4000 ;in mSeconds 3746 End 3747 3748 Behavior = DestroyDie ModuleTag_11 3749 ;nothing 3750 End 3751 Behavior = CreateObjectDie ModuleTag_12 3752 CreationList = OCL_LargeStructureDebris 3753 End 3754 Behavior = FXListDie ModuleTag_13 3755 DeathFX = FX_StructureMediumDeath 3756 End 3757 3758 Behavior = RadarUpgrade ModuleTag_14 3759 TriggeredBy = Upgrade_ChinaRadar 3760 End 3761 3762 Behavior = GenerateMinefieldBehavior ModuleTag_15 3763 TriggeredBy = Upgrade_ChinaMines 3764 MineName = ChinaStandardMine 3765 SmartBorder = Yes 3766 AlwaysCircular = Yes 3767 3768 Upgradable = Yes 3769 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 3770 UpgradedMineName = ChinaEMPMine 3771 End 3772 3773 Behavior = OCLSpecialPower ModuleTag_16 3774 SpecialPowerTemplate = SuperweaponNapalmStrike 3775 OCL = SUPERWEAPON_NapalmStrike 3776 End 3777 3778 Behavior = OCLSpecialPower ModuleTag_17 3779 SpecialPowerTemplate = SuperweaponArtilleryBarrage 3780 UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 3781 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 3782 OCL = SUPERWEAPON_ArtilleryBarrage1 3783 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 3784 End 3785 3786 Behavior = OCLSpecialPower ModuleTag_18 3787 SpecialPowerTemplate = SuperweaponClusterMines 3788 OCL = SUPERWEAPON_ClusterMines 3789 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 3790 End 3791 3792 Behavior = OCLSpecialPower ModuleTag_19 3793 SpecialPowerTemplate = SuperweaponEMPPulse 3794 OCL = SUPERWEAPON_EMPPulse 3795 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 3796 End 3797 3798 Behavior = CashHackSpecialPower ModuleTag_20 3799 SpecialPowerTemplate = SuperweaponCashHack 3800 UpgradeMoneyAmount = SCIENCE_CashHack3 4000 3801 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 3802 MoneyAmount = 1000 ; amount of money to steal 3803 End 3804 Behavior = OCLSpecialPower ModuleTag_21 3805 SpecialPowerTemplate = SuperweaponEmergencyRepair 3806 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 3807 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 3808 OCL = SUPERWEAPON_RepairVehicles1 3809 CreateLocation = CREATE_AT_LOCATION 3810 End 3811 Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 3812 SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb 3813 OCL = SUPERWEAPON_ChinaCarpetBomb 3814 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 3815 End 3816 3817 Behavior = FlammableUpdate ModuleTag_23 3818 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3819 AflameDamageAmount = 5 ; taking this much damage... 3820 AflameDamageDelay = 500 ; this often. 3821 End 3822 3823 Behavior = TransitionDamageFX ModuleTag_24 3824 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 3825 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 3826 ;--------------------------------------------------------------------------------------- 3827 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 3828 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 3829 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 3830 End 3831 3832 Behavior = CommandSetUpgrade ModuleTag_25 3833 CommandSet = ChinaCommandCenterCommandSetUpgrade 3834 TriggeredBy = Upgrade_ChinaMines 3835 End 3836 Behavior = ArmorUpgrade ModuleTag_26 3837 TriggeredBy = Upgrade_ChinaEMPMines 3838 End 3839 3840 Behavior = OCLSpecialPower ModuleTag_27 3841 SpecialPowerTemplate = SuperweaponFrenzy 3842 UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 3843 UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 3844 OCL = SUPERWEAPON_Frenzy1 3845 CreateLocation = CREATE_AT_LOCATION 3846 End 3847 3848 Geometry = BOX 3849 FactoryExitWidth = 25 3850 GeometryMajorRadius = 60.0 3851 GeometryMinorRadius = 63.0 3852 GeometryHeight = 36.0 3853 GeometryIsSmall = No 3854 Shadow = SHADOW_VOLUME 3855 BuildCompletion = PLACED_BY_PLAYER 3856 3857 End 3858 3859 ;------------------------------------------------------------------------------ 3860 Object AmericaPowerPlant 3861 3862 ; *** ART Parameters *** 3863 SelectPortrait = SAPowerPlant_L 3864 ButtonImage = SAPowerPlant 3865 3866 ; ---- the building itself ------ 3867 Draw = W3DModelDraw ModuleTag_01 3868 OkToChangeModelColor = Yes 3869 3870 ; day ******************************************** 3871 ConditionState = NONE; 3872 Model = ABPWRPLANT 3873 Animation = ABPWRPLANT.ABPWRPLANT 3874 AnimationMode = LOOP 3875 ParticleSysBone = Smoke02 SteamVent 3876 End 3877 ConditionState = DAMAGED 3878 Model = ABPWRPLANT_D 3879 ParticleSysBone = Smoke01 SmolderingSmoke 3880 ParticleSysBone = Smoke02 SteamVent 3881 ParticleSysBone = Smoke03 SmolderingSmoke 3882 ParticleSysBone = Fire01 SmolderingFireLarge 3883 ParticleSysBone = Sparks01 LiveWireSparks 3884 ParticleSysBone = Sparks02 LiveWireSparks 3885 End 3886 ConditionState = REALLYDAMAGED RUBBLE 3887 Model = ABPWRPLANT_E 3888 ParticleSysBone = Smoke01 SmolderingSmoke 3889 ParticleSysBone = Smoke02 SteamVent 3890 ParticleSysBone = Smoke03 SmolderingSmoke 3891 ParticleSysBone = Smoke04 SmolderingSmoke 3892 ParticleSysBone = Smoke05 SmolderingSmoke 3893 ParticleSysBone = Smoke06 SmolderingSmoke 3894 ParticleSysBone = Fire01 SmolderingFireLarge 3895 ParticleSysBone = Fire02 SmolderingFireLarge 3896 ParticleSysBone = Fire03 SmolderingFireLarge 3897 ParticleSysBone = Spark01 LiveWireSparks 3898 End 3899 3900 ; day upgrade 3901 ConditionState = POWER_PLANT_UPGRADED ; 3902 Model = ABPWRPLANT 3903 Animation = ABPWRPLANT.ABPWRPLANT 3904 AnimationMode = LOOP 3905 ParticleSysBone = Smoke02 SteamVent 3906 ParticleSysBone = Spark01 LiveWireSparks 3907 ParticleSysBone = Spark02 LiveWireSparks02 3908 ParticleSysBone = Spark03 LiveWireSparks02 3909 ParticleSysBone = Spark04 LiveWireSparks 3910 ParticleSysBone = Spark05 LiveWireSparks02 3911 ParticleSysBone = Spark06 LiveWireSparks 3912 End 3913 ConditionState = DAMAGED POWER_PLANT_UPGRADED 3914 Model = ABPWRPLANT_D 3915 ParticleSysBone = Smoke01 SmolderingSmoke 3916 ParticleSysBone = Smoke02 SteamVent 3917 ParticleSysBone = Smoke03 SmolderingSmoke 3918 ParticleSysBone = Fire01 SmolderingFireLarge 3919 ParticleSysBone = Spark01 LiveWireSparks 3920 ParticleSysBone = Spark02 LiveWireSparks02 3921 ParticleSysBone = Spark03 LiveWireSparks02 3922 ParticleSysBone = Spark04 LiveWireSparks 3923 ParticleSysBone = Spark05 LiveWireSparks02 3924 ParticleSysBone = Spark06 LiveWireSparks 3925 End 3926 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 3927 Model = ABPWRPLANT_E 3928 ParticleSysBone = Smoke01 SmolderingSmoke 3929 ParticleSysBone = Smoke02 SteamVent 3930 ParticleSysBone = Smoke03 SmolderingSmoke 3931 ParticleSysBone = Smoke04 SmolderingSmoke 3932 ParticleSysBone = Smoke05 SmolderingSmoke 3933 ParticleSysBone = Smoke06 SmolderingSmoke 3934 ParticleSysBone = Fire01 SmolderingFireLarge 3935 ParticleSysBone = Fire02 SmolderingFireLarge 3936 ParticleSysBone = Fire03 SmolderingFireLarge 3937 ParticleSysBone = Spark01 LiveWireSparks 3938 ParticleSysBone = Spark02 LiveWireSparks02 3939 ParticleSysBone = Spark03 LiveWireSparks02 3940 ParticleSysBone = Spark04 LiveWireSparks 3941 ParticleSysBone = Spark05 LiveWireSparks02 3942 ParticleSysBone = Spark06 LiveWireSparks 3943 End 3944 3945 ; night 3946 ConditionState = NIGHT; 3947 Model = ABPWRPLANT_N 3948 Animation = ABPWRPLANT_N.ABPWRPLANT_N 3949 AnimationMode = LOOP 3950 ParticleSysBone = Smoke02 SteamVent 3951 End 3952 ConditionState = DAMAGED NIGHT 3953 Model = ABPWRPLANT_DN 3954 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 3955 AnimationMode = LOOP 3956 ParticleSysBone = Smoke01 SmolderingSmoke 3957 ParticleSysBone = Smoke02 SteamVent 3958 ParticleSysBone = Smoke03 SmolderingSmoke 3959 ParticleSysBone = Fire01 SmolderingFireLarge 3960 ParticleSysBone = Sparks01 LiveWireSparks 3961 ParticleSysBone = Sparks02 LiveWireSparks 3962 ParticleSysBone = Sparks03 LiveWireSparks02 3963 End 3964 ConditionState = REALLYDAMAGED RUBBLE NIGHT; 3965 Model = ABPWRPLANT_EN 3966 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 3967 AnimationMode = LOOP 3968 ParticleSysBone = Smoke01 SmolderingSmoke 3969 ParticleSysBone = Smoke02 SteamVent 3970 ParticleSysBone = Smoke03 SmolderingSmoke 3971 ParticleSysBone = Smoke04 SmolderingSmoke 3972 ParticleSysBone = Smoke05 SmolderingSmoke 3973 ParticleSysBone = Smoke06 SmolderingSmoke 3974 ParticleSysBone = Fire01 SmolderingFireLarge 3975 ParticleSysBone = Fire02 SmolderingFireLarge 3976 ParticleSysBone = Fire03 SmolderingFireLarge 3977 ParticleSysBone = Sparks01 LiveWireSparks 3978 ParticleSysBone = Sparks02 LiveWireSparks02 3979 ParticleSysBone = Sparks03 LiveWireSparks02 3980 ParticleSysBone = Sparks04 LiveWireSparks 3981 ParticleSysBone = Sparks05 LiveWireSparks02 3982 ParticleSysBone = Sparks07 LiveWireSparks 3983 End 3984 3985 ; night upgraded 3986 ConditionState = NIGHT POWER_PLANT_UPGRADED 3987 Model = ABPWRPLANT_N 3988 Animation = ABPWRPLANT_N.ABPWRPLANT_N 3989 AnimationMode = LOOP 3990 ParticleSysBone = Smoke02 SteamVent 3991 ParticleSysBone = Sparks02 LiveWireSparks02 3992 ParticleSysBone = Sparks03 LiveWireSparks02 3993 ParticleSysBone = Sparks04 LiveWireSparks 3994 ParticleSysBone = Sparks05 LiveWireSparks02 3995 ParticleSysBone = Sparks07 LiveWireSparks 3996 ParticleSysBone = Sparks08 LiveWireSparks02 3997 ParticleSysBone = Sparks09 LiveWireSparks 3998 ParticleSysBone = Sparks10 LiveWireSparks02 3999 ParticleSysBone = Sparks11 LiveWireSparks 4000 End 4001 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED 4002 Model = ABPWRPLANT_DN 4003 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 4004 AnimationMode = LOOP 4005 ParticleSysBone = Smoke01 SmolderingSmoke 4006 ParticleSysBone = Smoke02 SteamVent 4007 ParticleSysBone = Smoke03 SmolderingSmoke 4008 ParticleSysBone = Fire01 SmolderingFireLarge 4009 ParticleSysBone = Sparks02 LiveWireSparks02 4010 ParticleSysBone = Sparks03 LiveWireSparks02 4011 ParticleSysBone = Sparks04 LiveWireSparks 4012 ParticleSysBone = Sparks05 LiveWireSparks02 4013 ParticleSysBone = Sparks07 LiveWireSparks 4014 ParticleSysBone = Sparks08 LiveWireSparks02 4015 ParticleSysBone = Sparks09 LiveWireSparks 4016 ParticleSysBone = Sparks10 LiveWireSparks02 4017 ParticleSysBone = Sparks11 LiveWireSparks 4018 End 4019 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 4020 Model = ABPWRPLANT_EN 4021 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 4022 AnimationMode = LOOP 4023 ParticleSysBone = Smoke01 SmolderingSmoke 4024 ParticleSysBone = Smoke02 SteamVent 4025 ParticleSysBone = Smoke03 SmolderingSmoke 4026 ParticleSysBone = Smoke04 SmolderingSmoke 4027 ParticleSysBone = Smoke05 SmolderingSmoke 4028 ParticleSysBone = Smoke06 SmolderingSmoke 4029 ParticleSysBone = Fire01 SmolderingFireLarge 4030 ParticleSysBone = Fire02 SmolderingFireLarge 4031 ParticleSysBone = Fire03 SmolderingFireLarge 4032 ParticleSysBone = Sparks02 LiveWireSparks02 4033 ParticleSysBone = Sparks03 LiveWireSparks02 4034 ParticleSysBone = Sparks04 LiveWireSparks 4035 ParticleSysBone = Sparks05 LiveWireSparks02 4036 ParticleSysBone = Sparks07 LiveWireSparks 4037 ParticleSysBone = Sparks08 LiveWireSparks02 4038 ParticleSysBone = Sparks09 LiveWireSparks 4039 ParticleSysBone = Sparks10 LiveWireSparks02 4040 ParticleSysBone = Sparks11 LiveWireSparks 4041 End 4042 4043 4044 ; day ******************************************** 4045 ConditionState = SNOW 4046 Model = ABPWRPLANT_S 4047 Animation = ABPWRPLANT_S.ABPWRPLANT_S 4048 AnimationMode = LOOP 4049 ParticleSysBone = Smoke02 SteamVent 4050 End 4051 ConditionState = DAMAGED SNOW 4052 Model = ABPWRPLANT_DS 4053 ParticleSysBone = Smoke01 SmolderingSmoke 4054 ParticleSysBone = Smoke02 SteamVent 4055 ParticleSysBone = Smoke03 SmolderingSmoke 4056 ParticleSysBone = Fire01 SmolderingFireLarge 4057 ParticleSysBone = Sparks01 LiveWireSparks 4058 ParticleSysBone = Sparks02 LiveWireSparks 4059 End 4060 ConditionState = REALLYDAMAGED RUBBLE SNOW 4061 Model = ABPWRPLANT_ES 4062 ParticleSysBone = Smoke01 SmolderingSmoke 4063 ParticleSysBone = Smoke02 SteamVent 4064 ParticleSysBone = Smoke03 SmolderingSmoke 4065 ParticleSysBone = Smoke04 SmolderingSmoke 4066 ParticleSysBone = Smoke05 SmolderingSmoke 4067 ParticleSysBone = Smoke06 SmolderingSmoke 4068 ParticleSysBone = Fire01 SmolderingFireLarge 4069 ParticleSysBone = Fire02 SmolderingFireLarge 4070 ParticleSysBone = Fire03 SmolderingFireLarge 4071 ParticleSysBone = Spark01 LiveWireSparks 4072 End 4073 4074 4075 ; day upgrade 4076 ConditionState = POWER_PLANT_UPGRADED SNOW; 4077 Model = ABPWRPLANT_S 4078 Animation = ABPWRPLANT_S.ABPWRPLANT_S 4079 AnimationMode = LOOP 4080 ParticleSysBone = Smoke02 SteamVent 4081 ParticleSysBone = Spark01 LiveWireSparks 4082 ParticleSysBone = Spark02 LiveWireSparks02 4083 ParticleSysBone = Spark03 LiveWireSparks02 4084 ParticleSysBone = Spark04 LiveWireSparks 4085 ParticleSysBone = Spark05 LiveWireSparks02 4086 ParticleSysBone = Spark06 LiveWireSparks 4087 End 4088 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 4089 Model = ABPWRPLANT_DS 4090 ParticleSysBone = Smoke01 SmolderingSmoke 4091 ParticleSysBone = Smoke02 SteamVent 4092 ParticleSysBone = Smoke03 SmolderingSmoke 4093 ParticleSysBone = Fire01 SmolderingFireLarge 4094 ParticleSysBone = Spark01 LiveWireSparks 4095 ParticleSysBone = Spark02 LiveWireSparks02 4096 ParticleSysBone = Spark03 LiveWireSparks02 4097 ParticleSysBone = Spark04 LiveWireSparks 4098 ParticleSysBone = Spark05 LiveWireSparks02 4099 ParticleSysBone = Spark06 LiveWireSparks 4100 End 4101 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 4102 Model = ABPWRPLANT_ES 4103 ParticleSysBone = Smoke01 SmolderingSmoke 4104 ParticleSysBone = Smoke02 SteamVent 4105 ParticleSysBone = Smoke03 SmolderingSmoke 4106 ParticleSysBone = Smoke04 SmolderingSmoke 4107 ParticleSysBone = Smoke05 SmolderingSmoke 4108 ParticleSysBone = Smoke06 SmolderingSmoke 4109 ParticleSysBone = Fire01 SmolderingFireLarge 4110 ParticleSysBone = Fire02 SmolderingFireLarge 4111 ParticleSysBone = Fire03 SmolderingFireLarge 4112 ParticleSysBone = Spark01 LiveWireSparks 4113 ParticleSysBone = Spark02 LiveWireSparks02 4114 ParticleSysBone = Spark03 LiveWireSparks02 4115 ParticleSysBone = Spark04 LiveWireSparks 4116 ParticleSysBone = Spark05 LiveWireSparks02 4117 ParticleSysBone = Spark06 LiveWireSparks 4118 End 4119 4120 4121 ; night 4122 ConditionState = NIGHT SNOW; 4123 Model = ABPWRPLANT_NS 4124 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 4125 AnimationMode = LOOP 4126 ParticleSysBone = Smoke02 SteamVent 4127 End 4128 ConditionState = DAMAGED NIGHT SNOW 4129 Model = ABPWRPLANT_DNS 4130 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 4131 AnimationMode = LOOP 4132 ParticleSysBone = Smoke01 SmolderingSmoke 4133 ParticleSysBone = Smoke02 SteamVent 4134 ParticleSysBone = Smoke03 SmolderingSmoke 4135 ParticleSysBone = Fire01 SmolderingFireLarge 4136 ParticleSysBone = Sparks01 LiveWireSparks 4137 ParticleSysBone = Sparks02 LiveWireSparks 4138 ParticleSysBone = Sparks03 LiveWireSparks02 4139 End 4140 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; 4141 Model = ABPWRPLANT_ENS 4142 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 4143 AnimationMode = LOOP 4144 ParticleSysBone = Smoke01 SmolderingSmoke 4145 ParticleSysBone = Smoke02 SteamVent 4146 ParticleSysBone = Smoke03 SmolderingSmoke 4147 ParticleSysBone = Smoke04 SmolderingSmoke 4148 ParticleSysBone = Smoke05 SmolderingSmoke 4149 ParticleSysBone = Smoke06 SmolderingSmoke 4150 ParticleSysBone = Fire01 SmolderingFireLarge 4151 ParticleSysBone = Fire02 SmolderingFireLarge 4152 ParticleSysBone = Fire03 SmolderingFireLarge 4153 ParticleSysBone = Sparks01 LiveWireSparks 4154 ParticleSysBone = Sparks02 LiveWireSparks02 4155 ParticleSysBone = Sparks03 LiveWireSparks02 4156 ParticleSysBone = Sparks04 LiveWireSparks 4157 ParticleSysBone = Sparks05 LiveWireSparks02 4158 ParticleSysBone = Sparks07 LiveWireSparks 4159 End 4160 4161 ; night upgraded 4162 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 4163 Model = ABPWRPLANT_NS 4164 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 4165 AnimationMode = LOOP 4166 ParticleSysBone = Smoke02 SteamVent 4167 ParticleSysBone = Sparks02 LiveWireSparks02 4168 ParticleSysBone = Sparks03 LiveWireSparks02 4169 ParticleSysBone = Sparks04 LiveWireSparks 4170 ParticleSysBone = Sparks05 LiveWireSparks02 4171 ParticleSysBone = Sparks07 LiveWireSparks 4172 ParticleSysBone = Sparks08 LiveWireSparks02 4173 ParticleSysBone = Sparks09 LiveWireSparks 4174 ParticleSysBone = Sparks10 LiveWireSparks02 4175 ParticleSysBone = Sparks11 LiveWireSparks 4176 End 4177 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW 4178 Model = ABPWRPLANT_DNS 4179 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 4180 AnimationMode = LOOP 4181 ParticleSysBone = Smoke01 SmolderingSmoke 4182 ParticleSysBone = Smoke02 SteamVent 4183 ParticleSysBone = Smoke03 SmolderingSmoke 4184 ParticleSysBone = Fire01 SmolderingFireLarge 4185 ParticleSysBone = Sparks02 LiveWireSparks02 4186 ParticleSysBone = Sparks03 LiveWireSparks02 4187 ParticleSysBone = Sparks04 LiveWireSparks 4188 ParticleSysBone = Sparks05 LiveWireSparks02 4189 ParticleSysBone = Sparks07 LiveWireSparks 4190 ParticleSysBone = Sparks08 LiveWireSparks02 4191 ParticleSysBone = Sparks09 LiveWireSparks 4192 ParticleSysBone = Sparks10 LiveWireSparks02 4193 ParticleSysBone = Sparks11 LiveWireSparks 4194 End 4195 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 4196 Model = ABPWRPLANT_ENS 4197 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 4198 AnimationMode = LOOP 4199 ParticleSysBone = Smoke01 SmolderingSmoke 4200 ParticleSysBone = Smoke02 SteamVent 4201 ParticleSysBone = Smoke03 SmolderingSmoke 4202 ParticleSysBone = Smoke04 SmolderingSmoke 4203 ParticleSysBone = Smoke05 SmolderingSmoke 4204 ParticleSysBone = Smoke06 SmolderingSmoke 4205 ParticleSysBone = Fire01 SmolderingFireLarge 4206 ParticleSysBone = Fire02 SmolderingFireLarge 4207 ParticleSysBone = Fire03 SmolderingFireLarge 4208 ParticleSysBone = Sparks02 LiveWireSparks02 4209 ParticleSysBone = Sparks03 LiveWireSparks02 4210 ParticleSysBone = Sparks04 LiveWireSparks 4211 ParticleSysBone = Sparks05 LiveWireSparks02 4212 ParticleSysBone = Sparks07 LiveWireSparks 4213 ParticleSysBone = Sparks08 LiveWireSparks02 4214 ParticleSysBone = Sparks09 LiveWireSparks 4215 ParticleSysBone = Sparks10 LiveWireSparks02 4216 ParticleSysBone = Sparks11 LiveWireSparks 4217 End 4218 4219 ;************************************************************************************************************************** 4220 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4221 ;for this draw module 4222 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4223 Model = ABPWRPLANT 4224 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4225 End 4226 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4227 Model = ABPWRPLANT_D 4228 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4229 End 4230 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4231 Model = ABPWRPLANT_E 4232 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4233 End 4234 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4235 Model = ABPWRPLANT_N 4236 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4237 End 4238 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4239 Model = ABPWRPLANT_DN 4240 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4241 End 4242 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4243 Model = ABPWRPLANT_EN 4244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4245 End 4246 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4247 Model = ABPWRPLANT_S 4248 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4249 End 4250 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4251 Model = ABPWRPLANT_DS 4252 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4253 End 4254 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4255 Model = ABPWRPLANT_ES 4256 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4257 End 4258 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4259 Model = ABPWRPLANT_NS 4260 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4261 End 4262 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4263 Model = ABPWRPLANT_DNS 4264 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4265 End 4266 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4267 Model = ABPWRPLANT_ENS 4268 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4269 End 4270 4271 ConditionState = AWAITING_CONSTRUCTION 4272 Model = NONE 4273 End 4274 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4275 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4276 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4277 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4278 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4279 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4280 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4281 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4282 AliasConditionState = SOLD DAMAGED 4283 AliasConditionState = SOLD REALLYDAMAGED 4284 AliasConditionState = SOLD NIGHT 4285 AliasConditionState = SOLD NIGHT DAMAGED 4286 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4287 AliasConditionState = SOLD SNOW 4288 AliasConditionState = SOLD SNOW DAMAGED 4289 AliasConditionState = SOLD SNOW REALLYDAMAGED 4290 AliasConditionState = SOLD NIGHT SNOW 4291 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4292 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4293 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 4294 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 4295 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 4296 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 4297 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 4298 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 4299 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 4300 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 4301 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 4302 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 4303 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 4304 ;************************************************************************************************************************** 4305 4306 4307 4308 4309 4310 4311 End 4312 4313 ; ------------ construction-zone fence ----------------- 4314 4315 Draw = W3DModelDraw ModuleTag_02 4316 AnimationsRequirePower = No 4317 DefaultConditionState 4318 Model = None 4319 TransitionKey = DOWN_DEFAULT 4320 End 4321 ConditionState = NIGHT 4322 Model = None 4323 TransitionKey = DOWN_DEFAULT 4324 End 4325 ConditionState = SNOW 4326 Model = None 4327 TransitionKey = DOWN_DEFAULT 4328 End 4329 ConditionState = SNOW NIGHT 4330 Model = None 4331 TransitionKey = DOWN_DEFAULT 4332 End 4333 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4334 Model = ABPwrPlant_A4 4335 Animation = ABPwrPlant_A4.ABPwrPlant_A4 4336 AnimationMode = MANUAL 4337 Flags = START_FRAME_LAST 4338 TransitionKey = UP_DAY 4339 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4340 ParticleSysBone = SparksS01 LiveWireSparks02 4341 End 4342 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4343 Model = ABPwrPlant_A4N 4344 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 4345 AnimationMode = MANUAL 4346 Flags = START_FRAME_LAST 4347 TransitionKey = UP_NIGHT 4348 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4349 ParticleSysBone = SparksS01 LiveWireSparks02 4350 End 4351 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4352 Model = ABPwrPlant_A4S 4353 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4354 AnimationMode = MANUAL 4355 Flags = START_FRAME_LAST 4356 TransitionKey = UP_SNOW 4357 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4358 ParticleSysBone = SparksS01 LiveWireSparks02 4359 End 4360 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4361 Model = ABPwrPlant_A4S 4362 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4363 AnimationMode = MANUAL 4364 Flags = START_FRAME_LAST 4365 TransitionKey = UP_SNOWNIGHT 4366 ParticleSysBone = SmokeS01 SmokeBuildingSmall 4367 ParticleSysBone = SparksS01 LiveWireSparks02 4368 End 4369 TransitionState = DOWN_DEFAULT UP_DAY 4370 Model = ABPwrPlant_A4 4371 Animation = ABPwrPlant_A4.ABPwrPlant_A4 4372 AnimationMode = ONCE 4373 AnimationSpeedFactorRange = 1.0 1.0 4374 Flags = START_FRAME_FIRST 4375 End 4376 TransitionState = DOWN_DEFAULT UP_NIGHT 4377 Model = ABPwrPlant_A4N 4378 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 4379 AnimationMode = ONCE 4380 AnimationSpeedFactorRange = 1.0 1.0 4381 Flags = START_FRAME_FIRST 4382 End 4383 TransitionState = DOWN_DEFAULT UP_SNOW 4384 Model = ABPwrPlant_A4S 4385 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4386 AnimationMode = ONCE 4387 AnimationSpeedFactorRange = 1.0 1.0 4388 Flags = START_FRAME_FIRST 4389 End 4390 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4391 Model = ABPwrPlant_A4SN 4392 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 4393 AnimationMode = ONCE 4394 AnimationSpeedFactorRange = 1.0 1.0 4395 Flags = START_FRAME_FIRST 4396 End 4397 TransitionState = UP_DAY DOWN_DEFAULT 4398 Model = ABPwrPlant_A4 4399 Animation = ABPwrPlant_A4.ABPwrPlant_A4 4400 AnimationMode = ONCE_BACKWARDS 4401 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4402 Flags = START_FRAME_LAST 4403 End 4404 TransitionState = UP_NIGHT DOWN_DEFAULT 4405 Model = ABPwrPlant_A4N 4406 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 4407 AnimationMode = ONCE_BACKWARDS 4408 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4409 Flags = START_FRAME_LAST 4410 End 4411 TransitionState = UP_SNOW DOWN_DEFAULT 4412 Model = ABPwrPlant_A4S 4413 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 4414 AnimationMode = ONCE_BACKWARDS 4415 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4416 Flags = START_FRAME_LAST 4417 End 4418 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4419 Model = ABPwrPlant_A4SN 4420 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 4421 AnimationMode = ONCE_BACKWARDS 4422 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4423 Flags = START_FRAME_LAST 4424 End 4425 End 4426 4427 ; ------------ under-construction scaffolding ----------------- 4428 Draw = W3DModelDraw ModuleTag_03 4429 AnimationsRequirePower = No 4430 MinLODRequired = MEDIUM 4431 DefaultConditionState 4432 Model = None 4433 TransitionKey = DOWN_DEFAULT 4434 End 4435 ConditionState = NIGHT 4436 Model = None 4437 TransitionKey = DOWN_DEFAULT 4438 End 4439 ConditionState = SNOW 4440 Model = None 4441 TransitionKey = DOWN_DEFAULT 4442 End 4443 ConditionState = SNOW NIGHT 4444 Model = None 4445 TransitionKey = DOWN_DEFAULT 4446 End 4447 ConditionState = PARTIALLY_CONSTRUCTED 4448 Model = ABPwrPlant_A6 4449 Animation = ABPwrPlant_A6.ABPwrPlant_A6 4450 AnimationMode = MANUAL 4451 Flags = START_FRAME_LAST 4452 TransitionKey = UP_DAY 4453 ParticleSysBone = SparksS01 BuildUpBlueSpark 4454 ParticleSysBone = SparksS02 BuildUpBlueSpark 4455 ParticleSysBone = SparksS03 SparksSmall 4456 ParticleSysBone = SparksS06 BuildUpBlueSpark 4457 End 4458 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4459 Model = ABPwrPlant_A6N 4460 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 4461 AnimationMode = MANUAL 4462 Flags = START_FRAME_LAST 4463 TransitionKey = UP_NIGHT 4464 ParticleSysBone = SparksS01 BuildUpBlueSpark 4465 ParticleSysBone = SparksS02 BuildUpBlueSpark 4466 ParticleSysBone = SparksS03 SparksSmall 4467 ParticleSysBone = SparksS06 BuildUpBlueSpark 4468 End 4469 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4470 Model = ABPwrPlant_A6S 4471 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 4472 AnimationMode = MANUAL 4473 Flags = START_FRAME_LAST 4474 TransitionKey = UP_SNOW 4475 ParticleSysBone = SparksS01 BuildUpBlueSpark 4476 ParticleSysBone = SparksS02 BuildUpBlueSpark 4477 ParticleSysBone = SparksS03 SparksSmall 4478 ParticleSysBone = SparksS06 BuildUpBlueSpark 4479 End 4480 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4481 Model = ABPwrPlant_A6SN 4482 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 4483 AnimationMode = MANUAL 4484 Flags = START_FRAME_LAST 4485 TransitionKey = UP_SNOWNIGHT 4486 ParticleSysBone = SparksS01 BuildUpBlueSpark 4487 ParticleSysBone = SparksS02 BuildUpBlueSpark 4488 ParticleSysBone = SparksS03 SparksSmall 4489 ParticleSysBone = SparksS06 BuildUpBlueSpark 4490 End 4491 TransitionState = DOWN_DEFAULT UP_DAY 4492 Model = ABPwrPlant_A6 4493 Animation = ABPwrPlant_A6.ABPwrPlant_A6 4494 AnimationMode = ONCE 4495 AnimationSpeedFactorRange = 1.0 1.0 4496 Flags = START_FRAME_FIRST 4497 End 4498 TransitionState = DOWN_DEFAULT UP_NIGHT 4499 Model = ABPwrPlant_A6N 4500 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 4501 AnimationMode = ONCE 4502 AnimationSpeedFactorRange = 1.0 1.0 4503 Flags = START_FRAME_FIRST 4504 End 4505 TransitionState = DOWN_DEFAULT UP_SNOW 4506 Model = ABPwrPlant_A6S 4507 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 4508 AnimationMode = ONCE 4509 4510 AnimationSpeedFactorRange = 1.0 1.0 4511 Flags = START_FRAME_FIRST 4512 End 4513 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4514 Model = ABPwrPlant_A6SN 4515 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 4516 AnimationMode = ONCE 4517 AnimationSpeedFactorRange = 1.0 1.0 4518 Flags = START_FRAME_FIRST 4519 End 4520 TransitionState = UP_DAY DOWN_DEFAULT 4521 Model = ABPwrPlant_A6 4522 Animation = ABPwrPlant_A6.ABPwrPlant_A6 4523 AnimationMode = ONCE_BACKWARDS 4524 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4525 Flags = START_FRAME_LAST 4526 End 4527 TransitionState = UP_NIGHT DOWN_DEFAULT 4528 Model = ABPwrPlant_A6N 4529 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 4530 AnimationMode = ONCE_BACKWARDS 4531 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4532 Flags = START_FRAME_LAST 4533 End 4534 TransitionState = UP_SNOW DOWN_DEFAULT 4535 Model = ABPwrPlant_A6S 4536 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 4537 AnimationMode = ONCE_BACKWARDS 4538 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4539 Flags = START_FRAME_LAST 4540 End 4541 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4542 Model = ABPwrPlant_A6SN 4543 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 4544 AnimationMode = ONCE_BACKWARDS 4545 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4546 Flags = START_FRAME_LAST 4547 End 4548 End 4549 4550 ; ------------ being-constructed crane ----------------- 4551 Draw = W3DModelDraw ModuleTag_04 4552 AnimationsRequirePower = No 4553 DefaultConditionState 4554 Model = None 4555 TransitionKey = DOWN_DEFAULT 4556 End 4557 ConditionState = NIGHT 4558 Model = None 4559 TransitionKey = DOWN_DEFAULT 4560 End 4561 ConditionState = SNOW 4562 Model = None 4563 TransitionKey = DOWN_DEFAULT 4564 End 4565 ConditionState = SNOW NIGHT 4566 Model = None 4567 TransitionKey = DOWN_DEFAULT 4568 End 4569 ConditionState = SOLD 4570 Model = NONE 4571 End 4572 4573 ConditionState = ACTIVELY_BEING_CONSTRUCTED 4574 Model = ABPwrPlant_A5 4575 Animation = ABPwrPlant_A5.ABPwrPlant_A5 4576 AnimationMode = LOOP 4577 TransitionKey = UP_DAY 4578 End 4579 4580 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 4581 Model = ABPwrPlant_A5N 4582 Animation = ABPwrPlant_A5N.ABPwrPlant_A5N 4583 AnimationMode = LOOP 4584 TransitionKey = UP_NIGHT 4585 End 4586 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 4587 Model = ABPwrPlant_A5S 4588 Animation = ABPwrPlant_A5S.ABPwrPlant_A5S 4589 AnimationMode = LOOP 4590 TransitionKey = UP_SNOW 4591 End 4592 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 4593 Model = ABPwrPlant_A5SN 4594 Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN 4595 AnimationMode = LOOP 4596 TransitionKey = UP_SNOWNIGHT 4597 End 4598 TransitionState = DOWN_DEFAULT UP_DAY 4599 Model = ABPwrPlant_AB 4600 Animation = ABPwrPlant_AB.ABPwrPlant_AB 4601 AnimationMode = ONCE 4602 AnimationSpeedFactorRange = 1.0 1.0 4603 Flags = START_FRAME_FIRST 4604 End 4605 4606 TransitionState = DOWN_DEFAULT UP_NIGHT 4607 Model = ABPwrPlant_ABN 4608 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 4609 AnimationMode = ONCE 4610 AnimationSpeedFactorRange = 1.0 1.0 4611 Flags = START_FRAME_FIRST 4612 End 4613 4614 TransitionState = DOWN_DEFAULT UP_SNOW 4615 Model = ABPwrPlant_ABS 4616 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 4617 AnimationMode = ONCE 4618 AnimationSpeedFactorRange = 1.0 1.0 4619 Flags = START_FRAME_FIRST 4620 End 4621 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4622 Model = ABPwrPlant_ABSN 4623 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 4624 AnimationMode = ONCE 4625 AnimationSpeedFactorRange = 1.0 1.0 4626 Flags = START_FRAME_FIRST 4627 End 4628 TransitionState = UP_DAY DOWN_DEFAULT 4629 Model = ABPwrPlant_AB 4630 Animation = ABPwrPlant_AB.ABPwrPlant_AB 4631 AnimationMode = ONCE_BACKWARDS 4632 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4633 Flags = START_FRAME_LAST 4634 End 4635 TransitionState = UP_NIGHT DOWN_DEFAULT 4636 Model = ABPwrPlant_ABN 4637 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 4638 AnimationMode = ONCE_BACKWARDS 4639 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4640 Flags = START_FRAME_LAST 4641 End 4642 TransitionState = UP_SNOW DOWN_DEFAULT 4643 Model = ABPwrPlant_ABS 4644 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 4645 AnimationMode = ONCE_BACKWARDS 4646 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4647 Flags = START_FRAME_LAST 4648 End 4649 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4650 Model = ABPwrPlant_ABSN 4651 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 4652 AnimationMode = ONCE_BACKWARDS 4653 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4654 Flags = START_FRAME_LAST 4655 End 4656 End 4657 4658 ; ---- the control rods ----- 4659 Draw = W3DModelDraw ModuleTag_05 4660 OkToChangeModelColor = Yes 4661 4662 ; no upgrade 4663 ConditionState = NONE 4664 Model ABPWRPLANT_A1 4665 End 4666 AliasConditionState = SNOW 4667 AliasConditionState = NIGHT 4668 AliasConditionState = SNOW NIGHT 4669 4670 ConditionState = DAMAGED 4671 Model ABPWRPLANT_A1D 4672 End 4673 AliasConditionState = DAMAGED SNOW 4674 AliasConditionState = DAMAGED NIGHT 4675 AliasConditionState = DAMAGED SNOW NIGHT 4676 4677 ConditionState = REALLYDAMAGED RUBBLE 4678 Model ABPWRPLANT_A1E 4679 End 4680 AliasConditionState = REALLYDAMAGED RUBBLE SNOW 4681 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 4682 AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 4683 4684 4685 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4686 Model = ABPWRPLANT_A1 4687 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4688 End 4689 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4690 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4691 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 4692 4693 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4694 Model = ABPWRPLANT_A1D 4695 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4696 End 4697 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4698 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4699 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 4700 4701 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 4702 Model = ABPWRPLANT_A1E 4703 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4704 End 4705 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4706 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4707 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 4708 4709 ; first to upgrade 4710 ConditionState = POWER_PLANT_UPGRADING 4711 Model ABPWRPLANT_A1 4712 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 4713 AnimationMode = ONCE 4714 Flags = START_FRAME_FIRST 4715 End 4716 AliasConditionState = POWER_PLANT_UPGRADING SNOW 4717 AliasConditionState = POWER_PLANT_UPGRADING NIGHT 4718 AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT 4719 4720 ConditionState = DAMAGED POWER_PLANT_UPGRADING 4721 Model ABPWRPLANT_A1D 4722 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 4723 AnimationMode = ONCE 4724 Flags = START_FRAME_FIRST 4725 End 4726 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW 4727 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT 4728 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT 4729 4730 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING 4731 Model ABPWRPLANT_A1E 4732 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 4733 AnimationMode = ONCE 4734 Flags = START_FRAME_FIRST 4735 End 4736 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW 4737 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT 4738 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT 4739 4740 ; already upgraded 4741 ConditionState = POWER_PLANT_UPGRADED 4742 Model ABPWRPLANT_A1 4743 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 4744 AnimationMode = MANUAL 4745 Flags = START_FRAME_LAST 4746 End 4747 AliasConditionState = POWER_PLANT_UPGRADED SNOW 4748 AliasConditionState = POWER_PLANT_UPGRADED NIGHT 4749 AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT 4750 4751 ConditionState = DAMAGED POWER_PLANT_UPGRADED 4752 Model ABPWRPLANT_A1D 4753 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 4754 AnimationMode = MANUAL 4755 Flags = START_FRAME_LAST 4756 End 4757 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 4758 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT 4759 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT 4760 4761 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 4762 Model ABPWRPLANT_A1E 4763 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 4764 AnimationMode = MANUAL 4765 Flags = START_FRAME_LAST 4766 End 4767 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 4768 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT 4769 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT 4770 4771 4772 ConditionState = AWAITING_CONSTRUCTION 4773 Model = NONE 4774 End 4775 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4776 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4777 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4778 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4779 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4780 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4781 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4782 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4783 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4784 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4785 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4786 AliasConditionState = SOLD DAMAGED 4787 AliasConditionState = SOLD REALLYDAMAGED 4788 AliasConditionState = SOLD NIGHT 4789 AliasConditionState = SOLD NIGHT DAMAGED 4790 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4791 AliasConditionState = SOLD NIGHT SNOW 4792 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4793 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4794 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 4795 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 4796 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 4797 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 4798 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 4799 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 4800 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 4801 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 4802 ;************************************************************************************************************************** 4803 4804 End 4805 4806 4807 4808 PlacementViewAngle = -45 4809 4810 ; ***DESIGN parameters *** 4811 DisplayName = OBJECT:ColdFusionReactor 4812 Side = America 4813 EditorSorting = STRUCTURE 4814 Prerequisites 4815 ; Object = AmericaCommandCenter 4816 End 4817 BuildCost = 800 4818 BuildTime = 10.0 ; in seconds 4819 EnergyProduction = 5 4820 EnergyBonus = 5 4821 VisionRange = 200.0 ; Shroud clearing distance 4822 ShroudClearingRange = 200 4823 ArmorSet 4824 Conditions = None 4825 Armor = StructureArmor 4826 DamageFX = StructureDamageFXNoShake 4827 End 4828 CommandSet = AmericaPowerPlantCommandSet 4829 ExperienceValue = 100 100 100 100 ; Experience point value at each level 4830 4831 ; *** AUDIO Parameters *** 4832 VoiceSelect = ColdFusionReactorSelect 4833 SoundOnDamaged = BuildingDamagedStateLight 4834 SoundOnReallyDamaged = BuildingDestroy 4835 4836 UnitSpecificSounds 4837 UnderConstruction = UnderConstructionLoop 4838 End 4839 4840 ; *** ENGINEERING Parameters *** 4841 RadarPriority = STRUCTURE 4842 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 4843 Body = StructureBody ModuleTag_06 4844 MaxHealth = 800.0 4845 InitialHealth = 800.0 4846 4847 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4848 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4849 SubdualDamageCap = 1000 4850 SubdualDamageHealRate = 500 4851 SubdualDamageHealAmount = 100 4852 End 4853 4854 Behavior = PowerPlantUpgrade ModuleTag_07 4855 TriggeredBy = Upgrade_AmericaAdvancedControlRods 4856 End 4857 4858 Behavior = BaseRegenerateUpdate ModuleTag_08 4859 ;No data 4860 End 4861 Behavior = PowerPlantUpdate ModuleTag_09 4862 RodsExtendTime = 600 4863 End 4864 4865 4866 Behavior = DestroyDie ModuleTag_10 4867 ;nothing 4868 End 4869 Behavior = CreateObjectDie ModuleTag_11 4870 CreationList = OCL_ABPowerPlantExplode 4871 End 4872 Behavior = CreateObjectDie ModuleTag_12 4873 CreationList = OCL_AmericanRangerDebris02 4874 ExemptStatus = UNDER_CONSTRUCTION 4875 End 4876 Behavior = FXListDie ModuleTag_13 4877 DeathFX = FX_StructureSmallDeath 4878 End 4879 4880 Behavior = ProductionUpdate ModuleTag_14 4881 ; nothing 4882 End 4883 4884 Behavior = FlammableUpdate ModuleTag_16 4885 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4886 AflameDamageAmount = 5 ; taking this much damage... 4887 AflameDamageDelay = 500 ; this often. 4888 End 4889 4890 Behavior = TransitionDamageFX ModuleTag_17 4891 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 4892 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4893 ;--------------------------------------------------------------------------------------- 4894 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4895 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4896 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4897 End 4898 4899 Geometry = BOX 4900 GeometryMajorRadius = 22.0 4901 GeometryMinorRadius = 30.0 4902 GeometryHeight = 46.0 4903 GeometryIsSmall = No 4904 Shadow = SHADOW_VOLUME 4905 BuildCompletion = PLACED_BY_PLAYER 4906 4907 End 4908 4909 ;------------------------------------------------------------------------------ 4910 Object AmericaParticleCannonUplink 4911 4912 ; *** ART Parameters *** 4913 SelectPortrait = SAUplink_L 4914 ButtonImage = SAUplink 4915 4916 Draw = W3DModelDraw ModuleTag_01 4917 ExtraPublicBone = FX01 4918 ExtraPublicBone = FX02 4919 ExtraPublicBone = FX03 4920 ExtraPublicBone = FX04 4921 ExtraPublicBone = FX05 4922 OkToChangeModelColor = Yes 4923 4924 4925 ; day ************************************** 4926 ConditionState = NONE 4927 Model = ABSDILink 4928 Animation = ABSDILink.ABSDILink 4929 AnimationMode = LOOP 4930 Flags = MAINTAIN_FRAME_ACROSS_STATES 4931 End 4932 ConditionState = DAMAGED 4933 Model = ABSDILink_D 4934 Animation = ABSDILink_D.ABSDILink_D 4935 AnimationMode = LOOP 4936 Flags = MAINTAIN_FRAME_ACROSS_STATES 4937 End 4938 ConditionState = REALLYDAMAGED RUBBLE 4939 Model = ABSDILink_E 4940 Animation = ABSDILink_E.ABSDILink_E 4941 AnimationMode = LOOP 4942 Flags = MAINTAIN_FRAME_ACROSS_STATES 4943 End 4944 4945 4946 ; night ************************************* 4947 ConditionState = NIGHT 4948 Model = ABSDILink_N 4949 Animation = ABSDILink_N.ABSDILink_N 4950 AnimationMode = LOOP 4951 Flags = MAINTAIN_FRAME_ACROSS_STATES 4952 End 4953 ConditionState = DAMAGED NIGHT 4954 Model = ABSDILink_DN 4955 Animation = ABSDILink_DN.ABSDILink_DN 4956 AnimationMode = LOOP 4957 Flags = MAINTAIN_FRAME_ACROSS_STATES 4958 End 4959 ConditionState = REALLYDAMAGED RUBBLE NIGHT 4960 Model = ABSDILink_EN 4961 Animation = ABSDILink_EN.ABSDILink_EN 4962 AnimationMode = LOOP 4963 Flags = MAINTAIN_FRAME_ACROSS_STATES 4964 End 4965 4966 ; day snow ************************************** 4967 ConditionState = SNOW 4968 Model = ABSDILink_S 4969 Animation = ABSDILink_S.ABSDILink_S 4970 AnimationMode = LOOP 4971 Flags = MAINTAIN_FRAME_ACROSS_STATES 4972 End 4973 ConditionState = DAMAGED SNOW 4974 Model = ABSDILink_DS 4975 Animation = ABSDILink_DS.ABSDILink_DS 4976 AnimationMode = LOOP 4977 Flags = MAINTAIN_FRAME_ACROSS_STATES 4978 End 4979 ConditionState = REALLYDAMAGED RUBBLE SNOW 4980 Model = ABSDILink_ES 4981 Animation = ABSDILink_ES.ABSDILink_ES 4982 AnimationMode = LOOP 4983 Flags = MAINTAIN_FRAME_ACROSS_STATES 4984 End 4985 4986 ; night snow ************************************* 4987 ConditionState = NIGHT SNOW 4988 Model = ABSDILink_NS 4989 Animation = ABSDILink_NS.ABSDILink_NS 4990 AnimationMode = LOOP 4991 Flags = MAINTAIN_FRAME_ACROSS_STATES 4992 End 4993 ConditionState = DAMAGED NIGHT SNOW 4994 Model = ABSDILink_DNS 4995 Animation = ABSDILink_DNS.ABSDILink_DNS 4996 AnimationMode = LOOP 4997 Flags = MAINTAIN_FRAME_ACROSS_STATES 4998 End 4999 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 5000 Model = ABSDILink_ENS 5001 Animation = ABSDILink_ENS.ABSDILink_ENS 5002 AnimationMode = LOOP 5003 Flags = MAINTAIN_FRAME_ACROSS_STATES 5004 End 5005 5006 ;************************************************************************************************************************** 5007 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5008 ;for this draw module 5009 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5010 Model = ABSDILink 5011 Animation = ABSDILink.ABSDILink 5012 AnimationMode = LOOP 5013 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5014 End 5015 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5016 Model = ABSDILink_D 5017 Animation = ABSDILink_D.ABSDILink_D 5018 AnimationMode = LOOP 5019 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5020 End 5021 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5022 Model = ABSDILink_E 5023 Animation = ABSDILink_E.ABSDILink_E 5024 AnimationMode = LOOP 5025 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5026 End 5027 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5028 Model = ABSDILink_N 5029 Animation = ABSDILink_N.ABSDILink_N 5030 AnimationMode = LOOP 5031 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5032 End 5033 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5034 Model = ABSDILink_DN 5035 Animation = ABSDILink_DN.ABSDILink_DN 5036 AnimationMode = LOOP 5037 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5038 End 5039 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5040 Model = ABSDILink_EN 5041 Animation = ABSDILink_EN.ABSDILink_EN 5042 AnimationMode = LOOP 5043 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5044 End 5045 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5046 Model = ABSDILink_S 5047 Animation = ABSDILink_S.ABSDILink_S 5048 AnimationMode = LOOP 5049 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5050 End 5051 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5052 Model = ABSDILink_DS 5053 Animation = ABSDILink_DS.ABSDILink_DS 5054 AnimationMode = LOOP 5055 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5056 End 5057 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5058 Model = ABSDILink_ES 5059 Animation = ABSDILink_ES.ABSDILink_ES 5060 AnimationMode = LOOP 5061 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5062 End 5063 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5064 Model = ABSDILink_NS 5065 Animation = ABSDILink_NS.ABSDILink_NS 5066 AnimationMode = LOOP 5067 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5068 End 5069 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5070 Model = ABSDILink_DNS 5071 Animation = ABSDILink_DNS.ABSDILink_DNS 5072 AnimationMode = LOOP 5073 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5074 End 5075 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5076 Model = ABSDILink_ENS 5077 Animation = ABSDILink_ENS.ABSDILink_ENS 5078 AnimationMode = LOOP 5079 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5080 End 5081 5082 ConditionState = AWAITING_CONSTRUCTION 5083 Model = NONE 5084 End 5085 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5086 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5087 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5088 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5089 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5090 AliasConditionState = AWAITING_CONSTRUCTION SNOW 5091 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 5092 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 5093 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5094 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5095 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5096 AliasConditionState = SOLD 5097 AliasConditionState = SOLD DAMAGED 5098 AliasConditionState = SOLD REALLYDAMAGED 5099 AliasConditionState = SOLD NIGHT 5100 AliasConditionState = SOLD NIGHT DAMAGED 5101 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5102 AliasConditionState = SOLD SNOW 5103 AliasConditionState = SOLD SNOW DAMAGED 5104 AliasConditionState = SOLD SNOW REALLYDAMAGED 5105 AliasConditionState = SOLD NIGHT SNOW 5106 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5107 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5108 ;************************************************************************************************************************** 5109 5110 5111 5112 End 5113 5114 ;------------ the cannon section (hatch, dish animations) ----------- 5115 Draw = W3DModelDraw ModuleTag_02 5116 ExtraPublicBone = FXConnector 5117 ExtraPublicBone = FXMain 5118 OkToChangeModelColor = Yes 5119 ; day ************************************** 5120 ConditionState = NONE 5121 Model = ABSDILink_A1 5122 Animation = ABSDILink_A1.ABSDILink_A1 5123 AnimationMode = MANUAL 5124 Flags = START_FRAME_FIRST 5125 End 5126 AliasConditionState = NIGHT 5127 AliasConditionState = NIGHT SNOW 5128 AliasConditionState = SNOW 5129 5130 ConditionState = DAMAGED 5131 Model = ABSDILink_A1D 5132 Animation = ABSDILink_A1D.ABSDILink_A1D 5133 AnimationMode = MANUAL 5134 Flags = START_FRAME_FIRST 5135 End 5136 AliasConditionState = NIGHT DAMAGED 5137 AliasConditionState = NIGHT SNOW DAMAGED 5138 AliasConditionState = SNOW DAMAGED 5139 5140 ConditionState = REALLYDAMAGED RUBBLE 5141 Model = ABSDILink_A1E 5142 Animation = ABSDILink_A1E.ABSDILink_A1E 5143 AnimationMode = MANUAL 5144 Flags = START_FRAME_FIRST 5145 End 5146 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 5147 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 5148 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 5149 5150 ConditionState = AWAITING_CONSTRUCTION 5151 Model = None 5152 End 5153 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 5154 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 5155 AliasConditionState = SNOW AWAITING_CONSTRUCTION 5156 5157 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5158 Model = ABSDILink_A1 5159 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5160 End 5161 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5162 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5163 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5164 5165 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5166 Model = ABSDILink_A1D 5167 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5168 End 5169 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5170 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5171 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5172 5173 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5174 Model = ABSDILink_A1E 5175 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5176 End 5177 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5178 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5179 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5180 5181 ;Preparing to fire! 5182 ConditionState = UNPACKING 5183 Model = ABSDILink_A1 5184 Animation = ABSDILink_A1.ABSDILink_A1 5185 AnimationMode = ONCE 5186 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5187 End 5188 AliasConditionState = NIGHT UNPACKING 5189 AliasConditionState = NIGHT SNOW UNPACKING 5190 AliasConditionState = SNOW UNPACKING 5191 5192 ConditionState = UNPACKING DAMAGED 5193 Model = ABSDILink_A1D 5194 Animation = ABSDILink_A1D.ABSDILink_A1D 5195 AnimationMode = ONCE 5196 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5197 End 5198 AliasConditionState = NIGHT UNPACKING DAMAGED 5199 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 5200 AliasConditionState = SNOW UNPACKING DAMAGED 5201 5202 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 5203 Model = ABSDILink_A1E 5204 Animation = ABSDILink_A1E.ABSDILink_A1E 5205 AnimationMode = ONCE 5206 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5207 End 5208 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 5209 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 5210 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 5211 5212 ;Ready to fire -- or firing! 5213 ConditionState = DEPLOYED 5214 Model = ABSDILink_A1 5215 Animation = ABSDILink_A1.ABSDILink_A1 5216 AnimationMode = MANUAL 5217 Flags = START_FRAME_LAST 5218 End 5219 AliasConditionState = NIGHT DEPLOYED 5220 AliasConditionState = NIGHT SNOW DEPLOYED 5221 AliasConditionState = SNOW DEPLOYED 5222 5223 ConditionState = DEPLOYED DAMAGED 5224 Model = ABSDILink_A1D 5225 Animation = ABSDILink_A1D.ABSDILink_A1D 5226 AnimationMode = MANUAL 5227 Flags = START_FRAME_LAST 5228 End 5229 AliasConditionState = NIGHT DEPLOYED DAMAGED 5230 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 5231 AliasConditionState = SNOW DEPLOYED DAMAGED 5232 5233 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 5234 Model = ABSDILink_A1E 5235 Animation = ABSDILink_A1E.ABSDILink_A1E 5236 AnimationMode = MANUAL 5237 Flags = START_FRAME_LAST 5238 End 5239 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 5240 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 5241 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 5242 5243 ;Packing up (recharging for new attack) 5244 ConditionState = PACKING 5245 Model = ABSDILink_A1 5246 Animation = ABSDILink_A1.ABSDILink_A1 5247 AnimationMode = ONCE_BACKWARDS 5248 Flags = MAINTAIN_FRAME_ACROSS_STATES3 5249 End 5250 AliasConditionState = NIGHT PACKING 5251 AliasConditionState = NIGHT SNOW PACKING 5252 AliasConditionState = SNOW PACKING 5253 5254 ConditionState = PACKING DAMAGED 5255 Model = ABSDILink_A1D 5256 Animation = ABSDILink_A1D.ABSDILink_A1D 5257 AnimationMode = ONCE_BACKWARDS 5258 Flags = MAINTAIN_FRAME_ACROSS_STATES3 5259 End 5260 AliasConditionState = NIGHT PACKING DAMAGED 5261 AliasConditionState = NIGHT SNOW PACKING DAMAGED 5262 AliasConditionState = SNOW PACKING DAMAGED 5263 5264 ConditionState = PACKING REALLYDAMAGED RUBBLE 5265 Model = ABSDILink_A1E 5266 Animation = ABSDILink_A1E.ABSDILink_A1E 5267 AnimationMode = ONCE_BACKWARDS 5268 Flags = MAINTAIN_FRAME_ACROSS_STATES3 5269 End 5270 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 5271 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 5272 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 5273 5274 5275 ConditionState = SOLD DEPLOYED 5276 Model = NONE 5277 End 5278 ConditionState = SOLD SNOW DEPLOYED 5279 Model = NONE 5280 End 5281 ConditionState = SOLD NIGHT DEPLOYED 5282 Model = NONE 5283 End 5284 ConditionState = SOLD NIGHT SNOW DEPLOYED 5285 Model = NONE 5286 End 5287 End 5288 5289 5290 ; ------------ construction-zone fence ----------------- 5291 Draw = W3DModelDraw ModuleTag_03 5292 AnimationsRequirePower = No 5293 DefaultConditionState 5294 Model = None 5295 TransitionKey = DOWN_DEFAULT 5296 End 5297 ConditionState = NIGHT 5298 Model = None 5299 TransitionKey = DOWN_DEFAULT 5300 End 5301 ConditionState = SNOW 5302 Model = None 5303 TransitionKey = DOWN_DEFAULT 5304 End 5305 ConditionState = SNOW NIGHT 5306 Model = None 5307 TransitionKey = DOWN_DEFAULT 5308 End 5309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5310 Model = ABSDILink_A4 5311 Animation = ABSDILink_A4.ABSDILink_A4 5312 AnimationMode = MANUAL 5313 Flags = START_FRAME_LAST 5314 TransitionKey = UP_DAY 5315 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5316 ParticleSysBone = SparksS01 LiveWireSparks02 5317 End 5318 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5319 Model = ABSDILink_A4N 5320 Animation = ABSDILink_A4N.ABSDILink_A4N 5321 AnimationMode = MANUAL 5322 Flags = START_FRAME_LAST 5323 TransitionKey = UP_NIGHT 5324 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5325 ParticleSysBone = SparksS01 LiveWireSparks02 5326 End 5327 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5328 Model = ABSDILink_A4S 5329 Animation = ABSDILink_A4S.ABSDILink_A4S 5330 AnimationMode = MANUAL 5331 Flags = START_FRAME_LAST 5332 TransitionKey = UP_SNOW 5333 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5334 ParticleSysBone = SparksS01 LiveWireSparks02 5335 End 5336 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5337 Model = ABSDILink_A4SN 5338 Animation = ABSDILink_A4SN.ABSDILink_A4SN 5339 AnimationMode = MANUAL 5340 Flags = START_FRAME_LAST 5341 TransitionKey = UP_SNOWNIGHT 5342 ParticleSysBone = SmokeS01 SmokeBuildingSmall 5343 ParticleSysBone = SparksS01 LiveWireSparks02 5344 End 5345 TransitionState = DOWN_DEFAULT UP_DAY 5346 Model = ABSDILink_A4 5347 Animation = ABSDILink_A4.ABSDILink_A4 5348 AnimationMode = ONCE 5349 AnimationSpeedFactorRange = 1.0 1.0 5350 Flags = START_FRAME_FIRST 5351 End 5352 TransitionState = DOWN_DEFAULT UP_NIGHT 5353 Model = ABSDILink_A4N 5354 Animation = ABSDILink_A4N.ABSDILink_A4N 5355 AnimationMode = ONCE 5356 AnimationSpeedFactorRange = 1.0 1.0 5357 Flags = START_FRAME_FIRST 5358 End 5359 TransitionState = DOWN_DEFAULT UP_SNOW 5360 Model = ABSDILink_A4S 5361 Animation = ABSDILink_A4S.ABSDILink_A4S 5362 AnimationMode = ONCE 5363 AnimationSpeedFactorRange = 1.0 1.0 5364 Flags = START_FRAME_FIRST 5365 End 5366 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5367 Model = ABSDILink_A4SN 5368 Animation = ABSDILink_A4SN.ABSDILink_A4SN 5369 AnimationMode = ONCE 5370 AnimationSpeedFactorRange = 1.0 1.0 5371 Flags = START_FRAME_FIRST 5372 End 5373 TransitionState = UP_DAY DOWN_DEFAULT 5374 Model = ABSDILink_A4 5375 Animation = ABSDILink_A4.ABSDILink_A4 5376 AnimationMode = ONCE_BACKWARDS 5377 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5378 Flags = START_FRAME_LAST 5379 End 5380 TransitionState = UP_NIGHT DOWN_DEFAULT 5381 Model = ABSDILink_A4N 5382 Animation = ABSDILink_A4N.ABSDILink_A4N 5383 AnimationMode = ONCE_BACKWARDS 5384 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5385 Flags = START_FRAME_LAST 5386 End 5387 TransitionState = UP_SNOW DOWN_DEFAULT 5388 Model = ABSDILink_A4S 5389 Animation = ABSDILink_A4S.ABSDILink_A4S 5390 AnimationMode = ONCE_BACKWARDS 5391 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5392 Flags = START_FRAME_LAST 5393 End 5394 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5395 Model = ABSDILink_A4SN 5396 Animation = ABSDILink_A4SN.ABSDILink_A4SN 5397 AnimationMode = ONCE_BACKWARDS 5398 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5399 Flags = START_FRAME_LAST 5400 End 5401 End 5402 5403 ; ------------ under-construction scaffolding ----------------- 5404 Draw = W3DModelDraw ModuleTag_04 5405 AnimationsRequirePower = No 5406 MinLODRequired = MEDIUM 5407 DefaultConditionState 5408 Model = None 5409 TransitionKey = DOWN_DEFAULT 5410 End 5411 ConditionState = NIGHT 5412 Model = None 5413 TransitionKey = DOWN_DEFAULT 5414 End 5415 ConditionState = SNOW 5416 Model = None 5417 TransitionKey = DOWN_DEFAULT 5418 End 5419 ConditionState = SNOW NIGHT 5420 Model = None 5421 TransitionKey = DOWN_DEFAULT 5422 End 5423 ConditionState = PARTIALLY_CONSTRUCTED 5424 Model = ABSDILink_A6 5425 Animation = ABSDILink_A6.ABSDILink_A6 5426 AnimationMode = MANUAL 5427 Flags = START_FRAME_LAST 5428 TransitionKey = UP_DAY 5429 ParticleSysBone = Sparks01 BuildUpBlueSpark 5430 ParticleSysBone = Sparks02 BuildUpBlueSpark 5431 ParticleSysBone = Sparks03 BuildUpBlueSpark 5432 ParticleSysBone = Sparks04 BuildUpBlueSpark 5433 ParticleSysBone = Sparks05 BuildUpBlueSpark 5434 End 5435 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5436 Model = ABSDILink_A6N 5437 Animation = ABSDILink_A6N.ABSDILink_A6N 5438 AnimationMode = MANUAL 5439 Flags = START_FRAME_LAST 5440 TransitionKey = UP_NIGHT 5441 ParticleSysBone = Sparks01 BuildUpBlueSpark 5442 ParticleSysBone = Sparks02 BuildUpBlueSpark 5443 ParticleSysBone = Sparks03 BuildUpBlueSpark 5444 ParticleSysBone = Sparks04 BuildUpBlueSpark 5445 ParticleSysBone = Sparks05 BuildUpBlueSpark 5446 End 5447 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5448 Model = ABSDILink_A6S 5449 Animation = ABSDILink_A6S.ABSDILink_A6S 5450 AnimationMode = MANUAL 5451 Flags = START_FRAME_LAST 5452 TransitionKey = UP_SNOW 5453 ParticleSysBone = Sparks01 BuildUpBlueSpark 5454 ParticleSysBone = Sparks02 BuildUpBlueSpark 5455 ParticleSysBone = Sparks03 BuildUpBlueSpark 5456 ParticleSysBone = Sparks04 BuildUpBlueSpark 5457 ParticleSysBone = Sparks05 BuildUpBlueSpark 5458 End 5459 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5460 Model = ABSDILink_A6SN 5461 Animation = ABSDILink_A6SN.ABSDILink_A6SN 5462 AnimationMode = MANUAL 5463 Flags = START_FRAME_LAST 5464 TransitionKey = UP_SNOWNIGHT 5465 ParticleSysBone = Sparks01 BuildUpBlueSpark 5466 ParticleSysBone = Sparks02 BuildUpBlueSpark 5467 ParticleSysBone = Sparks03 BuildUpBlueSpark 5468 ParticleSysBone = Sparks04 BuildUpBlueSpark 5469 ParticleSysBone = Sparks05 BuildUpBlueSpark 5470 End 5471 TransitionState = DOWN_DEFAULT UP_DAY 5472 Model = ABSDILink_A6 5473 Animation = ABSDILink_A6.ABSDILink_A6 5474 AnimationMode = ONCE 5475 AnimationSpeedFactorRange = 1.0 1.0 5476 Flags = START_FRAME_FIRST 5477 End 5478 TransitionState = DOWN_DEFAULT UP_NIGHT 5479 Model = ABSDILink_A6N 5480 Animation = ABSDILink_A6N.ABSDILink_A6N 5481 AnimationMode = ONCE 5482 AnimationSpeedFactorRange = 1.0 1.0 5483 Flags = START_FRAME_FIRST 5484 End 5485 TransitionState = DOWN_DEFAULT UP_SNOW 5486 Model = ABSDILink_A6S 5487 Animation = ABSDILink_A6S.ABSDILink_A6S 5488 AnimationMode = ONCE 5489 AnimationSpeedFactorRange = 1.0 1.0 5490 Flags = START_FRAME_FIRST 5491 End 5492 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5493 Model = ABSDILink_A6SN 5494 Animation = ABSDILink_A6SN.ABSDILink_A6SN 5495 AnimationMode = ONCE 5496 AnimationSpeedFactorRange = 1.0 1.0 5497 Flags = START_FRAME_FIRST 5498 End 5499 TransitionState = UP_DAY DOWN_DEFAULT 5500 Model = ABSDILink_A6 5501 Animation = ABSDILink_A6.ABSDILink_A6 5502 AnimationMode = ONCE_BACKWARDS 5503 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5504 Flags = START_FRAME_LAST 5505 End 5506 TransitionState = UP_NIGHT DOWN_DEFAULT 5507 Model = ABSDILink_A6N 5508 Animation = ABSDILink_A6N.ABSDILink_A6N 5509 AnimationMode = ONCE_BACKWARDS 5510 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5511 Flags = START_FRAME_LAST 5512 End 5513 TransitionState = UP_SNOW DOWN_DEFAULT 5514 Model = ABSDILink_A6S 5515 Animation = ABSDILink_A6S.ABSDILink_A6S 5516 AnimationMode = ONCE_BACKWARDS 5517 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5518 Flags = START_FRAME_LAST 5519 End 5520 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5521 Model = ABSDILink_A6SN 5522 Animation = ABSDILink_A6SN.ABSDILink_A6SN 5523 AnimationMode = ONCE_BACKWARDS 5524 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5525 Flags = START_FRAME_LAST 5526 End 5527 End 5528 5529 ; ------------ being-constructed crane ----------------- 5530 Draw = W3DModelDraw ModuleTag_05 5531 AnimationsRequirePower = No 5532 DefaultConditionState 5533 Model = None 5534 TransitionKey = DOWN_DEFAULT 5535 End 5536 ConditionState = NIGHT 5537 Model = None 5538 TransitionKey = DOWN_DEFAULT 5539 End 5540 ConditionState = SNOW 5541 Model = None 5542 TransitionKey = DOWN_DEFAULT 5543 End 5544 ConditionState = SNOW NIGHT 5545 Model = None 5546 TransitionKey = DOWN_DEFAULT 5547 End 5548 ConditionState = SOLD 5549 Model = NONE 5550 End 5551 5552 ConditionState = ACTIVELY_BEING_CONSTRUCTED 5553 Model = ABSDILink_A5 5554 Animation = ABSDILink_A5.ABSDILink_A5 5555 AnimationMode = LOOP 5556 TransitionKey = UP_DAY 5557 End 5558 5559 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 5560 Model = ABSDILink_A5N 5561 Animation = ABSDILink_A5N.ABSDILink_A5N 5562 AnimationMode = LOOP 5563 TransitionKey = UP_NIGHT 5564 End 5565 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 5566 Model = ABSDILink_A5S 5567 Animation = ABSDILink_A5S.ABSDILink_A5S 5568 AnimationMode = LOOP 5569 TransitionKey = UP_SNOW 5570 End 5571 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 5572 Model = ABSDILink_A5SN 5573 Animation = ABSDILink_A5SN.ABSDILink_A5SN 5574 AnimationMode = LOOP 5575 TransitionKey = UP_SNOWNIGHT 5576 End 5577 TransitionState = DOWN_DEFAULT UP_DAY 5578 Model = ABSDILink_AB 5579 Animation = ABSDILink_AB.ABSDILink_AB 5580 AnimationMode = ONCE 5581 AnimationSpeedFactorRange = 1.0 1.0 5582 Flags = START_FRAME_FIRST 5583 End 5584 5585 TransitionState = DOWN_DEFAULT UP_NIGHT 5586 Model = ABSDILink_ABN 5587 Animation = ABSDILink_ABN.ABSDILink_ABN 5588 AnimationMode = ONCE 5589 AnimationSpeedFactorRange = 1.0 1.0 5590 Flags = START_FRAME_FIRST 5591 End 5592 TransitionState = DOWN_DEFAULT UP_SNOW 5593 Model = ABSDILink_ABS 5594 Animation = ABSDILink_ABS.ABSDILink_ABS 5595 AnimationMode = ONCE 5596 AnimationSpeedFactorRange = 1.0 1.0 5597 Flags = START_FRAME_FIRST 5598 End 5599 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5600 Model = ABSDILink_ABSN 5601 Animation = ABSDILink_ABSN.ABSDILink_ABSN 5602 AnimationMode = ONCE 5603 AnimationSpeedFactorRange = 1.0 1.0 5604 Flags = START_FRAME_FIRST 5605 End 5606 TransitionState = UP_DAY DOWN_DEFAULT 5607 Model = ABSDILink_AB 5608 Animation = ABSDILink_AB.ABSDILink_AB 5609 AnimationMode = ONCE_BACKWARDS 5610 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5611 Flags = START_FRAME_LAST 5612 End 5613 TransitionState = UP_NIGHT DOWN_DEFAULT 5614 Model = ABSDILink_ABN 5615 Animation = ABSDILink_ABN.ABSDILink_ABN 5616 AnimationMode = ONCE_BACKWARDS 5617 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5618 Flags = START_FRAME_LAST 5619 End 5620 TransitionState = UP_SNOW DOWN_DEFAULT 5621 Model = ABSDILink_ABS 5622 Animation = ABSDILink_ABS.ABSDILink_ABS 5623 AnimationMode = ONCE_BACKWARDS 5624 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5625 Flags = START_FRAME_LAST 5626 End 5627 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5628 Model = ABSDILink_ABSN 5629 Animation = ABSDILink_ABSN.ABSDILink_ABSN 5630 AnimationMode = ONCE_BACKWARDS 5631 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5632 Flags = START_FRAME_LAST 5633 End 5634 End 5635 5636 PlacementViewAngle = -45 5637 5638 ; ***DESIGN parameters *** 5639 DisplayName = OBJECT:ParticleCannon 5640 Side = America 5641 EditorSorting = STRUCTURE 5642 Prerequisites 5643 Object = AmericaStrategyCenter 5644 End 5645 BuildCost = 5000 5646 BuildTime = 60.0 ; in seconds 5647 EnergyProduction = -10 5648 VisionRange = 200.0 ; Shroud clearing distance 5649 ShroudClearingRange = 200 5650 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 5651 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 5652 ArmorSet 5653 Conditions = None 5654 Armor = StructureArmorTough 5655 DamageFX = StructureDamageFXNoShake 5656 End 5657 CommandSet = AmericaParticleUplinkCannonCommandSet 5658 ExperienceValue = 400 400 400 400 ; Experience point value at each level 5659 5660 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 5661 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 5662 5663 ; *** AUDIO Parameters *** 5664 VoiceSelect = ParticleCannonSelect 5665 SoundOnDamaged = BuildingDamagedStateLight 5666 SoundOnReallyDamaged = BuildingDestroy 5667 5668 UnitSpecificSounds 5669 UnderConstruction = UnderConstructionLoop 5670 End 5671 5672 ; *** ENGINEERING Parameters *** 5673 RadarPriority = STRUCTURE 5674 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 5675 Body = StructureBody ModuleTag_06 5676 MaxHealth = 4000.0 5677 InitialHealth = 4000.0 5678 5679 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5680 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5681 SubdualDamageCap = 4200 5682 SubdualDamageHealRate = 500 5683 SubdualDamageHealAmount = 100 5684 End 5685 Behavior = BaseRegenerateUpdate ModuleTag_07 5686 ;No data 5687 End 5688 5689 Behavior = SpecialPowerCreate ModuleTag_16 5690 ;nothing 5691 End 5692 Behavior = SpecialAbility ModuleTag_11 5693 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 5694 UpdateModuleStartsAttack = Yes 5695 End 5696 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 5697 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 5698 5699 ;The values trigger the various pre-stages before being ready to actually fire. 5700 ;The total combined value of these determines the first sign of activity in the 5701 ;cannon. 5702 BeginChargeTime = 5000 ;The outer nodes begin to charge. 5703 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 5704 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 5705 5706 ;***NOTE -- these values effect gameplay***** 5707 TotalFiringTime = 10000 ;The total ground contact time of the beam 5708 5709 DamagePerSecond = 400 ;Amount of damage inflicted per second 5710 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 5711 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 5712 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 5713 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 5714 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 5715 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 5716 ;******************************************** 5717 5718 ;Bone names for required elements 5719 OuterEffectBoneName = FX ;The base name for the outer node bones. 5720 OuterEffectNumBones = 5 ;The number of outer nodes. 5721 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 5722 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 5723 5724 ;These are particle systems tied to the outer nodes in varying intensities. 5725 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 5726 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 5727 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 5728 5729 ;The connectors system connects each of the outer nodes to the central node that receives 5730 ;the lasers from outside. 5731 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 5732 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 5733 5734 ;Currently commented out -- These 5735 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 5736 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 5737 5738 ;This is the name of the bone on the building where the beam is fired from 5739 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 5740 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 5741 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 5742 5743 ;The flare fxlist that is played over and over during the beam firing process. Be 5744 ;mindful of the delay because that effects both art and sound. 5745 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 5746 DelayBetweenLaunchFX = 1000 5747 5748 ;Each scorch mark creates an object in the world, so while making more looks better 5749 ;it becomes a performance issue. The scalar will calculate the size of the scorch 5750 ;mark to make based on the current size of the beam (which changes dynamically). The 5751 ;number also matches the number of times the "GroundHitFX" is called. 5752 TotalScorchMarks = 20 5753 ScorchMarkScalar = 2.4 5754 5755 ;***NOTE -- these values effect gameplay*** 5756 ;The swath of death is the path the laser tracers centered on the targeted position. 5757 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 5758 ;a sine wave iteration, but always goes through the target point. 5759 SwathOfDeathDistance = 200.0 5760 SwathOfDeathAmplitude = 50.0 5761 5762 5763 ManualDrivingSpeed = 20 5764 ManualFastDrivingSpeed = 40 5765 DoubleClickToFastDriveDelay = 500 5766 5767 ;***SOUNDS!**** 5768 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 5769 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 5770 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 5771 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 5772 5773 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 5774 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 5775 End 5776 5777 Behavior = FlammableUpdate ModuleTag_14 5778 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5779 AflameDamageAmount = 5 ; taking this much damage... 5780 AflameDamageDelay = 500 ; this often. 5781 End 5782 5783 Behavior = ProductionUpdate ModuleTag_15 5784 ; This is needed in order to get a public timer to work! 5785 End 5786 5787 Behavior = TransitionDamageFX ModuleTag_17 5788 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 5789 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5790 ;--------------------------------------------------------------------------------------- 5791 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5792 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5793 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5794 End 5795 5796 Behavior = SlowDeathBehavior ModuleTag_18 5797 ; don't run this death if we are under construction... 5798 ExemptStatus = UNDER_CONSTRUCTION 5799 DestructionDelay = 2000 5800 FX = INITIAL FX_ParticleUplinkDeathInitial 5801 OCL = INITIAL OCL_SDILinkLasers 5802 FX = FINAL FX_StructureMediumDeath 5803 OCL = FINAL OCL_ParticleUplinkDeathFinal 5804 End 5805 5806 Behavior = InstantDeathBehavior ModuleTag_19 5807 ; if we are under construction, use this death instead 5808 RequiredStatus = UNDER_CONSTRUCTION 5809 OCL = OCL_ABPowerPlantExplode 5810 FX = FX_StructureMediumDeath 5811 End 5812 5813 Geometry = BOX 5814 GeometryMajorRadius = 64.0 5815 GeometryMinorRadius = 38.0 5816 GeometryHeight = 38.0 5817 GeometryIsSmall = No 5818 Shadow = SHADOW_VOLUME 5819 BuildCompletion = PLACED_BY_PLAYER 5820 5821 End 5822 5823 ;------------------------------------------------------------------------------ 5824 Object SDILasers 5825 Draw = W3DModelDraw ModuleTag_01 5826 OkToChangeModelColor = Yes 5827 ConditionState = NONE 5828 Model = ABSDILink_L 5829 Animation = ABSDILink_L.ABSDILink_L 5830 AnimationMode = ONCE 5831 End 5832 End 5833 Behavior = LifetimeUpdate ModuleTag_02 5834 MinLifetime = 3000 ; min lifetime in msec 5835 MaxLifetime = 3000 ; max lifetime in msec 5836 End 5837 Body = HighlanderBody ModuleTag_03 5838 MaxHealth = 1.0 5839 InitialHealth = 1.0 5840 End 5841 Behavior = DestroyDie ModuleTag_04 5842 ;<NO DATA> 5843 End 5844 End 5845 5846 ;------------------------------------------------------------------------------ 5847 5848 Object AmericaStrategyCenter 5849 5850 ; *** ART Parameters *** 5851 SelectPortrait = SAStrategyCenter_L 5852 ButtonImage = SAStrategyCenter 5853 Draw = W3DModelDraw ModuleTag_01 5854 OkToChangeModelColor = Yes 5855 5856 ; day *************************************************** 5857 ConditionState = NONE 5858 Model = ABStrategy 5859 Animation = ABStrategy.ABStrategy 5860 AnimationMode = LOOP 5861 End 5862 ConditionState = DAMAGED 5863 Model = ABStrategy_D 5864 Animation = ABStrategy_D.ABStrategy_D 5865 AnimationMode = LOOP 5866 End 5867 ConditionState = REALLYDAMAGED RUBBLE 5868 Model = ABStrategy_E 5869 Animation = ABStrategy_E.ABStrategy_E 5870 AnimationMode = LOOP 5871 End 5872 5873 ; SNOW *************************************************** 5874 ConditionState = SNOW 5875 Model = ABStrategy_S 5876 Animation = ABStrategy_S.ABStrategy_S 5877 AnimationMode = LOOP 5878 End 5879 ConditionState = DAMAGED SNOW 5880 Model = ABStrategy_DS 5881 Animation = ABStrategy_DS.ABStrategy_DS 5882 AnimationMode = LOOP 5883 End 5884 ConditionState = REALLYDAMAGED RUBBLE SNOW 5885 Model = ABStrategy_ES 5886 Animation = ABStrategy_ES.ABStrategy_ES 5887 AnimationMode = LOOP 5888 End 5889 5890 ; night ************************************************** 5891 ConditionState = NIGHT 5892 Model = ABStrategy_N 5893 Animation = ABStrategy_N.ABStrategy_N 5894 AnimationMode = ONCE_BACKWARDS 5895 Flags = START_FRAME_FIRST 5896 End 5897 ConditionState = NIGHT DAMAGED 5898 Model = ABStrategy_DN 5899 Animation = ABStrategy_DN.ABStrategy_DN 5900 AnimationMode = LOOP 5901 End 5902 ConditionState = NIGHT REALLYDAMAGED RUBBLE 5903 Model = ABStrategy_EN 5904 Animation = ABStrategy_EN.ABStrategy_EN 5905 AnimationMode = LOOP 5906 End 5907 5908 ; night Snow************************************************** 5909 ConditionState = NIGHT SNOW 5910 Model = ABStrategy_NS 5911 Animation = ABStrategy_NS.ABStrategy_NS 5912 AnimationMode = ONCE_BACKWARDS 5913 Flags = START_FRAME_FIRST 5914 End 5915 ConditionState = NIGHT DAMAGED SNOW 5916 Model = ABStrategy_DNS 5917 Animation = ABStrategy_DNS.ABStrategy_DNS 5918 AnimationMode = LOOP 5919 End 5920 ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW 5921 Model = ABStrategy_ENS 5922 Animation = ABStrategy_ENS.ABStrategy_ENS 5923 AnimationMode = LOOP 5924 End 5925 5926 ;************************************************************************************************************************** 5927 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5928 ;for this draw module 5929 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5930 Model = ABStrategy 5931 Animation = ABStrategy.ABStrategy 5932 AnimationMode = LOOP 5933 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5934 End 5935 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5936 Model = ABStrategy_D 5937 Animation = ABStrategy_D.ABStrategy_D 5938 AnimationMode = LOOP 5939 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5940 End 5941 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5942 Model = ABStrategy_E 5943 Animation = ABStrategy_E.ABStrategy_E 5944 AnimationMode = LOOP 5945 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5946 End 5947 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5948 Model = ABStrategy_N 5949 Animation = ABStrategy_N.ABStrategy_N 5950 AnimationMode = LOOP 5951 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5952 End 5953 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5954 Model = ABStrategy_DN 5955 Animation = ABStrategy_DN.ABStrategy_DN 5956 AnimationMode = LOOP 5957 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5958 End 5959 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5960 Model = ABStrategy_EN 5961 Animation = ABStrategy_EN.ABStrategy_EN 5962 AnimationMode = LOOP 5963 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5964 End 5965 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5966 Model = ABStrategy_S 5967 Animation = ABStrategy_S.ABStrategy_S 5968 AnimationMode = LOOP 5969 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5970 End 5971 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5972 Model = ABStrategy_DS 5973 Animation = ABStrategy_DS.ABStrategy_DS 5974 AnimationMode = LOOP 5975 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5976 End 5977 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5978 Model = ABStrategy_ES 5979 Animation = ABStrategy_ES.ABStrategy_ES 5980 AnimationMode = LOOP 5981 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5982 End 5983 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5984 Model = ABStrategy_NS 5985 Animation = ABStrategy_NS.ABStrategy_NS 5986 AnimationMode = LOOP 5987 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5988 End 5989 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5990 Model = ABStrategy_DNS 5991 Animation = ABStrategy_DNS.ABStrategy_DNS 5992 AnimationMode = LOOP 5993 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5994 End 5995 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5996 Model = ABStrategy_ENS 5997 Animation = ABStrategy_ENS.ABStrategy_ENS 5998 AnimationMode = LOOP 5999 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6000 End 6001 6002 ConditionState = AWAITING_CONSTRUCTION 6003 Model = NONE 6004 End 6005 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6006 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6007 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6008 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6009 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6010 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6011 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6012 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6013 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6014 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6015 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6016 AliasConditionState = SOLD 6017 AliasConditionState = SOLD DAMAGED 6018 AliasConditionState = SOLD REALLYDAMAGED 6019 AliasConditionState = SOLD NIGHT 6020 AliasConditionState = SOLD NIGHT DAMAGED 6021 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6022 AliasConditionState = SOLD SNOW 6023 AliasConditionState = SOLD SNOW DAMAGED 6024 AliasConditionState = SOLD SNOW REALLYDAMAGED 6025 AliasConditionState = SOLD NIGHT SNOW 6026 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6027 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6028 ;************************************************************************************************************************** 6029 6030 6031 End 6032 6033 ; ------------ construction-zone fence ----------------- 6034 Draw = W3DModelDraw ModuleTag_02 6035 AnimationsRequirePower = No 6036 OkToChangeModelColor = Yes 6037 DefaultConditionState 6038 Model = None 6039 TransitionKey = DOWN_DEFAULT 6040 End 6041 ConditionState = NIGHT 6042 Model = None 6043 TransitionKey = DOWN_DEFAULT 6044 End 6045 ConditionState = SNOW 6046 Model = None 6047 TransitionKey = DOWN_DEFAULT 6048 End 6049 ConditionState = SNOW NIGHT 6050 Model = None 6051 TransitionKey = DOWN_DEFAULT 6052 End 6053 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6054 Model = ABStrategy_A4 6055 Animation = ABStrategy_A4.ABStrategy_A4 6056 AnimationMode = MANUAL 6057 Flags = START_FRAME_LAST 6058 TransitionKey = UP_DAY 6059 ParticleSysBone = SparksS01 LiveWireSparks02 6060 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6061 End 6062 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6063 Model = ABStrategy_A4N 6064 Animation = ABStrategy_A4N.ABStrategy_A4N 6065 AnimationMode = MANUAL 6066 Flags = START_FRAME_LAST 6067 TransitionKey = UP_NIGHT 6068 ParticleSysBone = SparksS01 LiveWireSparks02 6069 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6070 End 6071 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6072 Model = ABStrategy_A4S 6073 Animation = ABStrategy_A4S.ABStrategy_A4S 6074 AnimationMode = MANUAL 6075 Flags = START_FRAME_LAST 6076 TransitionKey = UP_SNOW 6077 ParticleSysBone = SparksS01 LiveWireSparks02 6078 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6079 End 6080 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6081 Model = ABStrategy_A4SN 6082 Animation = ABStrategy_A4SN.ABStrategy_A4SN 6083 AnimationMode = MANUAL 6084 Flags = START_FRAME_LAST 6085 TransitionKey = UP_SNOWNIGHT 6086 ParticleSysBone = SparksS01 LiveWireSparks02 6087 ParticleSysBone = SmokeS01 SmokeBuildingSmall 6088 End 6089 TransitionState = DOWN_DEFAULT UP_DAY 6090 Model = ABStrategy_A4 6091 Animation = ABStrategy_A4.ABStrategy_A4 6092 AnimationMode = ONCE 6093 AnimationSpeedFactorRange = 1.0 1.0 6094 Flags = START_FRAME_FIRST 6095 End 6096 TransitionState = DOWN_DEFAULT UP_NIGHT 6097 Model = ABStrategy_A4N 6098 Animation = ABStrategy_A4N.ABStrategy_A4N 6099 AnimationMode = ONCE 6100 AnimationSpeedFactorRange = 1.0 1.0 6101 Flags = START_FRAME_FIRST 6102 End 6103 TransitionState = DOWN_DEFAULT UP_SNOW 6104 Model = ABStrategy_A4S 6105 Animation = ABStrategy_A4S.ABStrategy_A4S 6106 AnimationMode = ONCE 6107 AnimationSpeedFactorRange = 1.0 1.0 6108 Flags = START_FRAME_FIRST 6109 End 6110 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6111 Model = ABStrategy_A4SN 6112 Animation = ABStrategy_A4SN.ABStrategy_A4SN 6113 AnimationMode = ONCE 6114 AnimationSpeedFactorRange = 1.0 1.0 6115 Flags = START_FRAME_FIRST 6116 End 6117 TransitionState = UP_DAY DOWN_DEFAULT 6118 Model = ABStrategy_A4 6119 Animation = ABStrategy_A4.ABStrategy_A4 6120 AnimationMode = ONCE_BACKWARDS 6121 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6122 Flags = START_FRAME_LAST 6123 End 6124 TransitionState = UP_NIGHT DOWN_DEFAULT 6125 Model = ABStrategy_A4N 6126 Animation = ABStrategy_A4N.ABStrategy_A4N 6127 AnimationMode = ONCE_BACKWARDS 6128 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6129 Flags = START_FRAME_LAST 6130 End 6131 TransitionState = UP_SNOW DOWN_DEFAULT 6132 Model = ABStrategy_A4S 6133 Animation = ABStrategy_A4S.ABStrategy_A4S 6134 AnimationMode = ONCE_BACKWARDS 6135 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6136 Flags = START_FRAME_LAST 6137 End 6138 6139 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6140 Model = ABStrategy_A4SN 6141 Animation = ABStrategy_A4SN.ABStrategy_A4SN 6142 AnimationMode = ONCE_BACKWARDS 6143 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6144 Flags = START_FRAME_LAST 6145 End 6146 End 6147 6148 ; ------------ under-construction scaffolding ----------------- 6149 Draw = W3DModelDraw ModuleTag_03 6150 AnimationsRequirePower = No 6151 MinLODRequired = MEDIUM 6152 OkToChangeModelColor = Yes 6153 6154 DefaultConditionState 6155 Model = None 6156 TransitionKey = DOWN_DEFAULT 6157 End 6158 ConditionState = NIGHT 6159 Model = None 6160 TransitionKey = DOWN_DEFAULT 6161 End 6162 ConditionState = SNOW 6163 Model = None 6164 TransitionKey = DOWN_DEFAULT 6165 End 6166 ConditionState = SNOW NIGHT 6167 Model = None 6168 TransitionKey = DOWN_DEFAULT 6169 End 6170 ConditionState = PARTIALLY_CONSTRUCTED 6171 Model = ABStrategy_A6 6172 Animation = ABStrategy_A6.ABStrategy_A6 6173 AnimationMode = MANUAL 6174 Flags = START_FRAME_LAST 6175 TransitionKey = UP_DAY 6176 ParticleSysBone = Sparks01 BuildUpBlueSpark 6177 ParticleSysBone = Sparks02 BuildUpBlueSpark 6178 ParticleSysBone = Sparks03 BuildUpBlueSpark 6179 ParticleSysBone = Sparks04 BuildUpBlueSpark 6180 ParticleSysBone = Sparks05 BuildUpBlueSpark 6181 ParticleSysBone = Sparks06 BuildUpBlueSpark 6182 End 6183 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6184 Model = ABStrategy_A6N 6185 Animation = ABStrategy_A6N.ABStrategy_A6N 6186 AnimationMode = MANUAL 6187 Flags = START_FRAME_LAST 6188 TransitionKey = UP_NIGHT 6189 ParticleSysBone = Sparks01 BuildUpBlueSpark 6190 ParticleSysBone = Sparks02 BuildUpBlueSpark 6191 ParticleSysBone = Sparks03 BuildUpBlueSpark 6192 ParticleSysBone = Sparks04 BuildUpBlueSpark 6193 ParticleSysBone = Sparks05 BuildUpBlueSpark 6194 ParticleSysBone = Sparks06 BuildUpBlueSpark 6195 End 6196 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6197 Model = ABStrategy_A6S 6198 Animation = ABStrategy_A6S.ABStrategy_A6S 6199 AnimationMode = MANUAL 6200 Flags = START_FRAME_LAST 6201 TransitionKey = UP_SNOW 6202 ParticleSysBone = Sparks01 BuildUpBlueSpark 6203 ParticleSysBone = Sparks02 BuildUpBlueSpark 6204 ParticleSysBone = Sparks03 BuildUpBlueSpark 6205 ParticleSysBone = Sparks04 BuildUpBlueSpark 6206 ParticleSysBone = Sparks05 BuildUpBlueSpark 6207 ParticleSysBone = Sparks06 BuildUpBlueSpark 6208 End 6209 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6210 Model = ABStrategy_A6SN 6211 Animation = ABStrategy_A6SN.ABStrategy_A6SN 6212 AnimationMode = MANUAL 6213 Flags = START_FRAME_LAST 6214 TransitionKey = UP_SNOWNIGHT 6215 ParticleSysBone = Sparks01 BuildUpBlueSpark 6216 ParticleSysBone = Sparks02 BuildUpBlueSpark 6217 ParticleSysBone = Sparks03 BuildUpBlueSpark 6218 ParticleSysBone = Sparks04 BuildUpBlueSpark 6219 ParticleSysBone = Sparks05 BuildUpBlueSpark 6220 ParticleSysBone = Sparks06 BuildUpBlueSpark 6221 End 6222 TransitionState = DOWN_DEFAULT UP_DAY 6223 Model = ABStrategy_A6 6224 Animation = ABStrategy_A6.ABStrategy_A6 6225 AnimationMode = ONCE 6226 AnimationSpeedFactorRange = 1.0 1.0 6227 Flags = START_FRAME_FIRST 6228 End 6229 TransitionState = DOWN_DEFAULT UP_NIGHT 6230 Model = ABStrategy_A6N 6231 Animation = ABStrategy_A6N.ABStrategy_A6N 6232 AnimationMode = ONCE 6233 AnimationSpeedFactorRange = 1.0 1.0 6234 Flags = START_FRAME_FIRST 6235 End 6236 TransitionState = DOWN_DEFAULT UP_SNOW 6237 Model = ABStrategy_A6S 6238 Animation = ABStrategy_A6S.ABStrategy_A6S 6239 AnimationMode = ONCE 6240 AnimationSpeedFactorRange = 1.0 1.0 6241 Flags = START_FRAME_FIRST 6242 End 6243 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6244 Model = ABStrategy_A6SN 6245 Animation = ABStrategy_A6SN.ABStrategy_A6SN 6246 AnimationMode = ONCE 6247 AnimationSpeedFactorRange = 1.0 1.0 6248 Flags = START_FRAME_FIRST 6249 End 6250 TransitionState = UP_DAY DOWN_DEFAULT 6251 Model = ABStrategy_A6 6252 Animation = ABStrategy_A6.ABStrategy_A6 6253 AnimationMode = ONCE_BACKWARDS 6254 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6255 Flags = START_FRAME_LAST 6256 End 6257 TransitionState = UP_NIGHT DOWN_DEFAULT 6258 Model = ABStrategy_A6N 6259 Animation = ABStrategy_A6N.ABStrategy_A6N 6260 AnimationMode = ONCE_BACKWARDS 6261 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6262 Flags = START_FRAME_LAST 6263 End 6264 TransitionState = UP_SNOW DOWN_DEFAULT 6265 Model = ABStrategy_A6S 6266 Animation = ABStrategy_A6S.ABStrategy_A6S 6267 AnimationMode = ONCE_BACKWARDS 6268 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6269 Flags = START_FRAME_LAST 6270 End 6271 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6272 Model = ABStrategy_A6SN 6273 Animation = ABStrategy_A6SN.ABStrategy_A6SN 6274 AnimationMode = ONCE_BACKWARDS 6275 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6276 Flags = START_FRAME_LAST 6277 End 6278 End 6279 6280 ; ------------ being-constructed crane ----------------- 6281 Draw = W3DModelDraw ModuleTag_04 6282 AnimationsRequirePower = No 6283 DefaultConditionState 6284 Model = None 6285 TransitionKey = DOWN_DEFAULT 6286 End 6287 ConditionState = NIGHT 6288 Model = None 6289 TransitionKey = DOWN_DEFAULT 6290 End 6291 ConditionState = SNOW 6292 Model = None 6293 TransitionKey = DOWN_DEFAULT 6294 End 6295 ConditionState = SNOW NIGHT 6296 6297 Model = None 6298 TransitionKey = DOWN_DEFAULT 6299 End 6300 ConditionState = SOLD 6301 Model = NONE 6302 End 6303 6304 ConditionState = ACTIVELY_BEING_CONSTRUCTED 6305 Model = ABStrategy_A5 6306 Animation = ABStrategy_A5.ABStrategy_A5 6307 AnimationMode = LOOP 6308 TransitionKey = UP_DAY 6309 End 6310 6311 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 6312 Model = ABStrategy_A5N 6313 Animation = ABStrategy_A5N.ABStrategy_A5N 6314 AnimationMode = LOOP 6315 TransitionKey = UP_NIGHT 6316 End 6317 6318 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 6319 Model = ABStrategy_A5S 6320 Animation = ABStrategy_A5S.ABStrategy_A5S 6321 AnimationMode = LOOP 6322 TransitionKey = UP_SNOW 6323 End 6324 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 6325 Model = ABStrategy_A5SN 6326 Animation = ABStrategy_A5SN.ABStrategy_A5SN 6327 AnimationMode = LOOP 6328 TransitionKey = UP_SNOWNIGHT 6329 End 6330 TransitionState = DOWN_DEFAULT UP_DAY 6331 Model = ABStrategy_AB 6332 Animation = ABStrategy_AB.ABStrategy_AB 6333 AnimationMode = ONCE 6334 AnimationSpeedFactorRange = 1.0 1.0 6335 Flags = START_FRAME_FIRST 6336 End 6337 6338 TransitionState = DOWN_DEFAULT UP_NIGHT 6339 Model = ABStrategy_ABN 6340 Animation = ABStrategy_ABN.ABStrategy_ABN 6341 AnimationMode = ONCE 6342 AnimationSpeedFactorRange = 1.0 1.0 6343 Flags = START_FRAME_FIRST 6344 End 6345 TransitionState = DOWN_DEFAULT UP_SNOW 6346 Model = ABStrategy_ABS 6347 Animation = ABStrategy_ABS.ABStrategy_ABS 6348 AnimationMode = ONCE 6349 AnimationSpeedFactorRange = 1.0 1.0 6350 Flags = START_FRAME_FIRST 6351 End 6352 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6353 Model = ABStrategy_ABSN 6354 Animation = ABStrategy_ABSN.ABStrategy_ABSN 6355 AnimationMode = ONCE 6356 AnimationSpeedFactorRange = 1.0 1.0 6357 Flags = START_FRAME_FIRST 6358 End 6359 TransitionState = UP_DAY DOWN_DEFAULT 6360 Model = ABStrategy_AB 6361 Animation = ABStrategy_AB.ABStrategy_AB 6362 AnimationMode = ONCE_BACKWARDS 6363 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6364 Flags = START_FRAME_LAST 6365 End 6366 TransitionState = UP_NIGHT DOWN_DEFAULT 6367 Model = ABStrategy_ABN 6368 Animation = ABStrategy_ABN.ABStrategy_ABN 6369 AnimationMode = ONCE_BACKWARDS 6370 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6371 Flags = START_FRAME_LAST 6372 End 6373 TransitionState = UP_SNOW DOWN_DEFAULT 6374 Model = ABStrategy_ABS 6375 Animation = ABStrategy_ABS.ABStrategy_ABS 6376 AnimationMode = ONCE_BACKWARDS 6377 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6378 Flags = START_FRAME_LAST 6379 End 6380 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6381 Model = ABStrategy_ABSN 6382 Animation = ABStrategy_ABSN.ABStrategy_ABSN 6383 AnimationMode = ONCE_BACKWARDS 6384 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6385 Flags = START_FRAME_LAST 6386 End 6387 End 6388 6389 ; ------------ BOMBARDMENT BATTLE PLAN ----------------- 6390 Draw = W3DModelDraw ModuleTag_05 6391 OkToChangeModelColor = Yes 6392 DefaultConditionState 6393 Model = ABStrategy_A1 6394 Animation = ABStrategy_A1.ABStrategy_A1 6395 AnimationMode = ONCE_BACKWARDS 6396 Flags = START_FRAME_FIRST 6397 End 6398 AliasConditionState = DAMAGED 6399 AliasConditionState = REALLYDAMAGED 6400 AliasConditionState = NIGHT 6401 AliasConditionState = NIGHT SNOW 6402 AliasConditionState = SNOW 6403 AliasConditionState = NIGHT DAMAGED 6404 AliasConditionState = NIGHT SNOW DAMAGED 6405 AliasConditionState = SNOW DAMAGED 6406 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6407 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 6408 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6409 6410 ConditionState = DOOR_1_OPENING 6411 Model = ABStrategy_A1 6412 Animation = ABStrategy_A1.ABStrategy_A1 6413 AnimationMode = ONCE 6414 End 6415 AliasConditionState = DAMAGED DOOR_1_OPENING 6416 AliasConditionState = REALLYDAMAGED DOOR_1_OPENING 6417 AliasConditionState = NIGHT DOOR_1_OPENING 6418 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 6419 AliasConditionState = SNOW DOOR_1_OPENING 6420 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 6421 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 6422 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 6423 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 6424 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 6425 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 6426 6427 ConditionState = DOOR_1_CLOSING 6428 Model = ABStrategy_A1 6429 Animation = ABStrategy_A1.ABStrategy_A1 6430 AnimationMode = ONCE_BACKWARDS 6431 Flags = START_FRAME_LAST 6432 End 6433 AliasConditionState = DAMAGED DOOR_1_CLOSING 6434 AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING 6435 AliasConditionState = NIGHT DOOR_1_CLOSING 6436 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 6437 AliasConditionState = SNOW DOOR_1_CLOSING 6438 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 6439 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 6440 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 6441 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 6442 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 6443 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 6444 6445 ConditionState = DOOR_1_WAITING_TO_CLOSE 6446 Model = NONE 6447 End 6448 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 6449 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6450 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 6451 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 6452 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 6453 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 6454 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6455 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6456 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 6457 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 6458 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 6459 6460 6461 ;************************************************************************************************************************** 6462 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6463 ;for this draw module 6464 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6465 Model = ABStrategy_A1 6466 Animation = ABStrategy_A1.ABStrategy_A1 6467 AnimationMode = MANUAL 6468 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6469 End 6470 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6471 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6472 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6473 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6474 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 6475 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 6476 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 6477 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6478 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 6479 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 6480 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 6481 6482 ConditionState = AWAITING_CONSTRUCTION 6483 Model = NONE 6484 End 6485 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6486 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6487 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6488 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6489 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6490 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6491 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6492 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6493 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6494 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6495 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6496 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 6497 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 6498 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6499 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 6500 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 6501 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6502 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 6503 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6504 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6505 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 6506 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6507 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6508 ;************************************************************************************************************************** 6509 6510 6511 End 6512 6513 Draw = W3DModelDraw ModuleTag_06 6514 ;***This is the bombardment cannon object that only shows up when ready to fire*** 6515 OkToChangeModelColor = Yes 6516 DefaultConditionState 6517 Model = ABStrategy_A8 6518 WeaponLaunchBone = PRIMARY Muzzle 6519 WeaponMuzzleFlash = PRIMARY MuzzleFX 6520 WeaponRecoilBone = PRIMARY Barrel 6521 Turret = Turret01 6522 TurretPitch = TurretEL 6523 HideSubObject = Chassis 6524 End 6525 AliasConditionState = DAMAGED 6526 AliasConditionState = REALLYDAMAGED 6527 AliasConditionState = NIGHT 6528 AliasConditionState = NIGHT SNOW 6529 AliasConditionState = SNOW 6530 AliasConditionState = NIGHT DAMAGED 6531 AliasConditionState = NIGHT SNOW DAMAGED 6532 AliasConditionState = SNOW DAMAGED 6533 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6534 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 6535 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6536 6537 ConditionState = DOOR_1_WAITING_TO_CLOSE 6538 Model = ABStrategy_A8 6539 ShowSubObject = Chassis 6540 End 6541 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 6542 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6543 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 6544 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 6545 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 6546 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 6547 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6548 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6549 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 6550 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 6551 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 6552 6553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6554 Model = ABStrategy_A8 6555 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6556 End 6557 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6558 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6559 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6560 6561 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6562 Model = ABStrategy_A8 6563 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6564 End 6565 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 6566 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 6567 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 6568 6569 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 6570 Model = ABStrategy_A8 6571 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6572 End 6573 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT 6574 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW 6575 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW 6576 6577 6578 6579 6580 ConditionState = AWAITING_CONSTRUCTION 6581 Model = NONE 6582 End 6583 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6584 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6585 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6586 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6587 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6588 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6589 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6590 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6591 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6592 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6593 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6594 AliasConditionState = SOLD 6595 AliasConditionState = SOLD DAMAGED 6596 AliasConditionState = SOLD REALLYDAMAGED 6597 AliasConditionState = SOLD NIGHT 6598 AliasConditionState = SOLD NIGHT DAMAGED 6599 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6600 AliasConditionState = SOLD SNOW 6601 AliasConditionState = SOLD SNOW DAMAGED 6602 AliasConditionState = SOLD SNOW REALLYDAMAGED 6603 AliasConditionState = SOLD NIGHT SNOW 6604 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6605 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6606 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 6607 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 6608 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6609 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 6610 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 6611 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6612 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 6613 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6614 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6615 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 6616 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 6617 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 6618 6619 6620 End 6621 6622 ; ------------ HOLD THE LINE BATTLE PLAN ----------------- 6623 Draw = W3DModelDraw ModuleTag_07 6624 OkToChangeModelColor = Yes 6625 DefaultConditionState 6626 Model = ABStrategy_A7 6627 Animation = ABStrategy_A7.ABStrategy_A7 6628 AnimationMode = ONCE_BACKWARDS 6629 Flags = START_FRAME_FIRST 6630 End 6631 AliasConditionState = DAMAGED 6632 AliasConditionState = REALLYDAMAGED 6633 AliasConditionState = NIGHT 6634 AliasConditionState = NIGHT SNOW 6635 AliasConditionState = SNOW 6636 AliasConditionState = NIGHT DAMAGED 6637 AliasConditionState = NIGHT SNOW DAMAGED 6638 AliasConditionState = SNOW DAMAGED 6639 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6640 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 6641 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6642 6643 ConditionState = DOOR_2_OPENING 6644 Model = ABStrategy_A7 6645 Animation = ABStrategy_A7.ABStrategy_A7 6646 AnimationMode = ONCE 6647 End 6648 AliasConditionState = DAMAGED DOOR_2_OPENING 6649 AliasConditionState = REALLYDAMAGED DOOR_2_OPENING 6650 AliasConditionState = NIGHT DOOR_2_OPENING 6651 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 6652 AliasConditionState = SNOW DOOR_2_OPENING 6653 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 6654 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 6655 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 6656 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 6657 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 6658 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 6659 6660 ConditionState = DOOR_2_CLOSING 6661 Model = ABStrategy_A7 6662 Animation = ABStrategy_A7.ABStrategy_A7 6663 AnimationMode = ONCE_BACKWARDS 6664 Flags = START_FRAME_LAST 6665 End 6666 AliasConditionState = DAMAGED DOOR_2_CLOSING 6667 AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING 6668 AliasConditionState = NIGHT DOOR_2_CLOSING 6669 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 6670 AliasConditionState = SNOW DOOR_2_CLOSING 6671 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 6672 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 6673 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 6674 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 6675 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 6676 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 6677 6678 ConditionState = DOOR_2_WAITING_TO_CLOSE 6679 Model = ABStrategy_A7 6680 Animation = ABStrategy_A7.ABStrategy_A7 6681 AnimationMode = ONCE 6682 Flags = START_FRAME_LAST 6683 End 6684 AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE 6685 AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 6686 AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE 6687 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 6688 AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE 6689 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 6690 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 6691 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 6692 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 6693 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 6694 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 6695 6696 ;************************************************************************************************************************** 6697 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6698 ;for this draw module 6699 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6700 Model = ABStrategy_A7 6701 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6702 End 6703 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6704 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6705 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6706 6707 ConditionState = AWAITING_CONSTRUCTION 6708 Model = NONE 6709 End 6710 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6711 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6712 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6713 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6714 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6715 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6716 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6717 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6718 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6719 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6720 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6721 AliasConditionState = SOLD 6722 AliasConditionState = SOLD DAMAGED 6723 AliasConditionState = SOLD REALLYDAMAGED 6724 AliasConditionState = SOLD NIGHT 6725 AliasConditionState = SOLD NIGHT DAMAGED 6726 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6727 AliasConditionState = SOLD SNOW 6728 AliasConditionState = SOLD SNOW DAMAGED 6729 AliasConditionState = SOLD SNOW REALLYDAMAGED 6730 AliasConditionState = SOLD NIGHT SNOW 6731 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6732 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6733 AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE 6734 AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE 6735 AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 6736 AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE 6737 AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 6738 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 6739 AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE 6740 AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 6741 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 6742 AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 6743 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 6744 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 6745 ;************************************************************************************************************************** 6746 End 6747 6748 ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- 6749 Draw = W3DModelDraw ModuleTag_08 6750 OkToChangeModelColor = Yes 6751 DefaultConditionState 6752 Model = ABStrategy_A2 6753 Animation = ABStrategy_A2.ABStrategy_A2 6754 AnimationMode = ONCE_BACKWARDS 6755 Flags = START_FRAME_FIRST 6756 End 6757 AliasConditionState = DAMAGED 6758 AliasConditionState = REALLYDAMAGED 6759 AliasConditionState = NIGHT 6760 AliasConditionState = NIGHT SNOW 6761 AliasConditionState = SNOW 6762 AliasConditionState = NIGHT DAMAGED 6763 AliasConditionState = NIGHT SNOW DAMAGED 6764 AliasConditionState = SNOW DAMAGED 6765 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6766 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 6767 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6768 6769 ConditionState = DOOR_3_OPENING 6770 Model = ABStrategy_A2 6771 Animation = ABStrategy_A2.ABStrategy_A2 6772 AnimationMode = ONCE 6773 End 6774 AliasConditionState = DAMAGED DOOR_3_OPENING 6775 AliasConditionState = REALLYDAMAGED DOOR_3_OPENING 6776 AliasConditionState = NIGHT DOOR_3_OPENING 6777 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 6778 AliasConditionState = SNOW DOOR_3_OPENING 6779 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 6780 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 6781 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 6782 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 6783 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 6784 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 6785 6786 ConditionState = DOOR_3_CLOSING 6787 Model = ABStrategy_A2 6788 Animation = ABStrategy_A2.ABStrategy_A2 6789 AnimationMode = ONCE_BACKWARDS 6790 Flags = START_FRAME_LAST 6791 End 6792 AliasConditionState = DAMAGED DOOR_3_CLOSING 6793 AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING 6794 AliasConditionState = NIGHT DOOR_3_CLOSING 6795 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 6796 AliasConditionState = SNOW DOOR_3_CLOSING 6797 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 6798 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 6799 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 6800 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 6801 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 6802 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 6803 6804 ConditionState = DOOR_3_WAITING_TO_CLOSE 6805 Model = NONE 6806 End 6807 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 6808 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6809 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 6810 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 6811 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 6812 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 6813 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6814 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6815 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 6816 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 6817 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 6818 6819 6820 ;************************************************************************************************************************** 6821 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6822 ;for this draw module 6823 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6824 Model = ABStrategy_A2 6825 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6826 End 6827 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6828 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6829 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6830 6831 ConditionState = AWAITING_CONSTRUCTION 6832 Model = NONE 6833 End 6834 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6835 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6836 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6837 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6838 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6839 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6840 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6841 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6842 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6843 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6844 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6845 AliasConditionState = SOLD 6846 AliasConditionState = SOLD DAMAGED 6847 AliasConditionState = SOLD REALLYDAMAGED 6848 AliasConditionState = SOLD NIGHT 6849 AliasConditionState = SOLD NIGHT DAMAGED 6850 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6851 AliasConditionState = SOLD SNOW 6852 AliasConditionState = SOLD SNOW DAMAGED 6853 AliasConditionState = SOLD SNOW REALLYDAMAGED 6854 AliasConditionState = SOLD NIGHT SNOW 6855 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6856 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6857 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 6858 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 6859 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6860 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 6861 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 6862 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6863 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 6864 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6865 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6866 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 6867 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6868 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6869 ;************************************************************************************************************************** 6870 6871 6872 End 6873 Draw = W3DModelDraw ModuleTag_09 6874 ;***This is the radar array that only shows up when plan is active*** 6875 OkToChangeModelColor = Yes 6876 DefaultConditionState 6877 Model = NONE 6878 End 6879 AliasConditionState = DAMAGED 6880 AliasConditionState = REALLYDAMAGED 6881 AliasConditionState = NIGHT 6882 AliasConditionState = NIGHT SNOW 6883 AliasConditionState = SNOW 6884 AliasConditionState = NIGHT DAMAGED 6885 AliasConditionState = NIGHT SNOW DAMAGED 6886 AliasConditionState = SNOW DAMAGED 6887 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6888 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 6889 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6890 6891 ConditionState = DOOR_3_WAITING_TO_CLOSE 6892 Model = ABStrategy_A3 6893 Animation = ABStrategy_A3.ABStrategy_A3 6894 AnimationMode = LOOP 6895 End 6896 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 6897 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6898 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 6899 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 6900 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 6901 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 6902 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6903 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6904 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 6905 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 6906 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 6907 6908 ConditionState = AWAITING_CONSTRUCTION 6909 Model = NONE 6910 End 6911 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6912 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6913 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6914 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6916 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6917 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6918 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6919 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6920 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6921 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6922 AliasConditionState = SOLD 6923 AliasConditionState = SOLD DAMAGED 6924 AliasConditionState = SOLD REALLYDAMAGED 6925 AliasConditionState = SOLD NIGHT 6926 AliasConditionState = SOLD NIGHT DAMAGED 6927 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6928 AliasConditionState = SOLD SNOW 6929 AliasConditionState = SOLD SNOW DAMAGED 6930 AliasConditionState = SOLD SNOW REALLYDAMAGED 6931 AliasConditionState = SOLD NIGHT SNOW 6932 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6933 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6934 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 6935 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 6936 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6937 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 6938 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 6939 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6940 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 6941 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6942 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6943 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 6944 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 6945 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 6946 6947 End 6948 6949 PlacementViewAngle = -45 6950 6951 ; ***DESIGN parameters *** 6952 DisplayName = OBJECT:StrategyCenter 6953 Side = America 6954 EditorSorting = STRUCTURE 6955 Prerequisites 6956 Object = AmericaWarFactory AmericaAirfield 6957 End 6958 CommandSet = AmericaStrategyCenterCommandSet 6959 BuildCost = 2500 6960 BuildTime = 60.0 ; in seconds 6961 EnergyProduction = -2 6962 VisionRange = 400.0 ; Shroud clearing distance 6963 6964 MaxSimultaneousOfType = 1 6965 6966 ShroudClearingRange = 400 6967 WeaponSet 6968 Conditions = None 6969 Weapon = PRIMARY StrategyCenterGun 6970 AutoChooseSources = PRIMARY NONE 6971 End 6972 ArmorSet 6973 Conditions = None 6974 Armor = StructureArmor 6975 DamageFX = StructureDamageFXNoShake 6976 End 6977 ExperienceValue = 250 250 250 250 ; Experience point value at each level 6978 6979 ; *** AUDIO Parameters *** 6980 VoiceSelect = StrategyCenterSelect 6981 SoundOnDamaged = BuildingDamagedStateLight 6982 SoundOnReallyDamaged = BuildingDestroy 6983 6984 UnitSpecificSounds 6985 UnderConstruction = UnderConstructionLoop 6986 End 6987 6988 UnitSpecificSounds 6989 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6990 TurretMoveStart = NoSound 6991 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop 6992 End 6993 6994 ; *** ENGINEERING Parameters *** 6995 RadarPriority = STRUCTURE 6996 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGY_CENTER FS_ADVANCED_TECH 6997 Body = StructureBody ModuleTag_10 6998 MaxHealth = 1500.0 6999 InitialHealth = 1500.0 7000 7001 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7002 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7003 SubdualDamageCap = 1700 7004 SubdualDamageHealRate = 500 7005 SubdualDamageHealAmount = 100 7006 End 7007 Behavior = ProductionUpdate ModuleTag_11 7008 ; nothing 7009 End 7010 Behavior = BaseRegenerateUpdate ModuleTag_12 7011 ;No data 7012 End 7013 7014 Behavior = SpecialAbility ModuleTag_13 7015 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 7016 UpdateModuleStartsAttack = Yes 7017 End 7018 Behavior = BattlePlanUpdate ModuleTag_14 7019 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 7020 7021 ;Transition Timings 7022 BombardmentPlanAnimationTime = 7000 7023 HoldTheLinePlanAnimationTime = 7000 7024 SearchAndDestroyPlanAnimationTime = 7000 7025 TransitionIdleTime = 0 7026 7027 ;Messages 7028 BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated 7029 HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated 7030 SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated 7031 7032 ;Audio hooks 7033 BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound 7034 BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound 7035 BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement 7036 SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack 7037 SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop 7038 SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack 7039 SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement 7040 HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack 7041 HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack 7042 HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement 7043 7044 ;Army bonuses granted by different battle plans 7045 ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... 7046 InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these 7047 BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. 7048 HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! 7049 SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! 7050 ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! 7051 7052 ;Building bonuses granted based on battle plan mode. 7053 StrategyCenterSearchAndDestroySightRangeScalar = 2.0 7054 StrategyCenterSearchAndDestroyDetectsStealth = Yes 7055 StrategyCenterHoldTheLineMaxHealthScalar = 2.0 7056 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO 7057 7058 End 7059 7060 Behavior = AIUpdateInterface ModuleTag_15 7061 Turret 7062 ControlledWeaponSlots = PRIMARY 7063 TurretTurnRate = 60 // turn rate, in degrees per sec 7064 TurretPitchRate = 60 7065 AllowsPitch = Yes 7066 FiresWhileTurning = Yes 7067 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 7068 ; since you never know from whence cometh danger 7069 NaturalTurretAngle = -90 ; this turret points backwards normally 7070 7071 FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here 7072 MinIdleScanInterval = 500 ; in milliseconds 7073 MaxIdleScanInterval = 1000 ; in milliseconds 7074 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 7075 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 7076 End 7077 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 7078 End 7079 7080 Behavior = StealthDetectorUpdate ModuleTag_16 7081 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 7082 InitiallyDisabled = Yes ; only will be active when search & destroy plan active. 7083 DetectionRange = 500 ;Dustin, enable this for independant balancing! 7084 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 7085 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 7086 End 7087 7088 Behavior = SpyVisionSpecialPower SpyTag_1 7089 SpecialPowerTemplate = SuperweaponCIAIntelligence 7090 BaseDuration = 30000 ;in milliseconds 7091 BonusDurationPerCaptured = 10000 ;in milliseconds 7092 MaxDuration = 240000 ;in milliseconds 7093 End 7094 Behavior = SpyVisionUpdate SpyTag_2 7095 ;<NO DATA> 7096 End 7097 7098 Behavior = DestroyDie ModuleTag_17 7099 ;nothing 7100 End 7101 Behavior = CreateObjectDie ModuleTag_18 7102 CreationList = OCL_ABPowerPlantExplode 7103 End 7104 Behavior = CreateObjectDie ModuleTag_19 7105 CreationList = OCL_AmericanRangerDebris04 7106 ExemptStatus = UNDER_CONSTRUCTION 7107 End 7108 Behavior = FXListDie ModuleTag_20 7109 DeathFX = FX_StructureMediumDeath 7110 End 7111 7112 Behavior = FlammableUpdate ModuleTag_22 7113 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7114 AflameDamageAmount = 5 ; taking this much damage... 7115 AflameDamageDelay = 500 ; this often. 7116 End 7117 7118 Behavior = TransitionDamageFX ModuleTag_23 7119 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 7120 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7121 ;--------------------------------------------------------------------------------------- 7122 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7123 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 7124 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 7125 End 7126 7127 7128 Geometry = BOX 7129 GeometryMajorRadius = 62.0 7130 GeometryMinorRadius = 44.0 7131 GeometryHeight = 24.0 7132 GeometryIsSmall = No 7133 Shadow = SHADOW_VOLUME 7134 BuildCompletion = PLACED_BY_PLAYER 7135 7136 End 7137 7138 ;------------------------------------------------------------------------------ 7139 7140 Object AmericaAirfield 7141 7142 ; *** ART Parameters *** 7143 SelectPortrait = SAACommand_L 7144 ButtonImage = SAACommand 7145 Draw = W3DModelDraw ModuleTag_01 7146 7147 ExtraPublicBone = Runway1Parking1 7148 ExtraPublicBone = Runway1Parking2 7149 ExtraPublicBone = Runway2Parking1 7150 ExtraPublicBone = Runway2Parking2 7151 ExtraPublicBone = Runway1Park1Han 7152 ExtraPublicBone = Runway1Park2Han 7153 ExtraPublicBone = Runway2Park1Han 7154 ExtraPublicBone = Runway2Park2Han 7155 ExtraPublicBone = Runway1Prep1 7156 ExtraPublicBone = Runway1Prep2 7157 ExtraPublicBone = Runway2Prep1 7158 ExtraPublicBone = Runway2Prep2 7159 ExtraPublicBone = RunwayStart1 7160 ExtraPublicBone = RunwayStart2 7161 ExtraPublicBone = RunwayEnd1 7162 ExtraPublicBone = RunwayEnd2 7163 ExtraPublicBone = HeliPark01 7164 7165 OkToChangeModelColor = Yes 7166 7167 ; day ******************************************** 7168 DefaultConditionState 7169 Model = ABArFrcCmd 7170 Animation = ABArFrcCmd.ABArFrcCmd 7171 AnimationMode = LOOP 7172 End 7173 ConditionState = DAMAGED 7174 Model = ABArFrcCmd_D 7175 Animation = ABArFrcCmd_D.ABArFrcCmd_D 7176 AnimationMode = LOOP 7177 ParticleSysBone = Smoke01 SmolderingSmoke 7178 ParticleSysBone = Smoke02 SmolderingSmoke 7179 ParticleSysBone = Smoke03 SmolderingSmoke 7180 ParticleSysBone = Fire01 SmolderingFire 7181 End 7182 ConditionState = REALLYDAMAGED RUBBLE 7183 Model = ABArFrcCmd_E 7184 Animation = ABArFrcCmd_E.ABArFrcCmd_E 7185 AnimationMode = LOOP 7186 ParticleSysBone = Smoke01 SmolderingSmoke 7187 ParticleSysBone = Smoke02 SmolderingSmoke 7188 ParticleSysBone = Smoke03 SmolderingSmoke 7189 ParticleSysBone = Smoke04 SmolderingSmoke 7190 ParticleSysBone = Smoke05 SmokeFactionLarge 7191 ParticleSysBone = Smoke06 SmokeFactionLarge 7192 ParticleSysBone = Fire01 SmolderingFire 7193 ParticleSysBone = Fire02 SmolderingFire 7194 ParticleSysBone = Fire03 FireFactionLarge 7195 ParticleSysBone = Spark01 SparksLarge 7196 End 7197 7198 ConditionState = SNOW 7199 Model = ABArFrcCmd_S 7200 Animation = ABArFrcCmd_S.ABArFrcCmd_S 7201 AnimationMode = LOOP 7202 End 7203 ConditionState = DAMAGED SNOW 7204 Model = ABArFrcCmd_DS 7205 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 7206 AnimationMode = LOOP 7207 ParticleSysBone = Smoke01 SmolderingSmoke 7208 ParticleSysBone = Smoke02 SmolderingSmoke 7209 ParticleSysBone = Smoke03 SmolderingSmoke 7210 ParticleSysBone = Fire01 SmolderingFire 7211 End 7212 ConditionState = REALLYDAMAGED RUBBLE SNOW 7213 Model = ABArFrcCmd_ES 7214 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 7215 AnimationMode = LOOP 7216 ParticleSysBone = Smoke01 SmolderingSmoke 7217 ParticleSysBone = Smoke02 SmolderingSmoke 7218 ParticleSysBone = Smoke03 SmolderingSmoke 7219 ParticleSysBone = Smoke04 SmolderingSmoke 7220 ParticleSysBone = Smoke05 SmokeFactionLarge 7221 ParticleSysBone = Smoke06 SmokeFactionLarge 7222 ParticleSysBone = Fire01 SmolderingFire 7223 ParticleSysBone = Fire02 SmolderingFire 7224 ParticleSysBone = Fire03 FireFactionLarge 7225 ParticleSysBone = Spark01 SparksLarge 7226 End 7227 7228 ; night ****************************************** 7229 ConditionState = NIGHT 7230 Model = ABArFrcCmd_N 7231 Animation = ABArFrcCmd_N.ABArFrcCmd_N 7232 AnimationMode = LOOP 7233 End 7234 ConditionState = DAMAGED NIGHT 7235 Model = ABArFrcCmd_ND 7236 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 7237 AnimationMode = LOOP 7238 End 7239 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7240 Model = ABArFrcCmd_NE 7241 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 7242 AnimationMode = LOOP 7243 End 7244 7245 ConditionState = NIGHT SNOW 7246 Model = ABArFrcCmd_NS 7247 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 7248 AnimationMode = LOOP 7249 End 7250 ConditionState = DAMAGED NIGHT SNOW 7251 Model = ABArFrcCmd_NDS 7252 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 7253 AnimationMode = LOOP 7254 End 7255 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7256 Model = ABArFrcCmd_NES 7257 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 7258 AnimationMode = LOOP 7259 End 7260 7261 ;************************************************************************************************************************** 7262 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7263 ;for this draw module 7264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7265 Model = ABArFrcCmd 7266 Animation = ABArFrcCmd.ABArFrcCmd 7267 AnimationMode = LOOP 7268 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7269 End 7270 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7271 Model = ABArFrcCmd_D 7272 Animation = ABArFrcCmd_D.ABArFrcCmd_D 7273 AnimationMode = LOOP 7274 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7275 End 7276 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7277 Model = ABArFrcCmd_E 7278 Animation = ABArFrcCmd_E.ABArFrcCmd_E 7279 AnimationMode = LOOP 7280 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7281 End 7282 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7283 Model = ABArFrcCmd_N 7284 Animation = ABArFrcCmd_N.ABArFrcCmd_N 7285 AnimationMode = LOOP 7286 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7287 End 7288 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7289 Model = ABArFrcCmd_ND 7290 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 7291 AnimationMode = LOOP 7292 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7293 End 7294 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7295 Model = ABArFrcCmd_NE 7296 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 7297 AnimationMode = LOOP 7298 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7299 End 7300 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7301 Model = ABArFrcCmd_S 7302 Animation = ABArFrcCmd_S.ABArFrcCmd_S 7303 AnimationMode = LOOP 7304 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7305 End 7306 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7307 Model = ABArFrcCmd_DS 7308 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 7309 AnimationMode = LOOP 7310 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7311 End 7312 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7313 Model = ABArFrcCmd_ES 7314 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 7315 AnimationMode = LOOP 7316 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7317 End 7318 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7319 Model = ABArFrcCmd_NS 7320 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 7321 AnimationMode = LOOP 7322 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7323 End 7324 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7325 Model = ABArFrcCmd_NDS 7326 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 7327 AnimationMode = LOOP 7328 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7329 End 7330 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7331 Model = ABArFrcCmd_NES 7332 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 7333 AnimationMode = LOOP 7334 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7335 End 7336 7337 ConditionState = AWAITING_CONSTRUCTION 7338 Model = NONE 7339 End 7340 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7341 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7342 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7343 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7344 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7345 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7346 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7347 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7348 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7349 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7350 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7351 AliasConditionState = SOLD 7352 AliasConditionState = SOLD DAMAGED 7353 AliasConditionState = SOLD REALLYDAMAGED 7354 AliasConditionState = SOLD NIGHT 7355 AliasConditionState = SOLD NIGHT DAMAGED 7356 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7357 AliasConditionState = SOLD SNOW 7358 AliasConditionState = SOLD SNOW DAMAGED 7359 AliasConditionState = SOLD SNOW REALLYDAMAGED 7360 AliasConditionState = SOLD NIGHT SNOW 7361 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7362 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7363 ;************************************************************************************************************************** 7364 7365 End 7366 7367 ; ------------ blinky production lights ----------------- 7368 Draw = W3DModelDraw ModuleTag_02 7369 DefaultConditionState 7370 Model = None 7371 End 7372 ConditionState = ACTIVELY_CONSTRUCTING 7373 Model = ABArFrcCmd_A9 7374 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 7375 AnimationMode = LOOP 7376 End 7377 End 7378 7379 ; ----------------- door #1 ------------------- 7380 Draw = W3DModelDraw ModuleTag_03 7381 ConditionState = NONE 7382 Model = ABArFrcCmd_A7 7383 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 7384 AnimationMode = MANUAL 7385 Flags = START_FRAME_FIRST 7386 End 7387 AliasConditionState = NIGHT 7388 AliasConditionState = SNOW 7389 AliasConditionState = NIGHT SNOW 7390 AliasConditionState = NIGHT DAMAGED 7391 AliasConditionState = SNOW DAMAGED 7392 AliasConditionState = NIGHT SNOW DAMAGED 7393 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7394 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7395 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7396 7397 ConditionState = DOOR_1_OPENING 7398 Model = ABArFrcCmd_A7 7399 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 7400 AnimationMode = ONCE 7401 Flags = START_FRAME_FIRST 7402 End 7403 AliasConditionState = NIGHT DOOR_1_OPENING 7404 AliasConditionState = SNOW DOOR_1_OPENING 7405 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 7406 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 7407 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 7408 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 7409 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 7410 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 7411 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 7412 7413 ConditionState = DOOR_1_CLOSING 7414 Model = ABArFrcCmd_A7 7415 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 7416 AnimationMode = ONCE_BACKWARDS 7417 Flags = START_FRAME_LAST 7418 End 7419 AliasConditionState = NIGHT DOOR_1_CLOSING 7420 AliasConditionState = SNOW DOOR_1_CLOSING 7421 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 7422 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 7423 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 7424 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 7425 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 7426 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 7427 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 7428 7429 ConditionState = DOOR_1_WAITING_OPEN 7430 Model = ABArFrcCmd_A7 7431 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 7432 AnimationMode = MANUAL 7433 Flags = START_FRAME_LAST 7434 End 7435 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 7436 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 7437 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 7438 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 7439 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 7440 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 7441 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 7442 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 7443 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 7444 7445 7446 ;************************************************************************************************************************** 7447 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7448 ;for this draw module 7449 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7450 Model = ABArFrcCmd_A7 7451 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7452 End 7453 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7454 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7455 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7456 7457 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7458 Model = ABArFrcCmd_A7 7459 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7460 End 7461 7462 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7463 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7464 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7465 7466 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7467 Model = ABArFrcCmd_A7 7468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7469 End 7470 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7471 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7472 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7473 7474 ConditionState = AWAITING_CONSTRUCTION 7475 Model = NONE 7476 End 7477 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7478 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7479 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7480 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7481 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7482 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7483 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7484 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7485 AliasConditionState = SOLD 7486 AliasConditionState = SOLD DAMAGED 7487 AliasConditionState = SOLD REALLYDAMAGED 7488 AliasConditionState = SOLD NIGHT 7489 AliasConditionState = SOLD NIGHT DAMAGED 7490 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7491 AliasConditionState = SOLD SNOW 7492 AliasConditionState = SOLD SNOW DAMAGED 7493 AliasConditionState = SOLD SNOW REALLYDAMAGED 7494 AliasConditionState = SOLD NIGHT SNOW 7495 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7496 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7497 ;************************************************************************************************************************** 7498 7499 End 7500 7501 ; ----------------- door #2 ------------------- 7502 Draw = W3DModelDraw ModuleTag_04 7503 DefaultConditionState 7504 Model = ABArFrcCmd_A8 7505 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 7506 AnimationMode = MANUAL 7507 Flags = START_FRAME_FIRST 7508 End 7509 AliasConditionState = NIGHT 7510 AliasConditionState = SNOW 7511 AliasConditionState = NIGHT SNOW 7512 AliasConditionState = NIGHT DAMAGED 7513 AliasConditionState = SNOW DAMAGED 7514 AliasConditionState = NIGHT SNOW DAMAGED 7515 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7516 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7517 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7518 7519 7520 ConditionState = DOOR_2_OPENING 7521 Model = ABArFrcCmd_A8 7522 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 7523 AnimationMode = ONCE 7524 Flags = START_FRAME_FIRST 7525 End 7526 AliasConditionState = NIGHT DOOR_2_OPENING 7527 AliasConditionState = SNOW DOOR_2_OPENING 7528 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 7529 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 7530 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 7531 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 7532 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 7533 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 7534 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 7535 7536 7537 ConditionState = DOOR_2_CLOSING 7538 Model = ABArFrcCmd_A8 7539 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 7540 AnimationMode = ONCE_BACKWARDS 7541 Flags = START_FRAME_LAST 7542 End 7543 AliasConditionState = NIGHT DOOR_2_CLOSING 7544 AliasConditionState = SNOW DOOR_2_CLOSING 7545 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 7546 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 7547 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 7548 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 7549 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 7550 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 7551 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 7552 7553 ConditionState = DOOR_2_WAITING_OPEN 7554 Model = ABArFrcCmd_A8 7555 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 7556 AnimationMode = MANUAL 7557 Flags = START_FRAME_LAST 7558 End 7559 AliasConditionState = NIGHT DOOR_2_WAITING_OPEN 7560 AliasConditionState = SNOW DOOR_2_WAITING_OPEN 7561 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN 7562 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN 7563 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN 7564 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN 7565 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 7566 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 7567 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 7568 7569 ;************************************************************************************************************************** 7570 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7571 ;for this draw module 7572 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7573 Model = ABArFrcCmd_A8 7574 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7575 End 7576 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7577 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7578 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7579 7580 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7581 Model = ABArFrcCmd_A8 7582 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7583 End 7584 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7585 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7586 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7587 7588 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7589 Model = ABArFrcCmd_A8 7590 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7591 End 7592 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7593 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7594 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7595 7596 ConditionState = AWAITING_CONSTRUCTION 7597 Model = NONE 7598 End 7599 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7600 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7601 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7602 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7603 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7604 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7605 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7606 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7607 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7608 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7609 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7610 AliasConditionState = SOLD 7611 AliasConditionState = SOLD DAMAGED 7612 AliasConditionState = SOLD REALLYDAMAGED 7613 AliasConditionState = SOLD NIGHT 7614 AliasConditionState = SOLD NIGHT DAMAGED 7615 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7616 AliasConditionState = SOLD SNOW 7617 AliasConditionState = SOLD SNOW DAMAGED 7618 AliasConditionState = SOLD SNOW REALLYDAMAGED 7619 AliasConditionState = SOLD NIGHT SNOW 7620 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7621 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7622 ;************************************************************************************************************************** 7623 7624 End 7625 7626 ; ----------------- door #3 ------------------- 7627 Draw = W3DModelDraw ModuleTag_05 7628 DefaultConditionState 7629 Model = ABArFrcCmd_A2 7630 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 7631 AnimationMode = MANUAL 7632 Flags = START_FRAME_FIRST 7633 End 7634 AliasConditionState = NIGHT 7635 AliasConditionState = SNOW 7636 AliasConditionState = NIGHT SNOW 7637 AliasConditionState = NIGHT DAMAGED 7638 AliasConditionState = SNOW DAMAGED 7639 AliasConditionState = NIGHT SNOW DAMAGED 7640 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7641 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7642 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7643 7644 7645 ConditionState = DOOR_3_OPENING 7646 Model = ABArFrcCmd_A2 7647 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 7648 AnimationMode = ONCE 7649 Flags = START_FRAME_FIRST 7650 End 7651 AliasConditionState = NIGHT DOOR_3_OPENING 7652 AliasConditionState = SNOW DOOR_3_OPENING 7653 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 7654 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 7655 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 7656 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 7657 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 7658 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 7659 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 7660 7661 ConditionState = DOOR_3_CLOSING 7662 Model = ABArFrcCmd_A2 7663 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 7664 AnimationMode = ONCE_BACKWARDS 7665 Flags = START_FRAME_LAST 7666 End 7667 AliasConditionState = NIGHT DOOR_3_CLOSING 7668 AliasConditionState = SNOW DOOR_3_CLOSING 7669 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 7670 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 7671 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 7672 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 7673 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 7674 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 7675 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 7676 7677 ConditionState = DOOR_3_WAITING_OPEN 7678 Model = ABArFrcCmd_A2 7679 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 7680 AnimationMode = MANUAL 7681 Flags = START_FRAME_LAST 7682 End 7683 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 7684 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 7685 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN 7686 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 7687 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 7688 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN 7689 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 7690 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 7691 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 7692 7693 7694 ;************************************************************************************************************************** 7695 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7696 ;for this draw module 7697 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7698 Model = ABArFrcCmd_A2 7699 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7700 End 7701 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7702 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7703 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7704 7705 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7706 Model = ABArFrcCmd_A2 7707 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7708 End 7709 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7710 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7711 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7712 7713 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7714 Model = ABArFrcCmd_A2 7715 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7716 End 7717 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7718 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7719 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7720 7721 ConditionState = AWAITING_CONSTRUCTION 7722 Model = NONE 7723 End 7724 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7725 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7726 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7727 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7728 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7729 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7730 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7731 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7732 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7733 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7734 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7735 AliasConditionState = SOLD 7736 AliasConditionState = SOLD DAMAGED 7737 AliasConditionState = SOLD REALLYDAMAGED 7738 AliasConditionState = SOLD NIGHT 7739 AliasConditionState = SOLD NIGHT DAMAGED 7740 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7741 AliasConditionState = SOLD SNOW 7742 AliasConditionState = SOLD SNOW DAMAGED 7743 AliasConditionState = SOLD SNOW REALLYDAMAGED 7744 AliasConditionState = SOLD NIGHT SNOW 7745 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7746 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7747 ;************************************************************************************************************************** 7748 7749 End 7750 7751 ; ----------------- door #4 ------------------- 7752 Draw = W3DModelDraw ModuleTag_06 7753 DefaultConditionState 7754 Model = ABArFrcCmd_A3 7755 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 7756 AnimationMode = MANUAL 7757 Flags = START_FRAME_FIRST 7758 End 7759 AliasConditionState = NIGHT 7760 AliasConditionState = SNOW 7761 AliasConditionState = NIGHT SNOW 7762 AliasConditionState = NIGHT DAMAGED 7763 AliasConditionState = SNOW DAMAGED 7764 AliasConditionState = NIGHT SNOW DAMAGED 7765 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7766 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7767 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7768 7769 ConditionState = DOOR_4_OPENING 7770 Model = ABArFrcCmd_A3 7771 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 7772 AnimationMode = ONCE 7773 Flags = START_FRAME_FIRST 7774 End 7775 AliasConditionState = NIGHT DOOR_4_OPENING 7776 AliasConditionState = SNOW DOOR_4_OPENING 7777 AliasConditionState = NIGHT SNOW DOOR_4_OPENING 7778 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 7779 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 7780 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING 7781 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 7782 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 7783 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 7784 7785 ConditionState = DOOR_4_CLOSING 7786 Model = ABArFrcCmd_A3 7787 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 7788 AnimationMode = ONCE_BACKWARDS 7789 Flags = START_FRAME_LAST 7790 End 7791 AliasConditionState = NIGHT DOOR_4_CLOSING 7792 AliasConditionState = SNOW DOOR_4_CLOSING 7793 AliasConditionState = NIGHT SNOW DOOR_4_CLOSING 7794 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 7795 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 7796 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING 7797 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 7798 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 7799 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 7800 7801 ConditionState = DOOR_4_WAITING_OPEN 7802 Model = ABArFrcCmd_A3 7803 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 7804 AnimationMode = MANUAL 7805 Flags = START_FRAME_LAST 7806 End 7807 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 7808 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 7809 AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN 7810 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 7811 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 7812 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN 7813 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 7814 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 7815 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 7816 7817 ;************************************************************************************************************************** 7818 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7819 ;for this draw module 7820 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7821 Model = ABArFrcCmd_A3 7822 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7823 End 7824 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7825 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7826 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7827 7828 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7829 Model = ABArFrcCmd_A3 7830 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7831 End 7832 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7833 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7834 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7835 7836 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7837 Model = ABArFrcCmd_A3 7838 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7839 End 7840 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7841 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7842 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7843 7844 ConditionState = AWAITING_CONSTRUCTION 7845 Model = NONE 7846 End 7847 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7848 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7849 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7850 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7851 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7852 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7853 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7854 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7855 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7856 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7857 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7858 AliasConditionState = SOLD 7859 AliasConditionState = SOLD DAMAGED 7860 AliasConditionState = SOLD REALLYDAMAGED 7861 AliasConditionState = SOLD NIGHT 7862 AliasConditionState = SOLD NIGHT DAMAGED 7863 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7864 AliasConditionState = SOLD SNOW 7865 AliasConditionState = SOLD SNOW DAMAGED 7866 AliasConditionState = SOLD SNOW REALLYDAMAGED 7867 AliasConditionState = SOLD NIGHT SNOW 7868 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7869 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7870 ;************************************************************************************************************************** 7871 End 7872 7873 ; ------------ construction-zone fence ----------------- 7874 Draw = W3DModelDraw ModuleTag_07 7875 AnimationsRequirePower = No 7876 DefaultConditionState 7877 Model = None 7878 TransitionKey = DOWN_DEFAULT 7879 End 7880 ConditionState = NIGHT 7881 Model = None 7882 TransitionKey = DOWN_DEFAULT 7883 End 7884 ConditionState = SNOW 7885 Model = None 7886 TransitionKey = DOWN_DEFAULT 7887 End 7888 ConditionState = SNOW NIGHT 7889 Model = None 7890 TransitionKey = DOWN_DEFAULT 7891 End 7892 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7893 Model = ABArFrcCmd_A4 7894 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 7895 AnimationMode = MANUAL 7896 Flags = START_FRAME_LAST 7897 TransitionKey = UP_DAY 7898 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7899 ParticleSysBone = SparksS01 LiveWireSparks02 7900 End 7901 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7902 Model = ABArFrcCmd_A4N 7903 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 7904 AnimationMode = MANUAL 7905 Flags = START_FRAME_LAST 7906 TransitionKey = UP_NIGHT 7907 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7908 ParticleSysBone = SparksS01 LiveWireSparks02 7909 End 7910 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7911 Model = ABArFrcCmd_A4S 7912 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 7913 AnimationMode = MANUAL 7914 Flags = START_FRAME_LAST 7915 TransitionKey = UP_SNOW 7916 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7917 ParticleSysBone = SparksS01 LiveWireSparks02 7918 End 7919 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7920 Model = ABArFrcCmd_A4SN 7921 ; @todo srj -- missing 7922 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 7923 AnimationMode = MANUAL 7924 Flags = START_FRAME_LAST 7925 TransitionKey = UP_SNOWNIGHT 7926 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7927 ParticleSysBone = SparksS01 LiveWireSparks02 7928 End 7929 TransitionState = DOWN_DEFAULT UP_DAY 7930 Model = ABArFrcCmd_A4 7931 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 7932 AnimationMode = ONCE 7933 AnimationSpeedFactorRange = 1.0 1.0 7934 Flags = START_FRAME_FIRST 7935 End 7936 TransitionState = DOWN_DEFAULT UP_NIGHT 7937 Model = ABArFrcCmd_A4N 7938 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 7939 AnimationMode = ONCE 7940 AnimationSpeedFactorRange = 1.0 1.0 7941 Flags = START_FRAME_FIRST 7942 End 7943 TransitionState = DOWN_DEFAULT UP_SNOW 7944 Model = ABArFrcCmd_A4S 7945 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 7946 AnimationMode = ONCE 7947 AnimationSpeedFactorRange = 1.0 1.0 7948 Flags = START_FRAME_FIRST 7949 End 7950 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7951 Model = ABArFrcCmd_A4SN 7952 ; @todo srj -- missing 7953 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 7954 AnimationMode = ONCE 7955 AnimationSpeedFactorRange = 1.0 1.0 7956 Flags = START_FRAME_FIRST 7957 End 7958 TransitionState = UP_DAY DOWN_DEFAULT 7959 Model = ABArFrcCmd_A4 7960 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 7961 AnimationMode = ONCE_BACKWARDS 7962 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7963 Flags = START_FRAME_LAST 7964 End 7965 TransitionState = UP_NIGHT DOWN_DEFAULT 7966 Model = ABArFrcCmd_A4N 7967 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 7968 AnimationMode = ONCE_BACKWARDS 7969 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7970 Flags = START_FRAME_LAST 7971 End 7972 TransitionState = UP_SNOW DOWN_DEFAULT 7973 Model = ABArFrcCmd_A4S 7974 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 7975 AnimationMode = ONCE_BACKWARDS 7976 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7977 Flags = START_FRAME_LAST 7978 End 7979 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7980 Model = ABArFrcCmd_A4SN 7981 ; @todo srj -- missing 7982 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 7983 AnimationMode = ONCE_BACKWARDS 7984 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7985 Flags = START_FRAME_LAST 7986 End 7987 End 7988 7989 ; ------------ under-construction scaffolding ----------------- 7990 Draw = W3DModelDraw ModuleTag_08 7991 AnimationsRequirePower = No 7992 MinLODRequired = MEDIUM 7993 DefaultConditionState 7994 Model = None 7995 TransitionKey = DOWN_DEFAULT 7996 End 7997 ConditionState = NIGHT 7998 Model = None 7999 TransitionKey = DOWN_DEFAULT 8000 End 8001 ConditionState = SNOW 8002 Model = None 8003 TransitionKey = DOWN_DEFAULT 8004 End 8005 ConditionState = SNOW NIGHT 8006 Model = None 8007 TransitionKey = DOWN_DEFAULT 8008 End 8009 ConditionState = PARTIALLY_CONSTRUCTED 8010 Model = ABArFrcCmd_A6 8011 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 8012 AnimationMode = MANUAL 8013 Flags = START_FRAME_LAST 8014 TransitionKey = UP_DAY 8015 ParticleSysBone = Sparks01 BuildUpBlueSpark 8016 ParticleSysBone = Sparks02 BuildUpBlueSpark 8017 ParticleSysBone = Sparks03 BuildUpBlueSpark 8018 ParticleSysBone = Sparks04 BuildUpBlueSpark 8019 ParticleSysBone = Sparks05 BuildUpBlueSpark 8020 ParticleSysBone = Sparks06 BuildUpBlueSpark 8021 End 8022 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8023 Model = ABArFrcCmd_A6N 8024 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 8025 AnimationMode = MANUAL 8026 Flags = START_FRAME_LAST 8027 TransitionKey = UP_NIGHT 8028 ParticleSysBone = Sparks01 BuildUpBlueSpark 8029 ParticleSysBone = Sparks02 BuildUpBlueSpark 8030 ParticleSysBone = Sparks03 BuildUpBlueSpark 8031 ParticleSysBone = Sparks04 BuildUpBlueSpark 8032 ParticleSysBone = Sparks05 BuildUpBlueSpark 8033 ParticleSysBone = Sparks06 BuildUpBlueSpark 8034 End 8035 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8036 Model = ABArFrcCmd_A6S 8037 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 8038 AnimationMode = MANUAL 8039 Flags = START_FRAME_LAST 8040 TransitionKey = UP_SNOW 8041 ParticleSysBone = Sparks01 BuildUpBlueSpark 8042 ParticleSysBone = Sparks02 BuildUpBlueSpark 8043 ParticleSysBone = Sparks03 BuildUpBlueSpark 8044 ParticleSysBone = Sparks04 BuildUpBlueSpark 8045 ParticleSysBone = Sparks05 BuildUpBlueSpark 8046 ParticleSysBone = Sparks06 BuildUpBlueSpark 8047 End 8048 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8049 Model = ABArFrcCmd_A6SN 8050 ; @todo srj -- missing 8051 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 8052 AnimationMode = MANUAL 8053 Flags = START_FRAME_LAST 8054 TransitionKey = UP_SNOWNIGHT 8055 ParticleSysBone = Sparks01 BuildUpBlueSpark 8056 ParticleSysBone = Sparks02 BuildUpBlueSpark 8057 ParticleSysBone = Sparks03 BuildUpBlueSpark 8058 ParticleSysBone = Sparks04 BuildUpBlueSpark 8059 ParticleSysBone = Sparks05 BuildUpBlueSpark 8060 ParticleSysBone = Sparks06 BuildUpBlueSpark 8061 End 8062 TransitionState = DOWN_DEFAULT UP_DAY 8063 Model = ABArFrcCmd_A6 8064 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 8065 AnimationMode = ONCE 8066 AnimationSpeedFactorRange = 1.0 1.0 8067 Flags = START_FRAME_FIRST 8068 End 8069 TransitionState = DOWN_DEFAULT UP_NIGHT 8070 Model = ABArFrcCmd_A6N 8071 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 8072 AnimationMode = ONCE 8073 AnimationSpeedFactorRange = 1.0 1.0 8074 Flags = START_FRAME_FIRST 8075 End 8076 8077 TransitionState = DOWN_DEFAULT UP_SNOW 8078 Model = ABArFrcCmd_A6S 8079 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 8080 AnimationMode = ONCE 8081 AnimationSpeedFactorRange = 1.0 1.0 8082 Flags = START_FRAME_FIRST 8083 End 8084 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8085 Model = ABArFrcCmd_A6SN 8086 ; @todo srj -- missing 8087 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 8088 AnimationMode = ONCE 8089 AnimationSpeedFactorRange = 1.0 1.0 8090 Flags = START_FRAME_FIRST 8091 End 8092 TransitionState = UP_DAY DOWN_DEFAULT 8093 Model = ABArFrcCmd_A6 8094 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 8095 AnimationMode = ONCE_BACKWARDS 8096 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8097 Flags = START_FRAME_LAST 8098 End 8099 TransitionState = UP_NIGHT DOWN_DEFAULT 8100 Model = ABArFrcCmd_A6N 8101 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 8102 AnimationMode = ONCE_BACKWARDS 8103 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8104 Flags = START_FRAME_LAST 8105 End 8106 TransitionState = UP_SNOW DOWN_DEFAULT 8107 Model = ABArFrcCmd_A6S 8108 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 8109 AnimationMode = ONCE_BACKWARDS 8110 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8111 Flags = START_FRAME_LAST 8112 End 8113 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8114 Model = ABArFrcCmd_A6SN 8115 ; @todo srj -- missing 8116 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 8117 AnimationMode = ONCE_BACKWARDS 8118 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8119 Flags = START_FRAME_LAST 8120 End 8121 End 8122 8123 ; ------------ being-constructed crane ----------------- 8124 Draw = W3DModelDraw ModuleTag_09 8125 AnimationsRequirePower = No 8126 DefaultConditionState 8127 Model = None 8128 TransitionKey = DOWN_DEFAULT 8129 End 8130 ConditionState = NIGHT 8131 Model = None 8132 TransitionKey = DOWN_DEFAULT 8133 End 8134 ConditionState = SNOW 8135 Model = None 8136 TransitionKey = DOWN_DEFAULT 8137 End 8138 ConditionState = SNOW NIGHT 8139 Model = None 8140 TransitionKey = DOWN_DEFAULT 8141 End 8142 ConditionState = SOLD 8143 Model = NONE 8144 End 8145 8146 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8147 Model = ABArFrcCmd_A5 8148 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 8149 AnimationMode = LOOP 8150 TransitionKey = UP_DAY 8151 End 8152 8153 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8154 Model = ABArFrcCmd_A5N 8155 Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N 8156 AnimationMode = LOOP 8157 TransitionKey = UP_NIGHT 8158 End 8159 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8160 Model = ABArFrcCmd_A5S 8161 Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S 8162 AnimationMode = LOOP 8163 TransitionKey = UP_SNOW 8164 End 8165 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8166 Model = ABArFrcCmd_A5SN 8167 Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN 8168 AnimationMode = LOOP 8169 TransitionKey = UP_SNOWNIGHT 8170 End 8171 TransitionState = DOWN_DEFAULT UP_DAY 8172 Model = ABArFrcCmd_AB 8173 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 8174 AnimationMode = ONCE 8175 AnimationSpeedFactorRange = 1.0 1.0 8176 Flags = START_FRAME_FIRST 8177 End 8178 8179 TransitionState = DOWN_DEFAULT UP_NIGHT 8180 Model = ABArFrcCmd_ABN 8181 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 8182 AnimationMode = ONCE 8183 AnimationSpeedFactorRange = 1.0 1.0 8184 Flags = START_FRAME_FIRST 8185 End 8186 TransitionState = DOWN_DEFAULT UP_SNOW 8187 Model = ABArFrcCmd_ABS 8188 ; @todo srj -- not found 8189 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 8190 AnimationMode = ONCE 8191 AnimationSpeedFactorRange = 1.0 1.0 8192 Flags = START_FRAME_FIRST 8193 End 8194 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8195 Model = ABArFrcCmd_ABSN 8196 Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN 8197 AnimationMode = ONCE 8198 AnimationSpeedFactorRange = 1.0 1.0 8199 Flags = START_FRAME_FIRST 8200 End 8201 TransitionState = UP_DAY DOWN_DEFAULT 8202 Model = ABArFrcCmd_AB 8203 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 8204 AnimationMode = ONCE_BACKWARDS 8205 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8206 Flags = START_FRAME_LAST 8207 End 8208 TransitionState = UP_NIGHT DOWN_DEFAULT 8209 Model = ABArFrcCmd_ABN 8210 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 8211 AnimationMode = ONCE_BACKWARDS 8212 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8213 Flags = START_FRAME_LAST 8214 End 8215 TransitionState = UP_SNOW DOWN_DEFAULT 8216 Model = ABArFrcCmd_ABS 8217 ; @todo srj -- not found 8218 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 8219 AnimationMode = ONCE_BACKWARDS 8220 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8221 Flags = START_FRAME_LAST 8222 End 8223 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8224 Model = ABArFrcCmd_ABS 8225 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 8226 AnimationMode = ONCE_BACKWARDS 8227 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8228 Flags = START_FRAME_LAST 8229 End 8230 End 8231 8232 PlacementViewAngle = -45 8233 8234 ; ***DESIGN parameters *** 8235 DisplayName = OBJECT:Airfield 8236 Side = America 8237 EditorSorting = STRUCTURE 8238 Prerequisites 8239 Object = AmericaSupplyCenter 8240 End 8241 BuildCost = 1000 8242 BuildTime = 30.0 ; in seconds 8243 EnergyProduction = -1 8244 CommandSet = AmericaAirfieldCommandSet 8245 VisionRange = 200.0 ; Shroud clearing distance 8246 ShroudClearingRange = 200 8247 ArmorSet 8248 Conditions = None 8249 Armor = StructureArmor 8250 DamageFX = StructureDamageFXNoShake 8251 End 8252 ExperienceValue = 150 150 150 150 ; Experience point value at each level 8253 8254 ; *** AUDIO Parameters *** 8255 VoiceSelect = AirfieldUSASelect 8256 SoundOnDamaged = BuildingDamagedStateLight 8257 SoundOnReallyDamaged = BuildingDestroy 8258 8259 UnitSpecificSounds 8260 UnderConstruction = UnderConstructionLoop 8261 End 8262 8263 ; *** ENGINEERING Parameters *** 8264 RadarPriority = STRUCTURE 8265 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD 8266 Body = StructureBody ModuleTag_10 8267 MaxHealth = 1500.0 8268 InitialHealth = 1500.0 8269 8270 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8271 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8272 SubdualDamageCap = 1700 8273 SubdualDamageHealRate = 500 8274 SubdualDamageHealAmount = 100 8275 End 8276 8277 Behavior = ParkingPlaceBehavior ModuleTag_11 8278 HealAmountPerSecond = 10 8279 NumRows = 2 8280 NumCols = 2 8281 HasRunways = Yes 8282 ApproachHeight = 50 8283 End 8284 8285 Behavior = ProductionUpdate ModuleTag_12 8286 NumDoorAnimations = 4 8287 DoorOpeningTime = 2000 ;in mSeconds 8288 DoorWaitOpenTime = 3000 ;in mSeconds 8289 DoorCloseTime = 2000 ;in mSeconds 8290 ConstructionCompleteDuration = 1000 ;in mSeconds 8291 End 8292 Behavior = BaseRegenerateUpdate ModuleTag_13 8293 ;No data 8294 End 8295 8296 Behavior = DestroyDie ModuleTag_14 8297 ;nothing 8298 End 8299 Behavior = CreateObjectDie ModuleTag_15 8300 CreationList = OCL_ABPowerPlantExplode 8301 End 8302 Behavior = CreateObjectDie ModuleTag_16 8303 CreationList = OCL_AmericanRangerDebris02 8304 ExemptStatus = UNDER_CONSTRUCTION 8305 End 8306 Behavior = FXListDie ModuleTag_17 8307 DeathFX = FX_StructureMediumDeath 8308 End 8309 8310 Behavior = FlammableUpdate ModuleTag_19 8311 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8312 AflameDamageAmount = 5 ; taking this much damage... 8313 AflameDamageDelay = 500 ; this often. 8314 End 8315 8316 Behavior = TransitionDamageFX ModuleTag_31 8317 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 8318 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8319 ;--------------------------------------------------------------------------------------- 8320 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8321 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8322 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8323 End 8324 8325 Geometry = BOX 8326 GeometryMajorRadius = 112.0 8327 GeometryMinorRadius = 74.0 8328 GeometryHeight = 25.0 8329 GeometryIsSmall = No 8330 FactoryExitWidth = 25 8331 Shadow = SHADOW_VOLUME 8332 BuildCompletion = PLACED_BY_PLAYER 8333 8334 End 8335 8336 ;------------------------------------------------------------------------------ 8337 8338 Object ChinaAirfield 8339 8340 ; *** ART Parameters *** 8341 SelectPortrait = SNAirfield_L 8342 ButtonImage = SNAirfield 8343 Draw = W3DModelDraw ModuleTag_01 8344 8345 OkToChangeModelColor = Yes 8346 8347 ExtraPublicBone = Runway1Parking1 8348 ExtraPublicBone = Runway1Parking2 8349 ExtraPublicBone = Runway2Parking1 8350 ExtraPublicBone = Runway2Parking2 8351 ExtraPublicBone = Runway1Park1Han 8352 ExtraPublicBone = Runway1Park2Han 8353 ExtraPublicBone = Runway2Park1Han 8354 ExtraPublicBone = Runway2Park2Han 8355 ExtraPublicBone = Runway1Prep1 8356 ExtraPublicBone = Runway1Prep2 8357 ExtraPublicBone = Runway2Prep1 8358 ExtraPublicBone = Runway2Prep2 8359 ExtraPublicBone = RunwayStart1 8360 ExtraPublicBone = RunwayStart2 8361 ExtraPublicBone = RunwayEnd1 8362 ExtraPublicBone = RunwayEnd2 8363 8364 ExtraPublicBone = HeliPark01 8365 8366 ; ------------- DAY ------------------ 8367 8368 DefaultConditionState 8369 Model = NBAirfield 8370 Animation = NBAirfield.NBAirfield 8371 AnimationMode = LOOP 8372 End 8373 ConditionState = DAMAGED 8374 Model = NBAirfield_D 8375 Animation = NBAirfield_D.NBAirfield_D 8376 AnimationMode = LOOP 8377 End 8378 ConditionState = REALLYDAMAGED RUBBLE 8379 Model = NBAirfield_E 8380 Animation = NBAirfield_E.NBAirfield_E 8381 AnimationMode = LOOP 8382 End 8383 8384 ; ------------- SNOW ------------------ 8385 ConditionState = SNOW 8386 Model = NBAirfield_S 8387 Animation = NBAirfield_S.NBAirfield_S 8388 AnimationMode = LOOP 8389 End 8390 ConditionState = DAMAGED SNOW 8391 Model = NBAirfield_DS 8392 Animation = NBAirfield_DS.NBAirfield_DS 8393 AnimationMode = LOOP 8394 End 8395 ConditionState = REALLYDAMAGED RUBBLE SNOW 8396 Model = NBAirfield_ES 8397 Animation = NBAirfield_ES.NBAirfield_ES 8398 AnimationMode = LOOP 8399 End 8400 8401 ; ------------- NIGHT ------------------ 8402 8403 ConditionState = NIGHT 8404 Model = NBAirfield_N 8405 Animation = NBAirfield_N.NBAirfield_N 8406 AnimationMode = LOOP 8407 End 8408 ConditionState = DAMAGED NIGHT 8409 Model = NBAirfield_DN 8410 Animation = NBAirfield_DN.NBAirfield_DN 8411 AnimationMode = LOOP 8412 End 8413 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8414 Model = NBAirfield_EN 8415 Animation = NBAirfield_EN.NBAirfield_EN 8416 AnimationMode = LOOP 8417 End 8418 8419 ; ------------- NIGHT SNOW------------------ 8420 8421 ConditionState = NIGHT SNOW 8422 Model = NBAirfield_NS 8423 Animation = NBAirfield_NS.NBAirfield_NS 8424 AnimationMode = LOOP 8425 End 8426 ConditionState = DAMAGED NIGHT SNOW 8427 Model = NBAirfield_DNS 8428 Animation = NBAirfield_DNS.NBAirfield_DNS 8429 AnimationMode = LOOP 8430 End 8431 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8432 Model = NBAirfield_ENS 8433 Animation = NBAirfield_ENS.NBAirfield_ENS 8434 AnimationMode = LOOP 8435 End 8436 8437 ;************************************************************************************************************************** 8438 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8439 ;for this draw module 8440 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8441 Model = NBAirfield 8442 Animation = NBAirfield.NBAirfield 8443 AnimationMode = LOOP 8444 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8445 End 8446 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8447 Model = NBAirfield_D 8448 Animation = NBAirfield_D.NBAirfield_D 8449 AnimationMode = LOOP 8450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8451 End 8452 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8453 Model = NBAirfield_E 8454 Animation = NBAirfield_E.NBAirfield_E 8455 AnimationMode = LOOP 8456 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8457 End 8458 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8459 Model = NBAirfield_N 8460 Animation = NBAirfield_N.NBAirfield_N 8461 AnimationMode = LOOP 8462 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8463 End 8464 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8465 Model = NBAirfield_DN 8466 Animation = NBAirfield_DN.NBAirfield_DN 8467 AnimationMode = LOOP 8468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8469 End 8470 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8471 Model = NBAirfield_EN 8472 Animation = NBAirfield_EN.NBAirfield_EN 8473 AnimationMode = LOOP 8474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8475 End 8476 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8477 Model = NBAirfield_S 8478 Animation = NBAirfield_S.NBAirfield_S 8479 AnimationMode = LOOP 8480 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8481 End 8482 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8483 Model = NBAirfield_DS 8484 Animation = NBAirfield_DS.NBAirfield_DS 8485 AnimationMode = LOOP 8486 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8487 End 8488 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8489 Model = NBAirfield_ES 8490 Animation = NBAirfield_ES.NBAirfield_ES 8491 AnimationMode = LOOP 8492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8493 End 8494 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8495 Model = NBAirfield_NS 8496 Animation = NBAirfield_NS.NBAirfield_NS 8497 AnimationMode = LOOP 8498 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8499 End 8500 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8501 Model = NBAirfield_DNS 8502 Animation = NBAirfield_DNS.NBAirfield_DNS 8503 AnimationMode = LOOP 8504 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8505 End 8506 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8507 Model = NBAirfield_ENS 8508 Animation = NBAirfield_ENS.NBAirfield_ENS 8509 AnimationMode = LOOP 8510 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8511 End 8512 8513 ConditionState = AWAITING_CONSTRUCTION 8514 Model = NONE 8515 End 8516 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8517 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8518 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8519 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8520 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8521 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8522 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8523 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8524 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8525 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8526 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8527 AliasConditionState = SOLD 8528 AliasConditionState = SOLD DAMAGED 8529 AliasConditionState = SOLD REALLYDAMAGED 8530 AliasConditionState = SOLD NIGHT 8531 AliasConditionState = SOLD NIGHT DAMAGED 8532 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8533 AliasConditionState = SOLD SNOW 8534 AliasConditionState = SOLD SNOW DAMAGED 8535 AliasConditionState = SOLD SNOW REALLYDAMAGED 8536 AliasConditionState = SOLD NIGHT SNOW 8537 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8538 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8539 ;************************************************************************************************************************** 8540 8541 8542 End 8543 8544 8545 Draw = W3DModelDraw ModuleTag_02 8546 DefaultConditionState 8547 Model = None 8548 End 8549 End 8550 8551 ; ----------------- door #1 ------------------- 8552 Draw = W3DModelDraw ModuleTag_03 8553 DefaultConditionState 8554 Model = NBAirfield_A9 8555 Animation = NBAirfield_A9.NBAirfield_A9 8556 AnimationMode = MANUAL 8557 Flags = START_FRAME_FIRST 8558 End 8559 AliasConditionState = NIGHT 8560 AliasConditionState = SNOW 8561 AliasConditionState = SNOW NIGHT 8562 AliasConditionState = NIGHT DAMAGED 8563 AliasConditionState = SNOW DAMAGED 8564 AliasConditionState = SNOW NIGHT DAMAGED 8565 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8566 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8567 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 8568 8569 ConditionState = DOOR_1_OPENING 8570 Model = NBAirfield_A9 8571 Animation = NBAirfield_A9.NBAirfield_A9 8572 AnimationMode = ONCE 8573 Flags = START_FRAME_FIRST 8574 End 8575 AliasConditionState = NIGHT DOOR_1_OPENING 8576 AliasConditionState = SNOW DOOR_1_OPENING 8577 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 8578 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 8579 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 8580 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING 8581 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 8582 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 8583 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 8584 8585 ConditionState = DOOR_1_CLOSING 8586 Model = NBAirfield_A9 8587 Animation = NBAirfield_A9.NBAirfield_A9 8588 AnimationMode = ONCE_BACKWARDS 8589 Flags = START_FRAME_LAST 8590 End 8591 AliasConditionState = NIGHT DOOR_1_CLOSING 8592 AliasConditionState = SNOW DOOR_1_CLOSING 8593 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 8594 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 8595 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 8596 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING 8597 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 8598 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 8599 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 8600 8601 ConditionState = DOOR_1_WAITING_OPEN 8602 Model = NBAirfield_A9 8603 Animation = NBAirfield_A9.NBAirfield_A9 8604 AnimationMode = MANUAL 8605 Flags = START_FRAME_LAST 8606 End 8607 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 8608 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 8609 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 8610 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 8611 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 8612 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN 8613 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 8614 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 8615 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 8616 8617 ;************************************************************************************************************************** 8618 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8619 ;for this draw module 8620 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8621 Model = NBAirfield_A9 8622 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8623 End 8624 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8625 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8626 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8627 8628 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8629 Model = NBAirfield_A9 8630 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8631 End 8632 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8633 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8634 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8635 8636 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8637 Model = NBAirfield_A9 8638 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8639 End 8640 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8641 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8642 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8643 8644 ConditionState = AWAITING_CONSTRUCTION 8645 Model = NONE 8646 End 8647 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8648 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8649 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8650 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8651 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8652 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8653 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8654 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8655 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8656 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8657 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8658 AliasConditionState = SOLD 8659 AliasConditionState = SOLD DAMAGED 8660 AliasConditionState = SOLD REALLYDAMAGED 8661 AliasConditionState = SOLD NIGHT 8662 AliasConditionState = SOLD NIGHT DAMAGED 8663 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8664 AliasConditionState = SOLD SNOW 8665 AliasConditionState = SOLD SNOW DAMAGED 8666 AliasConditionState = SOLD SNOW REALLYDAMAGED 8667 AliasConditionState = SOLD NIGHT SNOW 8668 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8669 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8670 ;************************************************************************************************************************** 8671 8672 8673 End 8674 8675 ; ----------------- door #2 ------------------- 8676 ; this one has no door #2... (srj) 8677 ; Draw = W3DModelDraw 8678 ; DefaultConditionState 8679 ; Model = NBAirfield_A10 8680 ; Animation = NBAirfield_A10.NBAirfield_A10 8681 ; AnimationMode = MANUAL 8682 ; Flags = START_FRAME_FIRST 8683 ; End 8684 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8685 ; Model = NBAirfield_A10 8686 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8687 ; End 8688 ; ConditionState = DOOR_2_OPENING 8689 ; Model = NBAirfield_A10 8690 ; Animation = NBAirfield_A10.NBAirfield_A10 8691 ; AnimationMode = ONCE 8692 ; Flags = START_FRAME_FIRST 8693 ; End 8694 ; ConditionState = DOOR_2_CLOSING 8695 ; Model = NBAirfield_A10 8696 ; Animation = NBAirfield_A10.NBAirfield_A10 8697 ; AnimationMode = ONCE_BACKWARDS 8698 ; Flags = START_FRAME_LAST 8699 ; End 8700 ; ConditionState = DOOR_2_WAITING_OPEN 8701 ; Model = NBAirfield_A10 8702 ; Animation = NBAirfield_A10.NBAirfield_A10 8703 ; AnimationMode = MANUAL 8704 ; Flags = START_FRAME_LAST 8705 ; End 8706 ; End 8707 8708 ; ----------------- door #3 ------------------- 8709 Draw = W3DModelDraw ModuleTag_04 8710 DefaultConditionState 8711 Model = NBAirfield_A10 8712 Animation = NBAirfield_A10.NBAirfield_A10 8713 AnimationMode = MANUAL 8714 Flags = START_FRAME_FIRST 8715 End 8716 AliasConditionState = NIGHT 8717 AliasConditionState = SNOW 8718 AliasConditionState = SNOW NIGHT 8719 AliasConditionState = NIGHT DAMAGED 8720 AliasConditionState = SNOW DAMAGED 8721 AliasConditionState = SNOW NIGHT DAMAGED 8722 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8723 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8724 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 8725 8726 8727 8728 ConditionState = DOOR_3_OPENING 8729 Model = NBAirfield_A10 8730 Animation = NBAirfield_A10.NBAirfield_A10 8731 AnimationMode = ONCE 8732 Flags = START_FRAME_FIRST 8733 End 8734 AliasConditionState = NIGHT DOOR_3_OPENING 8735 AliasConditionState = SNOW DOOR_3_OPENING 8736 AliasConditionState = SNOW NIGHT DOOR_3_OPENING 8737 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 8738 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 8739 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING 8740 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 8741 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 8742 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 8743 8744 ConditionState = DOOR_3_CLOSING 8745 Model = NBAirfield_A10 8746 Animation = NBAirfield_A10.NBAirfield_A10 8747 AnimationMode = ONCE_BACKWARDS 8748 Flags = START_FRAME_LAST 8749 End 8750 AliasConditionState = NIGHT DOOR_3_CLOSING 8751 AliasConditionState = SNOW DOOR_3_CLOSING 8752 AliasConditionState = SNOW NIGHT DOOR_3_CLOSING 8753 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 8754 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 8755 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING 8756 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8757 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8758 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 8759 8760 ConditionState = DOOR_3_WAITING_OPEN 8761 Model = NBAirfield_A10 8762 Animation = NBAirfield_A10.NBAirfield_A10 8763 AnimationMode = MANUAL 8764 Flags = START_FRAME_LAST 8765 End 8766 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 8767 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 8768 AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN 8769 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 8770 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 8771 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN 8772 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 8773 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 8774 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 8775 8776 ;************************************************************************************************************************** 8777 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8778 ;for this draw module 8779 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8780 Model = NBAirfield_A10 8781 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8782 End 8783 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8784 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8785 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8786 8787 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8788 Model = NBAirfield_A10 8789 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8790 End 8791 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8792 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8793 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8794 8795 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8796 Model = NBAirfield_A10 8797 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8798 End 8799 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8800 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8801 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8802 8803 ConditionState = AWAITING_CONSTRUCTION 8804 Model = NONE 8805 End 8806 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8807 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8808 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8809 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8810 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8811 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8812 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8813 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8814 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8815 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8816 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8817 AliasConditionState = SOLD 8818 AliasConditionState = SOLD DAMAGED 8819 AliasConditionState = SOLD REALLYDAMAGED 8820 AliasConditionState = SOLD NIGHT 8821 AliasConditionState = SOLD NIGHT DAMAGED 8822 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8823 AliasConditionState = SOLD SNOW 8824 AliasConditionState = SOLD SNOW DAMAGED 8825 AliasConditionState = SOLD SNOW REALLYDAMAGED 8826 AliasConditionState = SOLD NIGHT SNOW 8827 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8828 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8829 ;************************************************************************************************************************** 8830 8831 8832 End 8833 8834 ; ----------------- door #4 ------------------- 8835 Draw = W3DModelDraw ModuleTag_05 8836 DefaultConditionState 8837 Model = NBAirfield_A8 8838 Animation = NBAirfield_A8.NBAirfield_A8 8839 AnimationMode = MANUAL 8840 Flags = START_FRAME_FIRST 8841 End 8842 AliasConditionState = NIGHT 8843 AliasConditionState = SNOW 8844 AliasConditionState = SNOW NIGHT 8845 AliasConditionState = NIGHT DAMAGED 8846 AliasConditionState = SNOW DAMAGED 8847 AliasConditionState = SNOW NIGHT DAMAGED 8848 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 8849 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 8850 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 8851 8852 ConditionState = DOOR_4_OPENING 8853 Model = NBAirfield_A8 8854 Animation = NBAirfield_A8.NBAirfield_A8 8855 AnimationMode = ONCE 8856 Flags = START_FRAME_FIRST 8857 End 8858 AliasConditionState = NIGHT DOOR_4_OPENING 8859 AliasConditionState = SNOW DOOR_4_OPENING 8860 AliasConditionState = SNOW NIGHT DOOR_4_OPENING 8861 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 8862 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 8863 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING 8864 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 8865 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 8866 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 8867 8868 ConditionState = DOOR_4_CLOSING 8869 Model = NBAirfield_A8 8870 Animation = NBAirfield_A8.NBAirfield_A8 8871 AnimationMode = ONCE_BACKWARDS 8872 Flags = START_FRAME_LAST 8873 End 8874 AliasConditionState = NIGHT DOOR_4_CLOSING 8875 AliasConditionState = SNOW DOOR_4_CLOSING 8876 AliasConditionState = SNOW NIGHT DOOR_4_CLOSING 8877 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 8878 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 8879 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING 8880 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 8881 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 8882 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 8883 8884 ConditionState = DOOR_4_WAITING_OPEN 8885 Model = NBAirfield_A8 8886 Animation = NBAirfield_A8.NBAirfield_A8 8887 AnimationMode = MANUAL 8888 Flags = START_FRAME_LAST 8889 End 8890 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 8891 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 8892 AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN 8893 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 8894 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 8895 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN 8896 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 8897 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 8898 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 8899 8900 8901 ;************************************************************************************************************************** 8902 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8903 ;for this draw module 8904 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8905 Model = NBAirfield_A8 8906 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8907 End 8908 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8909 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8910 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8911 8912 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8913 Model = NBAirfield_A8 8914 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8915 End 8916 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 8917 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 8918 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 8919 8920 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8921 Model = NBAirfield_A8 8922 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8923 End 8924 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 8925 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 8926 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 8927 8928 ConditionState = AWAITING_CONSTRUCTION 8929 Model = NONE 8930 End 8931 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8932 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8933 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8934 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8935 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8936 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8937 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8938 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8939 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8940 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8941 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8942 AliasConditionState = SOLD 8943 AliasConditionState = SOLD DAMAGED 8944 AliasConditionState = SOLD REALLYDAMAGED 8945 AliasConditionState = SOLD NIGHT 8946 AliasConditionState = SOLD NIGHT DAMAGED 8947 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8948 AliasConditionState = SOLD SNOW 8949 AliasConditionState = SOLD SNOW DAMAGED 8950 AliasConditionState = SOLD SNOW REALLYDAMAGED 8951 AliasConditionState = SOLD NIGHT SNOW 8952 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8953 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8954 ;************************************************************************************************************************** 8955 End 8956 8957 ; ------------ construction-zone fence ----------------- 8958 Draw = W3DModelDraw ModuleTag_06 8959 AnimationsRequirePower = No 8960 DefaultConditionState 8961 Model = None 8962 TransitionKey = DOWN_DEFAULT 8963 End 8964 ConditionState = NIGHT 8965 Model = None 8966 TransitionKey = DOWN_DEFAULT 8967 End 8968 ConditionState = SNOW 8969 Model = None 8970 TransitionKey = DOWN_DEFAULT 8971 End 8972 ConditionState = SNOW NIGHT 8973 Model = None 8974 TransitionKey = DOWN_DEFAULT 8975 End 8976 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8977 Model = NBAirfield_A4 8978 Animation = NBAirfield_A4.NBAirfield_A4 8979 AnimationMode = MANUAL 8980 Flags = START_FRAME_LAST 8981 TransitionKey = UP_DAY 8982 End 8983 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8984 Model = NBAirfield_A4N 8985 Animation = NBAirfield_A4N.NBAirfield_A4N 8986 AnimationMode = MANUAL 8987 Flags = START_FRAME_LAST 8988 TransitionKey = UP_NIGHT 8989 End 8990 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8991 Model = NBAirfield_A4S 8992 Animation = NBAirfield_A4S.NBAirfield_A4S 8993 AnimationMode = MANUAL 8994 Flags = START_FRAME_LAST 8995 TransitionKey = UP_SNOW 8996 End 8997 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8998 Model = NBAirfield_A4SN 8999 Animation = NBAirfield_A4SN.NBAirfield_A4SN 9000 AnimationMode = MANUAL 9001 Flags = START_FRAME_LAST 9002 TransitionKey = UP_SNOWNIGHT 9003 End 9004 TransitionState = DOWN_DEFAULT UP_DAY 9005 Model = NBAirfield_A4 9006 Animation = NBAirfield_A4.NBAirfield_A4 9007 AnimationMode = ONCE 9008 AnimationSpeedFactorRange = 1.0 1.0 9009 Flags = START_FRAME_FIRST 9010 End 9011 TransitionState = DOWN_DEFAULT UP_NIGHT 9012 Model = NBAirfield_A4N 9013 Animation = NBAirfield_A4N.NBAirfield_A4N 9014 AnimationMode = ONCE 9015 AnimationSpeedFactorRange = 1.0 1.0 9016 Flags = START_FRAME_FIRST 9017 End 9018 TransitionState = DOWN_DEFAULT UP_SNOW 9019 Model = NBAirfield_A4S 9020 Animation = NBAirfield_A4S.NBAirfield_A4S 9021 AnimationMode = ONCE 9022 AnimationSpeedFactorRange = 1.0 1.0 9023 Flags = START_FRAME_FIRST 9024 End 9025 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9026 Model = NBAirfield_A4SN 9027 Animation = NBAirfield_A4SN.NBAirfield_A4SN 9028 AnimationMode = ONCE 9029 AnimationSpeedFactorRange = 1.0 1.0 9030 Flags = START_FRAME_FIRST 9031 End 9032 TransitionState = UP_DAY DOWN_DEFAULT 9033 Model = NBAirfield_A4 9034 Animation = NBAirfield_A4.NBAirfield_A4 9035 AnimationMode = ONCE_BACKWARDS 9036 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9037 Flags = START_FRAME_LAST 9038 End 9039 TransitionState = UP_NIGHT DOWN_DEFAULT 9040 Model = NBAirfield_A4N 9041 Animation = NBAirfield_A4N.NBAirfield_A4N 9042 AnimationMode = ONCE_BACKWARDS 9043 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9044 Flags = START_FRAME_LAST 9045 End 9046 TransitionState = UP_SNOW DOWN_DEFAULT 9047 Model = NBAirfield_A4S 9048 Animation = NBAirfield_A4S.NBAirfield_A4S 9049 AnimationMode = ONCE_BACKWARDS 9050 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9051 Flags = START_FRAME_LAST 9052 End 9053 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9054 Model = NBAirfield_A4SN 9055 Animation = NBAirfield_A4SN.NBAirfield_A4SN 9056 AnimationMode = ONCE_BACKWARDS 9057 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9058 Flags = START_FRAME_LAST 9059 End 9060 End 9061 9062 ; ------------ under-construction scaffolding ----------------- 9063 Draw = W3DModelDraw ModuleTag_07 9064 AnimationsRequirePower = No 9065 MinLODRequired = MEDIUM 9066 DefaultConditionState 9067 Model = None 9068 TransitionKey = DOWN_DEFAULT 9069 End 9070 ConditionState = NIGHT 9071 Model = None 9072 TransitionKey = DOWN_DEFAULT 9073 End 9074 ConditionState = SNOW 9075 Model = None 9076 TransitionKey = DOWN_DEFAULT 9077 End 9078 ConditionState = SNOW NIGHT 9079 Model = None 9080 TransitionKey = DOWN_DEFAULT 9081 End 9082 ConditionState = PARTIALLY_CONSTRUCTED 9083 Model = NBAirfield_A6 9084 Animation = NBAirfield_A6.NBAirfield_A6 9085 AnimationMode = MANUAL 9086 Flags = START_FRAME_LAST 9087 TransitionKey = UP_DAY 9088 ParticleSysBone = Dust01 BuildingDustChina 9089 ParticleSysBone = Smoke01 BuildUpSmokeChina 9090 ParticleSysBone = Smoke02 BuildUpSmokeChina 9091 ParticleSysBone = Smoke03 BuildUpSmokeChina 9092 ParticleSysBone = Smoke04 BuildUpSmokeChina 9093 ParticleSysBone = Smoke05 BuildUpSmokeChina 9094 End 9095 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9096 Model = NBAirfield_A6N 9097 Animation = NBAirfield_A6N.NBAirfield_A6N 9098 AnimationMode = MANUAL 9099 Flags = START_FRAME_LAST 9100 TransitionKey = UP_NIGHT 9101 ParticleSysBone = Dust01 BuildingDustChina 9102 ParticleSysBone = Smoke01 BuildUpSmokeChina 9103 ParticleSysBone = Smoke02 BuildUpSmokeChina 9104 ParticleSysBone = Smoke03 BuildUpSmokeChina 9105 ParticleSysBone = Smoke04 BuildUpSmokeChina 9106 ParticleSysBone = Smoke05 BuildUpSmokeChina 9107 End 9108 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9109 Model = NBAirfield_A6S 9110 Animation = NBAirfield_A6S.NBAirfield_A6S 9111 AnimationMode = MANUAL 9112 Flags = START_FRAME_LAST 9113 TransitionKey = UP_SNOW 9114 ParticleSysBone = Dust01 BuildingSnowDust 9115 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9116 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9117 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9118 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9119 ParticleSysBone = Smoke05 BuildUpSnowSmoke 9120 End 9121 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9122 Model = NBAirfield_A6SN 9123 Animation = NBAirfield_A6SN.NBAirfield_A6SN 9124 AnimationMode = MANUAL 9125 Flags = START_FRAME_LAST 9126 TransitionKey = UP_SNOWNIGHT 9127 ParticleSysBone = Dust01 BuildingNightSnowDust 9128 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9129 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9130 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9131 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9132 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 9133 End 9134 TransitionState = DOWN_DEFAULT UP_DAY 9135 Model = NBAirfield_A6 9136 Animation = NBAirfield_A6.NBAirfield_A6 9137 9138 AnimationMode = ONCE 9139 AnimationSpeedFactorRange = 1.0 1.0 9140 Flags = START_FRAME_FIRST 9141 End 9142 TransitionState = DOWN_DEFAULT UP_NIGHT 9143 Model = NBAirfield_A6N 9144 Animation = NBAirfield_A6N.NBAirfield_A6N 9145 AnimationMode = ONCE 9146 AnimationSpeedFactorRange = 1.0 1.0 9147 Flags = START_FRAME_FIRST 9148 End 9149 TransitionState = DOWN_DEFAULT UP_SNOW 9150 Model = NBAirfield_A6S 9151 Animation = NBAirfield_A6S.NBAirfield_A6S 9152 AnimationMode = ONCE 9153 AnimationSpeedFactorRange = 1.0 1.0 9154 Flags = START_FRAME_FIRST 9155 End 9156 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9157 Model = NBAirfield_A6SN 9158 Animation = NBAirfield_A6SN.NBAirfield_A6SN 9159 AnimationMode = ONCE 9160 AnimationSpeedFactorRange = 1.0 1.0 9161 Flags = START_FRAME_FIRST 9162 End 9163 TransitionState = UP_DAY DOWN_DEFAULT 9164 Model = NBAirfield_A6 9165 Animation = NBAirfield_A6.NBAirfield_A6 9166 AnimationMode = ONCE_BACKWARDS 9167 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9168 Flags = START_FRAME_LAST 9169 End 9170 TransitionState = UP_NIGHT DOWN_DEFAULT 9171 Model = NBAirfield_A6N 9172 Animation = NBAirfield_A6N.NBAirfield_A6N 9173 AnimationMode = ONCE_BACKWARDS 9174 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9175 Flags = START_FRAME_LAST 9176 End 9177 TransitionState = UP_SNOW DOWN_DEFAULT 9178 Model = NBAirfield_A6S 9179 Animation = NBAirfield_A6S.NBAirfield_A6S 9180 AnimationMode = ONCE_BACKWARDS 9181 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9182 Flags = START_FRAME_LAST 9183 End 9184 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9185 Model = NBAirfield_A6SN 9186 Animation = NBAirfield_A6SN.NBAirfield_A6SN 9187 AnimationMode = ONCE_BACKWARDS 9188 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9189 Flags = START_FRAME_LAST 9190 End 9191 End 9192 9193 9194 ; ------------ being-constructed crane ----------------- 9195 Draw = W3DModelDraw ModuleTag_08 9196 AnimationsRequirePower = No 9197 DefaultConditionState 9198 Model = None 9199 TransitionKey = DOWN_DEFAULT 9200 End 9201 ConditionState = NIGHT 9202 Model = None 9203 TransitionKey = DOWN_DEFAULT 9204 End 9205 ConditionState = SNOW 9206 Model = None 9207 TransitionKey = DOWN_DEFAULT 9208 End 9209 ConditionState = SNOW NIGHT 9210 Model = None 9211 TransitionKey = DOWN_DEFAULT 9212 End 9213 ConditionState = SOLD 9214 Model = NONE 9215 End 9216 9217 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9218 Model = NBAirfield_A5 9219 Animation = NBAirfield_A5.NBAirfield_A5 9220 AnimationMode = LOOP 9221 TransitionKey = UP_DAY 9222 End 9223 9224 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9225 Model = NBAirfield_A5N 9226 Animation = NBAirfield_A5N.NBAirfield_A5N 9227 AnimationMode = LOOP 9228 TransitionKey = UP_NIGHT 9229 End 9230 9231 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9232 Model = NBAirfield_A5S 9233 Animation = NBAirfield_A5S.NBAirfield_A5S 9234 AnimationMode = LOOP 9235 TransitionKey = UP_SNOW 9236 End 9237 9238 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9239 Model = NBAirfield_A5SN 9240 Animation = NBAirfield_A5SN.NBAirfield_A5SN 9241 AnimationMode = LOOP 9242 TransitionKey = UP_SNOWNIGHT 9243 End 9244 TransitionState = DOWN_DEFAULT UP_DAY 9245 Model = NBAirfield_AB 9246 Animation = NBAirfield_AB.NBAirfield_AB 9247 AnimationMode = ONCE 9248 AnimationSpeedFactorRange = 1.0 1.0 9249 Flags = START_FRAME_FIRST 9250 End 9251 9252 TransitionState = DOWN_DEFAULT UP_NIGHT 9253 Model = NBAirfield_ABN 9254 Animation = NBAirfield_ABN.NBAirfield_ABN 9255 AnimationMode = ONCE 9256 AnimationSpeedFactorRange = 1.0 1.0 9257 Flags = START_FRAME_FIRST 9258 End 9259 TransitionState = DOWN_DEFAULT UP_SNOW 9260 Model = NBAirfield_ABS 9261 Animation = NBAirfield_ABS.NBAirfield_ABS 9262 AnimationMode = ONCE 9263 AnimationSpeedFactorRange = 1.0 1.0 9264 Flags = START_FRAME_FIRST 9265 End 9266 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9267 Model = NBAirfield_ABSN 9268 Animation = NBAirfield_ABSN.NBAirfield_ABSN 9269 AnimationMode = ONCE 9270 AnimationSpeedFactorRange = 1.0 1.0 9271 Flags = START_FRAME_FIRST 9272 End 9273 TransitionState = UP_DAY DOWN_DEFAULT 9274 Model = NBAirfield_AB 9275 Animation = NBAirfield_AB.NBAirfield_AB 9276 AnimationMode = ONCE_BACKWARDS 9277 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9278 Flags = START_FRAME_LAST 9279 End 9280 9281 TransitionState = UP_NIGHT DOWN_DEFAULT 9282 Model = NBAirfield_ABN 9283 Animation = NBAirfield_ABN.NBAirfield_ABN 9284 AnimationMode = ONCE_BACKWARDS 9285 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9286 Flags = START_FRAME_LAST 9287 End 9288 TransitionState = UP_SNOW DOWN_DEFAULT 9289 Model = NBAirfield_ABS 9290 Animation = NBAirfield_ABS.NBAirfield_ABS 9291 AnimationMode = ONCE_BACKWARDS 9292 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9293 Flags = START_FRAME_LAST 9294 End 9295 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9296 Model = NBAirfield_ABSN 9297 Animation = NBAirfield_ABSN.NBAirfield_ABSN 9298 AnimationMode = ONCE_BACKWARDS 9299 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9300 Flags = START_FRAME_LAST 9301 End 9302 End 9303 9304 PlacementViewAngle = -45 9305 9306 ; ***DESIGN parameters *** 9307 DisplayName = OBJECT:Airfield 9308 Side = China 9309 EditorSorting = STRUCTURE 9310 Prerequisites 9311 Object = ChinaSupplyCenter 9312 End 9313 BuildCost = 1000 9314 BuildTime = 30.0 ; in seconds 9315 EnergyProduction = -1 9316 CommandSet = ChinaAirfieldCommandSet 9317 VisionRange = 200.0 ; Shroud clearing distance 9318 ShroudClearingRange = 200 9319 ArmorSet 9320 Conditions = None 9321 Armor = StructureArmor 9322 DamageFX = StructureDamageFXNoShake 9323 End 9324 ExperienceValue = 150 150 150 150 ; Experience point value at each level 9325 9326 ; *** AUDIO Parameters *** 9327 VoiceSelect = AirfieldChinaSelect 9328 SoundOnDamaged = BuildingDamagedStateLight 9329 SoundOnReallyDamaged = BuildingDestroy 9330 9331 UnitSpecificSounds 9332 UnderConstruction = UnderConstructionLoop 9333 End 9334 9335 ; *** ENGINEERING Parameters *** 9336 RadarPriority = STRUCTURE 9337 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY FS_AIRFIELD AUTO_RALLYPOINT 9338 Body = StructureBody ModuleTag_09 9339 MaxHealth = 1500.0 9340 InitialHealth = 1500.0 9341 9342 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9343 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9344 SubdualDamageCap = 1700 9345 SubdualDamageHealRate = 500 9346 SubdualDamageHealAmount = 100 9347 End 9348 9349 Behavior = ParkingPlaceBehavior ModuleTag_10 9350 HealAmountPerSecond = 10 9351 NumRows = 2 9352 NumCols = 2 9353 HasRunways = Yes 9354 ApproachHeight = 50 9355 ParkInHangars = Yes 9356 End 9357 9358 Behavior = ProductionUpdate ModuleTag_11 9359 NumDoorAnimations = 4 9360 DoorOpeningTime = 2000 ;in mSeconds 9361 DoorWaitOpenTime = 3000 ;in mSeconds 9362 DoorCloseTime = 2000 ;in mSeconds 9363 ConstructionCompleteDuration = 1000 ;in mSeconds 9364 End 9365 9366 Behavior = DestroyDie ModuleTag_12 9367 ;nothing 9368 End 9369 Behavior = CreateObjectDie ModuleTag_13 9370 CreationList = OCL_ABPowerPlantExplode 9371 End 9372 Behavior = FXListDie ModuleTag_14 9373 DeathFX = FX_StructureMediumDeath 9374 End 9375 9376 Behavior = GenerateMinefieldBehavior ModuleTag_15 9377 TriggeredBy = Upgrade_ChinaMines 9378 MineName = ChinaStandardMine 9379 SmartBorder = Yes 9380 AlwaysCircular = Yes 9381 9382 Upgradable = Yes 9383 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 9384 UpgradedMineName = ChinaEMPMine 9385 End 9386 9387 Behavior = FlammableUpdate ModuleTag_17 9388 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9389 AflameDamageAmount = 5 ; taking this much damage... 9390 AflameDamageDelay = 500 ; this often. 9391 End 9392 9393 Behavior = TransitionDamageFX ModuleTag_18 9394 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 9395 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9396 ;--------------------------------------------------------------------------------------- 9397 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9398 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 9399 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 9400 End 9401 9402 Behavior = CommandSetUpgrade ModuleTag_25 9403 CommandSet = ChinaAirfieldCommandSetUpgrade 9404 TriggeredBy = Upgrade_ChinaMines 9405 End 9406 Behavior = ArmorUpgrade ModuleTag_26 9407 TriggeredBy = Upgrade_ChinaEMPMines 9408 End 9409 9410 Geometry = BOX 9411 GeometryMajorRadius = 83.0 9412 GeometryMinorRadius = 76.0 9413 GeometryHeight = 25.0 9414 GeometryIsSmall = No 9415 Shadow = SHADOW_VOLUME 9416 BuildCompletion = PLACED_BY_PLAYER 9417 9418 End 9419 9420 ;------------------------------------------------------------------------------ 9421 Object GLABlackMarket 9422 9423 ; *** ART Parameters *** 9424 SelectPortrait = SUBlackMarket_L 9425 ButtonImage = SUBlackMarket 9426 9427 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 9428 9429 Draw = W3DModelDraw ModuleTag_01 9430 OkToChangeModelColor = Yes 9431 9432 ; day 9433 ConditionState = NONE 9434 Model = UBBlackMkt 9435 Animation = UBBlackMkt.UBBlackMkt 9436 AnimationMode = LOOP 9437 ParticleSysBone = Smoke01 SmolderingSmoke 9438 End 9439 ConditionState = DAMAGED 9440 Model = UBBlackMkt_D 9441 Animation = UBBlackMkt_D.UBBlackMkt_D 9442 AnimationMode = LOOP 9443 ParticleSysBone = Smoke01 SmolderingSmoke 9444 ParticleSysBone = Smoke02 SmolderingSmoke 9445 ParticleSysBone = Smoke03 SmolderingSmoke 9446 ParticleSysBone = Smoke04 SmolderingSmoke 9447 ParticleSysBone = Smoke05 SmolderingSmoke 9448 ParticleSysBone = Smoke06 SmolderingSmoke 9449 ParticleSysBone = Fire02 SmolderingFire 9450 ParticleSysBone = Fire03 SmolderingFire 9451 ParticleSysBone = Fire04 SmolderingFire 9452 ParticleSysBone = Fire05 SmolderingFire 9453 ParticleSysBone = Fire06 SmolderingFire 9454 End 9455 ConditionState = REALLYDAMAGED RUBBLE 9456 Model = UBBlackMkt_E 9457 Animation = UBBlackMkt_E.UBBlackMkt_E 9458 AnimationMode = LOOP 9459 ParticleSysBone = Smoke01 SmolderingSmoke 9460 ParticleSysBone = Smoke02 SmolderingSmoke 9461 ParticleSysBone = Smoke03 SmolderingSmoke 9462 ParticleSysBone = Smoke04 SmolderingSmoke 9463 ParticleSysBone = Smoke05 SmolderingSmoke 9464 ParticleSysBone = Smoke06 SmolderingSmoke 9465 ParticleSysBone = Smoke07 SmolderingSmoke 9466 ParticleSysBone = Fire02 SmolderingFire 9467 ParticleSysBone = Fire03 SmolderingFire 9468 ParticleSysBone = Fire04 SmolderingFire 9469 ParticleSysBone = Fire05 SmolderingFire 9470 ParticleSysBone = Fire06 SmolderingFire 9471 ParticleSysBone = Fire07 SmolderingFire 9472 End 9473 ConditionState = GARRISONED 9474 Model = UBBlkMktEG 9475 ParticleSysBone = Smoke01 SmolderingSmoke 9476 Animation = UBBlkMktEG.UBBlkMktEG 9477 AnimationMode = LOOP 9478 End 9479 ConditionState = DAMAGED GARRISONED 9480 Model = UBBlkMktEG_D 9481 ParticleSysBone = Smoke01 SmolderingSmoke 9482 ParticleSysBone = Smoke02 SmolderingSmoke 9483 ParticleSysBone = Smoke03 SmolderingSmoke 9484 ParticleSysBone = Smoke04 SmolderingSmoke 9485 ParticleSysBone = Fire02 SmolderingFire 9486 ParticleSysBone = Fire03 SmolderingFire 9487 ParticleSysBone = Fire04 SmolderingFire 9488 ParticleSysBone = Fire05 SmolderingFire 9489 Animation = UBBlkMktEG_D.UBBlkMktEG_D 9490 AnimationMode = LOOP 9491 End 9492 ConditionState = REALLYDAMAGED GARRISONED 9493 Model = UBBlkMktEG_E 9494 ParticleSysBone = Smoke01 SmolderingSmoke 9495 ParticleSysBone = Smoke02 SmolderingSmoke 9496 ParticleSysBone = Smoke03 SmolderingSmoke 9497 ParticleSysBone = Smoke04 SmolderingSmoke 9498 ParticleSysBone = Smoke05 SmolderingSmoke 9499 ParticleSysBone = Fire02 SmolderingFire 9500 ParticleSysBone = Fire03 SmolderingFire 9501 ParticleSysBone = Fire04 SmolderingFire 9502 ParticleSysBone = Fire05 SmolderingFire 9503 ParticleSysBone = Fire06 SmolderingFire 9504 Animation = UBBlkMktEG_E.UBBlkMktEG_E 9505 AnimationMode = LOOP 9506 End 9507 9508 ; day snow 9509 ConditionState = SNOW 9510 Model = UBBlackMkt_S 9511 Animation = UBBlackMkt_S.UBBlackMkt_S 9512 AnimationMode = LOOP 9513 ParticleSysBone = Smoke01 SmolderingSmoke 9514 End 9515 ConditionState = DAMAGED SNOW 9516 Model = UBBlackMkt_DS 9517 Animation = UBBlackMkt_DS.UBBlackMkt_DS 9518 AnimationMode = LOOP 9519 ParticleSysBone = Smoke01 SmolderingSmoke 9520 ParticleSysBone = Smoke02 SmolderingSmoke 9521 ParticleSysBone = Smoke03 SmolderingSmoke 9522 ParticleSysBone = Smoke04 SmolderingSmoke 9523 ParticleSysBone = Smoke05 SmolderingSmoke 9524 ParticleSysBone = Smoke06 SmolderingSmoke 9525 ParticleSysBone = Fire02 SmolderingFire 9526 ParticleSysBone = Fire03 SmolderingFire 9527 ParticleSysBone = Fire04 SmolderingFire 9528 ParticleSysBone = Fire05 SmolderingFire 9529 ParticleSysBone = Fire06 SmolderingFire 9530 End 9531 ConditionState = REALLYDAMAGED RUBBLE SNOW 9532 Model = UBBlackMkt_ES 9533 Animation = UBBlackMkt_ES.UBBlackMkt_ES 9534 AnimationMode = LOOP 9535 ParticleSysBone = Smoke01 SmolderingSmoke 9536 ParticleSysBone = Smoke02 SmolderingSmoke 9537 ParticleSysBone = Smoke03 SmolderingSmoke 9538 ParticleSysBone = Smoke04 SmolderingSmoke 9539 ParticleSysBone = Smoke05 SmolderingSmoke 9540 ParticleSysBone = Smoke06 SmolderingSmoke 9541 ParticleSysBone = Smoke07 SmolderingSmoke 9542 ParticleSysBone = Fire02 SmolderingFire 9543 ParticleSysBone = Fire03 SmolderingFire 9544 ParticleSysBone = Fire04 SmolderingFire 9545 ParticleSysBone = Fire05 SmolderingFire 9546 ParticleSysBone = Fire06 SmolderingFire 9547 ParticleSysBone = Fire07 SmolderingFire 9548 End 9549 ConditionState = GARRISONED SNOW 9550 Model = UBBlkMktEG_S 9551 ParticleSysBone = Smoke01 SmolderingSmoke 9552 Animation = UBBlkMktEG_S.UBBlkMktEG_S 9553 AnimationMode = LOOP 9554 End 9555 ConditionState = DAMAGED GARRISONED SNOW 9556 Model = UBBlkMktEG_DS 9557 ParticleSysBone = Smoke01 SmolderingSmoke 9558 ParticleSysBone = Smoke02 SmolderingSmoke 9559 ParticleSysBone = Smoke03 SmolderingSmoke 9560 ParticleSysBone = Smoke04 SmolderingSmoke 9561 ParticleSysBone = Smoke05 SmolderingSmoke 9562 ParticleSysBone = Fire02 SmolderingFire 9563 ParticleSysBone = Fire03 SmolderingFire 9564 ParticleSysBone = Fire04 SmolderingFire 9565 ParticleSysBone = Fire05 SmolderingFire 9566 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 9567 AnimationMode = LOOP 9568 End 9569 ConditionState = REALLYDAMAGED GARRISONED SNOW 9570 Model = UBBlkMktEG_ES 9571 ParticleSysBone = Smoke01 SmolderingSmoke 9572 ParticleSysBone = Smoke02 SmolderingSmoke 9573 ParticleSysBone = Smoke03 SmolderingSmoke 9574 ParticleSysBone = Smoke04 SmolderingSmoke 9575 ParticleSysBone = Smoke05 SmolderingSmoke 9576 ParticleSysBone = Fire02 SmolderingFire 9577 ParticleSysBone = Fire03 SmolderingFire 9578 ParticleSysBone = Fire04 SmolderingFire 9579 ParticleSysBone = Fire05 SmolderingFire 9580 ParticleSysBone = Fire06 SmolderingFire 9581 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 9582 AnimationMode = LOOP 9583 End 9584 9585 ; night 9586 ConditionState = NIGHT 9587 Model = UBBlackMkt_N 9588 Animation = UBBlackMkt_N.UBBlackMkt_N 9589 AnimationMode = LOOP 9590 ParticleSysBone = Smoke01 SmolderingSmoke 9591 End 9592 ConditionState = DAMAGED NIGHT 9593 Model = UBBlackMkt_DN 9594 Animation = UBBlackMkt_DN.UBBlackMkt_DN 9595 AnimationMode = LOOP 9596 ParticleSysBone = Smoke01 SmolderingSmoke 9597 ParticleSysBone = Smoke02 SmolderingSmoke 9598 ParticleSysBone = Smoke03 SmolderingSmoke 9599 ParticleSysBone = Smoke04 SmolderingSmoke 9600 ParticleSysBone = Smoke05 SmolderingSmoke 9601 ParticleSysBone = Fire02 SmolderingFire 9602 ParticleSysBone = Fire03 SmolderingFire 9603 ParticleSysBone = Fire04 SmolderingFire 9604 ParticleSysBone = Fire05 SmolderingFire 9605 ParticleSysBone = Fire06 SmolderingFire 9606 End 9607 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9608 Model = UBBlackMkt_EN 9609 Animation = UBBlackMkt_EN.UBBlackMkt_EN 9610 AnimationMode = LOOP 9611 ParticleSysBone = Smoke01 SmolderingSmoke 9612 ParticleSysBone = Smoke02 SmolderingSmoke 9613 ParticleSysBone = Smoke03 SmolderingSmoke 9614 ParticleSysBone = Smoke04 SmolderingSmoke 9615 ParticleSysBone = Smoke05 SmolderingSmoke 9616 ParticleSysBone = Fire02 SmolderingFire 9617 ParticleSysBone = Fire03 SmolderingFire 9618 ParticleSysBone = Fire04 SmolderingFire 9619 ParticleSysBone = Fire05 SmolderingFire 9620 ParticleSysBone = Fire06 SmolderingFire 9621 End 9622 ConditionState = GARRISONED NIGHT 9623 Model = UBBlkMktEG_N 9624 ParticleSysBone = Smoke01 SmolderingSmoke 9625 Animation = UBBlkMktEG_N.UBBlkMktEG_N 9626 AnimationMode = LOOP 9627 End 9628 ConditionState = DAMAGED GARRISONED NIGHT 9629 Model = UBBlkMktEG_DN 9630 ParticleSysBone = Smoke01 SmolderingSmoke 9631 ParticleSysBone = Smoke02 SmolderingSmoke 9632 ParticleSysBone = Smoke03 SmolderingSmoke 9633 ParticleSysBone = Smoke04 SmolderingSmoke 9634 ParticleSysBone = Smoke05 SmolderingSmoke 9635 ParticleSysBone = Fire02 SmolderingFire 9636 ParticleSysBone = Fire03 SmolderingFire 9637 ParticleSysBone = Fire04 SmolderingFire 9638 ParticleSysBone = Fire05 SmolderingFire 9639 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 9640 AnimationMode = LOOP 9641 End 9642 ConditionState = REALLYDAMAGED GARRISONED NIGHT 9643 Model = UBBlkMktEG_EN 9644 ParticleSysBone = Smoke01 SmolderingSmoke 9645 ParticleSysBone = Smoke02 SmolderingSmoke 9646 ParticleSysBone = Smoke03 SmolderingSmoke 9647 ParticleSysBone = Smoke04 SmolderingSmoke 9648 ParticleSysBone = Smoke05 SmolderingSmoke 9649 ParticleSysBone = Fire02 SmolderingFire 9650 ParticleSysBone = Fire03 SmolderingFire 9651 ParticleSysBone = Fire04 SmolderingFire 9652 ParticleSysBone = Fire05 SmolderingFire 9653 ParticleSysBone = Fire06 SmolderingFire 9654 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 9655 AnimationMode = LOOP 9656 End 9657 9658 ; night snow 9659 ConditionState = NIGHT SNOW 9660 Model = UBBlackMkt_NS 9661 Animation = UBBlackMkt_NS.UBBlackMkt_NS 9662 AnimationMode = LOOP 9663 ParticleSysBone = Smoke01 SmolderingSmoke 9664 End 9665 ConditionState = DAMAGED NIGHT SNOW 9666 Model = UBBlackMkt_DNS 9667 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 9668 AnimationMode = LOOP 9669 ParticleSysBone = Smoke01 SmolderingSmoke 9670 ParticleSysBone = Smoke02 SmolderingSmoke 9671 ParticleSysBone = Smoke03 SmolderingSmoke 9672 ParticleSysBone = Smoke04 SmolderingSmoke 9673 ParticleSysBone = Smoke05 SmolderingSmoke 9674 ParticleSysBone = Smoke06 SmolderingSmoke 9675 ParticleSysBone = Fire02 SmolderingFire 9676 ParticleSysBone = Fire03 SmolderingFire 9677 ParticleSysBone = Fire04 SmolderingFire 9678 ParticleSysBone = Fire05 SmolderingFire 9679 ParticleSysBone = Fire06 SmolderingFire 9680 End 9681 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9682 Model = UBBlackMkt_ENS 9683 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 9684 AnimationMode = LOOP 9685 ParticleSysBone = Smoke01 SmolderingSmoke 9686 ParticleSysBone = Smoke02 SmolderingSmoke 9687 ParticleSysBone = Smoke03 SmolderingSmoke 9688 ParticleSysBone = Smoke04 SmolderingSmoke 9689 ParticleSysBone = Smoke05 SmolderingSmoke 9690 ParticleSysBone = Smoke06 SmolderingSmoke 9691 ParticleSysBone = Smoke07 SmolderingSmoke 9692 ParticleSysBone = Fire02 SmolderingFire 9693 ParticleSysBone = Fire03 SmolderingFire 9694 ParticleSysBone = Fire04 SmolderingFire 9695 ParticleSysBone = Fire05 SmolderingFire 9696 ParticleSysBone = Fire06 SmolderingFire 9697 ParticleSysBone = Fire07 SmolderingFire 9698 End 9699 ConditionState = GARRISONED NIGHT SNOW 9700 Model = UBBlkMktEG_NS 9701 ParticleSysBone = Smoke01 SmolderingSmoke 9702 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 9703 AnimationMode = LOOP 9704 End 9705 ConditionState = DAMAGED GARRISONED NIGHT SNOW 9706 Model = UBBlkMktEG_DNS 9707 ParticleSysBone = Smoke01 SmolderingSmoke 9708 ParticleSysBone = Smoke02 SmolderingSmoke 9709 ParticleSysBone = Smoke03 SmolderingSmoke 9710 ParticleSysBone = Smoke04 SmolderingSmoke 9711 ParticleSysBone = Smoke05 SmolderingSmoke 9712 ParticleSysBone = Fire02 SmolderingFire 9713 ParticleSysBone = Fire03 SmolderingFire 9714 ParticleSysBone = Fire04 SmolderingFire 9715 ParticleSysBone = Fire05 SmolderingFire 9716 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 9717 AnimationMode = LOOP 9718 End 9719 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 9720 Model = UBBlkMktEG_ENS 9721 ParticleSysBone = Smoke01 SmolderingSmoke 9722 ParticleSysBone = Smoke02 SmolderingSmoke 9723 ParticleSysBone = Smoke03 SmolderingSmoke 9724 ParticleSysBone = Smoke04 SmolderingSmoke 9725 ParticleSysBone = Smoke05 SmolderingSmoke 9726 ParticleSysBone = Fire02 SmolderingFire 9727 ParticleSysBone = Fire03 SmolderingFire 9728 ParticleSysBone = Fire04 SmolderingFire 9729 ParticleSysBone = Fire05 SmolderingFire 9730 ParticleSysBone = Fire06 SmolderingFire 9731 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 9732 AnimationMode = LOOP 9733 End 9734 9735 ;************************************************************************************************************************** 9736 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9737 ;for this draw module 9738 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9739 Model = UBBlackMkt 9740 Animation = UBBlackMkt.UBBlackMkt 9741 AnimationMode = LOOP 9742 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9743 End 9744 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9745 Model = UBBlackMkt_D 9746 Animation = UBBlackMkt_D.UBBlackMkt_D 9747 AnimationMode = LOOP 9748 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9749 End 9750 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9751 Model = UBBlackMkt_E 9752 Animation = UBBlackMkt_E.UBBlackMkt_E 9753 AnimationMode = LOOP 9754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9755 End 9756 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9757 Model = UBBlackMkt_N 9758 Animation = UBBlackMkt_N.UBBlackMkt_N 9759 AnimationMode = LOOP 9760 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9761 End 9762 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9763 Model = UBBlackMkt_DN 9764 Animation = UBBlackMkt_DN.UBBlackMkt_DN 9765 AnimationMode = LOOP 9766 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9767 End 9768 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9769 Model = UBBlackMkt_EN 9770 Animation = UBBlackMkt_EN.UBBlackMkt_EN 9771 AnimationMode = LOOP 9772 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9773 End 9774 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9775 Model = UBBlackMkt_S 9776 Animation = UBBlackMkt_S.UBBlackMkt_S 9777 AnimationMode = LOOP 9778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9779 End 9780 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9781 Model = UBBlackMkt_DS 9782 Animation = UBBlackMkt_DS.UBBlackMkt_DS 9783 AnimationMode = LOOP 9784 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9785 End 9786 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9787 Model = UBBlackMkt_ES 9788 Animation = UBBlackMkt_ES.UBBlackMkt_ES 9789 AnimationMode = LOOP 9790 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9791 End 9792 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9793 Model = UBBlackMkt_NS 9794 Animation = UBBlackMkt_NS.UBBlackMkt_NS 9795 AnimationMode = LOOP 9796 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9797 End 9798 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9799 Model = UBBlackMkt_DNS 9800 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 9801 AnimationMode = LOOP 9802 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9803 End 9804 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9805 Model = UBBlackMkt_ENS 9806 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 9807 AnimationMode = LOOP 9808 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9809 End 9810 9811 ConditionState = AWAITING_CONSTRUCTION 9812 Model = NONE 9813 End 9814 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9815 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9816 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9817 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9818 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9819 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9820 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9821 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9822 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9823 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9824 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9825 AliasConditionState = SOLD 9826 AliasConditionState = SOLD DAMAGED 9827 AliasConditionState = SOLD REALLYDAMAGED 9828 AliasConditionState = SOLD NIGHT 9829 AliasConditionState = SOLD NIGHT DAMAGED 9830 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9831 AliasConditionState = SOLD SNOW 9832 AliasConditionState = SOLD SNOW DAMAGED 9833 AliasConditionState = SOLD SNOW REALLYDAMAGED 9834 AliasConditionState = SOLD NIGHT SNOW 9835 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9836 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9837 AliasConditionState = GARRISONED SOLD 9838 AliasConditionState = GARRISONED SOLD DAMAGED 9839 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 9840 AliasConditionState = GARRISONED SOLD NIGHT 9841 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 9842 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 9843 AliasConditionState = GARRISONED SOLD SNOW 9844 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 9845 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 9846 AliasConditionState = GARRISONED SOLD NIGHT SNOW 9847 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 9848 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 9849 ;************************************************************************************************************************** 9850 9851 End 9852 9853 ; ------------ construction-zone fence ----------------- 9854 Draw = W3DModelDraw ModuleTag_02 9855 AnimationsRequirePower = No 9856 DefaultConditionState 9857 Model = None 9858 TransitionKey = DOWN_DEFAULT 9859 9860 End 9861 ConditionState = NIGHT 9862 Model = None 9863 TransitionKey = DOWN_DEFAULT 9864 End 9865 ConditionState = SNOW 9866 Model = None 9867 TransitionKey = DOWN_DEFAULT 9868 End 9869 ConditionState = SNOW NIGHT 9870 Model = None 9871 TransitionKey = DOWN_DEFAULT 9872 End 9873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9874 Model = UBBlackMkt_A4 9875 Animation = UBBlackMkt_A4.UBBlackMkt_A4 9876 AnimationMode = MANUAL 9877 Flags = START_FRAME_LAST 9878 TransitionKey = UP_DAY 9879 End 9880 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9881 Model = UBBlackMkt_A4N 9882 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 9883 AnimationMode = MANUAL 9884 Flags = START_FRAME_LAST 9885 TransitionKey = UP_NIGHT 9886 End 9887 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9888 Model = UBBlackMkt_A4S 9889 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 9890 AnimationMode = MANUAL 9891 Flags = START_FRAME_LAST 9892 TransitionKey = UP_SNOW 9893 End 9894 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9895 Model = UBBlackMkt_A4SN 9896 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 9897 AnimationMode = MANUAL 9898 Flags = START_FRAME_LAST 9899 TransitionKey = UP_SNOWNIGHT 9900 End 9901 TransitionState = DOWN_DEFAULT UP_DAY 9902 Model = UBBlackMkt_A4 9903 Animation = UBBlackMkt_A4.UBBlackMkt_A4 9904 AnimationMode = ONCE 9905 AnimationSpeedFactorRange = 1.0 1.0 9906 Flags = START_FRAME_FIRST 9907 End 9908 TransitionState = DOWN_DEFAULT UP_NIGHT 9909 Model = UBBlackMkt_A4N 9910 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 9911 AnimationMode = ONCE 9912 AnimationSpeedFactorRange = 1.0 1.0 9913 Flags = START_FRAME_FIRST 9914 End 9915 TransitionState = DOWN_DEFAULT UP_SNOW 9916 Model = UBBlackMkt_A4S 9917 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 9918 AnimationMode = ONCE 9919 AnimationSpeedFactorRange = 1.0 1.0 9920 Flags = START_FRAME_FIRST 9921 End 9922 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9923 Model = UBBlackMkt_A4SN 9924 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 9925 AnimationMode = ONCE 9926 AnimationSpeedFactorRange = 1.0 1.0 9927 Flags = START_FRAME_FIRST 9928 End 9929 TransitionState = UP_DAY DOWN_DEFAULT 9930 Model = UBBlackMkt_A4 9931 Animation = UBBlackMkt_A4.UBBlackMkt_A4 9932 AnimationMode = ONCE_BACKWARDS 9933 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9934 Flags = START_FRAME_LAST 9935 End 9936 TransitionState = UP_NIGHT DOWN_DEFAULT 9937 Model = UBBlackMkt_A4N 9938 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 9939 AnimationMode = ONCE_BACKWARDS 9940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9941 Flags = START_FRAME_LAST 9942 End 9943 TransitionState = UP_SNOW DOWN_DEFAULT 9944 Model = UBBlackMkt_A4S 9945 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 9946 AnimationMode = ONCE_BACKWARDS 9947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9948 Flags = START_FRAME_LAST 9949 End 9950 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9951 Model = UBBlackMkt_A4SN 9952 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 9953 AnimationMode = ONCE_BACKWARDS 9954 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9955 Flags = START_FRAME_LAST 9956 End 9957 End 9958 9959 ; ------------ under-construction scaffolding ----------------- 9960 Draw = W3DModelDraw ModuleTag_03 9961 AnimationsRequirePower = No 9962 MinLODRequired = MEDIUM 9963 DefaultConditionState 9964 Model = None 9965 TransitionKey = DOWN_DEFAULT 9966 End 9967 ConditionState = NIGHT 9968 Model = None 9969 TransitionKey = DOWN_DEFAULT 9970 End 9971 ConditionState = SNOW 9972 Model = None 9973 TransitionKey = DOWN_DEFAULT 9974 End 9975 ConditionState = SNOW NIGHT 9976 Model = None 9977 TransitionKey = DOWN_DEFAULT 9978 End 9979 ConditionState = PARTIALLY_CONSTRUCTED 9980 Model = UBBlackMkt_A6 9981 Animation = UBBlackMkt_A6.UBBlackMkt_A6 9982 AnimationMode = MANUAL 9983 Flags = START_FRAME_LAST 9984 TransitionKey = UP_DAY 9985 ParticleSysBone = Dust01 BuildingDust 9986 ParticleSysBone = Smoke01 BuildUpSmoke 9987 ParticleSysBone = Smoke02 BuildUpSmoke 9988 ParticleSysBone = Smoke03 BuildUpSmoke 9989 ParticleSysBone = Smoke04 BuildUpSmoke 9990 End 9991 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9992 Model = UBBlackMkt_A6N 9993 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 9994 AnimationMode = MANUAL 9995 Flags = START_FRAME_LAST 9996 TransitionKey = UP_NIGHT 9997 ParticleSysBone = Dust01 BuildingDust 9998 ParticleSysBone = Smoke01 BuildUpSmoke 9999 ParticleSysBone = Smoke02 BuildUpSmoke 10000 ParticleSysBone = Smoke03 BuildUpSmoke 10001 ParticleSysBone = Smoke04 BuildUpSmoke 10002 End 10003 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10004 Model = UBBlackMkt_A6S 10005 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 10006 AnimationMode = MANUAL 10007 Flags = START_FRAME_LAST 10008 TransitionKey = UP_SNOW 10009 ParticleSysBone = Dust01 BuildingSnowDust 10010 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10011 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10012 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10013 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10014 End 10015 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10016 Model = UBBlackMkt_A6SN 10017 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 10018 AnimationMode = MANUAL 10019 Flags = START_FRAME_LAST 10020 TransitionKey = UP_SNOWNIGHT 10021 ParticleSysBone = Dust01 BuildingNightSnowDust 10022 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10023 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10024 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10025 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10026 End 10027 TransitionState = DOWN_DEFAULT UP_DAY 10028 Model = UBBlackMkt_A6 10029 Animation = UBBlackMkt_A6.UBBlackMkt_A6 10030 AnimationMode = ONCE 10031 AnimationSpeedFactorRange = 1.0 1.0 10032 Flags = START_FRAME_FIRST 10033 End 10034 TransitionState = DOWN_DEFAULT UP_NIGHT 10035 Model = UBBlackMkt_A6N 10036 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 10037 AnimationMode = ONCE 10038 AnimationSpeedFactorRange = 1.0 1.0 10039 Flags = START_FRAME_FIRST 10040 End 10041 TransitionState = DOWN_DEFAULT UP_SNOW 10042 Model = UBBlackMkt_A6S 10043 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 10044 AnimationMode = ONCE 10045 AnimationSpeedFactorRange = 1.0 1.0 10046 Flags = START_FRAME_FIRST 10047 End 10048 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10049 Model = UBBlackMkt_A6SN 10050 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 10051 AnimationMode = ONCE 10052 AnimationSpeedFactorRange = 1.0 1.0 10053 Flags = START_FRAME_FIRST 10054 End 10055 TransitionState = UP_DAY DOWN_DEFAULT 10056 Model = UBBlackMkt_A6 10057 Animation = UBBlackMkt_A6.UBBlackMkt_A6 10058 AnimationMode = ONCE_BACKWARDS 10059 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10060 Flags = START_FRAME_LAST 10061 End 10062 TransitionState = UP_NIGHT DOWN_DEFAULT 10063 Model = UBBlackMkt_A6N 10064 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 10065 AnimationMode = ONCE_BACKWARDS 10066 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10067 Flags = START_FRAME_LAST 10068 End 10069 TransitionState = UP_SNOW DOWN_DEFAULT 10070 Model = UBBlackMkt_A6S 10071 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 10072 AnimationMode = ONCE_BACKWARDS 10073 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10074 Flags = START_FRAME_LAST 10075 End 10076 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10077 Model = UBBlackMkt_A6SN 10078 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 10079 AnimationMode = ONCE_BACKWARDS 10080 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10081 Flags = START_FRAME_LAST 10082 End 10083 End 10084 PlacementViewAngle = -45 10085 10086 ; ***DESIGN parameters *** 10087 DisplayName = OBJECT:BlackMarket 10088 Side = GLA 10089 EditorSorting = STRUCTURE 10090 Prerequisites 10091 Object = GLAPalace 10092 End 10093 BuildCost = 2500 10094 BuildTime = 30.0 ; in seconds 10095 EnergyProduction = 0 10096 CommandSet = GLABlackMarketCommandSet 10097 VisionRange = 200.0 ; Shroud clearing distance 10098 ShroudClearingRange = 200 10099 ArmorSet 10100 Conditions = None 10101 Armor = StructureArmor 10102 DamageFX = StructureDamageFXNoShake 10103 End 10104 ArmorSet 10105 Conditions = PLAYER_UPGRADE 10106 Armor = GLAUpgradedStructureArmor 10107 DamageFX = StructureDamageFXNoShake 10108 End 10109 ExperienceValue = 200 200 200 200 ; Experience point value at each level 10110 10111 ; *** AUDIO Parameters *** 10112 VoiceSelect = BlackMarketSelect 10113 SoundOnDamaged = BuildingDamagedStateLight 10114 SoundOnReallyDamaged = BuildingDestroy 10115 10116 UnitSpecificSounds 10117 UnderConstruction = UnderConstructionLoop 10118 End 10119 10120 ; *** ENGINEERING Parameters *** 10121 RadarPriority = STRUCTURE 10122 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BLACK_MARKET 10123 Body = StructureBody ModuleTag_04 10124 MaxHealth = 1000.0 10125 InitialHealth = 1000.0 10126 10127 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10128 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10129 SubdualDamageCap = 1200 10130 SubdualDamageHealRate = 500 10131 SubdualDamageHealAmount = 100 10132 End 10133 10134 Behavior = ArmorUpgrade ModuleTag_Armor01 10135 TriggeredBy = Upgrade_GLAFortifiedStructure 10136 End 10137 10138 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 10139 ConditionFlag = GARRISONED 10140 TriggeredBy = Upgrade_GLAFortifiedStructure 10141 End 10142 10143 Behavior = AutoDepositUpdate ModuleTag_05 10144 DepositTiming = 2000 ; in milliseconds 10145 DepositAmount = 20 ; cash amount to deposit every DepositTiming 10146 InitialCaptureBonus = 0 ; no initial bonus 10147 End 10148 10149 Behavior = ProductionUpdate ModuleTag_06 10150 ; nothing 10151 End 10152 10153 Behavior = DestroyDie ModuleTag_07 10154 ;nothing 10155 End 10156 Behavior = RebuildHoleExposeDie ModuleTag_08 10157 HoleName = GLAHoleBlackMarket 10158 HoleMaxHealth = 500.0 10159 End 10160 Behavior = CreateObjectDie ModuleTag_09 10161 CreationList = OCL_ABPowerPlantExplode 10162 End 10163 Behavior = FXListDie ModuleTag_10 10164 DeathFX = FX_StructureSmallDeath 10165 End 10166 10167 Behavior = FlammableUpdate ModuleTag_12 10168 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10169 AflameDamageAmount = 5 ; taking this much damage... 10170 AflameDamageDelay = 500 ; this often. 10171 End 10172 10173 Behavior = TransitionDamageFX ModuleTag_13 10174 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 10175 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10176 ;--------------------------------------------------------------------------------------- 10177 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10178 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10179 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10180 End 10181 10182 Geometry = BOX 10183 GeometryMajorRadius = 35.0 10184 GeometryMinorRadius = 35.0 10185 GeometryHeight = 35.0 10186 GeometryIsSmall = No 10187 Shadow = SHADOW_VOLUME 10188 BuildCompletion = PLACED_BY_PLAYER 10189 10190 End 10191 10192 ;------------------------------------------------------------------------------ 10193 ObjectReskin GLAHoleBlackMarket GLAHole 10194 Draw = W3DModelDraw ModuleTag_01 10195 OkToChangeModelColor = Yes 10196 ConditionState = NONE 10197 Model = UBHole 10198 End 10199 ConditionState = DAMAGED 10200 Model = UBHole_D 10201 ParticleSysBone = Smoke01 SteamVent 10202 End 10203 ConditionState = REALLYDAMAGED RUBBLE 10204 Model = UBHole_E 10205 ParticleSysBone = Smoke01 SteamVent 10206 ParticleSysBone = Smoke02 SteamVent 10207 ParticleSysBone = Fire01 GLAPowerPlantFlame 10208 ParticleSysBone = Fire02 GLAPowerPlantFlame 10209 ParticleSysBone = Fire03 GLAPowerPlantFlame 10210 End 10211 End 10212 Draw = W3DModelDraw ModuleTag_02 10213 OkToChangeModelColor = Yes 10214 ConditionState = NONE 10215 Model = UBBlackMkt_R 10216 ParticleSysBone = Smoke01 SmolderingSmoke 10217 ParticleSysBone = Smoke03 SmolderingSmoke 10218 ParticleSysBone = Smoke04 SmolderingSmoke 10219 End 10220 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 10221 Model = UBBlackMkt_R 10222 ParticleSysBone = Smoke01 SmolderingSmoke 10223 ParticleSysBone = Smoke03 SmolderingSmoke 10224 ParticleSysBone = Smoke04 SmolderingSmoke 10225 End 10226 End 10227 End 10228 10229 ;------------------------------------------------------------------------------ 10230 Object FakeGLABlackMarket 10231 10232 ; *** ART Parameters *** 10233 SelectPortrait = SUBlackMarket_L 10234 ButtonImage = SUBlackMarket 10235 10236 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 10237 10238 Draw = W3DModelDraw ModuleTag_01 10239 OkToChangeModelColor = Yes 10240 10241 ; day 10242 ConditionState = NONE 10243 Model = UBBlackMkt 10244 Animation = UBBlackMkt.UBBlackMkt 10245 AnimationMode = LOOP 10246 ParticleSysBone = Smoke01 SmolderingSmoke 10247 End 10248 ConditionState = DAMAGED 10249 Model = UBBlackMkt_D 10250 Animation = UBBlackMkt_D.UBBlackMkt_D 10251 AnimationMode = LOOP 10252 ParticleSysBone = Smoke01 SmolderingSmoke 10253 ParticleSysBone = Smoke02 SmolderingSmoke 10254 ParticleSysBone = Smoke03 SmolderingSmoke 10255 ParticleSysBone = Smoke04 SmolderingSmoke 10256 ParticleSysBone = Smoke05 SmolderingSmoke 10257 ParticleSysBone = Smoke06 SmolderingSmoke 10258 ParticleSysBone = Fire02 SmolderingFire 10259 ParticleSysBone = Fire03 SmolderingFire 10260 ParticleSysBone = Fire04 SmolderingFire 10261 ParticleSysBone = Fire05 SmolderingFire 10262 ParticleSysBone = Fire06 SmolderingFire 10263 End 10264 ConditionState = REALLYDAMAGED RUBBLE 10265 Model = UBBlackMkt_E 10266 Animation = UBBlackMkt_E.UBBlackMkt_E 10267 AnimationMode = LOOP 10268 ParticleSysBone = Smoke01 SmolderingSmoke 10269 ParticleSysBone = Smoke02 SmolderingSmoke 10270 ParticleSysBone = Smoke03 SmolderingSmoke 10271 ParticleSysBone = Smoke04 SmolderingSmoke 10272 ParticleSysBone = Smoke05 SmolderingSmoke 10273 ParticleSysBone = Smoke06 SmolderingSmoke 10274 ParticleSysBone = Smoke07 SmolderingSmoke 10275 ParticleSysBone = Fire02 SmolderingFire 10276 ParticleSysBone = Fire03 SmolderingFire 10277 ParticleSysBone = Fire04 SmolderingFire 10278 ParticleSysBone = Fire05 SmolderingFire 10279 ParticleSysBone = Fire06 SmolderingFire 10280 ParticleSysBone = Fire07 SmolderingFire 10281 End 10282 ConditionState = GARRISONED 10283 Model = UBBlkMktEG 10284 ParticleSysBone = Smoke01 SmolderingSmoke 10285 Animation = UBBlkMktEG.UBBlkMktEG 10286 AnimationMode = LOOP 10287 End 10288 ConditionState = DAMAGED GARRISONED 10289 Model = UBBlkMktEG_D 10290 ParticleSysBone = Smoke01 SmolderingSmoke 10291 Animation = UBBlkMktEG_D.UBBlkMktEG_D 10292 AnimationMode = LOOP 10293 End 10294 ConditionState = REALLYDAMAGED GARRISONED 10295 Model = UBBlkMktEG_E 10296 ParticleSysBone = Smoke01 SmolderingSmoke 10297 Animation = UBBlkMktEG_E.UBBlkMktEG_E 10298 AnimationMode = LOOP 10299 End 10300 10301 ; day snow 10302 ConditionState = SNOW 10303 Model = UBBlackMkt_S 10304 Animation = UBBlackMkt_S.UBBlackMkt_S 10305 AnimationMode = LOOP 10306 ParticleSysBone = Smoke01 SmolderingSmoke 10307 End 10308 ConditionState = DAMAGED SNOW 10309 Model = UBBlackMkt_DS 10310 Animation = UBBlackMkt_DS.UBBlackMkt_DS 10311 AnimationMode = LOOP 10312 ParticleSysBone = Smoke01 SmolderingSmoke 10313 ParticleSysBone = Smoke02 SmolderingSmoke 10314 ParticleSysBone = Smoke03 SmolderingSmoke 10315 ParticleSysBone = Smoke04 SmolderingSmoke 10316 ParticleSysBone = Smoke05 SmolderingSmoke 10317 ParticleSysBone = Smoke06 SmolderingSmoke 10318 ParticleSysBone = Fire02 SmolderingFire 10319 ParticleSysBone = Fire03 SmolderingFire 10320 ParticleSysBone = Fire04 SmolderingFire 10321 ParticleSysBone = Fire05 SmolderingFire 10322 ParticleSysBone = Fire06 SmolderingFire 10323 End 10324 ConditionState = REALLYDAMAGED RUBBLE SNOW 10325 Model = UBBlackMkt_ES 10326 Animation = UBBlackMkt_ES.UBBlackMkt_ES 10327 AnimationMode = LOOP 10328 ParticleSysBone = Smoke01 SmolderingSmoke 10329 ParticleSysBone = Smoke02 SmolderingSmoke 10330 ParticleSysBone = Smoke03 SmolderingSmoke 10331 ParticleSysBone = Smoke04 SmolderingSmoke 10332 ParticleSysBone = Smoke05 SmolderingSmoke 10333 ParticleSysBone = Smoke06 SmolderingSmoke 10334 ParticleSysBone = Smoke07 SmolderingSmoke 10335 ParticleSysBone = Fire02 SmolderingFire 10336 ParticleSysBone = Fire03 SmolderingFire 10337 ParticleSysBone = Fire04 SmolderingFire 10338 ParticleSysBone = Fire05 SmolderingFire 10339 ParticleSysBone = Fire06 SmolderingFire 10340 ParticleSysBone = Fire07 SmolderingFire 10341 End 10342 ConditionState = GARRISONED SNOW 10343 Model = UBBlkMktEG_S 10344 ParticleSysBone = Smoke01 SmolderingSmoke 10345 Animation = UBBlkMktEG_S.UBBlkMktEG_S 10346 AnimationMode = LOOP 10347 End 10348 ConditionState = DAMAGED GARRISONED SNOW 10349 Model = UBBlkMktEG_DS 10350 ParticleSysBone = Smoke01 SmolderingSmoke 10351 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 10352 AnimationMode = LOOP 10353 End 10354 ConditionState = REALLYDAMAGED GARRISONED SNOW 10355 Model = UBBlkMktEG_ES 10356 ParticleSysBone = Smoke01 SmolderingSmoke 10357 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 10358 AnimationMode = LOOP 10359 End 10360 10361 ; night 10362 ConditionState = NIGHT 10363 Model = UBBlackMkt_N 10364 Animation = UBBlackMkt_N.UBBlackMkt_N 10365 AnimationMode = LOOP 10366 ParticleSysBone = Smoke01 SmolderingSmoke 10367 End 10368 ConditionState = DAMAGED NIGHT 10369 Model = UBBlackMkt_DN 10370 Animation = UBBlackMkt_DN.UBBlackMkt_DN 10371 AnimationMode = LOOP 10372 ParticleSysBone = Smoke01 SmolderingSmoke 10373 ParticleSysBone = Smoke02 SmolderingSmoke 10374 ParticleSysBone = Smoke03 SmolderingSmoke 10375 ParticleSysBone = Smoke04 SmolderingSmoke 10376 ParticleSysBone = Smoke05 SmolderingSmoke 10377 ParticleSysBone = Smoke06 SmolderingSmoke 10378 ParticleSysBone = Fire02 SmolderingFire 10379 ParticleSysBone = Fire03 SmolderingFire 10380 ParticleSysBone = Fire04 SmolderingFire 10381 ParticleSysBone = Fire05 SmolderingFire 10382 ParticleSysBone = Fire06 SmolderingFire 10383 End 10384 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10385 Model = UBBlackMkt_EN 10386 Animation = UBBlackMkt_EN.UBBlackMkt_EN 10387 AnimationMode = LOOP 10388 ParticleSysBone = Smoke01 SmolderingSmoke 10389 ParticleSysBone = Smoke02 SmolderingSmoke 10390 ParticleSysBone = Smoke03 SmolderingSmoke 10391 ParticleSysBone = Smoke04 SmolderingSmoke 10392 ParticleSysBone = Smoke05 SmolderingSmoke 10393 ParticleSysBone = Smoke06 SmolderingSmoke 10394 ParticleSysBone = Smoke07 SmolderingSmoke 10395 ParticleSysBone = Fire02 SmolderingFire 10396 ParticleSysBone = Fire03 SmolderingFire 10397 ParticleSysBone = Fire04 SmolderingFire 10398 ParticleSysBone = Fire05 SmolderingFire 10399 ParticleSysBone = Fire06 SmolderingFire 10400 ParticleSysBone = Fire07 SmolderingFire 10401 End 10402 ConditionState = GARRISONED NIGHT 10403 Model = UBBlkMktEG_N 10404 ParticleSysBone = Smoke01 SmolderingSmoke 10405 Animation = UBBlkMktEG_N.UBBlkMktEG_N 10406 AnimationMode = LOOP 10407 End 10408 ConditionState = DAMAGED GARRISONED NIGHT 10409 Model = UBBlkMktEG_DN 10410 ParticleSysBone = Smoke01 SmolderingSmoke 10411 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 10412 AnimationMode = LOOP 10413 End 10414 ConditionState = REALLYDAMAGED GARRISONED NIGHT 10415 Model = UBBlkMktEG_EN 10416 ParticleSysBone = Smoke01 SmolderingSmoke 10417 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 10418 AnimationMode = LOOP 10419 End 10420 10421 ; night snow 10422 ConditionState = NIGHT SNOW 10423 Model = UBBlackMkt_NS 10424 Animation = UBBlackMkt_NS.UBBlackMkt_NS 10425 AnimationMode = LOOP 10426 ParticleSysBone = Smoke01 SmolderingSmoke 10427 End 10428 ConditionState = DAMAGED NIGHT SNOW 10429 Model = UBBlackMkt_DNS 10430 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 10431 AnimationMode = LOOP 10432 ParticleSysBone = Smoke01 SmolderingSmoke 10433 ParticleSysBone = Smoke02 SmolderingSmoke 10434 ParticleSysBone = Smoke03 SmolderingSmoke 10435 ParticleSysBone = Smoke04 SmolderingSmoke 10436 ParticleSysBone = Smoke05 SmolderingSmoke 10437 ParticleSysBone = Smoke06 SmolderingSmoke 10438 ParticleSysBone = Fire02 SmolderingFire 10439 ParticleSysBone = Fire03 SmolderingFire 10440 ParticleSysBone = Fire04 SmolderingFire 10441 ParticleSysBone = Fire05 SmolderingFire 10442 ParticleSysBone = Fire06 SmolderingFire 10443 End 10444 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10445 Model = UBBlackMkt_ENS 10446 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 10447 AnimationMode = LOOP 10448 ParticleSysBone = Smoke01 SmolderingSmoke 10449 ParticleSysBone = Smoke02 SmolderingSmoke 10450 ParticleSysBone = Smoke03 SmolderingSmoke 10451 ParticleSysBone = Smoke04 SmolderingSmoke 10452 ParticleSysBone = Smoke05 SmolderingSmoke 10453 ParticleSysBone = Smoke06 SmolderingSmoke 10454 ParticleSysBone = Smoke07 SmolderingSmoke 10455 ParticleSysBone = Fire02 SmolderingFire 10456 ParticleSysBone = Fire03 SmolderingFire 10457 ParticleSysBone = Fire04 SmolderingFire 10458 ParticleSysBone = Fire05 SmolderingFire 10459 ParticleSysBone = Fire06 SmolderingFire 10460 ParticleSysBone = Fire07 SmolderingFire 10461 End 10462 ConditionState = GARRISONED NIGHT SNOW 10463 Model = UBBlkMktEG_NS 10464 ParticleSysBone = Smoke01 SmolderingSmoke 10465 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 10466 AnimationMode = LOOP 10467 End 10468 ConditionState = DAMAGED GARRISONED NIGHT SNOW 10469 Model = UBBlkMktEG_DNS 10470 ParticleSysBone = Smoke01 SmolderingSmoke 10471 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 10472 AnimationMode = LOOP 10473 End 10474 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 10475 Model = UBBlkMktEG_ENS 10476 ParticleSysBone = Smoke01 SmolderingSmoke 10477 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 10478 AnimationMode = LOOP 10479 End 10480 10481 ;************************************************************************************************************************** 10482 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10483 ;for this draw module 10484 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10485 Model = UBBlackMkt 10486 Animation = UBBlackMkt.UBBlackMkt 10487 AnimationMode = LOOP 10488 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10489 End 10490 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10491 Model = UBBlackMkt_D 10492 Animation = UBBlackMkt_D.UBBlackMkt_D 10493 AnimationMode = LOOP 10494 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10495 End 10496 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10497 Model = UBBlackMkt_E 10498 Animation = UBBlackMkt_E.UBBlackMkt_E 10499 AnimationMode = LOOP 10500 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10501 End 10502 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10503 Model = UBBlackMkt_N 10504 Animation = UBBlackMkt_N.UBBlackMkt_N 10505 AnimationMode = LOOP 10506 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10507 End 10508 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10509 Model = UBBlackMkt_DN 10510 Animation = UBBlackMkt_DN.UBBlackMkt_DN 10511 AnimationMode = LOOP 10512 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10513 End 10514 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10515 Model = UBBlackMkt_EN 10516 Animation = UBBlackMkt_EN.UBBlackMkt_EN 10517 AnimationMode = LOOP 10518 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10519 End 10520 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10521 Model = UBBlackMkt_S 10522 Animation = UBBlackMkt_S.UBBlackMkt_S 10523 AnimationMode = LOOP 10524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10525 End 10526 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10527 Model = UBBlackMkt_DS 10528 Animation = UBBlackMkt_DS.UBBlackMkt_DS 10529 AnimationMode = LOOP 10530 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10531 End 10532 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10533 Model = UBBlackMkt_ES 10534 Animation = UBBlackMkt_ES.UBBlackMkt_ES 10535 AnimationMode = LOOP 10536 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10537 End 10538 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10539 Model = UBBlackMkt_NS 10540 Animation = UBBlackMkt_NS.UBBlackMkt_NS 10541 AnimationMode = LOOP 10542 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10543 End 10544 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10545 Model = UBBlackMkt_DNS 10546 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 10547 AnimationMode = LOOP 10548 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10549 End 10550 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10551 Model = UBBlackMkt_ENS 10552 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 10553 AnimationMode = LOOP 10554 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10555 End 10556 10557 ConditionState = AWAITING_CONSTRUCTION 10558 Model = NONE 10559 End 10560 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10561 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10562 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10563 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10564 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10565 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10566 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10567 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10568 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10569 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10570 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10571 AliasConditionState = SOLD 10572 AliasConditionState = SOLD DAMAGED 10573 AliasConditionState = SOLD REALLYDAMAGED 10574 AliasConditionState = SOLD NIGHT 10575 AliasConditionState = SOLD NIGHT DAMAGED 10576 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10577 AliasConditionState = SOLD SNOW 10578 AliasConditionState = SOLD SNOW DAMAGED 10579 AliasConditionState = SOLD SNOW REALLYDAMAGED 10580 AliasConditionState = SOLD NIGHT SNOW 10581 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10582 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10583 AliasConditionState = GARRISONED SOLD 10584 AliasConditionState = GARRISONED SOLD DAMAGED 10585 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 10586 AliasConditionState = GARRISONED SOLD NIGHT 10587 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 10588 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 10589 AliasConditionState = GARRISONED SOLD SNOW 10590 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 10591 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 10592 AliasConditionState = GARRISONED SOLD NIGHT SNOW 10593 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 10594 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 10595 ;************************************************************************************************************************** 10596 10597 End 10598 10599 ; ------------ construction-zone fence ----------------- 10600 Draw = W3DModelDraw ModuleTag_02 10601 AnimationsRequirePower = No 10602 DefaultConditionState 10603 Model = None 10604 TransitionKey = DOWN_DEFAULT 10605 10606 End 10607 ConditionState = NIGHT 10608 Model = None 10609 TransitionKey = DOWN_DEFAULT 10610 End 10611 ConditionState = SNOW 10612 Model = None 10613 TransitionKey = DOWN_DEFAULT 10614 End 10615 ConditionState = SNOW NIGHT 10616 Model = None 10617 TransitionKey = DOWN_DEFAULT 10618 End 10619 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10620 Model = UBBlackMkt_A4 10621 Animation = UBBlackMkt_A4.UBBlackMkt_A4 10622 AnimationMode = MANUAL 10623 Flags = START_FRAME_LAST 10624 TransitionKey = UP_DAY 10625 End 10626 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10627 Model = UBBlackMkt_A4N 10628 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 10629 AnimationMode = MANUAL 10630 Flags = START_FRAME_LAST 10631 TransitionKey = UP_NIGHT 10632 End 10633 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10634 Model = UBBlackMkt_A4S 10635 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 10636 AnimationMode = MANUAL 10637 Flags = START_FRAME_LAST 10638 TransitionKey = UP_SNOW 10639 End 10640 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10641 Model = UBBlackMkt_A4SN 10642 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 10643 AnimationMode = MANUAL 10644 Flags = START_FRAME_LAST 10645 TransitionKey = UP_SNOWNIGHT 10646 End 10647 TransitionState = DOWN_DEFAULT UP_DAY 10648 Model = UBBlackMkt_A4 10649 Animation = UBBlackMkt_A4.UBBlackMkt_A4 10650 AnimationMode = ONCE 10651 AnimationSpeedFactorRange = 1.0 1.0 10652 Flags = START_FRAME_FIRST 10653 End 10654 TransitionState = DOWN_DEFAULT UP_NIGHT 10655 Model = UBBlackMkt_A4N 10656 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 10657 AnimationMode = ONCE 10658 AnimationSpeedFactorRange = 1.0 1.0 10659 Flags = START_FRAME_FIRST 10660 End 10661 TransitionState = DOWN_DEFAULT UP_SNOW 10662 Model = UBBlackMkt_A4S 10663 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 10664 AnimationMode = ONCE 10665 AnimationSpeedFactorRange = 1.0 1.0 10666 Flags = START_FRAME_FIRST 10667 End 10668 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10669 Model = UBBlackMkt_A4SN 10670 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 10671 AnimationMode = ONCE 10672 AnimationSpeedFactorRange = 1.0 1.0 10673 Flags = START_FRAME_FIRST 10674 End 10675 TransitionState = UP_DAY DOWN_DEFAULT 10676 Model = UBBlackMkt_A4 10677 Animation = UBBlackMkt_A4.UBBlackMkt_A4 10678 AnimationMode = ONCE_BACKWARDS 10679 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10680 Flags = START_FRAME_LAST 10681 End 10682 TransitionState = UP_NIGHT DOWN_DEFAULT 10683 Model = UBBlackMkt_A4N 10684 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 10685 AnimationMode = ONCE_BACKWARDS 10686 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10687 Flags = START_FRAME_LAST 10688 End 10689 TransitionState = UP_SNOW DOWN_DEFAULT 10690 Model = UBBlackMkt_A4S 10691 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 10692 AnimationMode = ONCE_BACKWARDS 10693 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10694 Flags = START_FRAME_LAST 10695 End 10696 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10697 Model = UBBlackMkt_A4SN 10698 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 10699 AnimationMode = ONCE_BACKWARDS 10700 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10701 Flags = START_FRAME_LAST 10702 End 10703 End 10704 10705 ; ------------ under-construction scaffolding ----------------- 10706 Draw = W3DModelDraw ModuleTag_03 10707 AnimationsRequirePower = No 10708 MinLODRequired = MEDIUM 10709 DefaultConditionState 10710 Model = None 10711 TransitionKey = DOWN_DEFAULT 10712 End 10713 ConditionState = NIGHT 10714 Model = None 10715 TransitionKey = DOWN_DEFAULT 10716 End 10717 ConditionState = SNOW 10718 Model = None 10719 TransitionKey = DOWN_DEFAULT 10720 End 10721 ConditionState = SNOW NIGHT 10722 Model = None 10723 TransitionKey = DOWN_DEFAULT 10724 End 10725 ConditionState = PARTIALLY_CONSTRUCTED 10726 Model = UBBlackMkt_A6 10727 Animation = UBBlackMkt_A6.UBBlackMkt_A6 10728 AnimationMode = MANUAL 10729 Flags = START_FRAME_LAST 10730 TransitionKey = UP_DAY 10731 ParticleSysBone = Dust01 BuildingDust 10732 ParticleSysBone = Smoke01 BuildUpSmoke 10733 ParticleSysBone = Smoke02 BuildUpSmoke 10734 ParticleSysBone = Smoke03 BuildUpSmoke 10735 ParticleSysBone = Smoke04 BuildUpSmoke 10736 End 10737 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10738 Model = UBBlackMkt_A6N 10739 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 10740 AnimationMode = MANUAL 10741 Flags = START_FRAME_LAST 10742 TransitionKey = UP_NIGHT 10743 ParticleSysBone = Dust01 BuildingDust 10744 ParticleSysBone = Smoke01 BuildUpSmoke 10745 ParticleSysBone = Smoke02 BuildUpSmoke 10746 ParticleSysBone = Smoke03 BuildUpSmoke 10747 ParticleSysBone = Smoke04 BuildUpSmoke 10748 End 10749 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10750 Model = UBBlackMkt_A6S 10751 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 10752 AnimationMode = MANUAL 10753 Flags = START_FRAME_LAST 10754 TransitionKey = UP_SNOW 10755 ParticleSysBone = Dust01 BuildingSnowDust 10756 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10757 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10758 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10759 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10760 End 10761 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10762 Model = UBBlackMkt_A6SN 10763 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 10764 AnimationMode = MANUAL 10765 Flags = START_FRAME_LAST 10766 TransitionKey = UP_SNOWNIGHT 10767 ParticleSysBone = Dust01 BuildingNightSnowDust 10768 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10769 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10770 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10771 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10772 End 10773 TransitionState = DOWN_DEFAULT UP_DAY 10774 Model = UBBlackMkt_A6 10775 Animation = UBBlackMkt_A6.UBBlackMkt_A6 10776 AnimationMode = ONCE 10777 AnimationSpeedFactorRange = 1.0 1.0 10778 Flags = START_FRAME_FIRST 10779 End 10780 TransitionState = DOWN_DEFAULT UP_NIGHT 10781 Model = UBBlackMkt_A6N 10782 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 10783 AnimationMode = ONCE 10784 AnimationSpeedFactorRange = 1.0 1.0 10785 Flags = START_FRAME_FIRST 10786 End 10787 TransitionState = DOWN_DEFAULT UP_SNOW 10788 Model = UBBlackMkt_A6S 10789 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 10790 AnimationMode = ONCE 10791 AnimationSpeedFactorRange = 1.0 1.0 10792 Flags = START_FRAME_FIRST 10793 End 10794 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10795 Model = UBBlackMkt_A6SN 10796 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 10797 AnimationMode = ONCE 10798 AnimationSpeedFactorRange = 1.0 1.0 10799 Flags = START_FRAME_FIRST 10800 End 10801 TransitionState = UP_DAY DOWN_DEFAULT 10802 Model = UBBlackMkt_A6 10803 Animation = UBBlackMkt_A6.UBBlackMkt_A6 10804 AnimationMode = ONCE_BACKWARDS 10805 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10806 Flags = START_FRAME_LAST 10807 End 10808 TransitionState = UP_NIGHT DOWN_DEFAULT 10809 Model = UBBlackMkt_A6N 10810 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 10811 AnimationMode = ONCE_BACKWARDS 10812 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10813 Flags = START_FRAME_LAST 10814 End 10815 TransitionState = UP_SNOW DOWN_DEFAULT 10816 Model = UBBlackMkt_A6S 10817 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 10818 AnimationMode = ONCE_BACKWARDS 10819 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10820 Flags = START_FRAME_LAST 10821 End 10822 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10823 Model = UBBlackMkt_A6SN 10824 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 10825 AnimationMode = ONCE_BACKWARDS 10826 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10827 Flags = START_FRAME_LAST 10828 End 10829 End 10830 PlacementViewAngle = -45 10831 10832 ; ***DESIGN parameters *** 10833 DisplayName = OBJECT:BlackMarket 10834 Side = GLA 10835 EditorSorting = STRUCTURE 10836 Prerequisites 10837 Object = GLAPalace 10838 End 10839 BuildCost = 625 10840 BuildTime = 20.0 ; in seconds 10841 EnergyProduction = 0 10842 CommandSet = FakeGLABlackMarketCommandSet 10843 VisionRange = 200.0 ; Shroud clearing distance 10844 ShroudClearingRange = 200 10845 10846 WeaponSet 10847 Conditions = None 10848 Weapon = PRIMARY SuicideWeapon 10849 AutoChooseSources = PRIMARY None 10850 End 10851 10852 ArmorSet 10853 Conditions = None 10854 Armor = StructureArmor 10855 DamageFX = StructureDamageFXNoShake 10856 End 10857 ExperienceValue = 50 50 50 50 ; Experience point value at each level 10858 10859 ; *** AUDIO Parameters *** 10860 VoiceSelect = FakeBuildingSelect 10861 SoundOnDamaged = BuildingDamagedStateLight 10862 SoundOnReallyDamaged = BuildingDestroy 10863 10864 UnitSpecificSounds 10865 UnderConstruction = UnderConstructionLoop 10866 End 10867 10868 ; *** ENGINEERING Parameters *** 10869 RadarPriority = STRUCTURE 10870 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 10871 Body = StructureBody ModuleTag_04 10872 MaxHealth = 125.0 10873 InitialHealth = 125.0 10874 10875 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10876 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10877 SubdualDamageCap = 325 10878 SubdualDamageHealRate = 500 10879 SubdualDamageHealAmount = 100 10880 End 10881 10882 Behavior = AIUpdateInterface ModuleTag_05 10883 AutoAcquireEnemiesWhenIdle = No 10884 End 10885 10886 Behavior = ProductionUpdate ModuleTag_06 10887 ; nothing 10888 End 10889 10890 Behavior = SlowDeathBehavior ModuleTag_07 10891 ExemptStatus = UNDER_CONSTRUCTION 10892 DestructionDelay = 0 10893 Weapon = FINAL FakeStructureDetonationWeapon 10894 End 10895 Behavior = DestroyDie ModuleTag_SlowDeathException 10896 RequiredStatus = UNDER_CONSTRUCTION 10897 End 10898 10899 Behavior = ReplaceObjectUpgrade ModuleTag_08 10900 ReplaceObject = GLABlackMarket 10901 TriggeredBy = Upgrade_BecomeRealGLABlackMarket 10902 End 10903 10904 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 10905 ConditionFlag = GARRISONED 10906 TriggeredBy = Upgrade_GLAFortifiedStructure 10907 End 10908 10909 Behavior = CreateObjectDie ModuleTag_09 10910 CreationList = OCL_ABPowerPlantExplode 10911 End 10912 Behavior = FXListDie ModuleTag_10 10913 DeathFX = FX_StructureSmallDeath 10914 End 10915 10916 Behavior = FlammableUpdate ModuleTag_12 10917 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10918 AflameDamageAmount = 5 ; taking this much damage... 10919 AflameDamageDelay = 500 ; this often. 10920 End 10921 10922 Behavior = TransitionDamageFX ModuleTag_13 10923 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 10924 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10925 ;--------------------------------------------------------------------------------------- 10926 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10927 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10928 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10929 End 10930 10931 Behavior = AutoDepositUpdate ModuleTag_FakeMoney 10932 DepositTiming = 2000 ; in milliseconds 10933 DepositAmount = 20 ; cash amount to deposit every DepositTiming 10934 InitialCaptureBonus = 0 ; no initial bonus 10935 ActualMoney = No ; Display only so I look like a BlackMarket 10936 End 10937 10938 Geometry = BOX 10939 GeometryMajorRadius = 35.0 10940 GeometryMinorRadius = 35.0 10941 GeometryHeight = 35.0 10942 GeometryIsSmall = No 10943 Shadow = SHADOW_VOLUME 10944 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 10945 ShadowSizeX = 108 10946 ShadowSizeY = 96 10947 BuildCompletion = PLACED_BY_PLAYER 10948 10949 End 10950 10951 ;------------------------------------------------------------------------------ 10952 Object GLAScudStorm 10953 10954 ; *** ART Parameters *** 10955 SelectPortrait = SUScudStorm_L 10956 ButtonImage = SUScudStorm 10957 Draw = W3DModelDraw ModuleTag_01 10958 OkToChangeModelColor = Yes 10959 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 10960 10961 ; day 10962 ConditionState = NONE ; lying around 10963 Model = UBScudStrm_A1 10964 Animation = UBScudStrm_A1.UBScudStrm_A1 10965 AnimationMode = MANUAL 10966 Flags = START_FRAME_FIRST 10967 WeaponLaunchBone = PRIMARY WeaponA 10968 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 10969 TransitionKey = Trans_READY 10970 10971 ParticleSysBone = SteamM01 SteamLarge 10972 ParticleSysBone = SteamS01 SteamMedium 10973 End 10974 10975 TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up 10976 Model = UBScudStrm_A1 10977 Animation = UBScudStrm_A1.UBScudStrm_A1 10978 AnimationMode = ONCE 10979 Flags = MAINTAIN_FRAME_ACROSS_STATES 10980 WeaponLaunchBone = PRIMARY WeaponA 10981 10982 ParticleSysBone = SteamM01 SteamLarge 10983 ParticleSysBone = SteamS01 SteamMedium 10984 10985 ParticleSysBone = FXBone01 ScudStormBuildingGoo 10986 ParticleSysBone = FXBone02 ScudStormBuildingGoo 10987 ParticleSysBone = FXBone03 ScudStormBuildingGoo 10988 End 10989 10990 ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot 10991 Model = UBScudStrm_A2 10992 Animation = UBScudStrm_A2.UBScudStrm_A2 10993 AnimationMode = MANUAL 10994 Flags = START_FRAME_FIRST 10995 WeaponLaunchBone = PRIMARY WeaponA 10996 TransitionKey = Trans_ATTACKING 10997 10998 ParticleSysBone = SteamM01 SteamLarge 10999 ParticleSysBone = SteamS01 SteamMedium 11000 11001 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11002 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11003 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11004 End 11005 AliasConditionState = ATTACKING FIRING_A 11006 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A 11007 11008 TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people 11009 Model = UBScudStrm_A3 11010 Animation = UBScudStrm_A3.UBScudStrm_A3 11011 AnimationMode = ONCE 11012 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11013 11014 ParticleSysBone = SteamM01 SteamVent 11015 ParticleSysBone = SteamS01 SteamVent 11016 End 11017 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11018 Model = UBScudStrm 11019 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11020 End 11021 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11022 Model = UBScudStrm_D 11023 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11024 End 11025 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11026 Model = UBScudStrm_E 11027 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11028 End 11029 11030 ;------------------------------------------------------------------------------------------------------------------------- 11031 ; day 11032 ConditionState = DAMAGED 11033 Model = UBScudStrm_DA1 11034 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11035 AnimationMode = MANUAL 11036 Flags = START_FRAME_FIRST 11037 WeaponLaunchBone = PRIMARY WeaponA 11038 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11039 TransitionKey = Trans_READY_DAMAGED 11040 11041 ParticleSysBone = SteamM01 SteamLarge 11042 ParticleSysBone = SteamS01 SteamMedium 11043 End 11044 11045 TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED 11046 Model = UBScudStrm_DA1 11047 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11048 AnimationMode = ONCE 11049 Flags = MAINTAIN_FRAME_ACROSS_STATES 11050 WeaponLaunchBone = PRIMARY WeaponA 11051 11052 ParticleSysBone = SteamM01 SteamLarge 11053 ParticleSysBone = SteamS01 SteamMedium 11054 11055 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11056 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11057 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11058 End 11059 11060 ConditionState = ATTACKING DAMAGED 11061 Model = UBScudStrm_DA2 11062 Animation = UBScudStrm_DA2.UBScudStrm_DA2 11063 AnimationMode = MANUAL 11064 Flags = START_FRAME_FIRST 11065 WeaponLaunchBone = PRIMARY WeaponA 11066 TransitionKey = Trans_ATTACKING_DAMAGED 11067 11068 ParticleSysBone = SteamM01 SteamLarge 11069 ParticleSysBone = SteamS01 SteamMedium 11070 11071 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11072 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11073 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11074 End 11075 AliasConditionState = ATTACKING FIRING_A DAMAGED 11076 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED 11077 11078 TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED 11079 Model = UBScudStrm_DA3 11080 Animation = UBScudStrm_DA3.UBScudStrm_DA3 11081 AnimationMode = ONCE 11082 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11083 11084 ParticleSysBone = SteamM01 SteamVent 11085 ParticleSysBone = SteamS01 SteamVent 11086 End 11087 11088 ;------------------------------------------------------------------------------------------------------------------------- 11089 ConditionState = REALLYDAMAGED RUBBLE 11090 Model = UBScudStrm_EA1 11091 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11092 AnimationMode = MANUAL 11093 Flags = START_FRAME_FIRST 11094 WeaponLaunchBone = PRIMARY WeaponA 11095 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11096 TransitionKey = Trans_READY_REALLYDAMAGED 11097 11098 ParticleSysBone = SteamM01 SteamLarge 11099 ParticleSysBone = SteamS01 SteamMedium 11100 End 11101 11102 TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED 11103 Model = UBScudStrm_EA1 11104 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11105 AnimationMode = ONCE 11106 Flags = MAINTAIN_FRAME_ACROSS_STATES 11107 WeaponLaunchBone = PRIMARY WeaponA 11108 11109 ParticleSysBone = SteamM01 SteamLarge 11110 ParticleSysBone = SteamS01 SteamMedium 11111 11112 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11113 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11114 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11115 End 11116 11117 ConditionState = ATTACKING REALLYDAMAGED RUBBLE 11118 Model = UBScudStrm_EA2 11119 Animation = UBScudStrm_EA2.UBScudStrm_EA2 11120 AnimationMode = MANUAL 11121 Flags = START_FRAME_FIRST 11122 WeaponLaunchBone = PRIMARY WeaponA 11123 TransitionKey = Trans_ATTACKING_REALLYDAMAGED 11124 11125 ParticleSysBone = SteamM01 SteamLarge 11126 ParticleSysBone = SteamS01 SteamMedium 11127 11128 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11129 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11130 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11131 End 11132 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE 11133 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE 11134 11135 TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED 11136 Model = UBScudStrm_EA3 11137 Animation = UBScudStrm_EA3.UBScudStrm_EA3 11138 AnimationMode = ONCE 11139 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11140 11141 ParticleSysBone = SteamM01 SteamVent 11142 ParticleSysBone = SteamS01 SteamVent 11143 End 11144 11145 ;------------------------------------------------------------------------------------------------------------------------- 11146 ; SNOW 11147 ConditionState = SNOW ; from underground to lying around 11148 Model = UBScudStrm_A1S 11149 Animation = UBScudStrm_A1S.UBScudStrm_A1S 11150 AnimationMode = MANUAL 11151 Flags = START_FRAME_FIRST 11152 WeaponLaunchBone = PRIMARY WeaponA 11153 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11154 TransitionKey = Trans_READY_SNOW 11155 11156 ParticleSysBone = SteamM01 SteamLarge 11157 ParticleSysBone = SteamS01 SteamMedium 11158 End 11159 11160 TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW 11161 Model = UBScudStrm_A1S 11162 Animation = UBScudStrm_A1S.UBScudStrm_A1S 11163 AnimationMode = ONCE 11164 Flags = MAINTAIN_FRAME_ACROSS_STATES 11165 WeaponLaunchBone = PRIMARY WeaponA 11166 11167 ParticleSysBone = SteamM01 SteamLarge 11168 ParticleSysBone = SteamS01 SteamMedium 11169 11170 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11171 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11172 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11173 End 11174 11175 ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot 11176 Model = UBScudStrm_A2S 11177 Animation = UBScudStrm_A2S.UBScudStrm_A2S 11178 AnimationMode = MANUAL 11179 Flags = START_FRAME_FIRST 11180 WeaponLaunchBone = PRIMARY WeaponA 11181 TransitionKey = Trans_ATTACKING_SNOW 11182 11183 ParticleSysBone = SteamM01 SteamLarge 11184 ParticleSysBone = SteamS01 SteamMedium 11185 11186 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11187 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11188 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11189 End 11190 AliasConditionState = ATTACKING FIRING_A SNOW 11191 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW 11192 11193 TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground 11194 Model = UBScudStrm_A3S 11195 Animation = UBScudStrm_A3S.UBScudStrm_A3S 11196 AnimationMode = ONCE 11197 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11198 11199 ParticleSysBone = SteamM01 SteamVent 11200 ParticleSysBone = SteamS01 SteamVent 11201 End 11202 11203 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11204 Model = UBScudStrm 11205 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11206 End 11207 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11208 Model = UBScudStrm_D 11209 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11210 End 11211 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11212 Model = UBScudStrm_E 11213 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11214 End 11215 11216 ;------------------------------------------------------------------------------------------------------------------------- 11217 ConditionState = DAMAGED SNOW 11218 Model = UBScudStrm_DA1 11219 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11220 AnimationMode = MANUAL 11221 Flags = START_FRAME_FIRST 11222 WeaponLaunchBone = PRIMARY WeaponA 11223 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11224 TransitionKey = Trans_READY_DAMAGED_SNOW 11225 11226 ParticleSysBone = SteamM01 SteamLarge 11227 ParticleSysBone = SteamS01 SteamMedium 11228 End 11229 11230 TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW 11231 Model = UBScudStrm_DA1 11232 Animation = UBScudStrm_DA1.UBScudStrm_DA1 11233 AnimationMode = ONCE 11234 Flags = MAINTAIN_FRAME_ACROSS_STATES 11235 WeaponLaunchBone = PRIMARY WeaponA 11236 11237 ParticleSysBone = SteamM01 SteamLarge 11238 ParticleSysBone = SteamS01 SteamMedium 11239 11240 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11241 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11242 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11243 End 11244 11245 ConditionState = ATTACKING DAMAGED SNOW 11246 Model = UBScudStrm_DA2 11247 Animation = UBScudStrm_DA2.UBScudStrm_DA2 11248 AnimationMode = MANUAL 11249 Flags = START_FRAME_FIRST 11250 WeaponLaunchBone = PRIMARY WeaponA 11251 TransitionKey = Trans_ATTACKING_DAMAGED_SNOW 11252 11253 ParticleSysBone = SteamM01 SteamLarge 11254 ParticleSysBone = SteamS01 SteamMedium 11255 11256 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11257 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11258 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11259 End 11260 AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW 11261 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW 11262 11263 TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW 11264 Model = UBScudStrm_DA3 11265 Animation = UBScudStrm_DA3.UBScudStrm_DA3 11266 AnimationMode = ONCE 11267 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11268 11269 ParticleSysBone = SteamM01 SteamVent 11270 ParticleSysBone = SteamS01 SteamVent 11271 End 11272 11273 ;------------------------------------------------------------------------------------------------------------------------- 11274 11275 ConditionState = REALLYDAMAGED RUBBLE SNOW 11276 Model = UBScudStrm_EA1 11277 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11278 AnimationMode = MANUAL 11279 Flags = START_FRAME_FIRST 11280 WeaponLaunchBone = PRIMARY WeaponA 11281 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11282 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW 11283 11284 ParticleSysBone = SteamM01 SteamLarge 11285 ParticleSysBone = SteamS01 SteamMedium 11286 End 11287 11288 TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW 11289 Model = UBScudStrm_EA1 11290 Animation = UBScudStrm_EA1.UBScudStrm_EA1 11291 AnimationMode = ONCE 11292 Flags = MAINTAIN_FRAME_ACROSS_STATES 11293 WeaponLaunchBone = PRIMARY WeaponA 11294 11295 ParticleSysBone = SteamM01 SteamLarge 11296 ParticleSysBone = SteamS01 SteamMedium 11297 11298 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11299 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11300 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11301 End 11302 11303 11304 ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW 11305 Model = UBScudStrm_EA2 11306 Animation = UBScudStrm_EA2.UBScudStrm_EA2 11307 AnimationMode = MANUAL 11308 Flags = START_FRAME_FIRST 11309 WeaponLaunchBone = PRIMARY WeaponA 11310 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW 11311 11312 ParticleSysBone = SteamM01 SteamLarge 11313 ParticleSysBone = SteamS01 SteamMedium 11314 11315 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11316 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11317 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11318 End 11319 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW 11320 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW 11321 11322 TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW 11323 Model = UBScudStrm_EA3 11324 Animation = UBScudStrm_EA3.UBScudStrm_EA3 11325 AnimationMode = ONCE 11326 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11327 11328 ParticleSysBone = SteamM01 SteamVent 11329 ParticleSysBone = SteamS01 SteamVent 11330 End 11331 11332 ;------------------------------------------------------------------------------------------------------------------------- 11333 ; NIGHT 11334 ConditionState = NIGHT ; from underground to lying around 11335 Model = UBScudStrm_A1 11336 Animation = UBScudStrm_A1.UBScudStrm_A1 11337 AnimationMode = MANUAL 11338 Flags = START_FRAME_FIRST 11339 WeaponLaunchBone = PRIMARY WeaponA 11340 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11341 TransitionKey = Trans_READY_NIGHT 11342 11343 ParticleSysBone = SteamM01 SteamLarge 11344 ParticleSysBone = SteamS01 SteamMedium 11345 End 11346 11347 TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT 11348 Model = UBScudStrm_A1 11349 Animation = UBScudStrm_A1.UBScudStrm_A1 11350 AnimationMode = ONCE 11351 Flags = MAINTAIN_FRAME_ACROSS_STATES 11352 WeaponLaunchBone = PRIMARY WeaponA 11353 11354 ParticleSysBone = SteamM01 SteamLarge 11355 ParticleSysBone = SteamS01 SteamMedium 11356 11357 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11358 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11359 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11360 End 11361 11362 ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot 11363 Model = UBScudStrm_A2 11364 Animation = UBScudStrm_A2.UBScudStrm_A2 11365 AnimationMode = MANUAL 11366 Flags = START_FRAME_FIRST 11367 WeaponLaunchBone = PRIMARY WeaponA 11368 TransitionKey = Trans_ATTACKING_NIGHT 11369 11370 ParticleSysBone = SteamM01 SteamLarge 11371 ParticleSysBone = SteamS01 SteamMedium 11372 11373 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11374 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11375 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11376 End 11377 AliasConditionState = ATTACKING FIRING_A NIGHT 11378 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT 11379 11380 TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground 11381 Model = UBScudStrm_A3 11382 Animation = UBScudStrm_A3.UBScudStrm_A3 11383 AnimationMode = ONCE 11384 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11385 11386 ParticleSysBone = SteamM01 SteamVent 11387 ParticleSysBone = SteamS01 SteamVent 11388 End 11389 11390 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11391 Model = UBScudStrm 11392 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11393 End 11394 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11395 Model = UBScudStrm_D 11396 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11397 End 11398 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11399 Model = UBScudStrm_E 11400 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11401 End 11402 11403 ;------------------------------------------------------------------------------------------------------------------------- 11404 ConditionState = DAMAGED NIGHT 11405 Model = UBScudStrm_DA1N 11406 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11407 AnimationMode = MANUAL 11408 Flags = START_FRAME_FIRST 11409 WeaponLaunchBone = PRIMARY WeaponA 11410 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11411 TransitionKey = Trans_READY_DAMAGED_NIGHT 11412 11413 ParticleSysBone = SteamM01 SteamLarge 11414 ParticleSysBone = SteamS01 SteamMedium 11415 End 11416 11417 TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT 11418 Model = UBScudStrm_DA1N 11419 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11420 AnimationMode = ONCE 11421 Flags = MAINTAIN_FRAME_ACROSS_STATES 11422 WeaponLaunchBone = PRIMARY WeaponA 11423 11424 ParticleSysBone = SteamM01 SteamLarge 11425 ParticleSysBone = SteamS01 SteamMedium 11426 11427 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11428 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11429 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11430 End 11431 11432 ConditionState = ATTACKING DAMAGED NIGHT 11433 Model = UBScudStrm_DA2N 11434 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 11435 AnimationMode = MANUAL 11436 Flags = START_FRAME_FIRST 11437 WeaponLaunchBone = PRIMARY WeaponA 11438 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT 11439 11440 ParticleSysBone = SteamM01 SteamLarge 11441 ParticleSysBone = SteamS01 SteamMedium 11442 11443 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11444 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11445 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11446 End 11447 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED 11448 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED 11449 11450 TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT 11451 Model = UBScudStrm_DA3N 11452 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 11453 AnimationMode = ONCE 11454 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11455 11456 ParticleSysBone = SteamM01 SteamVent 11457 ParticleSysBone = SteamS01 SteamVent 11458 End 11459 11460 ;------------------------------------------------------------------------------------------------------------------------- 11461 11462 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11463 Model = UBScudStrm_EA1N 11464 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11465 AnimationMode = MANUAL 11466 Flags = START_FRAME_FIRST 11467 WeaponLaunchBone = PRIMARY WeaponA 11468 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11469 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT 11470 11471 ParticleSysBone = SteamM01 SteamLarge 11472 ParticleSysBone = SteamS01 SteamMedium 11473 End 11474 11475 TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT 11476 Model = UBScudStrm_EA1N 11477 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11478 AnimationMode = ONCE 11479 Flags = MAINTAIN_FRAME_ACROSS_STATES 11480 WeaponLaunchBone = PRIMARY WeaponA 11481 11482 ParticleSysBone = SteamM01 SteamLarge 11483 ParticleSysBone = SteamS01 SteamMedium 11484 11485 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11486 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11487 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11488 End 11489 11490 11491 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT 11492 Model = UBScudStrm_EA2N 11493 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 11494 AnimationMode = MANUAL 11495 Flags = START_FRAME_FIRST 11496 WeaponLaunchBone = PRIMARY WeaponA 11497 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT 11498 11499 ParticleSysBone = SteamM01 SteamLarge 11500 ParticleSysBone = SteamS01 SteamMedium 11501 11502 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11503 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11504 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11505 End 11506 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE 11507 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE 11508 11509 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT 11510 Model = UBScudStrm_EA3N 11511 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 11512 AnimationMode = ONCE 11513 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11514 11515 ParticleSysBone = SteamM01 SteamVent 11516 ParticleSysBone = SteamS01 SteamVent 11517 End 11518 11519 ;------------------------------------------------------------------------------------------------------------------------- 11520 ; NIGHT SNOW 11521 ConditionState = NIGHT SNOW ; from underground to lying around 11522 Model = UBScudStrm_A1NS 11523 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 11524 AnimationMode = MANUAL 11525 Flags = START_FRAME_FIRST 11526 WeaponLaunchBone = PRIMARY WeaponA 11527 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11528 TransitionKey = Trans_READY_NIGHTSNOW 11529 11530 ParticleSysBone = SteamM01 SteamLarge 11531 ParticleSysBone = SteamS01 SteamMedium 11532 End 11533 11534 TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW 11535 Model = UBScudStrm_A1NS 11536 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 11537 AnimationMode = ONCE 11538 Flags = MAINTAIN_FRAME_ACROSS_STATES 11539 WeaponLaunchBone = PRIMARY WeaponA 11540 11541 ParticleSysBone = SteamM01 SteamLarge 11542 ParticleSysBone = SteamS01 SteamMedium 11543 11544 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11545 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11546 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11547 End 11548 11549 ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot 11550 Model = UBScudStrm_A2NS 11551 Animation = UBScudStrm_A2NS.UBScudStrm_A2NS 11552 AnimationMode = MANUAL 11553 Flags = START_FRAME_FIRST 11554 WeaponLaunchBone = PRIMARY WeaponA 11555 TransitionKey = Trans_ATTACKING_NIGHTSNOW 11556 11557 ParticleSysBone = SteamM01 SteamLarge 11558 ParticleSysBone = SteamS01 SteamMedium 11559 11560 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11561 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11562 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11563 End 11564 AliasConditionState = ATTACKING FIRING_A NIGHT SNOW 11565 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW 11566 11567 TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground 11568 Model = UBScudStrm_A3NS 11569 Animation = UBScudStrm_A3NS.UBScudStrm_A3NS 11570 AnimationMode = ONCE 11571 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11572 11573 ParticleSysBone = SteamM01 SteamVent 11574 ParticleSysBone = SteamS01 SteamVent 11575 End 11576 11577 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11578 Model = UBScudStrm 11579 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11580 End 11581 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11582 Model = UBScudStrm_D 11583 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11584 End 11585 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11586 Model = UBScudStrm_E 11587 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11588 End 11589 11590 ;------------------------------------------------------------------------------------------------------------------------- 11591 ConditionState = DAMAGED NIGHT SNOW 11592 Model = UBScudStrm_DA1N 11593 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11594 AnimationMode = MANUAL 11595 Flags = START_FRAME_FIRST 11596 WeaponLaunchBone = PRIMARY WeaponA 11597 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11598 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW 11599 11600 ParticleSysBone = SteamM01 SteamLarge 11601 ParticleSysBone = SteamS01 SteamMedium 11602 End 11603 11604 TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW 11605 Model = UBScudStrm_DA1N 11606 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 11607 AnimationMode = ONCE 11608 Flags = MAINTAIN_FRAME_ACROSS_STATES 11609 WeaponLaunchBone = PRIMARY WeaponA 11610 11611 ParticleSysBone = SteamM01 SteamLarge 11612 ParticleSysBone = SteamS01 SteamMedium 11613 11614 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11615 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11616 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11617 End 11618 11619 ConditionState = ATTACKING DAMAGED NIGHT SNOW 11620 Model = UBScudStrm_DA2N 11621 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 11622 AnimationMode = MANUAL 11623 Flags = START_FRAME_FIRST 11624 WeaponLaunchBone = PRIMARY WeaponA 11625 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW 11626 11627 ParticleSysBone = SteamM01 SteamLarge 11628 ParticleSysBone = SteamS01 SteamMedium 11629 11630 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11631 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11632 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11633 End 11634 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW 11635 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW 11636 11637 TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW 11638 Model = UBScudStrm_DA3N 11639 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 11640 AnimationMode = ONCE 11641 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11642 11643 ParticleSysBone = SteamM01 SteamVent 11644 ParticleSysBone = SteamS01 SteamVent 11645 End 11646 11647 ;------------------------------------------------------------------------------------------------------------------------- 11648 11649 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11650 Model = UBScudStrm_EA1N 11651 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11652 AnimationMode = MANUAL 11653 Flags = START_FRAME_FIRST 11654 WeaponLaunchBone = PRIMARY WeaponA 11655 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 11656 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW 11657 11658 ParticleSysBone = SteamM01 SteamLarge 11659 ParticleSysBone = SteamS01 SteamMedium 11660 End 11661 11662 TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 11663 Model = UBScudStrm_EA1N 11664 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 11665 AnimationMode = ONCE 11666 Flags = MAINTAIN_FRAME_ACROSS_STATES 11667 WeaponLaunchBone = PRIMARY WeaponA 11668 11669 ParticleSysBone = SteamM01 SteamLarge 11670 ParticleSysBone = SteamS01 SteamMedium 11671 11672 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11673 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11674 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11675 End 11676 11677 11678 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW 11679 Model = UBScudStrm_EA2N 11680 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 11681 AnimationMode = MANUAL 11682 Flags = START_FRAME_FIRST 11683 WeaponLaunchBone = PRIMARY WeaponA 11684 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 11685 11686 ParticleSysBone = SteamM01 SteamLarge 11687 ParticleSysBone = SteamS01 SteamMedium 11688 11689 ParticleSysBone = FXBone01 ScudStormBuildingGoo 11690 ParticleSysBone = FXBone02 ScudStormBuildingGoo 11691 ParticleSysBone = FXBone03 ScudStormBuildingGoo 11692 End 11693 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW 11694 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW 11695 11696 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW 11697 Model = UBScudStrm_EA3N 11698 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 11699 AnimationMode = ONCE 11700 Flags = MAINTAIN_FRAME_ACROSS_STATES2 11701 11702 ParticleSysBone = SteamM01 SteamVent 11703 ParticleSysBone = SteamS01 SteamVent 11704 End 11705 11706 11707 ConditionState = SOLD 11708 Model = NONE 11709 End 11710 AliasConditionState = SOLD DAMAGED 11711 AliasConditionState = SOLD REALLYDAMAGED 11712 AliasConditionState = SOLD SNOW 11713 AliasConditionState = SOLD DAMAGED SNOW 11714 AliasConditionState = SOLD REALLYDAMAGED SNOW 11715 AliasConditionState = SOLD NIGHT 11716 AliasConditionState = SOLD DAMAGED NIGHT 11717 AliasConditionState = SOLD REALLYDAMAGED NIGHT 11718 AliasConditionState = SOLD NIGHT SNOW 11719 AliasConditionState = SOLD DAMAGED NIGHT SNOW 11720 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 11721 End 11722 11723 ;------------------------------------------------------------------------------------------------------------------------- 11724 ;------------------------------------------------------------------------------------------------------------------------- 11725 ;------------------------------------------------------------------------------------------------------------------------- 11726 Draw = W3DModelDraw ModuleTag_02 11727 OkToChangeModelColor = Yes 11728 11729 ConditionState = None 11730 Model = UBScudStrm_A5 11731 Animation = UBScudStrm_A5.UBScudStrm_A5 11732 AnimationMode = MANUAL 11733 Flags = START_FRAME_FIRST 11734 End 11735 11736 ConditionState = SOLD 11737 Model = NONE 11738 End 11739 ConditionState = SOLD SNOW 11740 Model = NONE 11741 End 11742 ConditionState = SOLD NIGHT 11743 Model = NONE 11744 End 11745 ConditionState = SOLD NIGHT SNOW 11746 Model = NONE 11747 End 11748 11749 ConditionState = PREATTACK_A ATTACKING 11750 Model = UBScudStrm_A5 11751 Animation = UBScudStrm_A5.UBScudStrm_A5 11752 AnimationMode = LOOP 11753 Flags = START_FRAME_FIRST 11754 End 11755 11756 ConditionState = ATTACKING 11757 Model = UBScudStrm_A5 11758 Animation = UBScudStrm_A5.UBScudStrm_A5 11759 AnimationMode = LOOP 11760 Flags = START_FRAME_FIRST 11761 End 11762 11763 ;These assets are missing (KM: removed to get rid of assert) 11764 ;ConditionState = DAMAGED 11765 ; Model = UBScudStrm_DA5 11766 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 11767 ; AnimationMode = MANUAL 11768 ; Flags = START_FRAME_FIRST 11769 ;End 11770 11771 ;These assets are missing (KM: removed to get rid of assert) 11772 ;ConditionState = PREATTACK_A ATTACKING DAMAGED 11773 ; Model = UBScudStrm_DA5 11774 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 11775 ; AnimationMode = LOOP 11776 ; Flags = START_FRAME_FIRST 11777 ;End 11778 11779 ;These assets are missing (KM: removed to get rid of assert) 11780 ;ConditionState = ATTACKING DAMAGED 11781 ; Model = UBScudStrm_DA5 11782 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 11783 ; AnimationMode = LOOP 11784 ; Flags = START_FRAME_FIRST 11785 ;End 11786 11787 ;These assets are missing (KM: removed to get rid of assert) 11788 ;ConditionState = REALLYDAMAGED 11789 ; Model = UBScudStrm_EA5 11790 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 11791 ; AnimationMode = MANUAL 11792 ; Flags = START_FRAME_FIRST 11793 ;End 11794 11795 ;These assets are missing (KM: removed to get rid of assert) 11796 ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED 11797 ; Model = UBScudStrm_EA5 11798 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 11799 ; AnimationMode = LOOP 11800 ; Flags = START_FRAME_FIRST 11801 ;End 11802 11803 ;These assets are missing (KM: removed to get rid of assert) 11804 ;ConditionState = ATTACKING REALLYDAMAGED 11805 ; Model = UBScudStrm_EA5 11806 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 11807 ; AnimationMode = LOOP 11808 ; Flags = START_FRAME_FIRST 11809 ;End 11810 11811 End 11812 11813 Draw = W3DModelDraw ModuleTag_03 11814 OkToChangeModelColor = Yes 11815 11816 ConditionState = None 11817 Model = UBScudStrm_A6 11818 Animation = UBScudStrm_A6.UBScudStrm_A6 11819 AnimationMode = LOOP 11820 Flags = MAINTAIN_FRAME_ACROSS_STATES 11821 End 11822 11823 ConditionState = DAMAGED 11824 Model = UBScudStrm_DA6 11825 Animation = UBScudStrm_DA6.UBScudStrm_DA6 11826 AnimationMode = LOOP 11827 Flags = MAINTAIN_FRAME_ACROSS_STATES 11828 End 11829 11830 ConditionState = REALLYDAMAGED RUBBLE 11831 Model = UBScudStrm_EA6 11832 Animation = UBScudStrm_EA6.UBScudStrm_EA6 11833 AnimationMode = LOOP 11834 Flags = MAINTAIN_FRAME_ACROSS_STATES 11835 End 11836 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11837 Model = UBScudStrm_A6 11838 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11839 End 11840 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11841 11842 Model = UBScudStrm_DA6 11843 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11844 End 11845 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 11846 Model = UBScudStrm_EA6 11847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11848 End 11849 11850 ConditionState = SOLD 11851 Model = NONE 11852 End 11853 ConditionState = SOLD SNOW 11854 Model = NONE 11855 End 11856 ConditionState = SOLD NIGHT 11857 Model = NONE 11858 End 11859 ConditionState = SOLD NIGHT SNOW 11860 Model = NONE 11861 End 11862 11863 End 11864 11865 Draw = W3DModelDraw ModuleTag_04 11866 OkToChangeModelColor = Yes 11867 11868 ConditionState = None 11869 Model = UBScudStrm_F 11870 Animation = UBScudStrm_F.UBScudStrm_F 11871 AnimationMode = LOOP 11872 Flags = MAINTAIN_FRAME_ACROSS_STATES 11873 End 11874 11875 ConditionState = DAMAGED 11876 Model = UBScudStrm_DF 11877 Animation = UBScudStrm_DF.UBScudStrm_DF 11878 AnimationMode = LOOP 11879 Flags = MAINTAIN_FRAME_ACROSS_STATES 11880 End 11881 11882 ConditionState = REALLYDAMAGED RUBBLE 11883 Model = UBScudStrm_EF 11884 Animation = UBScudStrm_EF.UBScudStrm_EF 11885 AnimationMode = LOOP 11886 Flags = MAINTAIN_FRAME_ACROSS_STATES 11887 End 11888 11889 ConditionState = SOLD 11890 Model = NONE 11891 End 11892 AliasConditionState = SOLD DAMAGED 11893 AliasConditionState = SOLD REALLYDAMAGED 11894 AliasConditionState = SOLD SNOW 11895 AliasConditionState = SOLD DAMAGED SNOW 11896 AliasConditionState = SOLD REALLYDAMAGED SNOW 11897 AliasConditionState = SOLD NIGHT 11898 AliasConditionState = SOLD DAMAGED NIGHT 11899 AliasConditionState = SOLD REALLYDAMAGED NIGHT 11900 AliasConditionState = SOLD NIGHT SNOW 11901 AliasConditionState = SOLD DAMAGED NIGHT SNOW 11902 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 11903 End 11904 11905 ; ------------ construction-zone fence ----------------- 11906 Draw = W3DModelDraw ModuleTag_05 11907 AnimationsRequirePower = No 11908 DefaultConditionState 11909 Model = None 11910 TransitionKey = DOWN_DEFAULT 11911 End 11912 ConditionState = NIGHT 11913 Model = None 11914 TransitionKey = DOWN_DEFAULT 11915 End 11916 ConditionState = SNOW 11917 Model = None 11918 TransitionKey = DOWN_DEFAULT 11919 End 11920 ConditionState = SNOW NIGHT 11921 Model = None 11922 TransitionKey = DOWN_DEFAULT 11923 End 11924 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11925 Model = UBScudStrm_AB 11926 Animation = UBScudStrm_AB.UBScudStrm_AB 11927 AnimationMode = MANUAL 11928 Flags = START_FRAME_LAST 11929 TransitionKey = UP_DAY 11930 End 11931 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11932 Model = UBScudStrm_ABN 11933 Animation = UBScudStrm_ABN.UBScudStrm_ABN 11934 AnimationMode = MANUAL 11935 Flags = START_FRAME_LAST 11936 TransitionKey = UP_NIGHT 11937 End 11938 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11939 Model = UBScudStrm_ABS 11940 Animation = UBScudStrm_ABS.UBScudStrm_ABS 11941 AnimationMode = MANUAL 11942 Flags = START_FRAME_LAST 11943 TransitionKey = UP_SNOW 11944 End 11945 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11946 Model = UBScudStrm_ABSN 11947 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 11948 AnimationMode = MANUAL 11949 Flags = START_FRAME_LAST 11950 TransitionKey = UP_SNOWNIGHT 11951 End 11952 TransitionState = DOWN_DEFAULT UP_DAY 11953 Model = UBScudStrm_AB 11954 Animation = UBScudStrm_AB.UBScudStrm_AB 11955 AnimationMode = ONCE 11956 AnimationSpeedFactorRange = 1.0 1.0 11957 Flags = START_FRAME_FIRST 11958 End 11959 TransitionState = DOWN_DEFAULT UP_NIGHT 11960 Model = UBScudStrm_ABN 11961 Animation = UBScudStrm_ABN.UBScudStrm_ABN 11962 AnimationMode = ONCE 11963 AnimationSpeedFactorRange = 1.0 1.0 11964 Flags = START_FRAME_FIRST 11965 End 11966 TransitionState = DOWN_DEFAULT UP_SNOW 11967 Model = UBScudStrm_ABS 11968 Animation = UBScudStrm_ABS.UBScudStrm_ABS 11969 AnimationMode = ONCE 11970 AnimationSpeedFactorRange = 1.0 1.0 11971 Flags = START_FRAME_FIRST 11972 End 11973 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11974 Model = UBScudStrm_ABSN 11975 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 11976 AnimationMode = ONCE 11977 AnimationSpeedFactorRange = 1.0 1.0 11978 Flags = START_FRAME_FIRST 11979 End 11980 TransitionState = UP_DAY DOWN_DEFAULT 11981 Model = UBScudStrm_AB 11982 Animation = UBScudStrm_AB.UBScudStrm_AB 11983 AnimationMode = ONCE_BACKWARDS 11984 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11985 Flags = START_FRAME_LAST 11986 End 11987 TransitionState = UP_NIGHT DOWN_DEFAULT 11988 Model = UBScudStrm_ABN 11989 Animation = UBScudStrm_ABN.UBScudStrm_ABN 11990 AnimationMode = ONCE_BACKWARDS 11991 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11992 Flags = START_FRAME_LAST 11993 End 11994 TransitionState = UP_SNOW DOWN_DEFAULT 11995 Model = UBScudStrm_ABS 11996 Animation = UBScudStrm_ABS.UBScudStrm_ABS 11997 AnimationMode = ONCE_BACKWARDS 11998 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11999 Flags = START_FRAME_LAST 12000 End 12001 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12002 Model = UBScudStrm_ABSN 12003 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 12004 AnimationMode = ONCE_BACKWARDS 12005 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12006 Flags = START_FRAME_LAST 12007 End 12008 End 12009 12010 ; ------------ under-construction scaffolding ----------------- 12011 Draw = W3DModelDraw ModuleTag_06 12012 AnimationsRequirePower = No 12013 MinLODRequired = MEDIUM 12014 DefaultConditionState 12015 Model = None 12016 TransitionKey = DOWN_DEFAULT 12017 End 12018 ConditionState = NIGHT 12019 Model = None 12020 TransitionKey = DOWN_DEFAULT 12021 End 12022 ConditionState = SNOW 12023 Model = None 12024 TransitionKey = DOWN_DEFAULT 12025 End 12026 ConditionState = SNOW NIGHT 12027 Model = None 12028 TransitionKey = DOWN_DEFAULT 12029 End 12030 ConditionState = PARTIALLY_CONSTRUCTED 12031 Model = UBScudStrm_AC 12032 Animation = UBScudStrm_AC.UBScudStrm_AC 12033 AnimationMode = MANUAL 12034 Flags = START_FRAME_LAST 12035 TransitionKey = UP_DAY 12036 ParticleSysBone = Dust01 BuildingDust 12037 ParticleSysBone = Smoke01 BuildUpSmoke 12038 ParticleSysBone = Smoke02 BuildUpSmoke 12039 ParticleSysBone = Smoke03 BuildUpSmoke 12040 ParticleSysBone = Smoke04 BuildUpSmoke 12041 End 12042 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12043 Model = UBScudStrm_ACN 12044 Animation = UBScudStrm_ACN.UBScudStrm_ACN 12045 AnimationMode = MANUAL 12046 Flags = START_FRAME_LAST 12047 TransitionKey = UP_NIGHT 12048 ParticleSysBone = Dust01 BuildingDust 12049 ParticleSysBone = Smoke01 BuildUpSmoke 12050 ParticleSysBone = Smoke02 BuildUpSmoke 12051 ParticleSysBone = Smoke03 BuildUpSmoke 12052 ParticleSysBone = Smoke04 BuildUpSmoke 12053 End 12054 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12055 Model = UBScudStrm_ACS 12056 Animation = UBScudStrm_ACS.UBScudStrm_ACS 12057 AnimationMode = MANUAL 12058 Flags = START_FRAME_LAST 12059 TransitionKey = UP_SNOW 12060 ParticleSysBone = Dust01 BuildingSnowDust 12061 ParticleSysBone = Smoke01 BuildUpSnowSmoke 12062 ParticleSysBone = Smoke02 BuildUpSnowSmoke 12063 ParticleSysBone = Smoke03 BuildUpSnowSmoke 12064 ParticleSysBone = Smoke04 BuildUpSnowSmoke 12065 End 12066 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12067 Model = UBScudStrm_ACSN 12068 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 12069 AnimationMode = MANUAL 12070 Flags = START_FRAME_LAST 12071 TransitionKey = UP_SNOWNIGHT 12072 ParticleSysBone = Dust01 BuildingNightSnowDust 12073 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 12074 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 12075 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 12076 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 12077 End 12078 TransitionState = DOWN_DEFAULT UP_DAY 12079 Model = UBScudStrm_AC 12080 Animation = UBScudStrm_AC.UBScudStrm_AC 12081 AnimationMode = ONCE 12082 AnimationSpeedFactorRange = 1.0 1.0 12083 Flags = START_FRAME_FIRST 12084 End 12085 TransitionState = DOWN_DEFAULT UP_NIGHT 12086 Model = UBScudStrm_ACN 12087 Animation = UBScudStrm_ACN.UBScudStrm_ACN 12088 AnimationMode = ONCE 12089 AnimationSpeedFactorRange = 1.0 1.0 12090 Flags = START_FRAME_FIRST 12091 End 12092 TransitionState = DOWN_DEFAULT UP_SNOW 12093 Model = UBScudStrm_ACS 12094 Animation = UBScudStrm_ACS.UBScudStrm_ACS 12095 AnimationMode = ONCE 12096 AnimationSpeedFactorRange = 1.0 1.0 12097 Flags = START_FRAME_FIRST 12098 End 12099 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12100 Model = UBScudStrm_ACSN 12101 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 12102 AnimationMode = ONCE 12103 AnimationSpeedFactorRange = 1.0 1.0 12104 Flags = START_FRAME_FIRST 12105 End 12106 TransitionState = UP_DAY DOWN_DEFAULT 12107 Model = UBScudStrm_AC 12108 Animation = UBScudStrm_AC.UBScudStrm_AC 12109 AnimationMode = ONCE_BACKWARDS 12110 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12111 Flags = START_FRAME_LAST 12112 End 12113 TransitionState = UP_NIGHT DOWN_DEFAULT 12114 Model = UBScudStrm_ACN 12115 Animation = UBScudStrm_ACN.UBScudStrm_ACN 12116 AnimationMode = ONCE_BACKWARDS 12117 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12118 Flags = START_FRAME_LAST 12119 End 12120 TransitionState = UP_SNOW DOWN_DEFAULT 12121 Model = UBScudStrm_ACS 12122 Animation = UBScudStrm_ACS.UBScudStrm_ACS 12123 AnimationMode = ONCE_BACKWARDS 12124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12125 Flags = START_FRAME_LAST 12126 End 12127 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12128 Model = UBScudStrm_ACSN 12129 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 12130 AnimationMode = ONCE_BACKWARDS 12131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12132 Flags = START_FRAME_LAST 12133 End 12134 End 12135 12136 PlacementViewAngle = -45 12137 12138 ; ***DESIGN parameters *** 12139 DisplayName = OBJECT:ScudStorm 12140 Side = GLA 12141 EditorSorting = STRUCTURE 12142 Prerequisites 12143 Object = GLAPalace 12144 End 12145 BuildCost = 5000 12146 BuildTime = 60.0 ; in seconds 12147 EnergyProduction = 0 12148 CommandSet = GLAScudStormCommandSet 12149 VisionRange = 200.0 ; Shroud clearing distance 12150 ShroudClearingRange = 200 12151 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 12152 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 12153 WeaponSet 12154 Conditions = None 12155 Weapon = PRIMARY ScudStormWeapon 12156 AutoChooseSources = PRIMARY NONE 12157 End 12158 ArmorSet 12159 Conditions = None 12160 Armor = StructureArmorTough 12161 DamageFX = StructureDamageFXNoShake 12162 End 12163 ExperienceValue = 400 400 400 400 ; Experience point value at each level 12164 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 12165 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 12166 12167 ; *** AUDIO Parameters *** 12168 VoiceSelect = ScudStormSelect 12169 SoundOnDamaged = BuildingDamagedStateLight 12170 SoundOnReallyDamaged = BuildingDestroy 12171 12172 UnitSpecificSounds 12173 UnderConstruction = UnderConstructionLoop 12174 End 12175 12176 UnitSpecificSounds 12177 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 12178 TurretMoveStart = NoSound 12179 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 12180 End 12181 12182 ; *** ENGINEERING Parameters *** 12183 RadarPriority = STRUCTURE 12184 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON 12185 Body = StructureBody ModuleTag_07 12186 MaxHealth = 4000.0 12187 InitialHealth = 4000.0 12188 12189 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12190 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12191 SubdualDamageCap = 4200 12192 SubdualDamageHealRate = 500 12193 SubdualDamageHealAmount = 100 12194 End 12195 Behavior = RebuildHoleExposeDie ModuleTag_08 12196 HoleName = GLAHoleScudStorm 12197 HoleMaxHealth = 500.0 12198 End 12199 12200 Behavior = AIUpdateInterface ModuleTag_09 12201 End 12202 12203 Behavior = OCLSpecialPower ModuleTag_10 12204 SpecialPowerTemplate = SuperweaponScudStorm 12205 OCL = SUPERWEAPON_ScudStorm 12206 End 12207 Behavior = SpecialPowerCreate ModuleTag_11 12208 ;nothing 12209 End 12210 12211 Behavior = DestroyDie ModuleTag_12 12212 ;nothing 12213 End 12214 Behavior = CreateObjectDie ModuleTag_13 12215 CreationList = OCL_PoisonFieldMedium 12216 ExemptStatus = UNDER_CONSTRUCTION 12217 End 12218 Behavior = FXListDie ModuleTag_14 12219 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 12220 ExemptStatus = UNDER_CONSTRUCTION 12221 End 12222 12223 Behavior = FlammableUpdate ModuleTag_16 12224 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12225 AflameDamageAmount = 5 ; taking this much damage... 12226 AflameDamageDelay = 500 ; this often. 12227 End 12228 12229 Behavior = RadiusDecalUpdate ModuleTag_17 12230 ; nothing 12231 End 12232 12233 Behavior = TransitionDamageFX ModuleTag_18 12234 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 12235 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12236 ;--------------------------------------------------------------------------------------- 12237 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12238 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12239 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12240 End 12241 12242 Behavior = FXListDie ModuleTag_19 12243 DeathFX = FX_BuildingDie 12244 End 12245 12246 Geometry = BOX 12247 GeometryMajorRadius = 71.0 12248 GeometryMinorRadius = 67.0 12249 GeometryHeight = 25.0 12250 GeometryIsSmall = No 12251 Shadow = SHADOW_VOLUME 12252 BuildCompletion = PLACED_BY_PLAYER 12253 12254 End 12255 12256 ;------------------------------------------------------------------------------ 12257 ObjectReskin GLAHoleScudStorm GLAHole 12258 Draw = W3DModelDraw ModuleTag_01 12259 OkToChangeModelColor = Yes 12260 ConditionState = NONE 12261 Model = UBHole 12262 End 12263 ConditionState = DAMAGED 12264 Model = UBHole_D 12265 ParticleSysBone = Smoke01 SteamVent 12266 End 12267 ConditionState = REALLYDAMAGED RUBBLE 12268 Model = UBHole_E 12269 ParticleSysBone = Smoke01 SteamVent 12270 ParticleSysBone = Smoke02 SteamVent 12271 ParticleSysBone = Fire01 GLAPowerPlantFlame 12272 ParticleSysBone = Fire02 GLAPowerPlantFlame 12273 ParticleSysBone = Fire03 GLAPowerPlantFlame 12274 End 12275 End 12276 ;Remove comments for this section and replace the model entries for the 12277 ;pristine, and damage/reallydamaged rubble around the GLA hole below 12278 12279 Draw = W3DModelDraw ModuleTag_02 12280 OkToChangeModelColor = Yes 12281 ConditionState = NONE 12282 Model = UBScudStrm_R 12283 End 12284 End 12285 ; ConditionState = DAMAGED REALLYDAMAGED 12286 ; Model = UBScudStrm_R 12287 ; End 12288 ; End 12289 12290 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 12291 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 12292 12293 End 12294 12295 ;------------------------------------------------------------------------------ 12296 ;China Neutron Missile, NukeSilo, Nuke Silo 12297 Object ChinaNuclearMissileLauncher 12298 12299 ; *** ART Parameters *** 12300 SelectPortrait = SNNukeMisl_L 12301 ButtonImage = SNNukeMisl 12302 SelectPortrait = SNNukeMisl_L 12303 ButtonImage = SNNukeMisl 12304 Draw = W3DModelDraw ModuleTag_01 12305 OkToChangeModelColor = Yes 12306 ; day 12307 ConditionState = NONE 12308 Model = NBNMissle 12309 End 12310 ConditionState = SOLD 12311 Model = NONE 12312 End 12313 ConditionState = SOLD SNOW 12314 Model = NONE 12315 12316 End 12317 ConditionState = SOLD NIGHT 12318 Model = NONE 12319 End 12320 ConditionState = SOLD NIGHT SNOW 12321 Model = NONE 12322 End 12323 12324 12325 ConditionState = DAMAGED 12326 Model = NBNMissle_D 12327 ParticleSysBone = Smoke01 SmolderingSmoke 12328 ParticleSysBone = Smoke02 SmolderingSmoke 12329 ParticleSysBone = Smoke03 SmolderingSmoke 12330 ParticleSysBone = Smoke04 SmolderingSmoke 12331 ParticleSysBone = Smoke01 SmolderingFire 12332 ParticleSysBone = Smoke02 SmolderingFire 12333 ParticleSysBone = Smoke03 SmolderingFire 12334 ParticleSysBone = Smoke04 SmolderingFire 12335 End 12336 ConditionState = REALLYDAMAGED RUBBLE 12337 Model = NBNMissle_E 12338 ParticleSysBone = Smoke01 SmolderingSmoke 12339 ParticleSysBone = Smoke02 SmolderingSmoke 12340 ParticleSysBone = Smoke03 SmolderingSmoke 12341 ParticleSysBone = Smoke04 SmolderingSmoke 12342 ParticleSysBone = Smoke05 SmolderingSmoke 12343 ParticleSysBone = Smoke06 SmolderingSmoke 12344 ParticleSysBone = Smoke01 SmolderingFire 12345 ParticleSysBone = Smoke02 SmolderingFire 12346 ParticleSysBone = Smoke03 SmolderingFire 12347 ParticleSysBone = Smoke04 SmolderingFire 12348 ParticleSysBone = Smoke05 SmolderingFire 12349 ParticleSysBone = Smoke06 SmolderingFire 12350 End 12351 ConditionState = AWAITING_CONSTRUCTION 12352 Model = None 12353 End 12354 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12355 Model = NBNMissle 12356 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12357 END 12358 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12359 Model = NBNMissle_D 12360 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12361 END 12362 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 12363 Model = NBNMissle_E 12364 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12365 END 12366 ConditionState = DOOR_1_OPENING 12367 Model = NBNMissle_A2 12368 Animation = NBNMissle_A2.NBNMissle_A2 12369 AnimationMode = ONCE 12370 Flags = MAINTAIN_FRAME_ACROSS_STATES 12371 End 12372 ConditionState = DOOR_1_WAITING_OPEN 12373 Model = NBNMissle_A2 12374 Animation = NBNMissle_A2.NBNMissle_A2 12375 AnimationMode = MANUAL 12376 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12377 WeaponLaunchBone = PRIMARY RockPos 12378 ParticleSysBone = Steam01 BigMissileSteam 12379 ParticleSysBone = Steam02 BigMissileSteam 12380 End 12381 ConditionState = DOOR_1_WAITING_TO_CLOSE 12382 Model = NBNMissle_A3 12383 Animation = NBNMissle_A3.NBNMissle_A3 12384 AnimationMode = MANUAL 12385 Flags = START_FRAME_FIRST 12386 WeaponLaunchBone = PRIMARY RockPos 12387 End 12388 ConditionState = DOOR_1_CLOSING 12389 Model = NBNMissle_A3 12390 Animation = NBNMissle_A3.NBNMissle_A3 12391 AnimationMode = ONCE 12392 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12393 End 12394 ConditionState = DOOR_1_OPENING DAMAGED 12395 Model = NBNMissle_A2D 12396 Animation = NBNMissle_A2D.NBNMissle_A2D 12397 AnimationMode = ONCE 12398 Flags = MAINTAIN_FRAME_ACROSS_STATES 12399 ParticleSysBone = Smoke01 SmolderingSmoke 12400 ParticleSysBone = Smoke02 SmolderingSmoke 12401 ParticleSysBone = Smoke03 SmolderingSmoke 12402 ParticleSysBone = Smoke04 SmolderingSmoke 12403 ParticleSysBone = Smoke05 SmolderingSmoke 12404 ParticleSysBone = Smoke06 SmolderingSmoke 12405 ParticleSysBone = Smoke01 SmolderingFire 12406 ParticleSysBone = Smoke02 SmolderingFire 12407 ParticleSysBone = Smoke03 SmolderingFire 12408 ParticleSysBone = Smoke04 SmolderingFire 12409 ParticleSysBone = Smoke05 SmolderingFire 12410 ParticleSysBone = Smoke06 SmolderingFire 12411 12412 ParticleSysBone = Steam01 BigMissileSteam 12413 ParticleSysBone = Steam02 BigMissileSteam 12414 End 12415 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 12416 Model = NBNMissle_A2D 12417 Animation = NBNMissle_A2D.NBNMissle_A2D 12418 AnimationMode = MANUAL 12419 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12420 WeaponLaunchBone = PRIMARY RockPos 12421 ParticleSysBone = Smoke01 SmolderingSmoke 12422 ParticleSysBone = Smoke02 SmolderingSmoke 12423 ParticleSysBone = Smoke03 SmolderingSmoke 12424 ParticleSysBone = Smoke04 SmolderingSmoke 12425 ParticleSysBone = Smoke05 SmolderingSmoke 12426 ParticleSysBone = Smoke06 SmolderingSmoke 12427 ParticleSysBone = Smoke01 SmolderingFire 12428 ParticleSysBone = Smoke02 SmolderingFire 12429 ParticleSysBone = Smoke03 SmolderingFire 12430 ParticleSysBone = Smoke04 SmolderingFire 12431 ParticleSysBone = Smoke05 SmolderingFire 12432 ParticleSysBone = Smoke06 SmolderingFire 12433 ParticleSysBone = Steam01 BigMissileSteam 12434 ParticleSysBone = Steam02 BigMissileSteam 12435 End 12436 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 12437 Model = NBNMissle_A3D 12438 Animation = NBNMissle_A3D.NBNMissle_A3D 12439 AnimationMode = MANUAL 12440 Flags = START_FRAME_FIRST 12441 WeaponLaunchBone = PRIMARY RockPos 12442 ParticleSysBone = Smoke01 SmolderingSmoke 12443 ParticleSysBone = Smoke02 SmolderingSmoke 12444 ParticleSysBone = Smoke03 SmolderingSmoke 12445 ParticleSysBone = Smoke04 SmolderingSmoke 12446 ParticleSysBone = Smoke05 SmolderingSmoke 12447 ParticleSysBone = Smoke06 SmolderingSmoke 12448 ParticleSysBone = Smoke01 SmolderingFire 12449 ParticleSysBone = Smoke02 SmolderingFire 12450 ParticleSysBone = Smoke03 SmolderingFire 12451 ParticleSysBone = Smoke04 SmolderingFire 12452 ParticleSysBone = Smoke05 SmolderingFire 12453 ParticleSysBone = Smoke06 SmolderingFire 12454 End 12455 ConditionState = DOOR_1_CLOSING DAMAGED 12456 Model = NBNMissle_A3D 12457 Animation = NBNMissle_A3D.NBNMissle_A3D 12458 AnimationMode = ONCE 12459 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12460 ParticleSysBone = Smoke01 SmolderingSmoke 12461 ParticleSysBone = Smoke02 SmolderingSmoke 12462 ParticleSysBone = Smoke03 SmolderingSmoke 12463 ParticleSysBone = Smoke04 SmolderingSmoke 12464 ParticleSysBone = Smoke05 SmolderingSmoke 12465 ParticleSysBone = Smoke06 SmolderingSmoke 12466 ParticleSysBone = Smoke01 SmolderingFire 12467 ParticleSysBone = Smoke02 SmolderingFire 12468 ParticleSysBone = Smoke03 SmolderingFire 12469 ParticleSysBone = Smoke04 SmolderingFire 12470 ParticleSysBone = Smoke05 SmolderingFire 12471 ParticleSysBone = Smoke06 SmolderingFire 12472 End 12473 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 12474 Model = NBNMissle_A2E 12475 Animation = NBNMissle_A2E.NBNMissle_A2E 12476 AnimationMode = ONCE 12477 Flags = MAINTAIN_FRAME_ACROSS_STATES 12478 ParticleSysBone = Smoke01 SmolderingSmoke 12479 ParticleSysBone = Smoke02 SmolderingSmoke 12480 ParticleSysBone = Smoke03 SmolderingSmoke 12481 ParticleSysBone = Smoke04 SmolderingSmoke 12482 ParticleSysBone = Smoke05 SmolderingSmoke 12483 ParticleSysBone = Smoke06 SmolderingSmoke 12484 ParticleSysBone = Smoke01 SmolderingFire 12485 ParticleSysBone = Smoke02 SmolderingFire 12486 ParticleSysBone = Smoke03 SmolderingFire 12487 ParticleSysBone = Smoke04 SmolderingFire 12488 ParticleSysBone = Smoke05 SmolderingFire 12489 ParticleSysBone = Smoke06 SmolderingFire 12490 ParticleSysBone = Steam01 BigMissileSteam 12491 ParticleSysBone = Steam02 BigMissileSteam 12492 End 12493 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 12494 Model = NBNMissle_A2E 12495 Animation = NBNMissle_A2E.NBNMissle_A2E 12496 AnimationMode = MANUAL 12497 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12498 WeaponLaunchBone = PRIMARY RockPos 12499 ParticleSysBone = Smoke01 SmolderingSmoke 12500 ParticleSysBone = Smoke02 SmolderingSmoke 12501 ParticleSysBone = Smoke03 SmolderingSmoke 12502 ParticleSysBone = Smoke04 SmolderingSmoke 12503 ParticleSysBone = Smoke05 SmolderingSmoke 12504 ParticleSysBone = Smoke06 SmolderingSmoke 12505 ParticleSysBone = Smoke01 SmolderingFire 12506 ParticleSysBone = Smoke02 SmolderingFire 12507 ParticleSysBone = Smoke03 SmolderingFire 12508 ParticleSysBone = Smoke04 SmolderingFire 12509 ParticleSysBone = Smoke05 SmolderingFire 12510 ParticleSysBone = Smoke06 SmolderingFire 12511 ParticleSysBone = Steam01 BigMissileSteam 12512 ParticleSysBone = Steam02 BigMissileSteam 12513 End 12514 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 12515 Model = NBNMissle_A3E 12516 Animation = NBNMissle_A3E.NBNMissle_A3E 12517 AnimationMode = MANUAL 12518 Flags = START_FRAME_FIRST 12519 WeaponLaunchBone = PRIMARY RockPos 12520 ParticleSysBone = Smoke01 SmolderingSmoke 12521 ParticleSysBone = Smoke02 SmolderingSmoke 12522 ParticleSysBone = Smoke03 SmolderingSmoke 12523 ParticleSysBone = Smoke04 SmolderingSmoke 12524 ParticleSysBone = Smoke05 SmolderingSmoke 12525 ParticleSysBone = Smoke06 SmolderingSmoke 12526 ParticleSysBone = Smoke01 SmolderingFire 12527 ParticleSysBone = Smoke02 SmolderingFire 12528 ParticleSysBone = Smoke03 SmolderingFire 12529 ParticleSysBone = Smoke04 SmolderingFire 12530 ParticleSysBone = Smoke05 SmolderingFire 12531 ParticleSysBone = Smoke06 SmolderingFire 12532 End 12533 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 12534 Model = NBNMissle_A3E 12535 Animation = NBNMissle_A3E.NBNMissle_A3E 12536 AnimationMode = ONCE 12537 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12538 ParticleSysBone = Smoke01 SmolderingSmoke 12539 ParticleSysBone = Smoke02 SmolderingSmoke 12540 ParticleSysBone = Smoke03 SmolderingSmoke 12541 ParticleSysBone = Smoke04 SmolderingSmoke 12542 ParticleSysBone = Smoke05 SmolderingSmoke 12543 ParticleSysBone = Smoke06 SmolderingSmoke 12544 ParticleSysBone = Smoke01 SmolderingFire 12545 ParticleSysBone = Smoke02 SmolderingFire 12546 ParticleSysBone = Smoke03 SmolderingFire 12547 ParticleSysBone = Smoke04 SmolderingFire 12548 ParticleSysBone = Smoke05 SmolderingFire 12549 ParticleSysBone = Smoke06 SmolderingFire 12550 End 12551 12552 ; night 12553 ConditionState = NIGHT 12554 Model = NBNMissle_N 12555 End 12556 ConditionState = DAMAGED NIGHT 12557 Model = NBNMissle_DN 12558 ParticleSysBone = Smoke01 SmolderingSmoke 12559 ParticleSysBone = Smoke02 SmolderingSmoke 12560 ParticleSysBone = Smoke03 SmolderingSmoke 12561 ParticleSysBone = Smoke04 SmolderingSmoke 12562 ParticleSysBone = Smoke01 SmolderingFire 12563 ParticleSysBone = Smoke02 SmolderingFire 12564 ParticleSysBone = Smoke03 SmolderingFire 12565 ParticleSysBone = Smoke04 SmolderingFire 12566 End 12567 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12568 Model = NBNMissle_EN 12569 ParticleSysBone = Smoke01 SmolderingSmoke 12570 ParticleSysBone = Smoke02 SmolderingSmoke 12571 ParticleSysBone = Smoke03 SmolderingSmoke 12572 ParticleSysBone = Smoke04 SmolderingSmoke 12573 ParticleSysBone = Smoke05 SmolderingSmoke 12574 ParticleSysBone = Smoke06 SmolderingSmoke 12575 ParticleSysBone = Smoke01 SmolderingFire 12576 ParticleSysBone = Smoke02 SmolderingFire 12577 ParticleSysBone = Smoke03 SmolderingFire 12578 ParticleSysBone = Smoke04 SmolderingFire 12579 ParticleSysBone = Smoke05 SmolderingFire 12580 ParticleSysBone = Smoke06 SmolderingFire 12581 End 12582 ConditionState = AWAITING_CONSTRUCTION NIGHT 12583 Model = None 12584 End 12585 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12586 Model = NBNMissle_N 12587 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12588 END 12589 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12590 Model = NBNMissle_DN 12591 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12592 END 12593 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12594 Model = NBNMissle_EN 12595 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12596 END 12597 ConditionState = DOOR_1_OPENING NIGHT 12598 Model = NBNMissle_A2N 12599 Animation = NBNMissle_A2N.NBNMissle_A2N 12600 AnimationMode = ONCE 12601 Flags = MAINTAIN_FRAME_ACROSS_STATES 12602 End 12603 ConditionState = DOOR_1_WAITING_OPEN NIGHT 12604 Model = NBNMissle_A2N 12605 Animation = NBNMissle_A2N.NBNMissle_A2N 12606 AnimationMode = MANUAL 12607 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12608 WeaponLaunchBone = PRIMARY RockPos 12609 ParticleSysBone = Steam01 BigMissileSteam 12610 ParticleSysBone = Steam02 BigMissileSteam 12611 End 12612 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 12613 Model = NBNMissle_A3N 12614 Animation = NBNMissle_A3N.NBNMissle_A3N 12615 AnimationMode = MANUAL 12616 Flags = START_FRAME_FIRST 12617 WeaponLaunchBone = PRIMARY RockPos 12618 End 12619 ConditionState = DOOR_1_CLOSING NIGHT 12620 Model = NBNMissle_A3N 12621 Animation = NBNMissle_A3N.NBNMissle_A3N 12622 AnimationMode = ONCE 12623 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12624 End 12625 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 12626 Model = NBNMissle_A2DN 12627 Animation = NBNMissle_A2DN.NBNMissle_A2DN 12628 AnimationMode = ONCE 12629 Flags = MAINTAIN_FRAME_ACROSS_STATES 12630 ParticleSysBone = Smoke01 SmolderingSmoke 12631 ParticleSysBone = Smoke02 SmolderingSmoke 12632 ParticleSysBone = Smoke03 SmolderingSmoke 12633 ParticleSysBone = Smoke04 SmolderingSmoke 12634 ParticleSysBone = Smoke05 SmolderingSmoke 12635 ParticleSysBone = Smoke06 SmolderingSmoke 12636 ParticleSysBone = Smoke01 SmolderingFire 12637 ParticleSysBone = Smoke02 SmolderingFire 12638 ParticleSysBone = Smoke03 SmolderingFire 12639 ParticleSysBone = Smoke04 SmolderingFire 12640 ParticleSysBone = Smoke05 SmolderingFire 12641 ParticleSysBone = Smoke06 SmolderingFire 12642 ParticleSysBone = Steam01 BigMissileSteam 12643 ParticleSysBone = Steam02 BigMissileSteam 12644 End 12645 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 12646 Model = NBNMissle_A2DN 12647 Animation = NBNMissle_A2DN.NBNMissle_A2DN 12648 AnimationMode = MANUAL 12649 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12650 WeaponLaunchBone = PRIMARY RockPos 12651 ParticleSysBone = Smoke01 SmolderingSmoke 12652 ParticleSysBone = Smoke02 SmolderingSmoke 12653 ParticleSysBone = Smoke03 SmolderingSmoke 12654 ParticleSysBone = Smoke04 SmolderingSmoke 12655 ParticleSysBone = Smoke05 SmolderingSmoke 12656 ParticleSysBone = Smoke06 SmolderingSmoke 12657 ParticleSysBone = Smoke01 SmolderingFire 12658 ParticleSysBone = Smoke02 SmolderingFire 12659 ParticleSysBone = Smoke03 SmolderingFire 12660 ParticleSysBone = Smoke04 SmolderingFire 12661 ParticleSysBone = Smoke05 SmolderingFire 12662 ParticleSysBone = Smoke06 SmolderingFire 12663 ParticleSysBone = Steam01 BigMissileSteam 12664 ParticleSysBone = Steam02 BigMissileSteam 12665 End 12666 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 12667 Model = NBNMissle_A3DN 12668 Animation = NBNMissle_A3DN.NBNMissle_A3DN 12669 AnimationMode = MANUAL 12670 Flags = START_FRAME_FIRST 12671 WeaponLaunchBone = PRIMARY RockPos 12672 ParticleSysBone = Smoke01 SmolderingSmoke 12673 ParticleSysBone = Smoke02 SmolderingSmoke 12674 ParticleSysBone = Smoke03 SmolderingSmoke 12675 ParticleSysBone = Smoke04 SmolderingSmoke 12676 ParticleSysBone = Smoke05 SmolderingSmoke 12677 ParticleSysBone = Smoke06 SmolderingSmoke 12678 ParticleSysBone = Smoke01 SmolderingFire 12679 ParticleSysBone = Smoke02 SmolderingFire 12680 ParticleSysBone = Smoke03 SmolderingFire 12681 ParticleSysBone = Smoke04 SmolderingFire 12682 ParticleSysBone = Smoke05 SmolderingFire 12683 ParticleSysBone = Smoke06 SmolderingFire 12684 End 12685 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 12686 Model = NBNMissle_A3DN 12687 Animation = NBNMissle_A3DN.NBNMissle_A3DN 12688 AnimationMode = ONCE 12689 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12690 ParticleSysBone = Smoke01 SmolderingSmoke 12691 ParticleSysBone = Smoke02 SmolderingSmoke 12692 ParticleSysBone = Smoke03 SmolderingSmoke 12693 ParticleSysBone = Smoke04 SmolderingSmoke 12694 ParticleSysBone = Smoke05 SmolderingSmoke 12695 ParticleSysBone = Smoke06 SmolderingSmoke 12696 ParticleSysBone = Smoke01 SmolderingFire 12697 ParticleSysBone = Smoke02 SmolderingFire 12698 ParticleSysBone = Smoke03 SmolderingFire 12699 ParticleSysBone = Smoke04 SmolderingFire 12700 ParticleSysBone = Smoke05 SmolderingFire 12701 ParticleSysBone = Smoke06 SmolderingFire 12702 End 12703 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 12704 Model = NBNMissle_A2EN 12705 Animation = NBNMissle_A2EN.NBNMissle_A2EN 12706 AnimationMode = ONCE 12707 Flags = MAINTAIN_FRAME_ACROSS_STATES 12708 ParticleSysBone = Smoke01 SmolderingSmoke 12709 ParticleSysBone = Smoke02 SmolderingSmoke 12710 ParticleSysBone = Smoke03 SmolderingSmoke 12711 ParticleSysBone = Smoke04 SmolderingSmoke 12712 ParticleSysBone = Smoke05 SmolderingSmoke 12713 ParticleSysBone = Smoke06 SmolderingSmoke 12714 ParticleSysBone = Smoke01 SmolderingFire 12715 ParticleSysBone = Smoke02 SmolderingFire 12716 ParticleSysBone = Smoke03 SmolderingFire 12717 ParticleSysBone = Smoke04 SmolderingFire 12718 ParticleSysBone = Smoke05 SmolderingFire 12719 ParticleSysBone = Smoke06 SmolderingFire 12720 ParticleSysBone = Steam01 BigMissileSteam 12721 ParticleSysBone = Steam02 BigMissileSteam 12722 End 12723 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 12724 Model = NBNMissle_A2EN 12725 Animation = NBNMissle_A2EN.NBNMissle_A2EN 12726 AnimationMode = MANUAL 12727 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12728 WeaponLaunchBone = PRIMARY RockPos 12729 ParticleSysBone = Smoke01 SmolderingSmoke 12730 ParticleSysBone = Smoke02 SmolderingSmoke 12731 ParticleSysBone = Smoke03 SmolderingSmoke 12732 ParticleSysBone = Smoke04 SmolderingSmoke 12733 ParticleSysBone = Smoke05 SmolderingSmoke 12734 ParticleSysBone = Smoke06 SmolderingSmoke 12735 ParticleSysBone = Smoke01 SmolderingFire 12736 ParticleSysBone = Smoke02 SmolderingFire 12737 ParticleSysBone = Smoke03 SmolderingFire 12738 ParticleSysBone = Smoke04 SmolderingFire 12739 ParticleSysBone = Smoke05 SmolderingFire 12740 ParticleSysBone = Smoke06 SmolderingFire 12741 ParticleSysBone = Steam01 BigMissileSteam 12742 ParticleSysBone = Steam02 BigMissileSteam 12743 End 12744 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 12745 Model = NBNMissle_A3EN 12746 Animation = NBNMissle_A3EN.NBNMissle_A3EN 12747 AnimationMode = MANUAL 12748 Flags = START_FRAME_FIRST 12749 WeaponLaunchBone = PRIMARY RockPos 12750 ParticleSysBone = Smoke01 SmolderingSmoke 12751 ParticleSysBone = Smoke02 SmolderingSmoke 12752 ParticleSysBone = Smoke03 SmolderingSmoke 12753 ParticleSysBone = Smoke04 SmolderingSmoke 12754 ParticleSysBone = Smoke05 SmolderingSmoke 12755 ParticleSysBone = Smoke06 SmolderingSmoke 12756 ParticleSysBone = Smoke01 SmolderingFire 12757 ParticleSysBone = Smoke02 SmolderingFire 12758 ParticleSysBone = Smoke03 SmolderingFire 12759 ParticleSysBone = Smoke04 SmolderingFire 12760 ParticleSysBone = Smoke05 SmolderingFire 12761 ParticleSysBone = Smoke06 SmolderingFire 12762 End 12763 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 12764 Model = NBNMissle_A3EN 12765 Animation = NBNMissle_A3EN.NBNMissle_A3EN 12766 AnimationMode = ONCE 12767 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12768 ParticleSysBone = Smoke01 SmolderingSmoke 12769 ParticleSysBone = Smoke02 SmolderingSmoke 12770 ParticleSysBone = Smoke03 SmolderingSmoke 12771 ParticleSysBone = Smoke04 SmolderingSmoke 12772 ParticleSysBone = Smoke05 SmolderingSmoke 12773 ParticleSysBone = Smoke06 SmolderingSmoke 12774 ParticleSysBone = Smoke01 SmolderingFire 12775 ParticleSysBone = Smoke02 SmolderingFire 12776 ParticleSysBone = Smoke03 SmolderingFire 12777 ParticleSysBone = Smoke04 SmolderingFire 12778 ParticleSysBone = Smoke05 SmolderingFire 12779 ParticleSysBone = Smoke06 SmolderingFire 12780 End 12781 12782 ;-------------- SNOW! -------------------- 12783 12784 ConditionState = SNOW 12785 Model = NBNMissle_S 12786 End 12787 12788 ConditionState = DAMAGED SNOW 12789 Model = NBNMissle_DS 12790 ParticleSysBone = Smoke01 SmolderingSmoke 12791 ParticleSysBone = Smoke02 SmolderingSmoke 12792 ParticleSysBone = Smoke03 SmolderingSmoke 12793 ParticleSysBone = Smoke04 SmolderingSmoke 12794 ParticleSysBone = Smoke01 SmolderingFire 12795 ParticleSysBone = Smoke02 SmolderingFire 12796 ParticleSysBone = Smoke03 SmolderingFire 12797 ParticleSysBone = Smoke04 SmolderingFire 12798 End 12799 ConditionState = REALLYDAMAGED RUBBLE SNOW 12800 Model = NBNMissle_ES 12801 ParticleSysBone = Smoke01 SmolderingSmoke 12802 ParticleSysBone = Smoke02 SmolderingSmoke 12803 ParticleSysBone = Smoke03 SmolderingSmoke 12804 ParticleSysBone = Smoke04 SmolderingSmoke 12805 ParticleSysBone = Smoke05 SmolderingSmoke 12806 ParticleSysBone = Smoke06 SmolderingSmoke 12807 ParticleSysBone = Smoke01 SmolderingFire 12808 ParticleSysBone = Smoke02 SmolderingFire 12809 ParticleSysBone = Smoke03 SmolderingFire 12810 ParticleSysBone = Smoke04 SmolderingFire 12811 ParticleSysBone = Smoke05 SmolderingFire 12812 ParticleSysBone = Smoke06 SmolderingFire 12813 End 12814 ConditionState = AWAITING_CONSTRUCTION SNOW 12815 Model = None 12816 End 12817 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12818 Model = NBNMissle_S 12819 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12820 END 12821 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12822 Model = NBNMissle_DS 12823 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12824 END 12825 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12826 Model = NBNMissle_ES 12827 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12828 END 12829 ConditionState = DOOR_1_OPENING SNOW 12830 Model = NBNMissle_A2S 12831 Animation = NBNMissle_A2S.NBNMissle_A2S 12832 AnimationMode = ONCE 12833 Flags = MAINTAIN_FRAME_ACROSS_STATES 12834 End 12835 ConditionState = DOOR_1_WAITING_OPEN SNOW 12836 Model = NBNMissle_A2S 12837 Animation = NBNMissle_A2S.NBNMissle_A2S 12838 AnimationMode = MANUAL 12839 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12840 WeaponLaunchBone = PRIMARY RockPos 12841 ParticleSysBone = Steam01 BigMissileSteam 12842 ParticleSysBone = Steam02 BigMissileSteam 12843 End 12844 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 12845 Model = NBNMissle_A3S 12846 Animation = NBNMissle_A3S.NBNMissle_A3S 12847 AnimationMode = MANUAL 12848 Flags = START_FRAME_FIRST 12849 WeaponLaunchBone = PRIMARY RockPos 12850 End 12851 ConditionState = DOOR_1_CLOSING SNOW 12852 Model = NBNMissle_A3S 12853 Animation = NBNMissle_A3S.NBNMissle_A3S 12854 AnimationMode = ONCE 12855 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12856 End 12857 ConditionState = DOOR_1_OPENING DAMAGED SNOW 12858 Model = NBNMissle_A2DS 12859 Animation = NBNMissle_A2DS.NBNMissle_A2DS 12860 AnimationMode = ONCE 12861 Flags = MAINTAIN_FRAME_ACROSS_STATES 12862 ParticleSysBone = Smoke01 SmolderingSmoke 12863 ParticleSysBone = Smoke02 SmolderingSmoke 12864 ParticleSysBone = Smoke03 SmolderingSmoke 12865 ParticleSysBone = Smoke04 SmolderingSmoke 12866 ParticleSysBone = Smoke05 SmolderingSmoke 12867 ParticleSysBone = Smoke06 SmolderingSmoke 12868 ParticleSysBone = Smoke01 SmolderingFire 12869 ParticleSysBone = Smoke02 SmolderingFire 12870 ParticleSysBone = Smoke03 SmolderingFire 12871 ParticleSysBone = Smoke04 SmolderingFire 12872 ParticleSysBone = Smoke05 SmolderingFire 12873 ParticleSysBone = Smoke06 SmolderingFire 12874 ParticleSysBone = Steam01 BigMissileSteam 12875 ParticleSysBone = Steam02 BigMissileSteam 12876 End 12877 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 12878 Model = NBNMissle_A2DS 12879 Animation = NBNMissle_A2DS.NBNMissle_A2DS 12880 AnimationMode = MANUAL 12881 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12882 WeaponLaunchBone = PRIMARY RockPos 12883 ParticleSysBone = Smoke01 SmolderingSmoke 12884 ParticleSysBone = Smoke02 SmolderingSmoke 12885 ParticleSysBone = Smoke03 SmolderingSmoke 12886 ParticleSysBone = Smoke04 SmolderingSmoke 12887 ParticleSysBone = Smoke05 SmolderingSmoke 12888 ParticleSysBone = Smoke06 SmolderingSmoke 12889 ParticleSysBone = Smoke01 SmolderingFire 12890 ParticleSysBone = Smoke02 SmolderingFire 12891 ParticleSysBone = Smoke03 SmolderingFire 12892 ParticleSysBone = Smoke04 SmolderingFire 12893 ParticleSysBone = Smoke05 SmolderingFire 12894 ParticleSysBone = Smoke06 SmolderingFire 12895 ParticleSysBone = Steam01 BigMissileSteam 12896 ParticleSysBone = Steam02 BigMissileSteam 12897 End 12898 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 12899 Model = NBNMissle_A3DS 12900 Animation = NBNMissle_A3DS.NBNMissle_A3DS 12901 AnimationMode = MANUAL 12902 Flags = START_FRAME_FIRST 12903 WeaponLaunchBone = PRIMARY RockPos 12904 ParticleSysBone = Smoke01 SmolderingSmoke 12905 ParticleSysBone = Smoke02 SmolderingSmoke 12906 ParticleSysBone = Smoke03 SmolderingSmoke 12907 ParticleSysBone = Smoke04 SmolderingSmoke 12908 ParticleSysBone = Smoke05 SmolderingSmoke 12909 ParticleSysBone = Smoke06 SmolderingSmoke 12910 ParticleSysBone = Smoke01 SmolderingFire 12911 ParticleSysBone = Smoke02 SmolderingFire 12912 ParticleSysBone = Smoke03 SmolderingFire 12913 ParticleSysBone = Smoke04 SmolderingFire 12914 ParticleSysBone = Smoke05 SmolderingFire 12915 ParticleSysBone = Smoke06 SmolderingFire 12916 End 12917 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 12918 Model = NBNMissle_A3DS 12919 Animation = NBNMissle_A3DS.NBNMissle_A3DS 12920 AnimationMode = ONCE 12921 Flags = MAINTAIN_FRAME_ACROSS_STATES2 12922 ParticleSysBone = Smoke01 SmolderingSmoke 12923 ParticleSysBone = Smoke02 SmolderingSmoke 12924 ParticleSysBone = Smoke03 SmolderingSmoke 12925 ParticleSysBone = Smoke04 SmolderingSmoke 12926 ParticleSysBone = Smoke05 SmolderingSmoke 12927 ParticleSysBone = Smoke06 SmolderingSmoke 12928 ParticleSysBone = Smoke01 SmolderingFire 12929 ParticleSysBone = Smoke02 SmolderingFire 12930 ParticleSysBone = Smoke03 SmolderingFire 12931 ParticleSysBone = Smoke04 SmolderingFire 12932 ParticleSysBone = Smoke05 SmolderingFire 12933 ParticleSysBone = Smoke06 SmolderingFire 12934 End 12935 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 12936 Model = NBNMissle_A2ES 12937 Animation = NBNMissle_A2ES.NBNMissle_A2ES 12938 AnimationMode = ONCE 12939 Flags = MAINTAIN_FRAME_ACROSS_STATES 12940 ParticleSysBone = Smoke01 SmolderingSmoke 12941 ParticleSysBone = Smoke02 SmolderingSmoke 12942 ParticleSysBone = Smoke03 SmolderingSmoke 12943 ParticleSysBone = Smoke04 SmolderingSmoke 12944 ParticleSysBone = Smoke05 SmolderingSmoke 12945 ParticleSysBone = Smoke06 SmolderingSmoke 12946 ParticleSysBone = Smoke01 SmolderingFire 12947 ParticleSysBone = Smoke02 SmolderingFire 12948 ParticleSysBone = Smoke03 SmolderingFire 12949 ParticleSysBone = Smoke04 SmolderingFire 12950 ParticleSysBone = Smoke05 SmolderingFire 12951 ParticleSysBone = Smoke06 SmolderingFire 12952 ParticleSysBone = Steam01 BigMissileSteam 12953 ParticleSysBone = Steam02 BigMissileSteam 12954 End 12955 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 12956 Model = NBNMissle_A2ES 12957 Animation = NBNMissle_A2ES.NBNMissle_A2ES 12958 AnimationMode = MANUAL 12959 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 12960 WeaponLaunchBone = PRIMARY RockPos 12961 ParticleSysBone = Smoke01 SmolderingSmoke 12962 ParticleSysBone = Smoke02 SmolderingSmoke 12963 ParticleSysBone = Smoke03 SmolderingSmoke 12964 ParticleSysBone = Smoke04 SmolderingSmoke 12965 ParticleSysBone = Smoke05 SmolderingSmoke 12966 ParticleSysBone = Smoke06 SmolderingSmoke 12967 ParticleSysBone = Smoke01 SmolderingFire 12968 ParticleSysBone = Smoke02 SmolderingFire 12969 ParticleSysBone = Smoke03 SmolderingFire 12970 ParticleSysBone = Smoke04 SmolderingFire 12971 ParticleSysBone = Smoke05 SmolderingFire 12972 ParticleSysBone = Smoke06 SmolderingFire 12973 ParticleSysBone = Steam01 BigMissileSteam 12974 ParticleSysBone = Steam02 BigMissileSteam 12975 End 12976 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 12977 Model = NBNMissle_A3ES 12978 Animation = NBNMissle_A3ES.NBNMissle_A3ES 12979 AnimationMode = MANUAL 12980 Flags = START_FRAME_FIRST 12981 WeaponLaunchBone = PRIMARY RockPos 12982 ParticleSysBone = Smoke01 SmolderingSmoke 12983 ParticleSysBone = Smoke02 SmolderingSmoke 12984 ParticleSysBone = Smoke03 SmolderingSmoke 12985 ParticleSysBone = Smoke04 SmolderingSmoke 12986 ParticleSysBone = Smoke05 SmolderingSmoke 12987 ParticleSysBone = Smoke06 SmolderingSmoke 12988 ParticleSysBone = Smoke01 SmolderingFire 12989 ParticleSysBone = Smoke02 SmolderingFire 12990 ParticleSysBone = Smoke03 SmolderingFire 12991 ParticleSysBone = Smoke04 SmolderingFire 12992 ParticleSysBone = Smoke05 SmolderingFire 12993 ParticleSysBone = Smoke06 SmolderingFire 12994 End 12995 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 12996 Model = NBNMissle_A3ES 12997 Animation = NBNMissle_A3ES.NBNMissle_A3ES 12998 AnimationMode = ONCE 12999 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13000 ParticleSysBone = Smoke01 SmolderingSmoke 13001 ParticleSysBone = Smoke02 SmolderingSmoke 13002 ParticleSysBone = Smoke03 SmolderingSmoke 13003 ParticleSysBone = Smoke04 SmolderingSmoke 13004 ParticleSysBone = Smoke05 SmolderingSmoke 13005 ParticleSysBone = Smoke06 SmolderingSmoke 13006 ParticleSysBone = Smoke01 SmolderingFire 13007 ParticleSysBone = Smoke02 SmolderingFire 13008 ParticleSysBone = Smoke03 SmolderingFire 13009 ParticleSysBone = Smoke04 SmolderingFire 13010 ParticleSysBone = Smoke05 SmolderingFire 13011 ParticleSysBone = Smoke06 SmolderingFire 13012 End 13013 13014 ; night 13015 ConditionState = NIGHT SNOW 13016 Model = NBNMissle_NS 13017 End 13018 ConditionState = DAMAGED NIGHT SNOW 13019 Model = NBNMissle_DNS 13020 ParticleSysBone = Smoke01 SmolderingSmoke 13021 ParticleSysBone = Smoke02 SmolderingSmoke 13022 ParticleSysBone = Smoke03 SmolderingSmoke 13023 ParticleSysBone = Smoke04 SmolderingSmoke 13024 ParticleSysBone = Smoke01 SmolderingFire 13025 ParticleSysBone = Smoke02 SmolderingFire 13026 ParticleSysBone = Smoke03 SmolderingFire 13027 ParticleSysBone = Smoke04 SmolderingFire 13028 End 13029 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13030 Model = NBNMissle_ENS 13031 ParticleSysBone = Smoke01 SmolderingSmoke 13032 ParticleSysBone = Smoke02 SmolderingSmoke 13033 ParticleSysBone = Smoke03 SmolderingSmoke 13034 ParticleSysBone = Smoke04 SmolderingSmoke 13035 ParticleSysBone = Smoke05 SmolderingSmoke 13036 ParticleSysBone = Smoke06 SmolderingSmoke 13037 ParticleSysBone = Smoke01 SmolderingFire 13038 ParticleSysBone = Smoke02 SmolderingFire 13039 ParticleSysBone = Smoke03 SmolderingFire 13040 ParticleSysBone = Smoke04 SmolderingFire 13041 ParticleSysBone = Smoke05 SmolderingFire 13042 ParticleSysBone = Smoke06 SmolderingFire 13043 End 13044 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13045 Model = None 13046 End 13047 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13048 Model = NBNMissle_NS 13049 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13050 END 13051 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13052 Model = NBNMissle_DNS 13053 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13054 END 13055 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13056 Model = NBNMissle_ENS 13057 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13058 END 13059 ConditionState = DOOR_1_OPENING NIGHT SNOW 13060 Model = NBNMissle_A2NS 13061 Animation = NBNMissle_A2NS.NBNMissle_A2NS 13062 AnimationMode = ONCE 13063 Flags = MAINTAIN_FRAME_ACROSS_STATES 13064 End 13065 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 13066 Model = NBNMissle_A2NS 13067 Animation = NBNMissle_A2NS.NBNMissle_A2NS 13068 AnimationMode = MANUAL 13069 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13070 WeaponLaunchBone = PRIMARY RockPos 13071 ParticleSysBone = Steam01 BigMissileSteam 13072 ParticleSysBone = Steam02 BigMissileSteam 13073 End 13074 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 13075 Model = NBNMissle_A3NS 13076 Animation = NBNMissle_A3NS.NBNMissle_A3NS 13077 AnimationMode = MANUAL 13078 Flags = START_FRAME_FIRST 13079 WeaponLaunchBone = PRIMARY RockPos 13080 End 13081 ConditionState = DOOR_1_CLOSING NIGHT SNOW 13082 Model = NBNMissle_A3NS 13083 Animation = NBNMissle_A3NS.NBNMissle_A3NS 13084 AnimationMode = ONCE 13085 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13086 End 13087 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 13088 Model = NBNMissle_A2DNS 13089 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 13090 AnimationMode = ONCE 13091 Flags = MAINTAIN_FRAME_ACROSS_STATES 13092 ParticleSysBone = Smoke01 SmolderingSmoke 13093 ParticleSysBone = Smoke02 SmolderingSmoke 13094 ParticleSysBone = Smoke03 SmolderingSmoke 13095 ParticleSysBone = Smoke04 SmolderingSmoke 13096 ParticleSysBone = Smoke05 SmolderingSmoke 13097 ParticleSysBone = Smoke06 SmolderingSmoke 13098 ParticleSysBone = Smoke01 SmolderingFire 13099 ParticleSysBone = Smoke02 SmolderingFire 13100 ParticleSysBone = Smoke03 SmolderingFire 13101 ParticleSysBone = Smoke04 SmolderingFire 13102 ParticleSysBone = Smoke05 SmolderingFire 13103 ParticleSysBone = Smoke06 SmolderingFire 13104 ParticleSysBone = Steam01 BigMissileSteam 13105 ParticleSysBone = Steam02 BigMissileSteam 13106 End 13107 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 13108 Model = NBNMissle_A2DNS 13109 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 13110 AnimationMode = MANUAL 13111 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13112 WeaponLaunchBone = PRIMARY RockPos 13113 ParticleSysBone = Smoke01 SmolderingSmoke 13114 ParticleSysBone = Smoke02 SmolderingSmoke 13115 ParticleSysBone = Smoke03 SmolderingSmoke 13116 ParticleSysBone = Smoke04 SmolderingSmoke 13117 ParticleSysBone = Smoke05 SmolderingSmoke 13118 ParticleSysBone = Smoke06 SmolderingSmoke 13119 ParticleSysBone = Smoke01 SmolderingFire 13120 ParticleSysBone = Smoke02 SmolderingFire 13121 ParticleSysBone = Smoke03 SmolderingFire 13122 ParticleSysBone = Smoke04 SmolderingFire 13123 ParticleSysBone = Smoke05 SmolderingFire 13124 ParticleSysBone = Smoke06 SmolderingFire 13125 ParticleSysBone = Steam01 BigMissileSteam 13126 ParticleSysBone = Steam02 BigMissileSteam 13127 End 13128 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 13129 Model = NBNMissle_A3DNS 13130 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 13131 AnimationMode = MANUAL 13132 Flags = START_FRAME_FIRST 13133 WeaponLaunchBone = PRIMARY RockPos 13134 ParticleSysBone = Smoke01 SmolderingSmoke 13135 ParticleSysBone = Smoke02 SmolderingSmoke 13136 ParticleSysBone = Smoke03 SmolderingSmoke 13137 ParticleSysBone = Smoke04 SmolderingSmoke 13138 ParticleSysBone = Smoke05 SmolderingSmoke 13139 ParticleSysBone = Smoke06 SmolderingSmoke 13140 ParticleSysBone = Smoke01 SmolderingFire 13141 ParticleSysBone = Smoke02 SmolderingFire 13142 ParticleSysBone = Smoke03 SmolderingFire 13143 ParticleSysBone = Smoke04 SmolderingFire 13144 ParticleSysBone = Smoke05 SmolderingFire 13145 ParticleSysBone = Smoke06 SmolderingFire 13146 End 13147 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 13148 Model = NBNMissle_A3DNS 13149 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 13150 AnimationMode = ONCE 13151 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13152 ParticleSysBone = Smoke01 SmolderingSmoke 13153 ParticleSysBone = Smoke02 SmolderingSmoke 13154 ParticleSysBone = Smoke03 SmolderingSmoke 13155 ParticleSysBone = Smoke04 SmolderingSmoke 13156 ParticleSysBone = Smoke05 SmolderingSmoke 13157 ParticleSysBone = Smoke06 SmolderingSmoke 13158 ParticleSysBone = Smoke01 SmolderingFire 13159 ParticleSysBone = Smoke02 SmolderingFire 13160 ParticleSysBone = Smoke03 SmolderingFire 13161 ParticleSysBone = Smoke04 SmolderingFire 13162 ParticleSysBone = Smoke05 SmolderingFire 13163 ParticleSysBone = Smoke06 SmolderingFire 13164 End 13165 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 13166 Model = NBNMissle_A2ENS 13167 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 13168 AnimationMode = ONCE 13169 Flags = MAINTAIN_FRAME_ACROSS_STATES 13170 ParticleSysBone = Smoke01 SmolderingSmoke 13171 ParticleSysBone = Smoke02 SmolderingSmoke 13172 ParticleSysBone = Smoke03 SmolderingSmoke 13173 ParticleSysBone = Smoke04 SmolderingSmoke 13174 ParticleSysBone = Smoke05 SmolderingSmoke 13175 ParticleSysBone = Smoke06 SmolderingSmoke 13176 ParticleSysBone = Smoke01 SmolderingFire 13177 ParticleSysBone = Smoke02 SmolderingFire 13178 ParticleSysBone = Smoke03 SmolderingFire 13179 ParticleSysBone = Smoke04 SmolderingFire 13180 ParticleSysBone = Smoke05 SmolderingFire 13181 ParticleSysBone = Smoke06 SmolderingFire 13182 ParticleSysBone = Steam01 BigMissileSteam 13183 ParticleSysBone = Steam02 BigMissileSteam 13184 End 13185 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 13186 Model = NBNMissle_A2ENS 13187 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 13188 AnimationMode = MANUAL 13189 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 13190 WeaponLaunchBone = PRIMARY RockPos 13191 ParticleSysBone = Smoke01 SmolderingSmoke 13192 ParticleSysBone = Smoke02 SmolderingSmoke 13193 ParticleSysBone = Smoke03 SmolderingSmoke 13194 ParticleSysBone = Smoke04 SmolderingSmoke 13195 ParticleSysBone = Smoke05 SmolderingSmoke 13196 ParticleSysBone = Smoke06 SmolderingSmoke 13197 ParticleSysBone = Smoke01 SmolderingFire 13198 ParticleSysBone = Smoke02 SmolderingFire 13199 ParticleSysBone = Smoke03 SmolderingFire 13200 ParticleSysBone = Smoke04 SmolderingFire 13201 ParticleSysBone = Smoke05 SmolderingFire 13202 ParticleSysBone = Smoke06 SmolderingFire 13203 ParticleSysBone = Steam01 BigMissileSteam 13204 ParticleSysBone = Steam02 BigMissileSteam 13205 End 13206 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 13207 Model = NBNMissle_A3ENS 13208 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 13209 AnimationMode = MANUAL 13210 Flags = START_FRAME_FIRST 13211 WeaponLaunchBone = PRIMARY RockPos 13212 ParticleSysBone = Smoke01 SmolderingSmoke 13213 ParticleSysBone = Smoke02 SmolderingSmoke 13214 ParticleSysBone = Smoke03 SmolderingSmoke 13215 ParticleSysBone = Smoke04 SmolderingSmoke 13216 ParticleSysBone = Smoke05 SmolderingSmoke 13217 ParticleSysBone = Smoke06 SmolderingSmoke 13218 ParticleSysBone = Smoke01 SmolderingFire 13219 ParticleSysBone = Smoke02 SmolderingFire 13220 ParticleSysBone = Smoke03 SmolderingFire 13221 ParticleSysBone = Smoke04 SmolderingFire 13222 ParticleSysBone = Smoke05 SmolderingFire 13223 ParticleSysBone = Smoke06 SmolderingFire 13224 End 13225 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 13226 Model = NBNMissle_A3ENS 13227 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 13228 AnimationMode = ONCE 13229 Flags = MAINTAIN_FRAME_ACROSS_STATES2 13230 ParticleSysBone = Smoke01 SmolderingSmoke 13231 ParticleSysBone = Smoke02 SmolderingSmoke 13232 ParticleSysBone = Smoke03 SmolderingSmoke 13233 ParticleSysBone = Smoke04 SmolderingSmoke 13234 ParticleSysBone = Smoke05 SmolderingSmoke 13235 ParticleSysBone = Smoke06 SmolderingSmoke 13236 ParticleSysBone = Smoke01 SmolderingFire 13237 ParticleSysBone = Smoke02 SmolderingFire 13238 ParticleSysBone = Smoke03 SmolderingFire 13239 ParticleSysBone = Smoke04 SmolderingFire 13240 ParticleSysBone = Smoke05 SmolderingFire 13241 ParticleSysBone = Smoke06 SmolderingFire 13242 End 13243 End 13244 13245 ; ------------ construction-zone fence ----------------- 13246 Draw = W3DModelDraw ModuleTag_02 13247 AnimationsRequirePower = No 13248 DefaultConditionState 13249 Model = None 13250 TransitionKey = DOWN_DEFAULT 13251 End 13252 ConditionState = NIGHT 13253 Model = None 13254 TransitionKey = DOWN_DEFAULT 13255 End 13256 ConditionState = SNOW 13257 Model = None 13258 TransitionKey = DOWN_DEFAULT 13259 End 13260 ConditionState = SNOW NIGHT 13261 Model = None 13262 TransitionKey = DOWN_DEFAULT 13263 End 13264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13265 Model = NBNMissle_A4 13266 Animation = NBNMissle_A4.NBNMissle_A4 13267 AnimationMode = MANUAL 13268 Flags = START_FRAME_LAST 13269 TransitionKey = UP_DAY 13270 End 13271 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13272 Model = NBNMissle_A4N 13273 Animation = NBNMissle_A4N.NBNMissle_A4N 13274 AnimationMode = MANUAL 13275 Flags = START_FRAME_LAST 13276 TransitionKey = UP_NIGHT 13277 End 13278 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13279 Model = NBNMissle_A4S 13280 Animation = NBNMissle_A4S.NBNMissle_A4S 13281 AnimationMode = MANUAL 13282 Flags = START_FRAME_LAST 13283 TransitionKey = UP_SNOW 13284 End 13285 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13286 Model = NBNMissle_A4SN 13287 Animation = NBNMissle_A4SN.NBNMissle_A4SN 13288 AnimationMode = MANUAL 13289 Flags = START_FRAME_LAST 13290 TransitionKey = UP_SNOWNIGHT 13291 End 13292 TransitionState = DOWN_DEFAULT UP_DAY 13293 Model = NBNMissle_A4 13294 Animation = NBNMissle_A4.NBNMissle_A4 13295 AnimationMode = ONCE 13296 AnimationSpeedFactorRange = 1.0 1.0 13297 Flags = START_FRAME_FIRST 13298 End 13299 TransitionState = DOWN_DEFAULT UP_NIGHT 13300 Model = NBNMissle_A4N 13301 Animation = NBNMissle_A4N.NBNMissle_A4N 13302 AnimationMode = ONCE 13303 AnimationSpeedFactorRange = 1.0 1.0 13304 Flags = START_FRAME_FIRST 13305 End 13306 TransitionState = DOWN_DEFAULT UP_SNOW 13307 Model = NBNMissle_A4S 13308 Animation = NBNMissle_A4S.NBNMissle_A4S 13309 AnimationMode = ONCE 13310 AnimationSpeedFactorRange = 1.0 1.0 13311 Flags = START_FRAME_FIRST 13312 End 13313 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13314 Model = NBNMissle_A4SN 13315 Animation = NBNMissle_A4SN.NBNMissle_A4SN 13316 AnimationMode = ONCE 13317 AnimationSpeedFactorRange = 1.0 1.0 13318 Flags = START_FRAME_FIRST 13319 End 13320 TransitionState = UP_DAY DOWN_DEFAULT 13321 Model = NBNMissle_A4 13322 Animation = NBNMissle_A4.NBNMissle_A4 13323 AnimationMode = ONCE_BACKWARDS 13324 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13325 Flags = START_FRAME_LAST 13326 End 13327 TransitionState = UP_NIGHT DOWN_DEFAULT 13328 Model = NBNMissle_A4N 13329 Animation = NBNMissle_A4N.NBNMissle_A4N 13330 AnimationMode = ONCE_BACKWARDS 13331 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13332 Flags = START_FRAME_LAST 13333 End 13334 TransitionState = UP_SNOW DOWN_DEFAULT 13335 Model = NBNMissle_A4S 13336 Animation = NBNMissle_A4S.NBNMissle_A4S 13337 AnimationMode = ONCE_BACKWARDS 13338 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13339 Flags = START_FRAME_LAST 13340 End 13341 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13342 Model = NBNMissle_A4SN 13343 Animation = NBNMissle_A4SN.NBNMissle_A4SN 13344 AnimationMode = ONCE_BACKWARDS 13345 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13346 Flags = START_FRAME_LAST 13347 End 13348 End 13349 13350 ; ------------ under-construction scaffolding ----------------- 13351 Draw = W3DModelDraw ModuleTag_03 13352 AnimationsRequirePower = No 13353 MinLODRequired = MEDIUM 13354 DefaultConditionState 13355 Model = None 13356 TransitionKey = DOWN_DEFAULT 13357 End 13358 ConditionState = NIGHT 13359 Model = None 13360 TransitionKey = DOWN_DEFAULT 13361 End 13362 ConditionState = SNOW 13363 Model = None 13364 TransitionKey = DOWN_DEFAULT 13365 End 13366 ConditionState = SNOW NIGHT 13367 Model = None 13368 TransitionKey = DOWN_DEFAULT 13369 End 13370 ConditionState = PARTIALLY_CONSTRUCTED 13371 Model = NBNMissle_A6 13372 Animation = NBNMissle_A6.NBNMissle_A6 13373 AnimationMode = MANUAL 13374 Flags = START_FRAME_LAST 13375 TransitionKey = UP_DAY 13376 ParticleSysBone = Dust01 BuildingDustChina 13377 ParticleSysBone = Smoke01 BuildUpSmokeChina 13378 ParticleSysBone = Smoke02 BuildUpSmokeChina 13379 ParticleSysBone = Smoke03 BuildUpSmokeChina 13380 ParticleSysBone = Smoke04 BuildUpSmokeChina 13381 ParticleSysBone = Smoke05 BuildUpSmokeChina 13382 End 13383 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13384 Model = NBNMissle_A6N 13385 Animation = NBNMissle_A6N.NBNMissle_A6N 13386 AnimationMode = MANUAL 13387 Flags = START_FRAME_LAST 13388 TransitionKey = UP_NIGHT 13389 ParticleSysBone = Dust01 BuildingDustChina 13390 ParticleSysBone = Smoke01 BuildUpSmokeChina 13391 ParticleSysBone = Smoke02 BuildUpSmokeChina 13392 ParticleSysBone = Smoke03 BuildUpSmokeChina 13393 ParticleSysBone = Smoke04 BuildUpSmokeChina 13394 ParticleSysBone = Smoke05 BuildUpSmokeChina 13395 End 13396 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13397 Model = NBNMissle_A6S 13398 Animation = NBNMissle_A6S.NBNMissle_A6S 13399 AnimationMode = MANUAL 13400 Flags = START_FRAME_LAST 13401 TransitionKey = UP_SNOW 13402 ParticleSysBone = Dust01 BuildingSnowDust 13403 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13404 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13405 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13406 ParticleSysBone = Smoke04 BuildUpSnowSmoke 13407 ParticleSysBone = Smoke05 BuildUpSnowSmoke 13408 End 13409 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13410 Model = NBNMissle_A6SN 13411 Animation = NBNMissle_A6SN.NBNMissle_A6SN 13412 AnimationMode = MANUAL 13413 Flags = START_FRAME_LAST 13414 TransitionKey = UP_SNOWNIGHT 13415 ParticleSysBone = Dust01 BuildingSnowDust 13416 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13417 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13418 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13419 ParticleSysBone = Smoke04 BuildUpSnowSmoke 13420 ParticleSysBone = Smoke05 BuildUpSnowSmoke 13421 End 13422 TransitionState = DOWN_DEFAULT UP_DAY 13423 Model = NBNMissle_A6 13424 Animation = NBNMissle_A6.NBNMissle_A6 13425 AnimationMode = ONCE 13426 AnimationSpeedFactorRange = 1.0 1.0 13427 Flags = START_FRAME_FIRST 13428 End 13429 TransitionState = DOWN_DEFAULT UP_NIGHT 13430 Model = NBNMissle_A6N 13431 Animation = NBNMissle_A6N.NBNMissle_A6N 13432 AnimationMode = ONCE 13433 AnimationSpeedFactorRange = 1.0 1.0 13434 Flags = START_FRAME_FIRST 13435 End 13436 TransitionState = DOWN_DEFAULT UP_SNOW 13437 Model = NBNMissle_A6S 13438 Animation = NBNMissle_A6S.NBNMissle_A6S 13439 AnimationMode = ONCE 13440 AnimationSpeedFactorRange = 1.0 1.0 13441 Flags = START_FRAME_FIRST 13442 End 13443 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13444 Model = NBNMissle_A6SN 13445 Animation = NBNMissle_A6SN.NBNMissle_A6SN 13446 AnimationMode = ONCE 13447 AnimationSpeedFactorRange = 1.0 1.0 13448 Flags = START_FRAME_FIRST 13449 End 13450 TransitionState = UP_DAY DOWN_DEFAULT 13451 Model = NBNMissle_A6 13452 Animation = NBNMissle_A6.NBNMissle_A6 13453 AnimationMode = ONCE_BACKWARDS 13454 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13455 Flags = START_FRAME_LAST 13456 End 13457 TransitionState = UP_NIGHT DOWN_DEFAULT 13458 Model = NBNMissle_A6N 13459 Animation = NBNMissle_A6N.NBNMissle_A6N 13460 AnimationMode = ONCE_BACKWARDS 13461 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13462 Flags = START_FRAME_LAST 13463 End 13464 TransitionState = UP_SNOW DOWN_DEFAULT 13465 Model = NBNMissle_A6S 13466 Animation = NBNMissle_A6S.NBNMissle_A6S 13467 AnimationMode = ONCE_BACKWARDS 13468 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13469 Flags = START_FRAME_LAST 13470 End 13471 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13472 Model = NBNMissle_A6SN 13473 Animation = NBNMissle_A6SN.NBNMissle_A6SN 13474 AnimationMode = ONCE_BACKWARDS 13475 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13476 Flags = START_FRAME_LAST 13477 End 13478 End 13479 13480 ; ------------ being-constructed crane ----------------- 13481 Draw = W3DModelDraw ModuleTag_04 13482 AnimationsRequirePower = No 13483 DefaultConditionState 13484 Model = None 13485 TransitionKey = DOWN_DEFAULT 13486 End 13487 ConditionState = NIGHT 13488 Model = None 13489 TransitionKey = DOWN_DEFAULT 13490 End 13491 ConditionState = SNOW 13492 Model = None 13493 TransitionKey = DOWN_DEFAULT 13494 End 13495 ConditionState = SNOW NIGHT 13496 Model = None 13497 TransitionKey = DOWN_DEFAULT 13498 End 13499 ConditionState = SOLD 13500 Model = NONE 13501 End 13502 13503 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13504 Model = NBNMissle_A5 13505 Animation = NBNMissle_A5.NBNMissle_A5 13506 AnimationMode = LOOP 13507 TransitionKey = UP_DAY 13508 End 13509 13510 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13511 Model = NBNMissle_A5N 13512 Animation = NBNMissle_A5N.NBNMissle_A5N 13513 AnimationMode = LOOP 13514 TransitionKey = UP_NIGHT 13515 End 13516 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13517 Model = NBNMissle_A5S 13518 Animation = NBNMissle_A5S.NBNMissle_A5S 13519 AnimationMode = LOOP 13520 TransitionKey = UP_SNOW 13521 End 13522 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13523 Model = NBNMissle_A5SN 13524 Animation = NBNMissle_A5SN.NBNMissle_A5SN 13525 AnimationMode = LOOP 13526 TransitionKey = UP_SNOWNIGHT 13527 End 13528 TransitionState = DOWN_DEFAULT UP_DAY 13529 Model = NBNMissle_AB 13530 Animation = NBNMissle_AB.NBNMissle_AB 13531 AnimationMode = ONCE 13532 AnimationSpeedFactorRange = 1.0 1.0 13533 Flags = START_FRAME_FIRST 13534 End 13535 13536 TransitionState = DOWN_DEFAULT UP_NIGHT 13537 Model = NBNMissle_ABN 13538 Animation = NBNMissle_ABN.NBNMissle_ABN 13539 AnimationMode = ONCE 13540 AnimationSpeedFactorRange = 1.0 1.0 13541 Flags = START_FRAME_FIRST 13542 End 13543 TransitionState = DOWN_DEFAULT UP_SNOW 13544 Model = NBNMissle_ABS 13545 Animation = NBNMissle_ABS.NBNMissle_ABS 13546 AnimationMode = ONCE 13547 AnimationSpeedFactorRange = 1.0 1.0 13548 Flags = START_FRAME_FIRST 13549 End 13550 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13551 Model = NBNMissle_ABSN 13552 Animation = NBNMissle_ABSN.NBNMissle_ABSN 13553 AnimationMode = ONCE 13554 AnimationSpeedFactorRange = 1.0 1.0 13555 Flags = START_FRAME_FIRST 13556 End 13557 TransitionState = UP_DAY DOWN_DEFAULT 13558 Model = NBNMissle_AB 13559 Animation = NBNMissle_AB.NBNMissle_AB 13560 AnimationMode = ONCE_BACKWARDS 13561 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13562 Flags = START_FRAME_LAST 13563 End 13564 TransitionState = UP_NIGHT DOWN_DEFAULT 13565 Model = NBNMissle_ABN 13566 Animation = NBNMissle_ABN.NBNMissle_ABN 13567 AnimationMode = ONCE_BACKWARDS 13568 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13569 Flags = START_FRAME_LAST 13570 End 13571 TransitionState = UP_SNOW DOWN_DEFAULT 13572 Model = NBNMissle_ABS 13573 Animation = NBNMissle_ABS.NBNMissle_ABS 13574 AnimationMode = ONCE_BACKWARDS 13575 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13576 Flags = START_FRAME_LAST 13577 End 13578 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13579 Model = NBNMissle_ABSN 13580 Animation = NBNMissle_ABSN.NBNMissle_ABSN 13581 AnimationMode = ONCE_BACKWARDS 13582 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13583 Flags = START_FRAME_LAST 13584 End 13585 End 13586 13587 ; Blinking lights 13588 Draw = W3DModelDraw ModuleTag_05 13589 OkToChangeModelColor = Yes 13590 ; day 13591 ConditionState = NONE 13592 Model = NBNMissle_AC 13593 Animation = NONE 13594 End 13595 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13596 Model = NBNMissle_AC 13597 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13598 End 13599 ConditionState = AWAITING_CONSTRUCTION 13600 Model = NONE 13601 End 13602 ConditionState = DOOR_1_OPENING 13603 Model = NBNMissle_AC 13604 Animation = NBNMissle_AC.NBNMissle_AC 13605 AnimationMode = LOOP 13606 Flags = START_FRAME_FIRST 13607 End 13608 ConditionState = DOOR_1_WAITING_OPEN 13609 Model = NBNMissle_AC 13610 Animation = NBNMissle_AC.NBNMissle_AC 13611 AnimationMode = LOOP 13612 Flags = START_FRAME_LAST 13613 End 13614 ConditionState = DOOR_1_WAITING_TO_CLOSE 13615 Model = NBNMissle_AC 13616 Animation = NBNMissle_AC.NBNMissle_AC 13617 AnimationMode = LOOP 13618 Flags = START_FRAME_FIRST 13619 ;WeaponLaunchBone = PRIMARY RockPos 13620 End 13621 ConditionState = DOOR_1_CLOSING 13622 Model = NBNMissle_AC 13623 Animation = NBNMissle_AC.NBNMissle_AC 13624 AnimationMode = LOOP 13625 Flags = START_FRAME_FIRST 13626 End 13627 End 13628 13629 PlacementViewAngle = -135 13630 13631 ; ***DESIGN parameters *** 13632 DisplayName = OBJECT:NuclearMissile 13633 Side = China 13634 EditorSorting = STRUCTURE 13635 Prerequisites 13636 Object = ChinaPropagandaCenter 13637 End 13638 BuildCost = 5000 13639 BuildTime = 60.0 ; in seconds 13640 EnergyProduction = -10 13641 VisionRange = 200.0 ; Shroud clearing distance 13642 ShroudClearingRange = 200 13643 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 13644 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 13645 CommandSet = ChinaNuclearMissileCommandSet 13646 ArmorSet 13647 Conditions = None 13648 Armor = StructureArmorTough 13649 DamageFX = StructureDamageFXNoShake 13650 End 13651 ExperienceValue = 400 400 400 400 ; Experience point value at each level 13652 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 13653 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 13654 13655 ; *** AUDIO Parameters *** 13656 VoiceSelect = NuclearMissileSelect 13657 SoundOnDamaged = BuildingDamagedStateLight 13658 SoundOnReallyDamaged = BuildingDestroy 13659 13660 UnitSpecificSounds 13661 UnderConstruction = UnderConstructionLoop 13662 End 13663 13664 ; *** ENGINEERING Parameters *** 13665 RadarPriority = STRUCTURE 13666 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 13667 Body = StructureBody ModuleTag_06 13668 MaxHealth = 4000.0 13669 InitialHealth = 4000.0 13670 13671 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13672 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13673 SubdualDamageCap = 4200 13674 SubdualDamageHealRate = 500 13675 SubdualDamageHealAmount = 100 13676 End 13677 13678 Behavior = OCLSpecialPower ModuleTag_07 13679 SpecialPowerTemplate = SuperweaponNeutronMissile 13680 OCL = SUPERWEAPON_NeutronMissile 13681 End 13682 Behavior = SpecialPowerCreate ModuleTag_08 13683 ;nothing 13684 End 13685 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 13686 SpecialPowerTemplate = SuperweaponNeutronMissile 13687 DoorOpenTime = 8000 13688 DoorWaitOpenTime = 2000 13689 DoorCloseTime = 8000 13690 13691 ; FXLists to play at transitions: 13692 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 13693 ;DoorOpenFX = FX_ABPowerPlantExplode 13694 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 13695 ;DoorClosingFX = FX_ABPowerPlantExplode 13696 ;DoorClosedFX = FX_ABPowerPlantExplode 13697 13698 ; looping sound to play while open: 13699 DoorOpenIdleAudio = BuildingNeutronMissileHiss 13700 End 13701 13702 Behavior = ProductionUpdate ModuleTag_10 13703 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 13704 End 13705 13706 Behavior = DestroyDie ModuleTag_11 13707 ;Nothing 13708 End 13709 13710 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 13711 DeathWeapon = ChinaPowerPlantDeathWeapon 13712 StartsActive = Yes 13713 End 13714 13715 Behavior = GenerateMinefieldBehavior ModuleTag_13 13716 TriggeredBy = Upgrade_ChinaMines 13717 MineName = ChinaStandardMine 13718 SmartBorder = Yes 13719 AlwaysCircular = Yes 13720 13721 Upgradable = Yes 13722 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 13723 UpgradedMineName = ChinaEMPMine 13724 End 13725 13726 Behavior = FlammableUpdate ModuleTag_14 13727 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13728 AflameDamageAmount = 5 ; taking this much damage... 13729 AflameDamageDelay = 500 ; this often. 13730 End 13731 13732 Behavior = TransitionDamageFX ModuleTag_15 13733 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 13734 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13735 ;--------------------------------------------------------------------------------------- 13736 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13737 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 13738 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 13739 End 13740 13741 Behavior = CreateObjectDie ModuleTag_20 13742 CreationList = OCL_LargeStructureDebris 13743 End 13744 13745 Behavior = FXListDie ModuleTag_21 13746 ExemptStatus = UNDER_CONSTRUCTION 13747 DeathFX = FX_NukeGLA 13748 End 13749 13750 Behavior = CommandSetUpgrade ModuleTag_25 13751 CommandSet = ChinaNuclearMissileCommandSetUpgrade 13752 TriggeredBy = Upgrade_ChinaMines 13753 End 13754 Behavior = ArmorUpgrade ModuleTag_26 13755 TriggeredBy = Upgrade_ChinaEMPMines 13756 End 13757 13758 Geometry = BOX 13759 GeometryMajorRadius = 45.0 13760 GeometryMinorRadius = 55.0 13761 GeometryHeight = 64.0 13762 GeometryIsSmall = No 13763 Shadow = SHADOW_VOLUME 13764 BuildCompletion = PLACED_BY_PLAYER 13765 13766 End 13767 13768 ;------------------------------------------------------------------------------ 13769 13770 Object ChinaSpeakerTower 13771 13772 ; *** ART Parameters *** 13773 SelectPortrait = SNPropSpeaker_L 13774 ButtonImage = SNPropSpeaker 13775 Draw = W3DModelDraw ModuleTag_01 13776 OkToChangeModelColor = Yes 13777 13778 ; day 13779 ConditionState = NONE 13780 Model = NBPTower 13781 Animation = NBPTower.NBPTower 13782 AnimationMode = LOOP 13783 End 13784 ConditionState = DAMAGED 13785 Model = NBPTower_D 13786 Animation = NBPTower_D.NBPTower_D 13787 AnimationMode = LOOP 13788 ParticleSysBone = Smoke01 SmolderingSmoke 13789 End 13790 ConditionState = REALLYDAMAGED RUBBLE 13791 Model = NBPTower_E 13792 Animation = NBPTower_E.NBPTower_E 13793 AnimationMode = LOOP 13794 ParticleSysBone = Smoke01 SmolderingSmoke 13795 ParticleSysBone = Smoke02 SmolderingSmoke 13796 ParticleSysBone = Flame01 SmolderingFire 13797 ParticleSysBone = Flame01 SmolderingFlameCore 13798 ParticleSysBone = Spark01 LiveWireSparks 13799 End 13800 13801 ; day Snow 13802 ConditionState = SNOW 13803 Model = NBPTower_S 13804 Animation = NBPTower_S.NBPTower_S 13805 AnimationMode = LOOP 13806 End 13807 ConditionState = DAMAGED SNOW 13808 Model = NBPTower_DS 13809 Animation = NBPTower_DS.NBPTower_DS 13810 AnimationMode = LOOP 13811 ParticleSysBone = Smoke01 SmolderingSmoke 13812 End 13813 ConditionState = REALLYDAMAGED RUBBLE SNOW 13814 Model = NBPTower_ES 13815 Animation = NBPTower_ES.NBPTower_ES 13816 AnimationMode = LOOP 13817 ParticleSysBone = Smoke01 SmolderingSmoke 13818 ParticleSysBone = Smoke02 SmolderingSmoke 13819 ParticleSysBone = Flame01 SmolderingFire 13820 ParticleSysBone = Flame01 SmolderingFlameCore 13821 ParticleSysBone = Spark01 LiveWireSparks 13822 End 13823 13824 ; night 13825 ConditionState = NIGHT 13826 Model = NBPTower_N 13827 Animation = NBPTower_N.NBPTower_N 13828 AnimationMode = LOOP 13829 End 13830 ConditionState = NIGHT DAMAGED 13831 Model = NBPTower_DN 13832 Animation = NBPTower_DN.NBPTower_DN 13833 AnimationMode = LOOP 13834 End 13835 ConditionState = NIGHT REALLYDAMAGED RUBBLE 13836 Model = NBPTower_EN 13837 Animation = NBPTower_EN.NBPTower_EN 13838 AnimationMode = LOOP 13839 End 13840 13841 13842 ;Snow Night 13843 13844 ConditionState = NIGHT SNOW 13845 Model = NBPTower_NS 13846 Animation = NBPTower_NS.NBPTower_NS 13847 AnimationMode = LOOP 13848 End 13849 13850 ConditionState = NIGHT SNOW DAMAGED 13851 Model = NBPTower_DNS 13852 Animation = NBPTower_DNS.NBPTower_DNS 13853 AnimationMode = LOOP 13854 End 13855 13856 ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 13857 Model = NBPTower_ENS 13858 Animation = NBPTower_ENS.NBPTower_ENS 13859 AnimationMode = LOOP 13860 End 13861 13862 ;************************************************************************************************************************** 13863 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13864 ;for this draw module 13865 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13866 Model = NBPTower 13867 Animation = NBPTower.NBPTower 13868 AnimationMode = LOOP 13869 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13870 End 13871 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13872 Model = NBPTower_D 13873 Animation = NBPTower_D.NBPTower_D 13874 AnimationMode = LOOP 13875 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13876 End 13877 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13878 Model = NBPTower_E 13879 Animation = NBPTower_E.NBPTower_E 13880 AnimationMode = LOOP 13881 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13882 End 13883 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13884 Model = NBPTower_N 13885 Animation = NBPTower_N.NBPTower_N 13886 AnimationMode = LOOP 13887 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13888 End 13889 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13890 Model = NBPTower_DN 13891 Animation = NBPTower_DN.NBPTower_DN 13892 AnimationMode = LOOP 13893 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13894 End 13895 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13896 Model = NBPTower_EN 13897 Animation = NBPTower_EN.NBPTower_EN 13898 AnimationMode = LOOP 13899 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13900 End 13901 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13902 Model = NBPTower_S 13903 Animation = NBPTower_S.NBPTower_S 13904 AnimationMode = LOOP 13905 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13906 End 13907 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13908 Model = NBPTower_DS 13909 Animation = NBPTower_DS.NBPTower_DS 13910 AnimationMode = LOOP 13911 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13912 End 13913 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13914 Model = NBPTower_ES 13915 Animation = NBPTower_ES.NBPTower_ES 13916 AnimationMode = LOOP 13917 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13918 End 13919 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13920 Model = NBPTower_NS 13921 Animation = NBPTower_NS.NBPTower_NS 13922 AnimationMode = LOOP 13923 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13924 End 13925 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13926 Model = NBPTower_DNS 13927 Animation = NBPTower_DNS.NBPTower_DNS 13928 AnimationMode = LOOP 13929 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13930 End 13931 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13932 Model = NBPTower_ENS 13933 Animation = NBPTower_ENS.NBPTower_ENS 13934 AnimationMode = LOOP 13935 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13936 End 13937 13938 ConditionState = AWAITING_CONSTRUCTION 13939 Model = NONE 13940 End 13941 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13942 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13943 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13944 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13945 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13946 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13947 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13948 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13949 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13950 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13951 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13952 AliasConditionState = SOLD 13953 AliasConditionState = SOLD DAMAGED 13954 AliasConditionState = SOLD REALLYDAMAGED 13955 AliasConditionState = SOLD NIGHT 13956 AliasConditionState = SOLD NIGHT DAMAGED 13957 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13958 AliasConditionState = SOLD SNOW 13959 AliasConditionState = SOLD SNOW DAMAGED 13960 AliasConditionState = SOLD SNOW REALLYDAMAGED 13961 AliasConditionState = SOLD NIGHT SNOW 13962 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13963 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13964 ;************************************************************************************************************************** 13965 13966 13967 End 13968 13969 ; ------------ construction-zone fence ----------------- 13970 Draw = W3DModelDraw ModuleTag_02 13971 AnimationsRequirePower = No 13972 DefaultConditionState 13973 Model = None 13974 TransitionKey = DOWN_DEFAULT 13975 End 13976 ConditionState = NIGHT 13977 Model = None 13978 TransitionKey = DOWN_DEFAULT 13979 End 13980 ConditionState = SNOW 13981 Model = None 13982 TransitionKey = DOWN_DEFAULT 13983 End 13984 ConditionState = SNOW NIGHT 13985 Model = None 13986 TransitionKey = DOWN_DEFAULT 13987 End 13988 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13989 Model = NBPTower_A4 13990 Animation = NBPTower_A4.NBPTower_A4 13991 AnimationMode = MANUAL 13992 Flags = START_FRAME_LAST 13993 TransitionKey = UP_DAY 13994 End 13995 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13996 Model = NBPTower_A4N 13997 Animation = NBPTower_A4N.NBPTower_A4N 13998 AnimationMode = MANUAL 13999 Flags = START_FRAME_LAST 14000 TransitionKey = UP_NIGHT 14001 End 14002 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14003 Model = NBPTower_A4S 14004 Animation = NBPTower_A4S.NBPTower_A4S 14005 AnimationMode = MANUAL 14006 Flags = START_FRAME_LAST 14007 TransitionKey = UP_SNOW 14008 End 14009 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14010 Model = NBPTower_A4SN 14011 Animation = NBPTower_A4SN.NBPTower_A4SN 14012 AnimationMode = MANUAL 14013 Flags = START_FRAME_LAST 14014 TransitionKey = UP_SNOWNIGHT 14015 End 14016 TransitionState = DOWN_DEFAULT UP_DAY 14017 Model = NBPTower_A4 14018 Animation = NBPTower_A4.NBPTower_A4 14019 AnimationMode = ONCE 14020 AnimationSpeedFactorRange = 1.0 1.0 14021 Flags = START_FRAME_FIRST 14022 End 14023 TransitionState = DOWN_DEFAULT UP_NIGHT 14024 Model = NBPTower_A4N 14025 Animation = NBPTower_A4N.NBPTower_A4N 14026 AnimationMode = ONCE 14027 AnimationSpeedFactorRange = 1.0 1.0 14028 Flags = START_FRAME_FIRST 14029 End 14030 TransitionState = DOWN_DEFAULT UP_SNOW 14031 Model = NBPTower_A4S 14032 Animation = NBPTower_A4S.NBPTower_A4S 14033 AnimationMode = ONCE 14034 AnimationSpeedFactorRange = 1.0 1.0 14035 Flags = START_FRAME_FIRST 14036 End 14037 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14038 Model = NBPTower_A4SN 14039 Animation = NBPTower_A4SN.NBPTower_A4SN 14040 AnimationMode = ONCE 14041 AnimationSpeedFactorRange = 1.0 1.0 14042 Flags = START_FRAME_FIRST 14043 End 14044 TransitionState = UP_DAY DOWN_DEFAULT 14045 Model = NBPTower_A4 14046 Animation = NBPTower_A4.NBPTower_A4 14047 AnimationMode = ONCE_BACKWARDS 14048 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14049 Flags = START_FRAME_LAST 14050 End 14051 TransitionState = UP_NIGHT DOWN_DEFAULT 14052 Model = NBPTower_A4N 14053 Animation = NBPTower_A4N.NBPTower_A4N 14054 AnimationMode = ONCE_BACKWARDS 14055 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14056 Flags = START_FRAME_LAST 14057 End 14058 TransitionState = UP_SNOW DOWN_DEFAULT 14059 Model = NBPTower_A4S 14060 Animation = NBPTower_A4S.NBPTower_A4S 14061 AnimationMode = ONCE_BACKWARDS 14062 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14063 Flags = START_FRAME_LAST 14064 End 14065 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14066 Model = NBPTower_A4SN 14067 Animation = NBPTower_A4SN.NBPTower_A4SN 14068 AnimationMode = ONCE_BACKWARDS 14069 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14070 Flags = START_FRAME_LAST 14071 End 14072 End 14073 14074 ; ------------ under-construction scaffolding ----------------- 14075 Draw = W3DModelDraw ModuleTag_03 14076 AnimationsRequirePower = No 14077 MinLODRequired = MEDIUM 14078 DefaultConditionState 14079 Model = None 14080 TransitionKey = DOWN_DEFAULT 14081 End 14082 ConditionState = NIGHT 14083 Model = None 14084 TransitionKey = DOWN_DEFAULT 14085 End 14086 ConditionState = SNOW 14087 Model = None 14088 TransitionKey = DOWN_DEFAULT 14089 End 14090 ConditionState = SNOW NIGHT 14091 Model = None 14092 TransitionKey = DOWN_DEFAULT 14093 End 14094 ConditionState = PARTIALLY_CONSTRUCTED 14095 Model = NBPTower_A6 14096 Animation = NBPTower_A6.NBPTower_A6 14097 AnimationMode = MANUAL 14098 Flags = START_FRAME_LAST 14099 TransitionKey = UP_DAY 14100 End 14101 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14102 Model = NBPTower_A6N 14103 Animation = NBPTower_A6N.NBPTower_A6N 14104 AnimationMode = MANUAL 14105 Flags = START_FRAME_LAST 14106 TransitionKey = UP_NIGHT 14107 End 14108 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14109 Model = NBPTower_A6S 14110 Animation = NBPTower_A6S.NBPTower_A6S 14111 AnimationMode = MANUAL 14112 Flags = START_FRAME_LAST 14113 TransitionKey = UP_SNOW 14114 End 14115 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14116 Model = NBPTower_A6SN 14117 Animation = NBPTower_A6SN.NBPTower_A6SN 14118 AnimationMode = MANUAL 14119 Flags = START_FRAME_LAST 14120 TransitionKey = UP_SNOWNIGHT 14121 End 14122 TransitionState = DOWN_DEFAULT UP_DAY 14123 Model = NBPTower_A6 14124 Animation = NBPTower_A6.NBPTower_A6 14125 AnimationMode = ONCE 14126 AnimationSpeedFactorRange = 1.0 1.0 14127 Flags = START_FRAME_FIRST 14128 End 14129 TransitionState = DOWN_DEFAULT UP_NIGHT 14130 Model = NBPTower_A6N 14131 Animation = NBPTower_A6N.NBPTower_A6N 14132 AnimationMode = ONCE 14133 14134 AnimationSpeedFactorRange = 1.0 1.0 14135 Flags = START_FRAME_FIRST 14136 End 14137 TransitionState = DOWN_DEFAULT UP_SNOW 14138 Model = NBPTower_A6S 14139 Animation = NBPTower_A6S.NBPTower_A6S 14140 AnimationMode = ONCE 14141 AnimationSpeedFactorRange = 1.0 1.0 14142 Flags = START_FRAME_FIRST 14143 End 14144 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14145 Model = NBPTower_A6SN 14146 Animation = NBPTower_A6SN.NBPTower_A6SN 14147 AnimationMode = ONCE 14148 AnimationSpeedFactorRange = 1.0 1.0 14149 Flags = START_FRAME_FIRST 14150 End 14151 TransitionState = UP_DAY DOWN_DEFAULT 14152 Model = NBPTower_A6 14153 Animation = NBPTower_A6.NBPTower_A6 14154 AnimationMode = ONCE_BACKWARDS 14155 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14156 Flags = START_FRAME_LAST 14157 End 14158 TransitionState = UP_NIGHT DOWN_DEFAULT 14159 Model = NBPTower_A6N 14160 Animation = NBPTower_A6N.NBPTower_A6N 14161 AnimationMode = ONCE_BACKWARDS 14162 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14163 Flags = START_FRAME_LAST 14164 End 14165 TransitionState = UP_SNOW DOWN_DEFAULT 14166 Model = NBPTower_A6S 14167 Animation = NBPTower_A6S.NBPTower_A6S 14168 AnimationMode = ONCE_BACKWARDS 14169 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14170 Flags = START_FRAME_LAST 14171 End 14172 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14173 Model = NBPTower_A6SN 14174 Animation = NBPTower_A6SN.NBPTower_A6SN 14175 AnimationMode = ONCE_BACKWARDS 14176 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14177 Flags = START_FRAME_LAST 14178 End 14179 End 14180 14181 ; ------------ being-constructed crane ----------------- 14182 Draw = W3DModelDraw ModuleTag_04 14183 AnimationsRequirePower = No 14184 DefaultConditionState 14185 Model = None 14186 TransitionKey = DOWN_DEFAULT 14187 End 14188 ConditionState = NIGHT 14189 Model = None 14190 TransitionKey = DOWN_DEFAULT 14191 End 14192 ConditionState = SNOW 14193 Model = None 14194 TransitionKey = DOWN_DEFAULT 14195 End 14196 ConditionState = SNOW NIGHT 14197 Model = None 14198 TransitionKey = DOWN_DEFAULT 14199 End 14200 ConditionState = SOLD 14201 Model = NONE 14202 End 14203 14204 ConditionState = ACTIVELY_BEING_CONSTRUCTED 14205 Model = NBPTower_A5 14206 Animation = NBPTower_A5.NBPTower_A5 14207 AnimationMode = LOOP 14208 TransitionKey = UP_DAY 14209 End 14210 14211 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 14212 Model = NBPTower_A5N 14213 Animation = NBPTower_A5N.NBPTower_A5N 14214 AnimationMode = LOOP 14215 TransitionKey = UP_NIGHT 14216 End 14217 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 14218 Model = NBPTower_A5S 14219 Animation = NBPTower_A5S.NBPTower_A5S 14220 AnimationMode = LOOP 14221 TransitionKey = UP_SNOW 14222 End 14223 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 14224 Model = NBPTower_A5SN 14225 Animation = NBPTower_A5SN.NBPTower_A5SN 14226 AnimationMode = LOOP 14227 TransitionKey = UP_SNOWNIGHT 14228 End 14229 TransitionState = DOWN_DEFAULT UP_DAY 14230 Model = NBPTower_AB 14231 Animation = NBPTower_AB.NBPTower_AB 14232 AnimationMode = ONCE 14233 AnimationSpeedFactorRange = 1.0 1.0 14234 Flags = START_FRAME_FIRST 14235 End 14236 14237 TransitionState = DOWN_DEFAULT UP_NIGHT 14238 Model = NBPTower_ABN 14239 Animation = NBPTower_ABN.NBPTower_ABN 14240 AnimationMode = ONCE 14241 AnimationSpeedFactorRange = 1.0 1.0 14242 Flags = START_FRAME_FIRST 14243 End 14244 TransitionState = DOWN_DEFAULT UP_SNOW 14245 Model = NBPTower_ABS 14246 Animation = NBPTower_ABS.NBPTower_ABS 14247 AnimationMode = ONCE 14248 AnimationSpeedFactorRange = 1.0 1.0 14249 Flags = START_FRAME_FIRST 14250 End 14251 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14252 Model = NBPTower_ABSN 14253 Animation = NBPTower_ABSN.NBPTower_ABSN 14254 AnimationMode = ONCE 14255 AnimationSpeedFactorRange = 1.0 1.0 14256 Flags = START_FRAME_FIRST 14257 End 14258 TransitionState = UP_DAY DOWN_DEFAULT 14259 Model = NBPTower_AB 14260 Animation = NBPTower_AB.NBPTower_AB 14261 AnimationMode = ONCE_BACKWARDS 14262 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14263 Flags = START_FRAME_LAST 14264 End 14265 TransitionState = UP_NIGHT DOWN_DEFAULT 14266 Model = NBPTower_ABN 14267 Animation = NBPTower_ABN.NBPTower_ABN 14268 AnimationMode = ONCE_BACKWARDS 14269 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14270 Flags = START_FRAME_LAST 14271 End 14272 TransitionState = UP_SNOW DOWN_DEFAULT 14273 Model = NBPTower_ABS 14274 Animation = NBPTower_ABS.NBPTower_ABS 14275 AnimationMode = ONCE_BACKWARDS 14276 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14277 Flags = START_FRAME_LAST 14278 End 14279 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14280 Model = NBPTower_ABSN 14281 Animation = NBPTower_ABSN.NBPTower_ABSN 14282 AnimationMode = ONCE_BACKWARDS 14283 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14284 Flags = START_FRAME_LAST 14285 End 14286 End 14287 14288 PlacementViewAngle = -45 14289 14290 ; ***DESIGN parameters *** 14291 DisplayName = OBJECT:SpeakerTower 14292 Side = China 14293 EditorSorting = STRUCTURE 14294 BuildCost = 500 14295 BuildTime = 10.0 ; in seconds 14296 EnergyProduction = -1 14297 VisionRange = 200.0 ; Shroud clearing distance 14298 ShroudClearingRange = 200 14299 ArmorSet 14300 Conditions = None 14301 Armor = StructureArmor 14302 DamageFX = StructureDamageFXNoShake 14303 End 14304 Prerequisites 14305 Object = ChinaPropagandaCenter 14306 End 14307 CommandSet = ChinaSpeakerTowerCommandSet 14308 ExperienceValue = 50 50 50 50 ; Experience point value at each level 14309 14310 ; *** AUDIO Parameters *** 14311 VoiceSelect = SpeakerTowerSelect 14312 SoundOnDamaged = BuildingDamagedStateLight 14313 SoundOnReallyDamaged = BuildingDestroy 14314 14315 UnitSpecificSounds 14316 UnderConstruction = UnderConstructionLoop 14317 End 14318 14319 ; *** ENGINEERING Parameters *** 14320 RadarPriority = STRUCTURE 14321 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 14322 14323 Body = StructureBody ModuleTag_05 14324 MaxHealth = 300.0 14325 InitialHealth = 300.0 14326 14327 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14328 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14329 SubdualDamageCap = 500 14330 SubdualDamageHealRate = 500 14331 SubdualDamageHealAmount = 100 14332 End 14333 Behavior = PropagandaTowerBehavior ModuleTag_06 14334 Radius = 150.0 14335 DelayBetweenUpdates = 2000 ; in milliseconds 14336 HealPercentEachSecond = 2% ; get this % of max health every second 14337 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 14338 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 14339 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 14340 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 14341 End 14342 Behavior = DestroyDie ModuleTag_07 14343 ;<NO DATA> 14344 End 14345 Behavior = CreateObjectDie ModuleTag_08 14346 CreationList = OCL_ABPowerPlantExplode 14347 End 14348 Behavior = FXListDie ModuleTag_09 14349 DeathFX = FX_StructureTinyDeath 14350 End 14351 Behavior = ProductionUpdate ModuleTag_10 14352 ;<NO DATA> But is required if we have any Object-level Upgrades! 14353 End 14354 14355 Behavior = GenerateMinefieldBehavior ModuleTag_11 14356 TriggeredBy = Upgrade_ChinaMines 14357 MineName = ChinaStandardMine 14358 SmartBorder = Yes 14359 AlwaysCircular = Yes 14360 14361 Upgradable = Yes 14362 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 14363 UpgradedMineName = ChinaEMPMine 14364 End 14365 14366 Behavior = FlammableUpdate ModuleTag_13 14367 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14368 AflameDamageAmount = 5 ; taking this much damage... 14369 AflameDamageDelay = 500 ; this often. 14370 End 14371 14372 Behavior = TransitionDamageFX ModuleTag_14 14373 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 14374 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 14375 ;--------------------------------------------------------------------------------------- 14376 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 14377 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 14378 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 14379 End 14380 14381 Behavior = CommandSetUpgrade ModuleTag_25 14382 CommandSet = ChinaSpeakerTowerCommandSetUpgrade 14383 TriggeredBy = Upgrade_ChinaMines 14384 End 14385 Behavior = ArmorUpgrade ModuleTag_26 14386 TriggeredBy = Upgrade_ChinaEMPMines 14387 End 14388 14389 Geometry = BOX 14390 GeometryMajorRadius = 6.0 14391 GeometryMinorRadius = 6.0 14392 GeometryHeight = 51.0 14393 GeometryIsSmall = No 14394 Shadow = SHADOW_VOLUME 14395 BuildCompletion = PLACED_BY_PLAYER 14396 14397 End 14398 14399 ;------------------------------------------------------------------------------ 14400 ;GLA Demo Trap 14401 14402 Object GLADemoTrap 14403 14404 ; *** ART Parameters *** 14405 SelectPortrait = SSHideBomb 14406 ButtonImage = SSHideBomb 14407 Draw = W3DModelDraw ModuleTag_01 14408 OkToChangeModelColor = Yes 14409 DefaultConditionState 14410 Model = EXHideBomb 14411 End 14412 AliasConditionState = DAMAGED 14413 AliasConditionState = REALLYDAMAGED 14414 AliasConditionState = RUBBLE 14415 AliasConditionState = NIGHT 14416 AliasConditionState = SNOW 14417 AliasConditionState = NIGHT SNOW 14418 AliasConditionState = NIGHT DAMAGED 14419 AliasConditionState = SNOW DAMAGED 14420 AliasConditionState = NIGHT SNOW DAMAGED 14421 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 14422 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 14423 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 14424 14425 ;************************************************************************************************************************** 14426 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14427 ;for this draw module 14428 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14429 Model = EXHideBomb 14430 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14431 End 14432 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14433 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14434 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14435 14436 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14437 Model = EXHideBomb 14438 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14439 End 14440 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 14441 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 14442 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 14443 14444 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14445 Model = EXHideBomb 14446 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14447 End 14448 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 14449 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 14450 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 14451 14452 ConditionState = AWAITING_CONSTRUCTION 14453 Model = NONE 14454 End 14455 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14456 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14457 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14458 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14459 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14460 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14461 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14462 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14463 AliasConditionState = SOLD DAMAGED 14464 AliasConditionState = SOLD REALLYDAMAGED 14465 AliasConditionState = SOLD NIGHT 14466 AliasConditionState = SOLD NIGHT DAMAGED 14467 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14468 AliasConditionState = SOLD NIGHT SNOW 14469 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14470 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14471 ;************************************************************************************************************************** 14472 14473 14474 End 14475 PlacementViewAngle = -45 14476 14477 ; ***DESIGN parameters *** 14478 DisplayName = OBJECT:DemoTrap 14479 Side = GLA 14480 EditorSorting = STRUCTURE 14481 Prerequisites 14482 Object = GLAArmsDealer 14483 End 14484 BuildCost = 400 14485 BuildTime = 5.0 ; in seconds 14486 EnergyProduction = 0 14487 VisionRange = 150.0 ; Shroud clearing distance 14488 ShroudClearingRange = 150.0 ; Shroud clearing distance 14489 ExperienceValue = 50 50 50 50 ; Experience point value at each level 14490 14491 WeaponSet 14492 ;The weapon set is used to determine detonation mode 14493 Conditions = None 14494 Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate) 14495 Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate) 14496 Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate) 14497 AutoChooseSources = PRIMARY NONE 14498 AutoChooseSources = SECONDARY NONE 14499 AutoChooseSources = TERTIARY NONE 14500 End 14501 ArmorSet 14502 Conditions = None 14503 Armor = StructureArmor 14504 DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent 14505 End 14506 14507 CommandSet = = GLADemoTrapCommandSet 14508 14509 ; *** AUDIO Parameters *** 14510 VoiceSelect = UndergroundGeneratorSelect 14511 SoundOnDamaged = NoSound 14512 SoundOnReallyDamaged = NoSound 14513 14514 UnitSpecificSounds 14515 UnderConstruction = UnderConstructionLoop 14516 End 14517 14518 ; *** ENGINEERING Parameters *** 14519 RadarPriority = STRUCTURE 14520 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE DEMOTRAP 14521 Body = StructureBody ModuleTag_02 14522 MaxHealth = 100.0 14523 InitialHealth = 100.0 14524 End 14525 14526 Behavior = StealthUpdate ModuleTag_03 14527 StealthDelay = 0 ; msec 14528 StealthForbiddenConditions = NONE 14529 FriendlyOpacityMin = 100.0% 14530 OrderIdleEnemiesToAttackMeUponReveal = Yes 14531 End 14532 14533 Behavior = DemoTrapUpdate ModuleTag_04 14534 DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual. 14535 DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates. 14536 ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon) 14537 ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon) 14538 TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground) 14539 IgnoreTargetTypes = PROJECTILE UNATTACKABLE 14540 AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech 14541 ; DetonationWeapon = DemoTrapDetonationWeapon 14542 DetonateWhenKilled = Yes 14543 End 14544 14545 Behavior = SlowDeathBehavior ModuleTag_05 14546 ExemptStatus = UNDER_CONSTRUCTION 14547 DestructionDelay = 1000 14548 FX = INITIAL FX_GLADemoTrapWarning 14549 Weapon = FINAL DemoTrapDetonationWeapon 14550 End 14551 14552 Behavior = FlammableUpdate ModuleTag_07 14553 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14554 AflameDamageAmount = 5 ; taking this much damage... 14555 AflameDamageDelay = 500 ; this often. 14556 End 14557 14558 Behavior = InstantDeathBehavior ModuleTag_08 14559 ; if we are under construction, use this death instead 14560 RequiredStatus = UNDER_CONSTRUCTION 14561 ; no effect 14562 End 14563 14564 BuildCompletion = PLACED_BY_PLAYER 14565 14566 Shadow = SHADOW_VOLUME 14567 Geometry = CYLINDER 14568 GeometryMajorRadius = 4.0 14569 GeometryHeight = 9 14570 GeometryIsSmall = Yes 14571 14572 End 14573 14574 ;------------------------------------------------------------------------------ 14575 ObjectReskin GLAHoleDemoTrap GLAHole 14576 Draw = W3DModelDraw ModuleTag_01 14577 OkToChangeModelColor = Yes 14578 ConditionState = NONE 14579 Model = UBHole 14580 End 14581 ConditionState = DAMAGED 14582 Model = UBHole_D 14583 ParticleSysBone = Smoke01 SteamVent 14584 End 14585 ConditionState = REALLYDAMAGED 14586 Model = UBHole_E 14587 ParticleSysBone = Smoke01 SteamVent 14588 ParticleSysBone = Smoke02 SteamVent 14589 ParticleSysBone = Fire01 GLAPowerPlantFlame 14590 ParticleSysBone = Fire02 GLAPowerPlantFlame 14591 ParticleSysBone = Fire03 GLAPowerPlantFlame 14592 End 14593 End 14594 ;Remove comments for this section and replace the model entries for the 14595 ;pristine, and damage/reallydamaged rubble around the GLA hole below 14596 ; Draw = W3DModelDraw 14597 ; OkToChangeModelColor = Yes 14598 ; ConditionState = NONE 14599 ; Model = UBSupply_R 14600 ; End 14601 ; ConditionState = DAMAGED REALLYDAMAGED 14602 ; Model = UBSupply_R 14603 ; End 14604 ; End 14605 End 14606 14607 ; ----------------------------------------------------------------------------- 14608 Object GLAPowerPlantWindmillBlade 14609 14610 ; *** ART Parameters *** 14611 Draw = W3DModelDraw ModuleTag_01 14612 OkToChangeModelColor = Yes 14613 14614 ConditionState = NONE 14615 Model = UBPwrPlant_D1 14616 End 14617 End 14618 14619 ; ***DESIGN parameters *** 14620 ; DisplayName = OBJECT:RocketBuggyDebris 14621 14622 EditorSorting = DEBRIS 14623 KindOf = IMMOBILE 14624 Side = GLA 14625 14626 ; *** AUDIO Parameters *** 14627 ; *** ENGINEERING Parameters *** 14628 ; RadarPriority = UNIT 14629 ; KindOf = PRELOAD CAN_CAST_REFLECTIONS 14630 14631 Body = ActiveBody ModuleTag_02 14632 MaxHealth = 1.0 14633 InitialHealth = 1.0 14634 End 14635 14636 Behavior = PhysicsBehavior ModuleTag_03 14637 Mass = 50 14638 AllowBouncing = Yes 14639 End 14640 14641 Behavior = LifetimeUpdate ModuleTag_04 14642 MinLifetime = 10000 ; min lifetime in msec 14643 MaxLifetime = 15000 ; max lifetime in msec 14644 End 14645 14646 Behavior = SlowDeathBehavior ModuleTag_05 14647 SinkDelay = 1000 14648 SinkRate = 1 ; in Dist/Sec 14649 DestructionDelay = 2000 14650 End 14651 14652 Geometry = BOX 14653 GeometryMajorRadius = 9.0 14654 GeometryMinorRadius = 6.0 14655 GeometryHeight = 7.5 14656 GeometryIsSmall = Yes 14657 14658 End 14659 14660 ; ----------------------------------------------------------------------------- 14661 Object GLATunnelNetwork 14662 14663 ; *** ART Parameters *** 14664 SelectPortrait = SUTunnel_L 14665 ButtonImage = SUTunnel 14666 14667 UpgradeCameo1 = Upgrade_GLACamoNetting 14668 ;UpgradeCameo2 = NONE 14669 ;UpgradeCameo3 = NONE 14670 ;UpgradeCameo4 = NONE 14671 ;UpgradeCameo5 = NONE 14672 14673 Draw = W3DModelDraw ModuleTag_01 14674 OkToChangeModelColor = Yes 14675 14676 DefaultConditionState 14677 Model = UBUndTunn 14678 Turret = Turret01 14679 WeaponFireFXBone = PRIMARY BarrelMS 14680 WeaponMuzzleFlash = PRIMARY BarrelFX 14681 End 14682 ConditionState = DAMAGED 14683 Model = UBUndTunn_D 14684 End 14685 ConditionState = REALLYDAMAGED RUBBLE 14686 Model = UBUndTunn_E 14687 ParticleSysBone = Steam01 SteamVent 14688 End 14689 14690 14691 ConditionState = SNOW 14692 Model = UBUndTunn_S 14693 End 14694 ConditionState = DAMAGED SNOW 14695 Model = UBUndTunn_DS 14696 End 14697 ConditionState = REALLYDAMAGED RUBBLE SNOW 14698 Model = UBUndTunn_ES 14699 ParticleSysBone = Steam01 SteamVent 14700 End 14701 14702 14703 14704 14705 ConditionState = NIGHT 14706 Model = UBUndTunn_N 14707 End 14708 ConditionState = DAMAGED NIGHT 14709 Model = UBUndTunn_DN 14710 End 14711 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14712 Model = UBUndTunn_EN 14713 ParticleSysBone = Steam01 SteamVent 14714 End 14715 14716 14717 ConditionState = SNOW NIGHT 14718 Model = UBUndTunn_NS 14719 End 14720 ConditionState = DAMAGED SNOW NIGHT 14721 Model = UBUndTunn_DNS 14722 End 14723 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 14724 Model = UBUndTunn_ENS 14725 ParticleSysBone = Steam01 SteamVent 14726 End 14727 14728 ;************************************************************************************************************************** 14729 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14730 ;for this draw module 14731 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14732 Model = UBUndTunn 14733 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14734 End 14735 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14736 Model = UBUndTunn_D 14737 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14738 End 14739 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14740 Model = UBUndTunn_E 14741 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14742 End 14743 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14744 Model = UBUndTunn_N 14745 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14746 End 14747 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14748 Model = UBUndTunn_DN 14749 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14750 End 14751 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14752 Model = UBUndTunn_EN 14753 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14754 End 14755 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14756 Model = UBUndTunn_S 14757 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14758 End 14759 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14760 Model = UBUndTunn_DS 14761 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14762 End 14763 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14764 Model = UBUndTunn_ES 14765 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14766 End 14767 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14768 Model = UBUndTunn_NS 14769 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14770 End 14771 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14772 Model = UBUndTunn_DNS 14773 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14774 End 14775 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14776 Model = UBUndTunn_ENS 14777 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14778 End 14779 14780 ConditionState = AWAITING_CONSTRUCTION 14781 Model = NONE 14782 End 14783 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14784 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14785 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14786 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14787 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14788 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14789 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14790 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14791 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14792 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14793 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14794 AliasConditionState = SOLD 14795 AliasConditionState = SOLD DAMAGED 14796 AliasConditionState = SOLD REALLYDAMAGED 14797 AliasConditionState = SOLD NIGHT 14798 AliasConditionState = SOLD NIGHT DAMAGED 14799 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14800 AliasConditionState = SOLD SNOW 14801 AliasConditionState = SOLD SNOW DAMAGED 14802 AliasConditionState = SOLD SNOW REALLYDAMAGED 14803 AliasConditionState = SOLD NIGHT SNOW 14804 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14805 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14806 ;************************************************************************************************************************** 14807 14808 End 14809 14810 ; ------------ construction-zone fence ----------------- 14811 Draw = W3DModelDraw ModuleTag_02 14812 AnimationsRequirePower = No 14813 DefaultConditionState 14814 Model = None 14815 TransitionKey = DOWN_DEFAULT 14816 End 14817 ConditionState = NIGHT 14818 Model = None 14819 TransitionKey = DOWN_DEFAULT 14820 End 14821 ConditionState = SNOW 14822 Model = None 14823 TransitionKey = DOWN_DEFAULT 14824 End 14825 ConditionState = SNOW NIGHT 14826 Model = None 14827 TransitionKey = DOWN_DEFAULT 14828 End 14829 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14830 Model = UBUndTunn_A4 14831 Animation = UBUndTunn_A4.UBUndTunn_A4 14832 AnimationMode = MANUAL 14833 Flags = START_FRAME_LAST 14834 TransitionKey = UP_DAY 14835 End 14836 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14837 Model = UBUndTunn_A4N 14838 Animation = UBUndTunn_A4N.UBUndTunn_A4N 14839 AnimationMode = MANUAL 14840 Flags = START_FRAME_LAST 14841 TransitionKey = UP_NIGHT 14842 End 14843 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14844 Model = UBUndTunn_A4S 14845 Animation = UBUndTunn_A4S.UBUndTunn_A4S 14846 AnimationMode = MANUAL 14847 Flags = START_FRAME_LAST 14848 TransitionKey = UP_SNOW 14849 End 14850 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14851 Model = UBUndTunn_A4SN 14852 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 14853 AnimationMode = MANUAL 14854 Flags = START_FRAME_LAST 14855 TransitionKey = UP_SNOWNIGHT 14856 End 14857 TransitionState = DOWN_DEFAULT UP_DAY 14858 Model = UBUndTunn_A4 14859 Animation = UBUndTunn_A4.UBUndTunn_A4 14860 AnimationMode = ONCE 14861 AnimationSpeedFactorRange = 1.0 1.0 14862 Flags = START_FRAME_FIRST 14863 End 14864 TransitionState = DOWN_DEFAULT UP_NIGHT 14865 Model = UBUndTunn_A4N 14866 Animation = UBUndTunn_A4N.UBUndTunn_A4N 14867 AnimationMode = ONCE 14868 AnimationSpeedFactorRange = 1.0 1.0 14869 Flags = START_FRAME_FIRST 14870 End 14871 TransitionState = DOWN_DEFAULT UP_SNOW 14872 Model = UBUndTunn_A4S 14873 Animation = UBUndTunn_A4S.UBUndTunn_A4S 14874 AnimationMode = ONCE 14875 AnimationSpeedFactorRange = 1.0 1.0 14876 Flags = START_FRAME_FIRST 14877 End 14878 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14879 Model = UBUndTunn_A4SN 14880 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 14881 AnimationMode = ONCE 14882 AnimationSpeedFactorRange = 1.0 1.0 14883 Flags = START_FRAME_FIRST 14884 End 14885 TransitionState = UP_DAY DOWN_DEFAULT 14886 Model = UBUndTunn_A4 14887 Animation = UBUndTunn_A4.UBUndTunn_A4 14888 AnimationMode = ONCE_BACKWARDS 14889 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14890 Flags = START_FRAME_LAST 14891 End 14892 TransitionState = UP_NIGHT DOWN_DEFAULT 14893 Model = UBUndTunn_A4N 14894 Animation = UBUndTunn_A4N.UBUndTunn_A4N 14895 AnimationMode = ONCE_BACKWARDS 14896 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14897 Flags = START_FRAME_LAST 14898 End 14899 TransitionState = UP_SNOW DOWN_DEFAULT 14900 Model = UBUndTunn_A4S 14901 Animation = UBUndTunn_A4S.UBUndTunn_A4S 14902 AnimationMode = ONCE_BACKWARDS 14903 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14904 Flags = START_FRAME_LAST 14905 End 14906 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14907 Model = UBUndTunn_A4SN 14908 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 14909 AnimationMode = ONCE_BACKWARDS 14910 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14911 Flags = START_FRAME_LAST 14912 End 14913 End 14914 14915 ; ------------ under-construction scaffolding ----------------- 14916 Draw = W3DModelDraw ModuleTag_03 14917 AnimationsRequirePower = No 14918 DefaultConditionState 14919 Model = None 14920 TransitionKey = DOWN_DEFAULT 14921 End 14922 ConditionState = NIGHT 14923 Model = None 14924 TransitionKey = DOWN_DEFAULT 14925 End 14926 ConditionState = SNOW 14927 Model = None 14928 TransitionKey = DOWN_DEFAULT 14929 End 14930 ConditionState = SNOW NIGHT 14931 Model = None 14932 TransitionKey = DOWN_DEFAULT 14933 End 14934 ConditionState = PARTIALLY_CONSTRUCTED 14935 Model = UBUndTunn_A6 14936 Animation = UBUndTunn_A6.UBUndTunn_A6 14937 AnimationMode = MANUAL 14938 Flags = START_FRAME_LAST 14939 TransitionKey = UP_DAY 14940 End 14941 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14942 Model = UBUndTunn_A6N 14943 Animation = UBUndTunn_A6N.UBUndTunn_A6N 14944 AnimationMode = MANUAL 14945 Flags = START_FRAME_LAST 14946 TransitionKey = UP_NIGHT 14947 End 14948 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14949 Model = UBUndTunn_A6S 14950 Animation = UBUndTunn_A6S.UBUndTunn_A6S 14951 AnimationMode = MANUAL 14952 Flags = START_FRAME_LAST 14953 TransitionKey = UP_SNOW 14954 End 14955 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14956 Model = UBUndTunn_A6SN 14957 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 14958 AnimationMode = MANUAL 14959 Flags = START_FRAME_LAST 14960 TransitionKey = UP_SNOWNIGHT 14961 End 14962 TransitionState = DOWN_DEFAULT UP_DAY 14963 Model = UBUndTunn_A6 14964 Animation = UBUndTunn_A6.UBUndTunn_A6 14965 AnimationMode = ONCE 14966 AnimationSpeedFactorRange = 1.0 1.0 14967 Flags = START_FRAME_FIRST 14968 End 14969 TransitionState = DOWN_DEFAULT UP_NIGHT 14970 Model = UBUndTunn_A6N 14971 Animation = UBUndTunn_A6N.UBUndTunn_A6N 14972 AnimationMode = ONCE 14973 AnimationSpeedFactorRange = 1.0 1.0 14974 Flags = START_FRAME_FIRST 14975 End 14976 TransitionState = DOWN_DEFAULT UP_SNOW 14977 Model = UBUndTunn_A6S 14978 Animation = UBUndTunn_A6S.UBUndTunn_A6S 14979 AnimationMode = ONCE 14980 AnimationSpeedFactorRange = 1.0 1.0 14981 Flags = START_FRAME_FIRST 14982 End 14983 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14984 Model = UBUndTunn_A6SN 14985 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 14986 AnimationMode = ONCE 14987 AnimationSpeedFactorRange = 1.0 1.0 14988 Flags = START_FRAME_FIRST 14989 End 14990 TransitionState = UP_DAY DOWN_DEFAULT 14991 Model = UBUndTunn_A6 14992 Animation = UBUndTunn_A6.UBUndTunn_A6 14993 AnimationMode = ONCE_BACKWARDS 14994 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14995 Flags = START_FRAME_LAST 14996 End 14997 TransitionState = UP_NIGHT DOWN_DEFAULT 14998 Model = UBUndTunn_A6N 14999 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15000 AnimationMode = ONCE_BACKWARDS 15001 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15002 Flags = START_FRAME_LAST 15003 End 15004 TransitionState = UP_SNOW DOWN_DEFAULT 15005 Model = UBUndTunn_A6S 15006 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15007 AnimationMode = ONCE_BACKWARDS 15008 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15009 Flags = START_FRAME_LAST 15010 End 15011 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15012 Model = UBUndTunn_A6SN 15013 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15014 AnimationMode = ONCE_BACKWARDS 15015 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15016 Flags = START_FRAME_LAST 15017 End 15018 End 15019 15020 PlacementViewAngle = -135 15021 15022 ; ***DESIGN parameters *** 15023 DisplayName = OBJECT:TunnelNetwork 15024 Side = GLA 15025 EditorSorting = STRUCTURE 15026 Prerequisites 15027 Object = GLABarracks 15028 End 15029 BuildCost = 800 15030 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. 15031 BuildTime = 5.0 ; in seconds 15032 EnergyProduction = 0 15033 VisionRange = 200.0 ; Shroud clearing distance 15034 ShroudClearingRange = 200 15035 ArmorSet 15036 Conditions = None 15037 Armor = StructureArmor 15038 DamageFX = StructureDamageFXNoShake 15039 End 15040 WeaponSet 15041 Conditions = None 15042 Weapon = PRIMARY TunnelNetworkGun 15043 End 15044 15045 CommandSet = GLATunnelNetworkCommandSet 15046 ExperienceValue = 100 100 100 100 ; Experience point value at each level 15047 15048 ; *** AUDIO Parameters *** 15049 VoiceSelect = TunnelNetworkSelect 15050 SoundOnDamaged = BuildingDamagedStateLight 15051 SoundOnReallyDamaged = BuildingDestroy 15052 SoundEnter = GarrisonEnter 15053 SoundExit = GarrisonExit 15054 15055 UnitSpecificSounds 15056 UnderConstruction = UnderConstructionLoop 15057 TurretMoveLoop = NoSound 15058 End 15059 15060 ; *** ENGINEERING Parameters *** 15061 RadarPriority = STRUCTURE 15062 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 15063 Body = StructureBody ModuleTag_04 15064 MaxHealth = 1000.0 15065 InitialHealth = 1000.0 15066 15067 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15068 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15069 SubdualDamageCap = 1200 15070 SubdualDamageHealRate = 500 15071 SubdualDamageHealAmount = 100 15072 End 15073 15074 Behavior = StealthDetectorUpdate ModuleTag_13 15075 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15076 DetectionRange = 150 ;Dustin, enable this for independant balancing! 15077 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15078 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15079 End 15080 15081 Behavior = AIUpdateInterface ModuleTag_16 15082 Turret 15083 TurretTurnRate = 180 // turn rate, in degrees per sec 15084 ControlledWeaponSlots = PRIMARY 15085 End 15086 15087 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 15088 End 15089 15090 Behavior = TunnelContain ModuleTag_05 15091 TimeForFullHeal = 5000 ;(in milliseconds) 15092 End 15093 15094 ;Kris: Removed this module from because units exiting the container would extract information 15095 ;from the wrong exit interface. And we don't appear to need it for the spawns because they 15096 ;use OpenContain instead. 15097 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 15098 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 15099 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 15100 ;End 15101 15102 Behavior = SpawnBehavior ModuleTag_07 15103 SpawnNumber = 2 15104 SpawnReplaceDelay = 9999 15105 SpawnTemplateName = GLAInfantryTunnelDefender 15106 OneShot = Yes 15107 CanReclaimOrphans = No 15108 SlavesHaveFreeWill = Yes 15109 End 15110 Behavior = RebuildHoleExposeDie ModuleTag_09 15111 HoleName = GLAHoleTunnelNetwork 15112 HoleMaxHealth = 500.0 15113 End 15114 Behavior = DestroyDie ModuleTag_10 15115 ;nothing 15116 End 15117 Behavior = CreateObjectDie ModuleTag_11 15118 CreationList = OCL_ABTunnelNetworkDebris 15119 End 15120 Behavior = FXListDie ModuleTag_12 15121 DeathFX = FX_StructureSmallDeath 15122 End 15123 15124 Behavior = FlammableUpdate ModuleTag_15 15125 15126 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15127 AflameDamageAmount = 5 ; taking this much damage... 15128 AflameDamageDelay = 500 ; this often. 15129 End 15130 Behavior = StealthUpdate ModuleTag_17 15131 StealthDelay = 2500 ; msec 15132 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 15133 MoveThresholdSpeed = 3 15134 InnateStealth = No ;Requires upgrade first 15135 OrderIdleEnemiesToAttackMeUponReveal = Yes 15136 End 15137 Behavior = StealthUpgrade ModuleTag_18 15138 TriggeredBy = Upgrade_GLACamoNetting 15139 End 15140 Behavior = ProductionUpdate ModuleTag_19 15141 End 15142 15143 Behavior = TransitionDamageFX ModuleTag_20 15144 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 15145 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15146 ;--------------------------------------------------------------------------------------- 15147 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15148 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15149 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15150 End 15151 15152 Geometry = CYLINDER 15153 GeometryMajorRadius = 25.0 15154 GeometryHeight = 20.0 15155 GeometryIsSmall = No 15156 Shadow = SHADOW_VOLUME 15157 BuildCompletion = PLACED_BY_PLAYER 15158 15159 End 15160 15161 ;------------------------------------------------------------------------------ 15162 ObjectReskin GLAHoleTunnelNetwork GLAHole 15163 Draw = W3DModelDraw ModuleTag_01 15164 OkToChangeModelColor = Yes 15165 ConditionState = NONE 15166 Model = UBHole 15167 End 15168 ConditionState = DAMAGED 15169 Model = UBHole_D 15170 ParticleSysBone = Smoke01 SteamVent 15171 End 15172 ConditionState = REALLYDAMAGED 15173 Model = UBHole_E 15174 ParticleSysBone = Smoke01 SteamVent 15175 ParticleSysBone = Smoke02 SteamVent 15176 ParticleSysBone = Fire01 GLAPowerPlantFlame 15177 ParticleSysBone = Fire02 GLAPowerPlantFlame 15178 ParticleSysBone = Fire03 GLAPowerPlantFlame 15179 End 15180 End 15181 Draw = W3DModelDraw ModuleTag_02 15182 OkToChangeModelColor = Yes 15183 ConditionState = NONE 15184 Model = UBUndTunn_R 15185 End 15186 ConditionState = DAMAGED REALLYDAMAGED 15187 Model = UBUndTunn_R 15188 End 15189 End 15190 End 15191 15192 ;------------------------------------------------------------------------------ 15193 ;GLA Tunnel Network copy, without the spawn module 15194 Object GLATunnelNetworkNoSpawn 15195 ; *** ART Parameters *** 15196 SelectPortrait = SUTunnel_L 15197 ButtonImage = SUTunnel 15198 Draw = W3DModelDraw ModuleTag_01 15199 OkToChangeModelColor = Yes 15200 15201 DefaultConditionState 15202 Model = UBUndTunn 15203 Turret = Turret01 15204 WeaponFireFXBone = PRIMARY BarrelMS 15205 WeaponMuzzleFlash = PRIMARY BarrelFX 15206 End 15207 15208 ConditionState = DAMAGED 15209 Model = UBUndTunn_D 15210 End 15211 15212 ConditionState = REALLYDAMAGED RUBBLE 15213 Model = UBUndTunn_E 15214 ParticleSysBone = Steam01 SteamVent 15215 End 15216 15217 15218 ConditionState = SNOW 15219 Model = UBUndTunn_S 15220 End 15221 15222 ConditionState = DAMAGED SNOW 15223 Model = UBUndTunn_DS 15224 End 15225 15226 ConditionState = REALLYDAMAGED RUBBLE SNOW 15227 Model = UBUndTunn_ES 15228 ParticleSysBone = Steam01 SteamVent 15229 End 15230 15231 15232 15233 15234 ConditionState = NIGHT 15235 Model = UBUndTunn_N 15236 End 15237 15238 15239 ConditionState = DAMAGED NIGHT 15240 Model = UBUndTunn_DN 15241 End 15242 15243 ConditionState = REALLYDAMAGED RUBBLE NIGHT 15244 Model = UBUndTunn_EN 15245 ParticleSysBone = Steam01 SteamVent 15246 End 15247 15248 15249 ConditionState = SNOW NIGHT 15250 Model = UBUndTunn_NS 15251 End 15252 15253 ConditionState = DAMAGED SNOW NIGHT 15254 Model = UBUndTunn_DNS 15255 End 15256 15257 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 15258 Model = UBUndTunn_ENS 15259 ParticleSysBone = Steam01 SteamVent 15260 End 15261 15262 ;************************************************************************************************************************** 15263 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15264 ;for this draw module 15265 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15266 Model = UBUndTunn 15267 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15268 End 15269 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15270 Model = UBUndTunn_D 15271 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15272 End 15273 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15274 Model = UBUndTunn_E 15275 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15276 End 15277 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15278 Model = UBUndTunn_N 15279 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15280 End 15281 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15282 Model = UBUndTunn_DN 15283 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15284 End 15285 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15286 Model = UBUndTunn_EN 15287 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15288 End 15289 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15290 Model = UBUndTunn_S 15291 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15292 End 15293 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15294 Model = UBUndTunn_DS 15295 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15296 End 15297 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15298 Model = UBUndTunn_ES 15299 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15300 End 15301 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15302 Model = UBUndTunn_NS 15303 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15304 End 15305 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15306 Model = UBUndTunn_DNS 15307 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15308 End 15309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15310 Model = UBUndTunn_ENS 15311 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15312 End 15313 15314 ConditionState = AWAITING_CONSTRUCTION 15315 Model = NONE 15316 End 15317 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15318 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15319 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15320 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15321 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15322 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15323 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15324 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15325 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15326 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15327 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15328 AliasConditionState = SOLD 15329 AliasConditionState = SOLD DAMAGED 15330 AliasConditionState = SOLD REALLYDAMAGED 15331 AliasConditionState = SOLD NIGHT 15332 AliasConditionState = SOLD NIGHT DAMAGED 15333 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15334 AliasConditionState = SOLD SNOW 15335 AliasConditionState = SOLD SNOW DAMAGED 15336 AliasConditionState = SOLD SNOW REALLYDAMAGED 15337 AliasConditionState = SOLD NIGHT SNOW 15338 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15339 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15340 ;************************************************************************************************************************** 15341 15342 End 15343 15344 ; ------------ construction-zone fence ----------------- 15345 Draw = W3DModelDraw ModuleTag_02 15346 AnimationsRequirePower = No 15347 DefaultConditionState 15348 Model = None 15349 TransitionKey = DOWN_DEFAULT 15350 End 15351 ConditionState = NIGHT 15352 Model = None 15353 TransitionKey = DOWN_DEFAULT 15354 End 15355 ConditionState = SNOW 15356 Model = None 15357 TransitionKey = DOWN_DEFAULT 15358 End 15359 ConditionState = SNOW NIGHT 15360 Model = None 15361 TransitionKey = DOWN_DEFAULT 15362 End 15363 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15364 Model = UBUndTunn_A4 15365 Animation = UBUndTunn_A4.UBUndTunn_A4 15366 AnimationMode = MANUAL 15367 Flags = START_FRAME_LAST 15368 TransitionKey = UP_DAY 15369 End 15370 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15371 Model = UBUndTunn_A4N 15372 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15373 AnimationMode = MANUAL 15374 Flags = START_FRAME_LAST 15375 TransitionKey = UP_NIGHT 15376 End 15377 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15378 Model = UBUndTunn_A4S 15379 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15380 AnimationMode = MANUAL 15381 Flags = START_FRAME_LAST 15382 TransitionKey = UP_SNOW 15383 End 15384 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15385 Model = UBUndTunn_A4SN 15386 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15387 AnimationMode = MANUAL 15388 Flags = START_FRAME_LAST 15389 TransitionKey = UP_SNOWNIGHT 15390 End 15391 TransitionState = DOWN_DEFAULT UP_DAY 15392 Model = UBUndTunn_A4 15393 Animation = UBUndTunn_A4.UBUndTunn_A4 15394 AnimationMode = ONCE 15395 AnimationSpeedFactorRange = 1.0 1.0 15396 Flags = START_FRAME_FIRST 15397 End 15398 TransitionState = DOWN_DEFAULT UP_NIGHT 15399 Model = UBUndTunn_A4N 15400 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15401 AnimationMode = ONCE 15402 AnimationSpeedFactorRange = 1.0 1.0 15403 Flags = START_FRAME_FIRST 15404 End 15405 TransitionState = DOWN_DEFAULT UP_SNOW 15406 Model = UBUndTunn_A4S 15407 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15408 AnimationMode = ONCE 15409 AnimationSpeedFactorRange = 1.0 1.0 15410 Flags = START_FRAME_FIRST 15411 End 15412 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15413 Model = UBUndTunn_A4SN 15414 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15415 AnimationMode = ONCE 15416 AnimationSpeedFactorRange = 1.0 1.0 15417 Flags = START_FRAME_FIRST 15418 End 15419 TransitionState = UP_DAY DOWN_DEFAULT 15420 Model = UBUndTunn_A4 15421 Animation = UBUndTunn_A4.UBUndTunn_A4 15422 AnimationMode = ONCE_BACKWARDS 15423 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15424 Flags = START_FRAME_LAST 15425 End 15426 TransitionState = UP_NIGHT DOWN_DEFAULT 15427 Model = UBUndTunn_A4N 15428 Animation = UBUndTunn_A4N.UBUndTunn_A4N 15429 AnimationMode = ONCE_BACKWARDS 15430 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15431 Flags = START_FRAME_LAST 15432 End 15433 TransitionState = UP_SNOW DOWN_DEFAULT 15434 Model = UBUndTunn_A4S 15435 Animation = UBUndTunn_A4S.UBUndTunn_A4S 15436 AnimationMode = ONCE_BACKWARDS 15437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15438 Flags = START_FRAME_LAST 15439 End 15440 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15441 Model = UBUndTunn_A4SN 15442 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 15443 AnimationMode = ONCE_BACKWARDS 15444 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15445 Flags = START_FRAME_LAST 15446 End 15447 End 15448 15449 ; ------------ under-construction scaffolding ----------------- 15450 Draw = W3DModelDraw ModuleTag_03 15451 AnimationsRequirePower = No 15452 DefaultConditionState 15453 Model = None 15454 TransitionKey = DOWN_DEFAULT 15455 End 15456 ConditionState = NIGHT 15457 Model = None 15458 TransitionKey = DOWN_DEFAULT 15459 End 15460 ConditionState = SNOW 15461 Model = None 15462 TransitionKey = DOWN_DEFAULT 15463 End 15464 ConditionState = SNOW NIGHT 15465 Model = None 15466 TransitionKey = DOWN_DEFAULT 15467 End 15468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15469 Model = UBUndTunn_A6 15470 Animation = UBUndTunn_A6.UBUndTunn_A6 15471 AnimationMode = MANUAL 15472 Flags = START_FRAME_LAST 15473 TransitionKey = UP_DAY 15474 End 15475 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15476 Model = UBUndTunn_A6N 15477 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15478 AnimationMode = MANUAL 15479 Flags = START_FRAME_LAST 15480 TransitionKey = UP_NIGHT 15481 End 15482 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15483 Model = UBUndTunn_A6S 15484 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15485 AnimationMode = MANUAL 15486 Flags = START_FRAME_LAST 15487 TransitionKey = UP_SNOW 15488 End 15489 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15490 Model = UBUndTunn_A6SN 15491 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15492 AnimationMode = MANUAL 15493 Flags = START_FRAME_LAST 15494 TransitionKey = UP_SNOWNIGHT 15495 End 15496 TransitionState = DOWN_DEFAULT UP_DAY 15497 Model = UBUndTunn_A6 15498 Animation = UBUndTunn_A6.UBUndTunn_A6 15499 AnimationMode = ONCE 15500 AnimationSpeedFactorRange = 1.0 1.0 15501 Flags = START_FRAME_FIRST 15502 End 15503 TransitionState = DOWN_DEFAULT UP_NIGHT 15504 Model = UBUndTunn_A6N 15505 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15506 AnimationMode = ONCE 15507 AnimationSpeedFactorRange = 1.0 1.0 15508 Flags = START_FRAME_FIRST 15509 End 15510 TransitionState = DOWN_DEFAULT UP_SNOW 15511 Model = UBUndTunn_A6S 15512 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15513 AnimationMode = ONCE 15514 AnimationSpeedFactorRange = 1.0 1.0 15515 Flags = START_FRAME_FIRST 15516 End 15517 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15518 Model = UBUndTunn_A6SN 15519 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15520 AnimationMode = ONCE 15521 AnimationSpeedFactorRange = 1.0 1.0 15522 Flags = START_FRAME_FIRST 15523 End 15524 TransitionState = UP_DAY DOWN_DEFAULT 15525 Model = UBUndTunn_A6 15526 Animation = UBUndTunn_A6.UBUndTunn_A6 15527 AnimationMode = ONCE_BACKWARDS 15528 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15529 Flags = START_FRAME_LAST 15530 End 15531 TransitionState = UP_NIGHT DOWN_DEFAULT 15532 Model = UBUndTunn_A6N 15533 Animation = UBUndTunn_A6N.UBUndTunn_A6N 15534 AnimationMode = ONCE_BACKWARDS 15535 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15536 Flags = START_FRAME_LAST 15537 End 15538 TransitionState = UP_SNOW DOWN_DEFAULT 15539 Model = UBUndTunn_A6S 15540 Animation = UBUndTunn_A6S.UBUndTunn_A6S 15541 AnimationMode = ONCE_BACKWARDS 15542 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15543 Flags = START_FRAME_LAST 15544 End 15545 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15546 Model = UBUndTunn_A6SN 15547 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 15548 AnimationMode = ONCE_BACKWARDS 15549 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15550 Flags = START_FRAME_LAST 15551 End 15552 End 15553 15554 PlacementViewAngle = -135 15555 15556 ; ***DESIGN parameters *** 15557 DisplayName = OBJECT:TunnelNetwork 15558 Side = GLA 15559 EditorSorting = STRUCTURE 15560 Prerequisites 15561 Object = GLABarracks 15562 End 15563 BuildCost = 800 15564 BuildTime = 5.0 ; in seconds 15565 EnergyProduction = 0 15566 VisionRange = 200.0 ; Shroud clearing distance 15567 ShroudClearingRange = 200 15568 ArmorSet 15569 Conditions = None 15570 Armor = StructureArmor 15571 DamageFX = StructureDamageFXNoShake 15572 End 15573 WeaponSet 15574 Conditions = None 15575 Weapon = PRIMARY TunnelNetworkGun 15576 End 15577 CommandSet = GLATunnelNetworkCommandSet 15578 ExperienceValue = 100 100 100 100 ; Experience point value at each level 15579 15580 ; *** AUDIO Parameters *** 15581 VoiceSelect = TunnelNetworkSelect 15582 SoundOnDamaged = BuildingDamagedStateLight 15583 SoundOnReallyDamaged = BuildingDestroy 15584 SoundEnter = GarrisonEnter 15585 SoundExit = GarrisonExit 15586 15587 15588 UnitSpecificSounds 15589 UnderConstruction = UnderConstructionLoop 15590 TurretMoveLoop = NoSound 15591 End 15592 15593 ; *** ENGINEERING Parameters *** 15594 RadarPriority = STRUCTURE 15595 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 15596 Body = StructureBody ModuleTag_04 15597 MaxHealth = 1000.0 15598 InitialHealth = 1000.0 15599 15600 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15601 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15602 SubdualDamageCap = 1200 15603 SubdualDamageHealRate = 500 15604 SubdualDamageHealAmount = 100 15605 End 15606 15607 Behavior = StealthDetectorUpdate ModuleTag_13 15608 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15609 DetectionRange = 150 ;Dustin, enable this for independant balancing! 15610 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15611 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15612 End 15613 15614 Behavior = AIUpdateInterface ModuleTag_16 15615 Turret 15616 TurretTurnRate = 180 // turn rate, in degrees per sec 15617 ControlledWeaponSlots = PRIMARY 15618 End 15619 15620 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 15621 End 15622 Behavior = TunnelContain ModuleTag_05 15623 TimeForFullHeal = 5000 ;(in milliseconds) 15624 End 15625 15626 ; The lack of these two modules is what makes this Single player version different from the normal one 15627 15628 ; Behavior = DefaultProductionExitUpdate ModuleTag_06 15629 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 15630 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 15631 ; End 15632 ; 15633 ; Behavior = SpawnBehavior ModuleTag_07 15634 ; SpawnNumber = 2 15635 ; SpawnReplaceDelay = 9999 15636 ; SpawnTemplateName = GLAInfantryTunnelDefender 15637 ; OneShot = Yes 15638 ; CanReclaimOrphans = No 15639 ; SlavesHaveFreeWill = Yes 15640 ; End 15641 Behavior = RebuildHoleExposeDie ModuleTag_09 15642 HoleName = GLAHoleTunnelNetwork 15643 HoleMaxHealth = 500.0 15644 End 15645 Behavior = DestroyDie ModuleTag_10 15646 ;nothing 15647 End 15648 Behavior = CreateObjectDie ModuleTag_11 15649 CreationList = OCL_ABTunnelNetworkDebris 15650 End 15651 Behavior = FXListDie ModuleTag_12 15652 DeathFX = FX_StructureSmallDeath 15653 End 15654 15655 Behavior = FlammableUpdate ModuleTag_15 15656 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15657 AflameDamageAmount = 5 ; taking this much damage... 15658 AflameDamageDelay = 500 ; this often. 15659 End 15660 15661 Behavior = TransitionDamageFX ModuleTag_17 15662 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 15663 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15664 ;--------------------------------------------------------------------------------------- 15665 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15666 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15667 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15668 End 15669 15670 Geometry = CYLINDER 15671 GeometryMajorRadius = 25.0 15672 GeometryHeight = 20.0 15673 GeometryIsSmall = No 15674 Shadow = SHADOW_VOLUME 15675 BuildCompletion = PLACED_BY_PLAYER 15676 15677 End 15678 15679 ;------------------------------------------------------------------------------ 15680 ObjectReskin GLAHoleTunnelNetworkNoSpawn GLAHole 15681 Draw = W3DModelDraw ModuleTag_01 15682 OkToChangeModelColor = Yes 15683 ConditionState = NONE 15684 Model = UBHole 15685 End 15686 ConditionState = DAMAGED 15687 Model = UBHole_D 15688 ParticleSysBone = Smoke01 SteamVent 15689 End 15690 ConditionState = REALLYDAMAGED 15691 Model = UBHole_E 15692 ParticleSysBone = Smoke01 SteamVent 15693 ParticleSysBone = Smoke02 SteamVent 15694 ParticleSysBone = Fire01 GLAPowerPlantFlame 15695 ParticleSysBone = Fire02 GLAPowerPlantFlame 15696 ParticleSysBone = Fire03 GLAPowerPlantFlame 15697 End 15698 End 15699 Draw = W3DModelDraw ModuleTag_02 15700 OkToChangeModelColor = Yes 15701 ConditionState = NONE 15702 Model = UBUndTunn_R 15703 ParticleSysBone = Smoke01 SmolderingSmoke 15704 ParticleSysBone = Smoke02 SmolderingSmoke 15705 End 15706 ConditionState = DAMAGED REALLYDAMAGED 15707 Model = UBUndTunn_R 15708 ParticleSysBone = Smoke01 SmolderingSmoke 15709 ParticleSysBone = Smoke02 SmolderingSmoke 15710 End 15711 End 15712 End 15713 15714 ;------------------------------------------------------------------------------ 15715 Object GLAStingerSite 15716 15717 ; *** ART Parameters *** 15718 SelectPortrait = SUStinger_L 15719 ButtonImage = SUStinger 15720 UpgradeCameo1 = Upgrade_GLAAPRockets 15721 UpgradeCameo2 = Upgrade_GLACamoNetting 15722 ;UpgradeCameo2 = NONE 15723 ;UpgradeCameo3 = NONE 15724 ;UpgradeCameo4 = NONE 15725 ;UpgradeCameo5 = NONE 15726 15727 Draw = W3DModelDraw ModuleTag_01 15728 OkToChangeModelColor = Yes 15729 15730 ; day ************************************ 15731 ConditionState = NONE 15732 Model = UBStingerS 15733 End 15734 15735 ConditionState = DAMAGED 15736 Model = UBStingerS_D 15737 End 15738 15739 ConditionState = REALLYDAMAGED RUBBLE 15740 Model = UBStingerS_E 15741 End 15742 15743 ; day snow ************************************ 15744 ConditionState = SNOW 15745 Model = UBStingerS_S 15746 End 15747 15748 ConditionState = DAMAGED SNOW 15749 Model = UBStingerS_DS 15750 End 15751 15752 ConditionState = REALLYDAMAGED SNOW RUBBLE 15753 Model = UBStingerS_ES 15754 End 15755 15756 ; night ********************************** 15757 ConditionState = NIGHT 15758 Model = UBStingerS_N 15759 End 15760 15761 ConditionState = DAMAGED NIGHT 15762 Model = UBStingerS_DN 15763 End 15764 15765 ConditionState = REALLYDAMAGED NIGHT RUBBLE 15766 Model = UBStingerS_EN 15767 End 15768 15769 ; night snow ********************************** 15770 ConditionState = NIGHT SNOW 15771 Model = UBStingerS_NS 15772 End 15773 15774 ConditionState = DAMAGED NIGHT SNOW 15775 Model = UBStingerS_DNS 15776 End 15777 15778 ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE 15779 Model = UBStingerS_ENS 15780 End 15781 15782 15783 ;************************************************************************************************************************** 15784 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15785 ;for this draw module 15786 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15787 Model = UBStingerS 15788 ; Animation = UBStingerS.UBStingerS 15789 ; AnimationMode = LOOP 15790 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15791 End 15792 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15793 Model = UBStingerS_D 15794 ; Animation = UBStingerS_D.UBStingerS_D 15795 ; AnimationMode = LOOP 15796 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15797 End 15798 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15799 Model = UBStingerS_E 15800 ; Animation = UBStingerS_E.UBStingerS_E 15801 ; AnimationMode = LOOP 15802 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15803 End 15804 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15805 Model = UBStingerS_N 15806 ; Animation = UBStingerS_N.UBStingerS_N 15807 ; AnimationMode = LOOP 15808 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15809 End 15810 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15811 Model = UBStingerS_DN 15812 ; Animation = UBStingerS_DN.UBStingerS_DN 15813 ; AnimationMode = LOOP 15814 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15815 End 15816 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15817 Model = UBStingerS_EN 15818 ; Animation = UBStingerS_EN.UBStingerS_EN 15819 ; AnimationMode = LOOP 15820 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15821 End 15822 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15823 Model = UBStingerS_S 15824 ; Animation = UBStingerS_S.UBStingerS_S 15825 ; AnimationMode = LOOP 15826 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15827 End 15828 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15829 Model = UBStingerS_DS 15830 ; Animation = UBStingerS_DS.UBStingerS_DS 15831 ; AnimationMode = LOOP 15832 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15833 End 15834 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15835 Model = UBStingerS_ES 15836 ; Animation = UBStingerS_ES.UBStingerS_ES 15837 ; AnimationMode = LOOP 15838 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15839 End 15840 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15841 Model = UBStingerS_NS 15842 ; Animation = UBStingerS_NS.UBStingerS_NS 15843 ; AnimationMode = LOOP 15844 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15845 End 15846 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15847 Model = UBStingerS_DNS 15848 ; Animation = UBStingerS_DNS.UBStingerS_DNS 15849 ; AnimationMode = LOOP 15850 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15851 End 15852 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15853 Model = UBStingerS_ENS 15854 ; Animation = UBStingerS_ENS.UBStingerS_ENS 15855 ; AnimationMode = LOOP 15856 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15857 End 15858 15859 ConditionState = AWAITING_CONSTRUCTION 15860 Model = NONE 15861 End 15862 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15863 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15864 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15865 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15866 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15867 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15868 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15869 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15870 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15871 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15872 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15873 AliasConditionState = SOLD 15874 AliasConditionState = SOLD DAMAGED 15875 AliasConditionState = SOLD REALLYDAMAGED 15876 AliasConditionState = SOLD NIGHT 15877 AliasConditionState = SOLD NIGHT DAMAGED 15878 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15879 AliasConditionState = SOLD SNOW 15880 AliasConditionState = SOLD SNOW DAMAGED 15881 AliasConditionState = SOLD SNOW REALLYDAMAGED 15882 AliasConditionState = SOLD NIGHT SNOW 15883 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15884 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15885 ;************************************************************************************************************************** 15886 15887 15888 End 15889 ; ------------ construction-zone fence ----------------- 15890 Draw = W3DModelDraw ModuleTag_02 15891 AnimationsRequirePower = No 15892 DefaultConditionState 15893 Model = None 15894 TransitionKey = DOWN_DEFAULT 15895 End 15896 ConditionState = NIGHT 15897 Model = None 15898 TransitionKey = DOWN_DEFAULT 15899 End 15900 ConditionState = SNOW 15901 Model = None 15902 TransitionKey = DOWN_DEFAULT 15903 End 15904 ConditionState = SNOW NIGHT 15905 Model = None 15906 TransitionKey = DOWN_DEFAULT 15907 End 15908 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15909 Model = UBStingerS_A4 15910 Animation = UBStingerS_A4.UBStingerS_A4 15911 AnimationMode = MANUAL 15912 Flags = START_FRAME_LAST 15913 TransitionKey = UP_DAY 15914 End 15915 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15916 Model = UBStingerS_A4N 15917 Animation = UBStingerS_A4N.UBStingerS_A4N 15918 AnimationMode = MANUAL 15919 Flags = START_FRAME_LAST 15920 TransitionKey = UP_NIGHT 15921 End 15922 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15923 Model = UBStingerS_A4S 15924 Animation = UBStingerS_A4S.UBStingerS_A4S 15925 AnimationMode = MANUAL 15926 Flags = START_FRAME_LAST 15927 TransitionKey = UP_SNOW 15928 End 15929 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15930 Model = UBStingerS_A4SN 15931 Animation = UBStingerS_A4SN.UBStingerS_A4SN 15932 AnimationMode = MANUAL 15933 Flags = START_FRAME_LAST 15934 TransitionKey = UP_SNOWNIGHT 15935 End 15936 TransitionState = DOWN_DEFAULT UP_DAY 15937 Model = UBStingerS_A4 15938 Animation = UBStingerS_A4.UBStingerS_A4 15939 AnimationMode = ONCE 15940 AnimationSpeedFactorRange = 1.0 1.0 15941 Flags = START_FRAME_FIRST 15942 End 15943 TransitionState = DOWN_DEFAULT UP_NIGHT 15944 Model = UBStingerS_A4N 15945 Animation = UBStingerS_A4N.UBStingerS_A4N 15946 AnimationMode = ONCE 15947 AnimationSpeedFactorRange = 1.0 1.0 15948 Flags = START_FRAME_FIRST 15949 End 15950 TransitionState = DOWN_DEFAULT UP_SNOW 15951 Model = UBStingerS_A4S 15952 Animation = UBStingerS_A4S.UBStingerS_A4S 15953 AnimationMode = ONCE 15954 AnimationSpeedFactorRange = 1.0 1.0 15955 Flags = START_FRAME_FIRST 15956 End 15957 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15958 Model = UBStingerS_A4SN 15959 Animation = UBStingerS_A4SN.UBStingerS_A4SN 15960 AnimationMode = ONCE 15961 AnimationSpeedFactorRange = 1.0 1.0 15962 Flags = START_FRAME_FIRST 15963 End 15964 TransitionState = UP_DAY DOWN_DEFAULT 15965 Model = UBStingerS_A4 15966 Animation = UBStingerS_A4.UBStingerS_A4 15967 AnimationMode = ONCE_BACKWARDS 15968 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15969 Flags = START_FRAME_LAST 15970 End 15971 TransitionState = UP_NIGHT DOWN_DEFAULT 15972 Model = UBStingerS_A4N 15973 Animation = UBStingerS_A4N.UBStingerS_A4N 15974 AnimationMode = ONCE_BACKWARDS 15975 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15976 Flags = START_FRAME_LAST 15977 End 15978 TransitionState = UP_SNOW DOWN_DEFAULT 15979 Model = UBStingerS_A4S 15980 Animation = UBStingerS_A4S.UBStingerS_A4S 15981 AnimationMode = ONCE_BACKWARDS 15982 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15983 Flags = START_FRAME_LAST 15984 End 15985 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15986 Model = UBStingerS_A4SN 15987 Animation = UBStingerS_A4SN.UBStingerS_A4SN 15988 AnimationMode = ONCE_BACKWARDS 15989 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15990 Flags = START_FRAME_LAST 15991 End 15992 End 15993 15994 ; ------------ under-construction scaffolding ----------------- 15995 Draw = W3DModelDraw ModuleTag_03 15996 AnimationsRequirePower = No 15997 MinLODRequired = MEDIUM 15998 DefaultConditionState 15999 Model = None 16000 TransitionKey = DOWN_DEFAULT 16001 End 16002 ConditionState = NIGHT 16003 Model = None 16004 TransitionKey = DOWN_DEFAULT 16005 End 16006 ConditionState = SNOW 16007 Model = None 16008 TransitionKey = DOWN_DEFAULT 16009 End 16010 ConditionState = SNOW NIGHT 16011 Model = None 16012 TransitionKey = DOWN_DEFAULT 16013 End 16014 ConditionState = PARTIALLY_CONSTRUCTED 16015 Model = UBStingerS_A6 16016 Animation = UBStingerS_A6.UBStingerS_A6 16017 AnimationMode = MANUAL 16018 Flags = START_FRAME_LAST 16019 TransitionKey = UP_DAY 16020 ParticleSysBone = Smoke01 BuildUpSmoke 16021 ParticleSysBone = Smoke02 BuildUpSmoke 16022 ParticleSysBone = Smoke03 BuildUpSmoke 16023 End 16024 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16025 Model = UBStingerS_A6N 16026 Animation = UBStingerS_A6N.UBStingerS_A6N 16027 AnimationMode = MANUAL 16028 Flags = START_FRAME_LAST 16029 TransitionKey = UP_NIGHT 16030 ParticleSysBone = Smoke01 BuildUpSmoke 16031 ParticleSysBone = Smoke02 BuildUpSmoke 16032 ParticleSysBone = Smoke03 BuildUpSmoke 16033 End 16034 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16035 Model = UBStingerS_A6S 16036 Animation = UBStingerS_A6S.UBStingerS_A6S 16037 AnimationMode = MANUAL 16038 Flags = START_FRAME_LAST 16039 TransitionKey = UP_SNOW 16040 ParticleSysBone = Smoke01 BuildUpSnowSmoke 16041 ParticleSysBone = Smoke02 BuildUpSnowSmoke 16042 ParticleSysBone = Smoke03 BuildUpSnowSmoke 16043 End 16044 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16045 Model = UBStingerS_A6SN 16046 Animation = UBStingerS_A6SN.UBStingerS_A6SN 16047 AnimationMode = MANUAL 16048 Flags = START_FRAME_LAST 16049 TransitionKey = UP_SNOWNIGHT 16050 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 16051 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 16052 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 16053 End 16054 TransitionState = DOWN_DEFAULT UP_DAY 16055 Model = UBStingerS_A6 16056 Animation = UBStingerS_A6.UBStingerS_A6 16057 AnimationMode = ONCE 16058 AnimationSpeedFactorRange = 1.0 1.0 16059 Flags = START_FRAME_FIRST 16060 End 16061 TransitionState = DOWN_DEFAULT UP_NIGHT 16062 Model = UBStingerS_A6N 16063 Animation = UBStingerS_A6N.UBStingerS_A6N 16064 AnimationMode = ONCE 16065 AnimationSpeedFactorRange = 1.0 1.0 16066 Flags = START_FRAME_FIRST 16067 End 16068 TransitionState = DOWN_DEFAULT UP_SNOW 16069 Model = UBStingerS_A6S 16070 Animation = UBStingerS_A6S.UBStingerS_A6S 16071 AnimationMode = ONCE 16072 AnimationSpeedFactorRange = 1.0 1.0 16073 Flags = START_FRAME_FIRST 16074 End 16075 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16076 Model = UBStingerS_A6SN 16077 Animation = UBStingerS_A6SN.UBStingerS_A6SN 16078 AnimationMode = ONCE 16079 AnimationSpeedFactorRange = 1.0 1.0 16080 Flags = START_FRAME_FIRST 16081 End 16082 TransitionState = UP_DAY DOWN_DEFAULT 16083 Model = UBStingerS_A6 16084 Animation = UBStingerS_A6.UBStingerS_A6 16085 AnimationMode = ONCE_BACKWARDS 16086 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16087 Flags = START_FRAME_LAST 16088 End 16089 TransitionState = UP_NIGHT DOWN_DEFAULT 16090 Model = UBStingerS_A6N 16091 Animation = UBStingerS_A6N.UBStingerS_A6N 16092 AnimationMode = ONCE_BACKWARDS 16093 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16094 Flags = START_FRAME_LAST 16095 End 16096 TransitionState = UP_SNOW DOWN_DEFAULT 16097 Model = UBStingerS_A6S 16098 Animation = UBStingerS_A6S.UBStingerS_A6S 16099 AnimationMode = ONCE_BACKWARDS 16100 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16101 Flags = START_FRAME_LAST 16102 End 16103 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16104 Model = UBStingerS_A6SN 16105 Animation = UBStingerS_A6SN.UBStingerS_A6SN 16106 AnimationMode = ONCE_BACKWARDS 16107 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16108 Flags = START_FRAME_LAST 16109 End 16110 End 16111 16112 PlacementViewAngle = -45 16113 16114 ; ***DESIGN parameters *** 16115 DisplayName = OBJECT:StingerSite 16116 Side = GLA 16117 EditorSorting = STRUCTURE 16118 Prerequisites 16119 Object = GLABarracks 16120 End 16121 BuildCost = 900 16122 BuildTime = 15.0 ; in seconds 16123 EnergyProduction = 0 16124 VisionRange = 600.0 ; Shroud clearing distance 16125 ShroudClearingRange = 400 16126 ArmorSet 16127 Conditions = None 16128 Armor = StingerSiteArmor 16129 DamageFX = StructureDamageFXNoShake 16130 End 16131 CommandSet = GLAStingerSiteCommandSet 16132 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16133 16134 ; *** AUDIO Parameters *** 16135 VoiceSelect = StingerSiteSelect 16136 SoundOnDamaged = BuildingDamagedStateLight 16137 SoundOnReallyDamaged = BuildingDestroy 16138 16139 UnitSpecificSounds 16140 UnderConstruction = UnderConstructionLoop 16141 End 16142 16143 ; *** ENGINEERING Parameters *** 16144 RadarPriority = STRUCTURE 16145 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE 16146 16147 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 16148 MaxHealth = 1000.0 16149 InitialHealth = 1000.0 16150 ;**Careful with these damage types -- because area damage types will already 16151 ;**damage slaves. 16152 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER +MICROWAVE 16153 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 16154 16155 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16156 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16157 SubdualDamageCap = 1200 16158 SubdualDamageHealRate = 500 16159 SubdualDamageHealAmount = 100 16160 End 16161 16162 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 16163 SpawnPointBoneName = SpawnPoint 16164 End 16165 16166 Behavior = SpawnBehavior ModuleTag_06 16167 SpawnNumber = 3 16168 SpawnReplaceDelay = 30000 ;msec 16169 SpawnTemplateName = GLAInfantryStingerSoldier 16170 CanReclaimOrphans = No 16171 SpawnedRequireSpawner = Yes 16172 SlavesHaveFreeWill = No 16173 End 16174 Behavior = RebuildHoleExposeDie ModuleTag_08 16175 HoleName = GLAHoleStingerSite 16176 HoleMaxHealth = 500.0 16177 End 16178 Behavior = DestroyDie ModuleTag_09 16179 ;<NO DATA> 16180 End 16181 Behavior = CreateObjectDie ModuleTag_10 16182 CreationList = OCL_ABStingerSiteDebris 16183 End 16184 Behavior = FXListDie ModuleTag_11 16185 DeathFX = FX_StructureSmallDeath 16186 End 16187 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 16188 DeathWeapon = StingerSiteDeathConcussion 16189 StartsActive = Yes 16190 End 16191 Behavior = StealthUpdate ModuleTag_13 16192 StealthDelay = 2500 ; msec 16193 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 16194 MoveThresholdSpeed = 3 16195 InnateStealth = No ;Requires upgrade first 16196 OrderIdleEnemiesToAttackMeUponReveal = Yes 16197 End 16198 Behavior = StealthUpgrade ModuleTag_14 16199 TriggeredBy = Upgrade_GLACamoNetting 16200 End 16201 Behavior = ProductionUpdate ModuleTag_15 16202 End 16203 Behavior = FlammableUpdate ModuleTag_16 16204 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16205 AflameDamageAmount = 5 ; taking this much damage... 16206 AflameDamageDelay = 500 ; this often. 16207 End 16208 16209 Behavior = TransitionDamageFX ModuleTag_17 16210 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 16211 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16212 ;--------------------------------------------------------------------------------------- 16213 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16214 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16215 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16216 End 16217 16218 Geometry = CYLINDER 16219 GeometryMajorRadius = 36.0 16220 GeometryHeight = 9.0 16221 GeometryIsSmall = No 16222 Shadow = SHADOW_VOLUME 16223 BuildCompletion = PLACED_BY_PLAYER 16224 16225 End 16226 16227 ;------------------------------------------------------------------------------ 16228 ObjectReskin GLAHoleStingerSite GLAHole 16229 Draw = W3DModelDraw ModuleTag_01 16230 OkToChangeModelColor = Yes 16231 ConditionState = NONE 16232 Model = UBHole 16233 End 16234 ConditionState = DAMAGED 16235 Model = UBHole_D 16236 ParticleSysBone = Smoke01 SteamVent 16237 End 16238 ConditionState = REALLYDAMAGED 16239 Model = UBHole_E 16240 ParticleSysBone = Smoke01 SteamVent 16241 ParticleSysBone = Smoke02 SteamVent 16242 ParticleSysBone = Fire01 GLAPowerPlantFlame 16243 ParticleSysBone = Fire02 GLAPowerPlantFlame 16244 ParticleSysBone = Fire03 GLAPowerPlantFlame 16245 End 16246 End 16247 Draw = W3DModelDraw ModuleTag_02 16248 OkToChangeModelColor = Yes 16249 ConditionState = NONE 16250 Model = UBStingerS_R 16251 End 16252 ConditionState = DAMAGED REALLYDAMAGED 16253 Model = UBStingerS_R 16254 End 16255 End 16256 End 16257 16258 ;------------------------------------------------------------------------------ 16259 Object GLAPalace 16260 16261 ; *** ART Parameters *** 16262 SelectPortrait = SUPalace_L 16263 ButtonImage = SUPalace 16264 Draw = W3DModelDraw ModuleTag_01 16265 OkToChangeModelColor = Yes 16266 16267 16268 ; day 16269 ConditionState = NONE 16270 Model = UBPalace 16271 ParticleSysBone = Smoke01 SmolderingSmoke 16272 Animation = UBPalace.UBPalace 16273 AnimationMode = LOOP 16274 End 16275 ConditionState = DAMAGED 16276 Model = UBPalace_D 16277 ParticleSysBone = Smoke01 SmolderingSmoke 16278 Animation = UBPalace_D.UBPalace_D 16279 AnimationMode = LOOP 16280 End 16281 ConditionState = REALLYDAMAGED RUBBLE 16282 Model = UBPalace_E 16283 ParticleSysBone = Smoke01 SmolderingSmoke 16284 End 16285 16286 ConditionState = GARRISONED 16287 Model = UBPalace_G 16288 ParticleSysBone = Smoke01 SmolderingSmoke 16289 Animation = UBPalace_G.UBPalace_G 16290 AnimationMode = LOOP 16291 End 16292 ConditionState = USER_1 16293 Model = UBPalaceEG 16294 ParticleSysBone = Smoke01 SmolderingSmoke 16295 Animation = UBPalaceEG.UBPalaceEG 16296 AnimationMode = LOOP 16297 End 16298 ConditionState = USER_1 GARRISONED 16299 Model = UBPalaceEGX 16300 ParticleSysBone = Smoke01 SmolderingSmoke 16301 Animation = UBPalaceEGX.UBPalaceEGX 16302 AnimationMode = LOOP 16303 End 16304 ConditionState = DAMAGED GARRISONED 16305 Model = UBPalace_DG 16306 ParticleSysBone = Smoke01 SmolderingSmoke 16307 Animation = UBPalace_DG.UBPalace_DG 16308 AnimationMode = LOOP 16309 End 16310 ConditionState = DAMAGED USER_1 16311 Model = UBPalaceEG_D 16312 ParticleSysBone = Smoke01 SmolderingSmoke 16313 Animation = UBPalaceEG_D.UBPalaceEG_D 16314 AnimationMode = LOOP 16315 End 16316 ConditionState = DAMAGED USER_1 GARRISONED 16317 Model = UBPalaceEGX_D 16318 ParticleSysBone = Smoke01 SmolderingSmoke 16319 Animation = UBPalaceEGX_D.UBPalaceEGX_D 16320 AnimationMode = LOOP 16321 End 16322 16323 ConditionState = REALLYDAMAGED GARRISONED 16324 Model = UBPalace_EG 16325 ParticleSysBone = Smoke01 SmolderingSmoke 16326 End 16327 ConditionState = REALLYDAMAGED USER_1 16328 Model = UBPalaceEG_E 16329 ParticleSysBone = Smoke01 SmolderingSmoke 16330 End 16331 ConditionState = REALLYDAMAGED USER_1 GARRISONED 16332 Model = UBPalaceEGX_E 16333 ParticleSysBone = Smoke01 SmolderingSmoke 16334 End 16335 16336 ; day snow 16337 ConditionState = SNOW 16338 Model = UBPalace_S 16339 ParticleSysBone = Smoke01 SmolderingSmoke 16340 Animation = UBPalace_S.UBPalace_S 16341 AnimationMode = LOOP 16342 End 16343 ConditionState = DAMAGED SNOW 16344 Model = UBPalace_DS 16345 ParticleSysBone = Smoke01 SmolderingSmoke 16346 Animation = UBPalace_DS.UBPalace_DS 16347 AnimationMode = LOOP 16348 End 16349 ConditionState = REALLYDAMAGED RUBBLE SNOW 16350 Model = UBPalace_ES 16351 ParticleSysBone = Smoke01 SmolderingSmoke 16352 End 16353 16354 ConditionState = GARRISONED SNOW 16355 Model = UBPalace_SG 16356 ParticleSysBone = Smoke01 SmolderingSmoke 16357 Animation = UBPalace_SG.UBPalace_SG 16358 AnimationMode = LOOP 16359 End 16360 ConditionState = USER_1 SNOW 16361 Model = UBPalaceEG_S 16362 ParticleSysBone = Smoke01 SmolderingSmoke 16363 Animation = UBPalaceEG_S.UBPalaceEG_S 16364 AnimationMode = LOOP 16365 End 16366 ConditionState = USER_1 SNOW GARRISONED 16367 Model = UBPalaceEGX_S 16368 ParticleSysBone = Smoke01 SmolderingSmoke 16369 Animation = UBPalaceEGX_S.UBPalaceEGX_S 16370 AnimationMode = LOOP 16371 End 16372 16373 ConditionState = DAMAGED GARRISONED SNOW 16374 Model = UBPalace_DSG 16375 ParticleSysBone = Smoke01 SmolderingSmoke 16376 Animation = UBPalace_DSG.UBPalace_DSG 16377 AnimationMode = LOOP 16378 End 16379 ConditionState = DAMAGED USER_1 SNOW 16380 Model = UBPalaceEG_DS 16381 ParticleSysBone = Smoke01 SmolderingSmoke 16382 Animation = UBPalaceEG_DS.UBPalaceEG_DS 16383 AnimationMode = LOOP 16384 End 16385 ConditionState = DAMAGED USER_1 SNOW GARRISONED 16386 Model = UBPalaceEGX_DS 16387 ParticleSysBone = Smoke01 SmolderingSmoke 16388 Animation = UBPalaceEGX_DSG.UBPalaceEGX_DS 16389 AnimationMode = LOOP 16390 End 16391 16392 ConditionState = REALLYDAMAGED GARRISONED SNOW 16393 Model = UBPalace_ESG 16394 ParticleSysBone = Smoke01 SmolderingSmoke 16395 End 16396 ConditionState = REALLYDAMAGED USER_1 SNOW 16397 Model = UBPalaceEG_ES 16398 ParticleSysBone = Smoke01 SmolderingSmoke 16399 End 16400 ConditionState = REALLYDAMAGED USER_1 GARRISONED SNOW 16401 Model = UBPalaceEGX_ES 16402 ParticleSysBone = Smoke01 SmolderingSmoke 16403 End 16404 16405 ; night 16406 ConditionState = NIGHT 16407 Model = UBPalace_N 16408 ParticleSysBone = Smoke01 SmolderingSmoke 16409 Animation = UBPalace_N.UBPalace_N 16410 AnimationMode = LOOP 16411 End 16412 ConditionState = DAMAGED NIGHT 16413 Model = UBPalace_DN 16414 ParticleSysBone = Smoke01 SmolderingSmoke 16415 Animation = UBPalace_DN.UBPalace_DN 16416 AnimationMode = LOOP 16417 End 16418 ConditionState = REALLYDAMAGED RUBBLE NIGHT 16419 Model = UBPalace_EN 16420 ParticleSysBone = Smoke01 SmolderingSmoke 16421 End 16422 16423 ConditionState = GARRISONED NIGHT 16424 Model = UBPalace_NG 16425 ParticleSysBone = Smoke01 SmolderingSmoke 16426 Animation = UBPalace_NG.UBPalace_NG 16427 AnimationMode = LOOP 16428 End 16429 ConditionState = USER_1 NIGHT 16430 Model = UBPalaceEG_N 16431 ParticleSysBone = Smoke01 SmolderingSmoke 16432 Animation = UBPalaceEG_N.UBPalaceEG_N 16433 AnimationMode = LOOP 16434 End 16435 ; commented out until we get the right state (garrison + elite guard) 16436 ConditionState = USER_1 NIGHT GARRISONED 16437 Model = UBPalaceEGX_N 16438 ParticleSysBone = Smoke01 SmolderingSmoke 16439 Animation = UBPalaceEGX_N.UBPalaceEGX_N 16440 AnimationMode = LOOP 16441 End 16442 16443 ConditionState = DAMAGED GARRISONED NIGHT 16444 Model = UBPalace_DGN 16445 ParticleSysBone = Smoke01 SmolderingSmoke 16446 Animation = UBPalace_DGN.UBPalace_DGN 16447 AnimationMode = LOOP 16448 End 16449 ConditionState = DAMAGED USER_1 NIGHT 16450 Model = UBPalaceEG_DN 16451 ParticleSysBone = Smoke01 SmolderingSmoke 16452 Animation = UBPalaceEG_DN.UBPalaceEG_DN 16453 AnimationMode = LOOP 16454 End 16455 ConditionState = DAMAGED USER_1 NIGHT GARRISONED 16456 Model = UBPalaceEGX_DN 16457 ParticleSysBone = Smoke01 SmolderingSmoke 16458 Animation = UBPalaceEGX_DN.UBPalaceEGX_DN 16459 AnimationMode = LOOP 16460 End 16461 16462 ConditionState = REALLYDAMAGED GARRISONED NIGHT 16463 Model = UBPalace_ENG 16464 ParticleSysBone = Smoke01 SmolderingSmoke 16465 End 16466 ConditionState = REALLYDAMAGED USER_1 NIGHT 16467 Model = UBPalaceEG_EN 16468 ParticleSysBone = Smoke01 SmolderingSmoke 16469 End 16470 ConditionState = REALLYDAMAGED USER_1 NIGHT GARRISONED 16471 Model = UBPalaceEGX_EN 16472 ParticleSysBone = Smoke01 SmolderingSmoke 16473 End 16474 16475 ; night snow 16476 ConditionState = SNOW NIGHT 16477 Model = UBPalace_NS 16478 ParticleSysBone = Smoke01 SmolderingSmoke 16479 Animation = UBPalace_NS.UBPalace_NS 16480 AnimationMode = LOOP 16481 End 16482 ConditionState = DAMAGED SNOW NIGHT 16483 Model = UBPalace_DNS 16484 ParticleSysBone = Smoke01 SmolderingSmoke 16485 Animation = UBPalace_DNS.UBPalace_DNS 16486 AnimationMode = LOOP 16487 End 16488 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 16489 Model = UBPalace_ENS 16490 ParticleSysBone = Smoke01 SmolderingSmoke 16491 End 16492 16493 ConditionState = GARRISONED SNOW NIGHT 16494 Model = UBPalace_GNS 16495 ParticleSysBone = Smoke01 SmolderingSmoke 16496 Animation = UBPalace_GNS.UBPalace_GNS 16497 AnimationMode = LOOP 16498 End 16499 ConditionState = USER_1 SNOW NIGHT 16500 Model = UBPalaceEG_NS 16501 ParticleSysBone = Smoke01 SmolderingSmoke 16502 Animation = UBPalaceEG_NS.UBPalaceEG_NS 16503 AnimationMode = LOOP 16504 End 16505 ConditionState = USER_1 SNOW NIGHT GARRISONED 16506 Model = UBPalaceEGX_NS 16507 ParticleSysBone = Smoke01 SmolderingSmoke 16508 Animation = UBPalaceEGX_NS.UBPalaceEGX_NS 16509 AnimationMode = LOOP 16510 End 16511 16512 ConditionState = DAMAGED GARRISONED SNOW NIGHT 16513 Model = UBPalace_DGNS 16514 ParticleSysBone = Smoke01 SmolderingSmoke 16515 Animation = UBPalace_DGNS.UBPalace_DGNS 16516 AnimationMode = LOOP 16517 End 16518 ConditionState = DAMAGED USER_1 SNOW NIGHT 16519 Model = UBPalaceEG_DNS 16520 ParticleSysBone = Smoke01 SmolderingSmoke 16521 Animation = UBPalaceEG_DNS.UBPalaceEG_DNS 16522 AnimationMode = LOOP 16523 End 16524 ConditionState = DAMAGED USER_1 SNOW NIGHT GARRISONED 16525 Model = UBPalaceEGX_DNS 16526 ParticleSysBone = Smoke01 SmolderingSmoke 16527 Animation = UBPalaceEGX_DNS.UBPalaceEGX_DNS 16528 AnimationMode = LOOP 16529 End 16530 16531 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 16532 Model = UBPalace_ENSG 16533 ParticleSysBone = Smoke01 SmolderingSmoke 16534 End 16535 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT 16536 Model = UBPalaceEG_ENS 16537 ParticleSysBone = Smoke01 SmolderingSmoke 16538 End 16539 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT GARRISONED 16540 Model = UBPalaceEGX_ENS 16541 ParticleSysBone = Smoke01 SmolderingSmoke 16542 End 16543 16544 ;************************************************************************************************************************** 16545 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 16546 ;for this draw module 16547 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16548 Model = UBPalace 16549 Animation = UBPalace.UBPalace 16550 AnimationMode = LOOP 16551 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16552 End 16553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16554 Model = UBPalace_D 16555 Animation = UBPalace_D.UBPalace_D 16556 AnimationMode = LOOP 16557 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16558 End 16559 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 16560 Model = UBPalace_E 16561 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16562 End 16563 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16564 Model = UBPalace_N 16565 Animation = UBPalace_N.UBPalace_N 16566 AnimationMode = LOOP 16567 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16568 End 16569 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 16570 Model = UBPalace_DN 16571 Animation = UBPalace_DN.UBPalace_DN 16572 AnimationMode = LOOP 16573 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16574 End 16575 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 16576 Model = UBPalace_EN 16577 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16578 End 16579 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16580 Model = UBPalace_S 16581 Animation = UBPalace_S.UBPalace_S 16582 AnimationMode = LOOP 16583 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16584 End 16585 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 16586 Model = UBPalace_DS 16587 Animation = UBPalace_DS.UBPalace_DS 16588 AnimationMode = LOOP 16589 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16590 End 16591 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 16592 Model = UBPalace_ES 16593 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16594 End 16595 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 16596 Model = UBPalace_NS 16597 Animation = UBPalace_NS.UBPalace_NS 16598 AnimationMode = LOOP 16599 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16600 End 16601 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 16602 Model = UBPalace_DNS 16603 Animation = UBPalace_DNS.UBPalace_DNS 16604 AnimationMode = LOOP 16605 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16606 End 16607 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 16608 Model = UBPalace_ENS 16609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16610 End 16611 16612 ConditionState = AWAITING_CONSTRUCTION 16613 Model = NONE 16614 End 16615 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 16616 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 16617 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 16618 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 16619 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 16620 AliasConditionState = AWAITING_CONSTRUCTION SNOW 16621 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 16622 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 16623 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 16624 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 16625 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 16626 AliasConditionState = SOLD 16627 AliasConditionState = SOLD DAMAGED 16628 AliasConditionState = SOLD REALLYDAMAGED 16629 AliasConditionState = SOLD NIGHT 16630 AliasConditionState = SOLD NIGHT DAMAGED 16631 AliasConditionState = SOLD NIGHT REALLYDAMAGED 16632 AliasConditionState = SOLD SNOW 16633 AliasConditionState = SOLD SNOW DAMAGED 16634 AliasConditionState = SOLD SNOW REALLYDAMAGED 16635 AliasConditionState = SOLD NIGHT SNOW 16636 AliasConditionState = SOLD NIGHT SNOW DAMAGED 16637 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 16638 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 16639 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 16640 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 16641 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 16642 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 16643 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 16644 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 16645 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 16646 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 16647 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 16648 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 16649 AliasConditionState = SOLD USER_1 16650 AliasConditionState = SOLD DAMAGED USER_1 16651 AliasConditionState = SOLD REALLYDAMAGED USER_1 16652 AliasConditionState = SOLD NIGHT USER_1 16653 AliasConditionState = SOLD NIGHT DAMAGED USER_1 16654 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 16655 AliasConditionState = SOLD SNOW USER_1 16656 AliasConditionState = SOLD SNOW DAMAGED USER_1 16657 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 16658 AliasConditionState = SOLD NIGHT SNOW USER_1 16659 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 16660 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 16661 AliasConditionState = GARRISONED SOLD 16662 AliasConditionState = GARRISONED SOLD DAMAGED 16663 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 16664 AliasConditionState = GARRISONED SOLD NIGHT 16665 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 16666 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 16667 AliasConditionState = GARRISONED SOLD SNOW 16668 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 16669 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 16670 AliasConditionState = GARRISONED SOLD NIGHT SNOW 16671 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 16672 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 16673 AliasConditionState = GARRISONED SOLD USER_1 16674 AliasConditionState = GARRISONED SOLD DAMAGED USER_1 16675 AliasConditionState = GARRISONED SOLD REALLYDAMAGED USER_1 16676 AliasConditionState = GARRISONED SOLD NIGHT USER_1 16677 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED USER_1 16678 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED USER_1 16679 AliasConditionState = GARRISONED SOLD SNOW USER_1 16680 AliasConditionState = GARRISONED SOLD SNOW DAMAGED USER_1 16681 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED USER_1 16682 AliasConditionState = GARRISONED SOLD NIGHT SNOW USER_1 16683 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED USER_1 16684 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED USER_1 16685 ;************************************************************************************************************************** 16686 16687 End 16688 PlacementViewAngle = -45 16689 16690 ; ------------ construction-zone fence ----------------- 16691 Draw = W3DModelDraw ModuleTag_02 16692 AnimationsRequirePower = No 16693 DefaultConditionState 16694 Model = None 16695 TransitionKey = DOWN_DEFAULT 16696 End 16697 ConditionState = NIGHT 16698 Model = None 16699 TransitionKey = DOWN_DEFAULT 16700 End 16701 ConditionState = SNOW 16702 Model = None 16703 TransitionKey = DOWN_DEFAULT 16704 End 16705 ConditionState = SNOW NIGHT 16706 Model = None 16707 TransitionKey = DOWN_DEFAULT 16708 End 16709 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16710 Model = UBPalace_A4 16711 Animation = UBPalace_A4.UBPalace_A4 16712 AnimationMode = MANUAL 16713 Flags = START_FRAME_LAST 16714 TransitionKey = UP_DAY 16715 End 16716 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16717 Model = UBPalace_A4N 16718 Animation = UBPalace_A4N.UBPalace_A4N 16719 AnimationMode = MANUAL 16720 Flags = START_FRAME_LAST 16721 TransitionKey = UP_NIGHT 16722 End 16723 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16724 Model = UBPalace_A4S 16725 Animation = UBPalace_A4S.UBPalace_A4S 16726 AnimationMode = MANUAL 16727 Flags = START_FRAME_LAST 16728 TransitionKey = UP_SNOW 16729 End 16730 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16731 Model = UBPalace_A4SN 16732 Animation = UBPalace_A4SN.UBPalace_A4SN 16733 AnimationMode = MANUAL 16734 Flags = START_FRAME_LAST 16735 TransitionKey = UP_SNOWNIGHT 16736 End 16737 TransitionState = DOWN_DEFAULT UP_DAY 16738 Model = UBPalace_A4 16739 Animation = UBPalace_A4.UBPalace_A4 16740 AnimationMode = ONCE 16741 AnimationSpeedFactorRange = 1.0 1.0 16742 Flags = START_FRAME_FIRST 16743 End 16744 TransitionState = DOWN_DEFAULT UP_NIGHT 16745 Model = UBPalace_A4N 16746 Animation = UBPalace_A4N.UBPalace_A4N 16747 AnimationMode = ONCE 16748 AnimationSpeedFactorRange = 1.0 1.0 16749 Flags = START_FRAME_FIRST 16750 End 16751 TransitionState = DOWN_DEFAULT UP_SNOW 16752 Model = UBPalace_A4S 16753 Animation = UBPalace_A4S.UBPalace_A4S 16754 AnimationMode = ONCE 16755 AnimationSpeedFactorRange = 1.0 1.0 16756 Flags = START_FRAME_FIRST 16757 End 16758 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16759 Model = UBPalace_A4SN 16760 Animation = UBPalace_A4SN.UBPalace_A4SN 16761 AnimationMode = ONCE 16762 AnimationSpeedFactorRange = 1.0 1.0 16763 Flags = START_FRAME_FIRST 16764 End 16765 TransitionState = UP_DAY DOWN_DEFAULT 16766 Model = UBPalace_A4 16767 Animation = UBPalace_A4.UBPalace_A4 16768 AnimationMode = ONCE_BACKWARDS 16769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16770 Flags = START_FRAME_LAST 16771 End 16772 TransitionState = UP_NIGHT DOWN_DEFAULT 16773 Model = UBPalace_A4N 16774 Animation = UBPalace_A4N.UBPalace_A4N 16775 AnimationMode = ONCE_BACKWARDS 16776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16777 Flags = START_FRAME_LAST 16778 End 16779 TransitionState = UP_SNOW DOWN_DEFAULT 16780 Model = UBPalace_A4S 16781 Animation = UBPalace_A4S.UBPalace_A4S 16782 AnimationMode = ONCE_BACKWARDS 16783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16784 Flags = START_FRAME_LAST 16785 End 16786 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16787 Model = UBPalace_A4SN 16788 Animation = UBPalace_A4SN.UBPalace_A4SN 16789 AnimationMode = ONCE_BACKWARDS 16790 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16791 Flags = START_FRAME_LAST 16792 End 16793 End 16794 16795 ; ------------ under-construction scaffolding ----------------- 16796 Draw = W3DModelDraw ModuleTag_03 16797 AnimationsRequirePower = No 16798 MinLODRequired = MEDIUM 16799 DefaultConditionState 16800 Model = None 16801 TransitionKey = DOWN_DEFAULT 16802 End 16803 ConditionState = NIGHT 16804 Model = None 16805 TransitionKey = DOWN_DEFAULT 16806 End 16807 ConditionState = SNOW 16808 Model = None 16809 TransitionKey = DOWN_DEFAULT 16810 End 16811 ConditionState = SNOW NIGHT 16812 Model = None 16813 TransitionKey = DOWN_DEFAULT 16814 End 16815 ConditionState = PARTIALLY_CONSTRUCTED 16816 Model = UBPalace_A6 16817 Animation = UBPalace_A6.UBPalace_A6 16818 AnimationMode = MANUAL 16819 Flags = START_FRAME_LAST 16820 TransitionKey = UP_DAY 16821 ParticleSysBone = Dust01 BuildingDust 16822 ParticleSysBone = Smoke01 BuildUpSmoke 16823 ParticleSysBone = Smoke02 BuildUpSmoke 16824 ParticleSysBone = Smoke03 BuildUpSmoke 16825 ParticleSysBone = Smoke04 BuildUpSmoke 16826 ParticleSysBone = Smoke05 BuildUpSmoke 16827 End 16828 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16829 Model = UBPalace_A6N 16830 Animation = UBPalace_A6N.UBPalace_A6N 16831 AnimationMode = MANUAL 16832 Flags = START_FRAME_LAST 16833 TransitionKey = UP_NIGHT 16834 ParticleSysBone = Dust01 BuildingDust 16835 ParticleSysBone = Smoke01 BuildUpSmoke 16836 ParticleSysBone = Smoke02 BuildUpSmoke 16837 ParticleSysBone = Smoke03 BuildUpSmoke 16838 ParticleSysBone = Smoke04 BuildUpSmoke 16839 ParticleSysBone = Smoke05 BuildUpSmoke 16840 End 16841 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16842 Model = UBPalace_A6S 16843 Animation = UBPalace_A6S.UBPalace_A6S 16844 AnimationMode = MANUAL 16845 Flags = START_FRAME_LAST 16846 TransitionKey = UP_SNOW 16847 ParticleSysBone = Dust01 BuildingSnowDust 16848 ParticleSysBone = Smoke01 BuildUpSnowSmoke 16849 ParticleSysBone = Smoke02 BuildUpSnowSmoke 16850 ParticleSysBone = Smoke03 BuildUpSnowSmoke 16851 ParticleSysBone = Smoke04 BuildUpSnowSmoke 16852 ParticleSysBone = Smoke05 BuildUpSnowSmoke 16853 End 16854 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16855 Model = UBPalace_A6SN 16856 Animation = UBPalace_A6SN.UBPalace_A6SN 16857 AnimationMode = MANUAL 16858 Flags = START_FRAME_LAST 16859 TransitionKey = UP_SNOWNIGHT 16860 ParticleSysBone = Dust01 BuildingNightSnowDust 16861 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 16862 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 16863 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 16864 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 16865 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 16866 End 16867 TransitionState = DOWN_DEFAULT UP_DAY 16868 Model = UBPalace_A6 16869 Animation = UBPalace_A6.UBPalace_A6 16870 AnimationMode = ONCE 16871 AnimationSpeedFactorRange = 1.0 1.0 16872 Flags = START_FRAME_FIRST 16873 End 16874 TransitionState = DOWN_DEFAULT UP_NIGHT 16875 Model = UBPalace_A6N 16876 Animation = UBPalace_A6N.UBPalace_A6N 16877 AnimationMode = ONCE 16878 AnimationSpeedFactorRange = 1.0 1.0 16879 Flags = START_FRAME_FIRST 16880 End 16881 TransitionState = DOWN_DEFAULT UP_SNOW 16882 Model = UBPalace_A6S 16883 Animation = UBPalace_A6S.UBPalace_A6S 16884 AnimationMode = ONCE 16885 AnimationSpeedFactorRange = 1.0 1.0 16886 Flags = START_FRAME_FIRST 16887 End 16888 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16889 Model = UBPalace_A6SN 16890 Animation = UBPalace_A6SN.UBPalace_A6SN 16891 AnimationMode = ONCE 16892 AnimationSpeedFactorRange = 1.0 1.0 16893 Flags = START_FRAME_FIRST 16894 End 16895 TransitionState = UP_DAY DOWN_DEFAULT 16896 Model = UBPalace_A6 16897 Animation = UBPalace_A6.UBPalace_A6 16898 AnimationMode = ONCE_BACKWARDS 16899 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16900 Flags = START_FRAME_LAST 16901 End 16902 TransitionState = UP_NIGHT DOWN_DEFAULT 16903 Model = UBPalace_A6N 16904 Animation = UBPalace_A6N.UBPalace_A6N 16905 AnimationMode = ONCE_BACKWARDS 16906 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16907 Flags = START_FRAME_LAST 16908 End 16909 TransitionState = UP_SNOW DOWN_DEFAULT 16910 Model = UBPalace_A6S 16911 Animation = UBPalace_A6S.UBPalace_A6S 16912 AnimationMode = ONCE_BACKWARDS 16913 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16914 Flags = START_FRAME_LAST 16915 End 16916 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16917 Model = UBPalace_A6SN 16918 Animation = UBPalace_A6SN.UBPalace_A6SN 16919 AnimationMode = ONCE_BACKWARDS 16920 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16921 Flags = START_FRAME_LAST 16922 End 16923 End 16924 16925 ; ***DESIGN parameters *** 16926 DisplayName = OBJECT:Palace 16927 Side = GLA 16928 EditorSorting = STRUCTURE 16929 Prerequisites 16930 Object = GLAArmsDealer 16931 End 16932 BuildCost = 2500 16933 BuildTime = 45.0 ; in seconds 16934 EnergyProduction = 0 16935 VisionRange = 300.0 ; Shroud clearing distance 16936 ShroudClearingRange = 300 16937 ArmorSet 16938 Conditions = None 16939 Armor = StructureArmor 16940 DamageFX = StructureDamageFXNoShake 16941 End 16942 ArmorSet 16943 Conditions = PLAYER_UPGRADE 16944 Armor = GLAUpgradedStructureArmor 16945 DamageFX = StructureDamageFXNoShake 16946 End 16947 CommandSet = GLAPalaceCommandSet 16948 ExperienceValue = 300 300 300 300 ; Experience point value at each level 16949 16950 ; *** AUDIO Parameters *** 16951 VoiceSelect = PalaceSelect 16952 SoundOnDamaged = BuildingDamagedStateLight 16953 SoundOnReallyDamaged = BuildingDestroy 16954 16955 UnitSpecificSounds 16956 UnderConstruction = UnderConstructionLoop 16957 End 16958 16959 ; *** ENGINEERING Parameters *** 16960 RadarPriority = STRUCTURE 16961 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE FS_ADVANCED_TECH 16962 Body = StructureBody ModuleTag_04 16963 MaxHealth = 3000.0 16964 InitialHealth = 3000.0 16965 16966 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16967 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16968 SubdualDamageCap = 3200 16969 SubdualDamageHealRate = 500 16970 SubdualDamageHealAmount = 100 16971 End 16972 Behavior = ArmorUpgrade ModuleTag_Armor01 16973 TriggeredBy = Upgrade_GLAFortifiedStructure 16974 End 16975 16976 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 16977 ConditionFlag = USER_1 16978 TriggeredBy = Upgrade_GLAFortifiedStructure 16979 End 16980 16981 Behavior = ProductionUpdate ModuleTag_05 16982 ; nothing 16983 End 16984 16985 Behavior = CreateObjectDie ModuleTag_08 16986 CreationList = OCL_SmallStructureDebris 16987 End 16988 Behavior = FXListDie ModuleTag_09 16989 DeathFX = FX_StructureMediumDeath 16990 End 16991 16992 Behavior = GarrisonContain ModuleTag_10 16993 ContainMax = 5 16994 EnterSound = GarrisonEnter 16995 ExitSound = GarrisonExit 16996 ImmuneToClearBuildingAttacks = Yes 16997 End 16998 16999 Behavior = FlammableUpdate ModuleTag_11 17000 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17001 AflameDamageAmount = 5 ; taking this much damage... 17002 AflameDamageDelay = 500 ; this often. 17003 End 17004 17005 Behavior = RebuildHoleExposeDie ModuleTag_06 17006 HoleName = GLAHolePalace 17007 HoleMaxHealth = 500.0 17008 End 17009 Behavior = DestroyDie ModuleTag_07 17010 ;nothing 17011 End 17012 17013 Behavior = TransitionDamageFX ModuleTag_12 17014 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 17015 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 17016 ;--------------------------------------------------------------------------------------- 17017 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 17018 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 17019 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 17020 End 17021 17022 Geometry = BOX 17023 GeometryMajorRadius = 43.0 17024 GeometryMinorRadius = 58.0 17025 GeometryHeight = 30.0 17026 GeometryIsSmall = No 17027 Shadow = SHADOW_VOLUME 17028 BuildCompletion = PLACED_BY_PLAYER 17029 17030 End 17031 17032 ;------------------------------------------------------------------------------ 17033 ObjectReskin GLAHolePalace GLAHole 17034 Draw = W3DModelDraw ModuleTag_01 17035 OkToChangeModelColor = Yes 17036 ConditionState = NONE 17037 Model = UBHole 17038 End 17039 ConditionState = DAMAGED 17040 Model = UBHole_D 17041 ParticleSysBone = Smoke01 SteamVent 17042 End 17043 ConditionState = REALLYDAMAGED RUBBLE 17044 Model = UBHole_E 17045 ParticleSysBone = Smoke01 SteamVent 17046 ParticleSysBone = Smoke02 SteamVent 17047 ParticleSysBone = Fire01 GLAPowerPlantFlame 17048 ParticleSysBone = Fire02 GLAPowerPlantFlame 17049 ParticleSysBone = Fire03 GLAPowerPlantFlame 17050 End 17051 End 17052 Draw = W3DModelDraw ModuleTag_02 17053 OkToChangeModelColor = Yes 17054 ConditionState = NONE 17055 Model = UBPalace_R 17056 ParticleSysBone = Smoke01 SmolderingSmoke 17057 ParticleSysBone = Smoke02 SmolderingSmoke 17058 ParticleSysBone = Flame01 FireBurningBarricade01 17059 End 17060 ConditionState = DAMAGED REALLYDAMAGED 17061 Model = UBPalace_R 17062 ParticleSysBone = Smoke01 SmolderingSmoke 17063 End 17064 End 17065 End 17066 17067 ;------------------------------------------------------------------------------ 17068 ;China Nuclear Reactor 17069 Object ChinaPowerPlant 17070 17071 ; *** ART Parameters *** 17072 SelectPortrait = SNReactor_L 17073 ButtonImage = SNReactor 17074 ;day 17075 Draw = W3DModelDraw ModuleTag_01 17076 OkToChangeModelColor = Yes 17077 ConditionState = NONE 17078 Model = NBPwrPlant 17079 ParticleSysBone = Smoke01 SteamVent 17080 ParticleSysBone = Smoke02 SteamVent 17081 End 17082 ConditionState = DAMAGED 17083 Model = NBPwrPlant_D 17084 ParticleSysBone = Smoke01 SteamLarge 17085 ParticleSysBone = Smoke02 SteamMedium 17086 ParticleSysBone = Smoke03 SmolderingSmoke 17087 ParticleSysBone = Smoke04 SmolderingSmoke 17088 ParticleSysBone = Smoke05 SmolderingSmoke 17089 ParticleSysBone = Smoke06 FireFactionLarge 17090 ParticleSysBone = Fire01 SmolderingFire 17091 End 17092 ConditionState = REALLYDAMAGED RUBBLE 17093 Model = NBPwrPlant_E 17094 ParticleSysBone = Smoke01 SteamVent 17095 ParticleSysBone = Smoke02 SteamVent 17096 ParticleSysBone = Smoke03 SmolderingSmoke 17097 ParticleSysBone = Smoke04 SmolderingSmoke 17098 ParticleSysBone = Smoke05 SmolderingSmoke 17099 ParticleSysBone = Smoke06 SmolderingSmoke 17100 ParticleSysBone = Fire01 SmolderingFire 17101 ParticleSysBone = Fire02 SmolderingFire 17102 ParticleSysBone = Spark01 SparksLarge 17103 ParticleSysBone = Spark02 SparksMedium 17104 ParticleSysBone = Spark03 SparksSmall 17105 ParticleSysBone = Spark04 LiveWireSparks 17106 End 17107 17108 ; day overcharge 17109 ConditionState = POWER_PLANT_UPGRADED 17110 Model = NBPwrPlant 17111 ParticleSysBone = Smoke01 SteamVent 17112 ParticleSysBone = Smoke02 SteamVent 17113 ParticleSysBone = Spark01 SparksLarge 17114 ParticleSysBone = Spark02 SparksLarge 17115 ParticleSysBone = Spark03 SparksMedium 17116 ParticleSysBone = Spark04 SparksMedium 17117 ParticleSysBone = Spark05 SparksSmall 17118 ParticleSysBone = Spark06 SparksSmall 17119 ParticleSysBone = Spark07 SparksSmall 17120 End 17121 ConditionState = DAMAGED POWER_PLANT_UPGRADED 17122 Model = NBPwrPlant_D 17123 ParticleSysBone = Smoke01 SteamVent 17124 ParticleSysBone = Smoke02 SteamVent 17125 ParticleSysBone = Smoke03 SmolderingSmoke 17126 ParticleSysBone = Smoke04 SmolderingSmoke 17127 ParticleSysBone = Smoke05 SmolderingSmoke 17128 ParticleSysBone = Smoke06 SmolderingSmoke 17129 ParticleSysBone = Fire01 SmolderingFire 17130 ParticleSysBone = Spark01 SparksLarge 17131 ParticleSysBone = Spark02 SparksLarge 17132 ParticleSysBone = Spark03 SparksMedium 17133 ParticleSysBone = Spark04 SparksMedium 17134 ParticleSysBone = Spark05 SparksMedium 17135 ParticleSysBone = Spark06 SparksSmall 17136 ParticleSysBone = Spark07 SparksSmall 17137 End 17138 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 17139 Model = NBPwrPlant_E 17140 ParticleSysBone = Smoke01 SteamVent 17141 ParticleSysBone = Smoke02 SteamVent 17142 ParticleSysBone = Smoke03 SmolderingSmoke 17143 ParticleSysBone = Smoke04 SmolderingSmoke 17144 ParticleSysBone = Smoke05 SmolderingSmoke 17145 ParticleSysBone = Smoke06 SmolderingSmoke 17146 ParticleSysBone = Fire01 SmolderingFire 17147 ParticleSysBone = Fire02 SmolderingFire 17148 ParticleSysBone = Spark01 SparksLarge 17149 ParticleSysBone = Spark02 SparksLarge 17150 ParticleSysBone = Spark03 SparksLarge 17151 ParticleSysBone = Spark04 SparksLarge 17152 ParticleSysBone = Spark05 SparksMedium 17153 ParticleSysBone = Spark06 SparksMedium 17154 ParticleSysBone = Spark07 SparksSmall 17155 End 17156 17157 17158 ; Snow-Day 17159 17160 ConditionState = SNOW 17161 Model = NBPwrPlant_S 17162 ParticleSysBone = Smoke01 SteamVent 17163 ParticleSysBone = Smoke02 SteamVent 17164 End 17165 ConditionState = DAMAGED SNOW 17166 Model = NBPwrPlant_DS 17167 ParticleSysBone = Smoke01 SteamLarge 17168 ParticleSysBone = Smoke02 SteamMedium 17169 ParticleSysBone = Smoke03 SmolderingSmoke 17170 ParticleSysBone = Smoke04 SmolderingSmoke 17171 ParticleSysBone = Smoke05 SmolderingSmoke 17172 ParticleSysBone = Smoke06 FireFactionLarge 17173 ParticleSysBone = Fire01 SmolderingFire 17174 End 17175 ConditionState = REALLYDAMAGED RUBBLE SNOW 17176 Model = NBPwrPlant_ES 17177 ParticleSysBone = Smoke01 SteamVent 17178 ParticleSysBone = Smoke02 SteamVent 17179 ParticleSysBone = Smoke03 SmolderingSmoke 17180 ParticleSysBone = Smoke04 SmolderingSmoke 17181 ParticleSysBone = Smoke05 SmolderingSmoke 17182 ParticleSysBone = Smoke06 SmolderingSmoke 17183 ParticleSysBone = Fire01 SmolderingFire 17184 ParticleSysBone = Fire02 SmolderingFire 17185 ParticleSysBone = Spark01 SparksLarge 17186 ParticleSysBone = Spark02 SparksMedium 17187 ParticleSysBone = Spark03 SparksSmall 17188 ParticleSysBone = Spark04 LiveWireSparks 17189 End 17190 17191 ; day overcharge 17192 ConditionState = POWER_PLANT_UPGRADED SNOW 17193 Model = NBPwrPlant_S 17194 ParticleSysBone = Smoke01 SteamVent 17195 ParticleSysBone = Smoke02 SteamVent 17196 ParticleSysBone = Spark01 SparksLarge 17197 ParticleSysBone = Spark02 SparksLarge 17198 ParticleSysBone = Spark03 SparksMedium 17199 ParticleSysBone = Spark04 SparksMedium 17200 ParticleSysBone = Spark05 SparksSmall 17201 ParticleSysBone = Spark06 SparksSmall 17202 ParticleSysBone = Spark07 SparksSmall 17203 End 17204 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 17205 Model = NBPwrPlant_DS 17206 ParticleSysBone = Smoke01 SteamVent 17207 ParticleSysBone = Smoke02 SteamVent 17208 ParticleSysBone = Smoke03 SmolderingSmoke 17209 ParticleSysBone = Smoke04 SmolderingSmoke 17210 ParticleSysBone = Smoke05 SmolderingSmoke 17211 ParticleSysBone = Smoke06 SmolderingSmoke 17212 ParticleSysBone = Fire01 SmolderingFire 17213 ParticleSysBone = Spark01 SparksLarge 17214 ParticleSysBone = Spark02 SparksLarge 17215 ParticleSysBone = Spark03 SparksMedium 17216 ParticleSysBone = Spark04 SparksMedium 17217 ParticleSysBone = Spark05 SparksMedium 17218 ParticleSysBone = Spark06 SparksSmall 17219 ParticleSysBone = Spark07 SparksSmall 17220 End 17221 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 17222 Model = NBPwrPlant_ES 17223 ParticleSysBone = Smoke01 SteamVent 17224 ParticleSysBone = Smoke02 SteamVent 17225 ParticleSysBone = Smoke03 SmolderingSmoke 17226 ParticleSysBone = Smoke04 SmolderingSmoke 17227 ParticleSysBone = Smoke05 SmolderingSmoke 17228 ParticleSysBone = Smoke06 SmolderingSmoke 17229 ParticleSysBone = Fire01 SmolderingFire 17230 ParticleSysBone = Fire02 SmolderingFire 17231 ParticleSysBone = Spark01 SparksLarge 17232 ParticleSysBone = Spark02 SparksLarge 17233 ParticleSysBone = Spark03 SparksLarge 17234 ParticleSysBone = Spark04 SparksLarge 17235 ParticleSysBone = Spark05 SparksMedium 17236 ParticleSysBone = Spark06 SparksMedium 17237 ParticleSysBone = Spark07 SparksSmall 17238 End 17239 17240 17241 ;night snow 17242 ConditionState = NIGHT SNOW 17243 Model = NBPwrPlant_NS 17244 Animation = NBPwrPlant_NS.NBPwrPlant_NS 17245 AnimationMode = LOOP 17246 ParticleSysBone = Smoke01 SteamVent 17247 ParticleSysBone = Smoke02 SteamVent 17248 End 17249 ConditionState = NIGHT DAMAGED SNOW 17250 Model = NBPwrPlant_DNS 17251 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 17252 AnimationMode = LOOP 17253 ParticleSysBone = Smoke01 SteamVent 17254 ParticleSysBone = Smoke02 SteamVent 17255 ParticleSysBone = Smoke03 SmolderingSmoke 17256 ParticleSysBone = Smoke04 SmolderingSmoke 17257 ParticleSysBone = Smoke05 SmolderingSmoke 17258 ParticleSysBone = Smoke06 SmolderingSmoke 17259 ParticleSysBone = Fire01 SmolderingFire 17260 End 17261 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 17262 Model = NBPwrPlant_ENS 17263 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 17264 AnimationMode = LOOP 17265 ParticleSysBone = Smoke01 SteamVent 17266 ParticleSysBone = Smoke02 SteamVent 17267 ParticleSysBone = Smoke03 SmolderingSmoke 17268 ParticleSysBone = Smoke04 SmolderingSmoke 17269 ParticleSysBone = Smoke05 SmolderingSmoke 17270 ParticleSysBone = Smoke06 SmolderingSmoke 17271 ParticleSysBone = Fire01 SmolderingFire 17272 ParticleSysBone = Fire02 SmolderingFire 17273 ParticleSysBone = Spark01 LiveWireSparks 17274 ParticleSysBone = Spark02 LiveWireSparks 17275 ParticleSysBone = Spark03 LiveWireSparks 17276 ParticleSysBone = Spark04 LiveWireSparks 17277 End 17278 17279 ; night overcharge 17280 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 17281 Model = NBPwrPlant_NS 17282 Animation = NBPwrPlant_NS.NBPwrPlant_NS 17283 AnimationMode = LOOP 17284 ParticleSysBone = Smoke01 SteamVent 17285 ParticleSysBone = Smoke02 SteamVent 17286 ParticleSysBone = Spark01 SparksLarge 17287 ParticleSysBone = Spark02 SparksLarge 17288 ParticleSysBone = Spark03 SparksMedium 17289 ParticleSysBone = Spark04 SparksMedium 17290 ParticleSysBone = Spark05 SparksSmall 17291 ParticleSysBone = Spark06 SparksSmall 17292 ParticleSysBone = Spark07 SparksSmall 17293 End 17294 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW 17295 Model = NBPwrPlant_DNS 17296 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 17297 AnimationMode = LOOP 17298 ParticleSysBone = Smoke01 SteamVent 17299 ParticleSysBone = Smoke02 SteamVent 17300 ParticleSysBone = Smoke03 SmolderingSmoke 17301 ParticleSysBone = Smoke04 SmolderingSmoke 17302 ParticleSysBone = Smoke05 SmolderingSmoke 17303 ParticleSysBone = Smoke06 SmolderingSmoke 17304 ParticleSysBone = Fire01 SmolderingFire 17305 ParticleSysBone = Spark01 SparksLarge 17306 ParticleSysBone = Spark02 SparksLarge 17307 ParticleSysBone = Spark03 SparksMedium 17308 ParticleSysBone = Spark04 SparksMedium 17309 ParticleSysBone = Spark05 SparksMedium 17310 ParticleSysBone = Spark06 SparksSmall 17311 ParticleSysBone = Spark07 SparksSmall 17312 End 17313 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 17314 Model = NBPwrPlant_ENS 17315 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 17316 AnimationMode = LOOP 17317 ParticleSysBone = Smoke01 SteamVent 17318 ParticleSysBone = Smoke02 SteamVent 17319 ParticleSysBone = Smoke03 SmolderingSmoke 17320 ParticleSysBone = Smoke04 SmolderingSmoke 17321 ParticleSysBone = Smoke05 SmolderingSmoke 17322 ParticleSysBone = Smoke06 SmolderingSmoke 17323 ParticleSysBone = Fire01 SmolderingFire 17324 ParticleSysBone = Fire02 SmolderingFire 17325 ParticleSysBone = Spark01 SparksLarge 17326 ParticleSysBone = Spark02 SparksLarge 17327 ParticleSysBone = Spark03 SparksLarge 17328 ParticleSysBone = Spark04 SparksLarge 17329 ParticleSysBone = Spark05 SparksMedium 17330 ParticleSysBone = Spark06 SparksMedium 17331 ParticleSysBone = Spark07 SparksSmall 17332 End 17333 17334 17335 ;night 17336 ConditionState = NIGHT 17337 Model = NBPwrPlant_N 17338 Animation = NBPwrPlant_N.NBPwrPlant_N 17339 AnimationMode = LOOP 17340 ParticleSysBone = Smoke01 SteamVent 17341 ParticleSysBone = Smoke02 SteamVent 17342 End 17343 ConditionState = NIGHT DAMAGED 17344 Model = NBPwrPlant_DN 17345 Animation = NBPwrPlant_DN.NBPwrPlant_DN 17346 AnimationMode = LOOP 17347 ParticleSysBone = Smoke01 SteamVent 17348 ParticleSysBone = Smoke02 SteamVent 17349 ParticleSysBone = Smoke03 SmolderingSmoke 17350 ParticleSysBone = Smoke04 SmolderingSmoke 17351 ParticleSysBone = Smoke05 SmolderingSmoke 17352 ParticleSysBone = Smoke06 SmolderingSmoke 17353 ParticleSysBone = Fire01 SmolderingFire 17354 End 17355 ConditionState = REALLYDAMAGED RUBBLE NIGHT 17356 Model = NBPwrPlant_EN 17357 Animation = NBPwrPlant_EN.NBPwrPlant_EN 17358 AnimationMode = LOOP 17359 ParticleSysBone = Smoke01 SteamVent 17360 ParticleSysBone = Smoke02 SteamVent 17361 ParticleSysBone = Smoke03 SmolderingSmoke 17362 ParticleSysBone = Smoke04 SmolderingSmoke 17363 ParticleSysBone = Smoke05 SmolderingSmoke 17364 ParticleSysBone = Smoke06 SmolderingSmoke 17365 ParticleSysBone = Fire01 SmolderingFire 17366 ParticleSysBone = Fire02 SmolderingFire 17367 ParticleSysBone = Spark01 LiveWireSparks 17368 ParticleSysBone = Spark02 LiveWireSparks 17369 ParticleSysBone = Spark03 LiveWireSparks 17370 ParticleSysBone = Spark04 LiveWireSparks 17371 End 17372 17373 ; night overcharge 17374 ConditionState = NIGHT POWER_PLANT_UPGRADED 17375 Model = NBPwrPlant_N 17376 Animation = NBPwrPlant_N.NBPwrPlant_N 17377 AnimationMode = LOOP 17378 ParticleSysBone = Smoke01 SteamVent 17379 ParticleSysBone = Smoke02 SteamVent 17380 ParticleSysBone = Spark01 SparksLarge 17381 ParticleSysBone = Spark02 SparksLarge 17382 ParticleSysBone = Spark03 SparksMedium 17383 ParticleSysBone = Spark04 SparksMedium 17384 ParticleSysBone = Spark05 SparksSmall 17385 ParticleSysBone = Spark06 SparksSmall 17386 ParticleSysBone = Spark07 SparksSmall 17387 End 17388 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED 17389 Model = NBPwrPlant_DN 17390 Animation = NBPwrPlant_DN.NBPwrPlant_DN 17391 AnimationMode = LOOP 17392 ParticleSysBone = Smoke01 SteamVent 17393 ParticleSysBone = Smoke02 SteamVent 17394 ParticleSysBone = Smoke03 SmolderingSmoke 17395 ParticleSysBone = Smoke04 SmolderingSmoke 17396 ParticleSysBone = Smoke05 SmolderingSmoke 17397 ParticleSysBone = Smoke06 SmolderingSmoke 17398 ParticleSysBone = Fire01 SmolderingFire 17399 ParticleSysBone = Spark01 SparksLarge 17400 ParticleSysBone = Spark02 SparksLarge 17401 ParticleSysBone = Spark03 SparksMedium 17402 ParticleSysBone = Spark04 SparksMedium 17403 ParticleSysBone = Spark05 SparksMedium 17404 ParticleSysBone = Spark06 SparksSmall 17405 ParticleSysBone = Spark07 SparksSmall 17406 End 17407 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 17408 Model = NBPwrPlant_EN 17409 Animation = NBPwrPlant_EN.NBPwrPlant_EN 17410 AnimationMode = LOOP 17411 ParticleSysBone = Smoke01 SteamVent 17412 ParticleSysBone = Smoke02 SteamVent 17413 ParticleSysBone = Smoke03 SmolderingSmoke 17414 ParticleSysBone = Smoke04 SmolderingSmoke 17415 ParticleSysBone = Smoke05 SmolderingSmoke 17416 ParticleSysBone = Smoke06 SmolderingSmoke 17417 ParticleSysBone = Fire01 SmolderingFire 17418 ParticleSysBone = Fire02 SmolderingFire 17419 ParticleSysBone = Spark01 SparksLarge 17420 ParticleSysBone = Spark02 SparksLarge 17421 ParticleSysBone = Spark03 SparksLarge 17422 ParticleSysBone = Spark04 SparksLarge 17423 ParticleSysBone = Spark05 SparksMedium 17424 ParticleSysBone = Spark06 SparksMedium 17425 ParticleSysBone = Spark07 SparksSmall 17426 End 17427 17428 ;************************************************************************************************************************** 17429 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 17430 ;for this draw module 17431 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17432 Model = NBPwrPlant 17433 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17434 End 17435 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17436 Model = NBPwrPlant_D 17437 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17438 End 17439 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 17440 Model = NBPwrPlant_E 17441 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17442 End 17443 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 17444 Model = NBPwrPlant_N 17445 Animation = NBPwrPlant_N.NBPwrPlant_N 17446 AnimationMode = LOOP 17447 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17448 End 17449 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 17450 Model = NBPwrPlant_DN 17451 Animation = NBPwrPlant_DN.NBPwrPlant_DN 17452 AnimationMode = LOOP 17453 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17454 End 17455 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 17456 Model = NBPwrPlant_EN 17457 Animation = NBPwrPlant_EN.NBPwrPlant_EN 17458 AnimationMode = LOOP 17459 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17460 End 17461 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 17462 Model = NBPwrPlant_S 17463 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17464 End 17465 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 17466 Model = NBPwrPlant_DS 17467 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17468 End 17469 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 17470 Model = NBPwrPlant_ES 17471 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17472 End 17473 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 17474 Model = NBPwrPlant_NS 17475 Animation = NBPwrPlant_NS.NBPwrPlant_NS 17476 AnimationMode = LOOP 17477 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17478 End 17479 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 17480 Model = NBPwrPlant_DNS 17481 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 17482 AnimationMode = LOOP 17483 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17484 End 17485 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 17486 Model = NBPwrPlant_ENS 17487 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 17488 AnimationMode = LOOP 17489 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17490 End 17491 17492 ConditionState = AWAITING_CONSTRUCTION 17493 Model = NONE 17494 End 17495 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 17496 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 17497 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 17498 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 17499 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 17500 AliasConditionState = AWAITING_CONSTRUCTION SNOW 17501 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 17502 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 17503 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 17504 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 17505 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 17506 AliasConditionState = SOLD 17507 AliasConditionState = SOLD DAMAGED 17508 AliasConditionState = SOLD REALLYDAMAGED 17509 AliasConditionState = SOLD NIGHT 17510 AliasConditionState = SOLD NIGHT DAMAGED 17511 AliasConditionState = SOLD NIGHT REALLYDAMAGED 17512 AliasConditionState = SOLD SNOW 17513 AliasConditionState = SOLD SNOW DAMAGED 17514 AliasConditionState = SOLD SNOW REALLYDAMAGED 17515 AliasConditionState = SOLD NIGHT SNOW 17516 AliasConditionState = SOLD NIGHT SNOW DAMAGED 17517 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 17518 AliasConditionState = SOLD POWER_PLANT_UPGRADED 17519 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 17520 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 17521 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 17522 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 17523 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 17524 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 17525 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 17526 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 17527 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 17528 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 17529 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 17530 ;************************************************************************************************************************** 17531 17532 End 17533 17534 ; ------------ construction-zone fence ----------------- 17535 Draw = W3DModelDraw ModuleTag_02 17536 AnimationsRequirePower = No 17537 DefaultConditionState 17538 Model = None 17539 TransitionKey = DOWN_DEFAULT 17540 End 17541 ConditionState = NIGHT 17542 Model = None 17543 TransitionKey = DOWN_DEFAULT 17544 End 17545 ConditionState = SNOW 17546 Model = None 17547 TransitionKey = DOWN_DEFAULT 17548 End 17549 ConditionState = SNOW NIGHT 17550 Model = None 17551 TransitionKey = DOWN_DEFAULT 17552 End 17553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17554 Model = NBPwrPlant_A4 17555 Animation = NBPwrPlant_A4.NBPwrPlant_A4 17556 AnimationMode = MANUAL 17557 Flags = START_FRAME_LAST 17558 TransitionKey = UP_DAY 17559 End 17560 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17561 Model = NBPwrPlant_A4N 17562 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 17563 AnimationMode = MANUAL 17564 Flags = START_FRAME_LAST 17565 TransitionKey = UP_NIGHT 17566 End 17567 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17568 Model = NBPwrPlant_A4S 17569 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 17570 AnimationMode = MANUAL 17571 Flags = START_FRAME_LAST 17572 TransitionKey = UP_SNOW 17573 End 17574 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17575 Model = NBPwrPlant_A4SN 17576 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 17577 AnimationMode = MANUAL 17578 Flags = START_FRAME_LAST 17579 TransitionKey = UP_SNOWNIGHT 17580 End 17581 TransitionState = DOWN_DEFAULT UP_DAY 17582 Model = NBPwrPlant_A4 17583 Animation = NBPwrPlant_A4.NBPwrPlant_A4 17584 AnimationMode = ONCE 17585 AnimationSpeedFactorRange = 1.0 1.0 17586 Flags = START_FRAME_FIRST 17587 End 17588 TransitionState = DOWN_DEFAULT UP_NIGHT 17589 Model = NBPwrPlant_A4N 17590 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 17591 AnimationMode = ONCE 17592 AnimationSpeedFactorRange = 1.0 1.0 17593 Flags = START_FRAME_FIRST 17594 End 17595 TransitionState = DOWN_DEFAULT UP_SNOW 17596 Model = NBPwrPlant_A4S 17597 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 17598 AnimationMode = ONCE 17599 AnimationSpeedFactorRange = 1.0 1.0 17600 Flags = START_FRAME_FIRST 17601 End 17602 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17603 Model = NBPwrPlant_A4SN 17604 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 17605 AnimationMode = ONCE 17606 AnimationSpeedFactorRange = 1.0 1.0 17607 Flags = START_FRAME_FIRST 17608 End 17609 TransitionState = UP_DAY DOWN_DEFAULT 17610 Model = NBPwrPlant_A4 17611 Animation = NBPwrPlant_A4.NBPwrPlant_A4 17612 AnimationMode = ONCE_BACKWARDS 17613 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17614 Flags = START_FRAME_LAST 17615 End 17616 TransitionState = UP_NIGHT DOWN_DEFAULT 17617 Model = NBPwrPlant_A4N 17618 17619 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 17620 AnimationMode = ONCE_BACKWARDS 17621 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17622 Flags = START_FRAME_LAST 17623 End 17624 TransitionState = UP_SNOW DOWN_DEFAULT 17625 Model = NBPwrPlant_A4S 17626 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 17627 AnimationMode = ONCE_BACKWARDS 17628 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17629 Flags = START_FRAME_LAST 17630 End 17631 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17632 Model = NBPwrPlant_A4SN 17633 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 17634 AnimationMode = ONCE_BACKWARDS 17635 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17636 Flags = START_FRAME_LAST 17637 End 17638 End 17639 17640 ; ------------ under-construction scaffolding ----------------- 17641 Draw = W3DModelDraw ModuleTag_03 17642 AnimationsRequirePower = No 17643 MinLODRequired = MEDIUM 17644 DefaultConditionState 17645 Model = None 17646 TransitionKey = DOWN_DEFAULT 17647 End 17648 ConditionState = NIGHT 17649 Model = None 17650 TransitionKey = DOWN_DEFAULT 17651 End 17652 ConditionState = SNOW 17653 Model = None 17654 TransitionKey = DOWN_DEFAULT 17655 End 17656 ConditionState = SNOW NIGHT 17657 Model = None 17658 TransitionKey = DOWN_DEFAULT 17659 End 17660 ConditionState = PARTIALLY_CONSTRUCTED 17661 Model = NBPwrPlant_A6 17662 Animation = NBPwrPlant_A6.NBPwrPlant_A6 17663 AnimationMode = MANUAL 17664 Flags = START_FRAME_LAST 17665 TransitionKey = UP_DAY 17666 ParticleSysBone = Dust01 BuildingDustChina 17667 ParticleSysBone = Smoke01 BuildUpSmokeChina 17668 ParticleSysBone = Smoke02 BuildUpSmokeChina 17669 ParticleSysBone = Smoke03 BuildUpSmokeChina 17670 ParticleSysBone = Smoke04 BuildUpSmokeChina 17671 End 17672 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 17673 Model = NBPwrPlant_A6N 17674 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 17675 AnimationMode = MANUAL 17676 Flags = START_FRAME_LAST 17677 TransitionKey = UP_NIGHT 17678 ParticleSysBone = Dust01 BuildingDustChina 17679 ParticleSysBone = Smoke01 BuildUpSmokeChina 17680 ParticleSysBone = Smoke02 BuildUpSmokeChina 17681 ParticleSysBone = Smoke03 BuildUpSmokeChina 17682 ParticleSysBone = Smoke04 BuildUpSmokeChina 17683 End 17684 ConditionState = SNOW PARTIALLY_CONSTRUCTED 17685 Model = NBPwrPlant_A6S 17686 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 17687 AnimationMode = MANUAL 17688 Flags = START_FRAME_LAST 17689 TransitionKey = UP_SNOW 17690 ParticleSysBone = Dust01 BuildingSnowDust 17691 ParticleSysBone = Smoke01 BuildUpSnowSmoke 17692 ParticleSysBone = Smoke02 BuildUpSnowSmoke 17693 ParticleSysBone = Smoke03 BuildUpSnowSmoke 17694 ParticleSysBone = Smoke04 BuildUpSnowSmoke 17695 End 17696 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 17697 Model = NBPwrPlant_A6SN 17698 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 17699 AnimationMode = MANUAL 17700 Flags = START_FRAME_LAST 17701 TransitionKey = UP_SNOWNIGHT 17702 ParticleSysBone = Dust01 BuildingNightSnowDust 17703 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 17704 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 17705 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 17706 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 17707 End 17708 TransitionState = DOWN_DEFAULT UP_DAY 17709 Model = NBPwrPlant_A6 17710 Animation = NBPwrPlant_A6.NBPwrPlant_A6 17711 AnimationMode = ONCE 17712 AnimationSpeedFactorRange = 1.0 1.0 17713 Flags = START_FRAME_FIRST 17714 End 17715 TransitionState = DOWN_DEFAULT UP_NIGHT 17716 Model = NBPwrPlant_A6N 17717 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 17718 AnimationMode = ONCE 17719 AnimationSpeedFactorRange = 1.0 1.0 17720 Flags = START_FRAME_FIRST 17721 End 17722 TransitionState = DOWN_DEFAULT UP_SNOW 17723 Model = NBPwrPlant_A6S 17724 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 17725 AnimationMode = ONCE 17726 AnimationSpeedFactorRange = 1.0 1.0 17727 Flags = START_FRAME_FIRST 17728 End 17729 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17730 Model = NBPwrPlant_A6SN 17731 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 17732 AnimationMode = ONCE 17733 AnimationSpeedFactorRange = 1.0 1.0 17734 Flags = START_FRAME_FIRST 17735 End 17736 TransitionState = UP_DAY DOWN_DEFAULT 17737 Model = NBPwrPlant_A6 17738 Animation = NBPwrPlant_A6.NBPwrPlant_A6 17739 AnimationMode = ONCE_BACKWARDS 17740 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17741 Flags = START_FRAME_LAST 17742 End 17743 TransitionState = UP_NIGHT DOWN_DEFAULT 17744 Model = NBPwrPlant_A6N 17745 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 17746 AnimationMode = ONCE_BACKWARDS 17747 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17748 Flags = START_FRAME_LAST 17749 End 17750 TransitionState = UP_SNOW DOWN_DEFAULT 17751 Model = NBPwrPlant_A6S 17752 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 17753 AnimationMode = ONCE_BACKWARDS 17754 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17755 Flags = START_FRAME_LAST 17756 End 17757 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17758 Model = NBPwrPlant_A6SN 17759 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 17760 AnimationMode = ONCE_BACKWARDS 17761 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17762 Flags = START_FRAME_LAST 17763 End 17764 End 17765 17766 ; ------------ being-constructed crane ----------------- 17767 Draw = W3DModelDraw ModuleTag_04 17768 AnimationsRequirePower = No 17769 DefaultConditionState 17770 Model = None 17771 TransitionKey = DOWN_DEFAULT 17772 End 17773 ConditionState = NIGHT 17774 Model = None 17775 TransitionKey = DOWN_DEFAULT 17776 End 17777 ConditionState = SNOW 17778 Model = None 17779 TransitionKey = DOWN_DEFAULT 17780 End 17781 ConditionState = SNOW NIGHT 17782 Model = None 17783 TransitionKey = DOWN_DEFAULT 17784 End 17785 ConditionState = SOLD 17786 Model = NONE 17787 End 17788 17789 ConditionState = ACTIVELY_BEING_CONSTRUCTED 17790 Model = NBPwrPlant_A5 17791 Animation = NBPwrPlant_A5.NBPwrPlant_A5 17792 AnimationMode = LOOP 17793 TransitionKey = UP_DAY 17794 End 17795 17796 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 17797 Model = NBPwrPlant_A5N 17798 Animation = NBPwrPlant_A5N.NBPwrPlant_A5N 17799 AnimationMode = LOOP 17800 TransitionKey = UP_NIGHT 17801 End 17802 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 17803 Model = NBPwrPlant_A5S 17804 Animation = NBPwrPlant_A5S.NBPwrPlant_A5S 17805 AnimationMode = LOOP 17806 TransitionKey = UP_SNOW 17807 End 17808 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 17809 Model = NBPwrPlant_A5SN 17810 Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN 17811 AnimationMode = LOOP 17812 TransitionKey = UP_SNOWNIGHT 17813 End 17814 TransitionState = DOWN_DEFAULT UP_DAY 17815 Model = NBPwrPlant_AB 17816 Animation = NBPwrPlant_AB.NBPwrPlant_AB 17817 AnimationMode = ONCE 17818 AnimationSpeedFactorRange = 1.0 1.0 17819 Flags = START_FRAME_FIRST 17820 End 17821 17822 TransitionState = DOWN_DEFAULT UP_NIGHT 17823 Model = NBPwrPlant_ABN 17824 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 17825 AnimationMode = ONCE 17826 AnimationSpeedFactorRange = 1.0 1.0 17827 Flags = START_FRAME_FIRST 17828 End 17829 TransitionState = DOWN_DEFAULT UP_SNOW 17830 Model = NBPwrPlant_ABS 17831 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 17832 AnimationMode = ONCE 17833 AnimationSpeedFactorRange = 1.0 1.0 17834 Flags = START_FRAME_FIRST 17835 End 17836 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17837 Model = NBPwrPlant_ABSN 17838 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 17839 AnimationMode = ONCE 17840 AnimationSpeedFactorRange = 1.0 1.0 17841 Flags = START_FRAME_FIRST 17842 End 17843 TransitionState = UP_DAY DOWN_DEFAULT 17844 Model = NBPwrPlant_AB 17845 Animation = NBPwrPlant_AB.NBPwrPlant_AB 17846 AnimationMode = ONCE_BACKWARDS 17847 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17848 Flags = START_FRAME_LAST 17849 End 17850 TransitionState = UP_NIGHT DOWN_DEFAULT 17851 Model = NBPwrPlant_ABN 17852 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 17853 AnimationMode = ONCE_BACKWARDS 17854 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17855 Flags = START_FRAME_LAST 17856 End 17857 TransitionState = UP_SNOW DOWN_DEFAULT 17858 Model = NBPwrPlant_ABS 17859 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 17860 AnimationMode = ONCE_BACKWARDS 17861 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17862 Flags = START_FRAME_LAST 17863 End 17864 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17865 Model = NBPwrPlant_ABSN 17866 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 17867 AnimationMode = ONCE_BACKWARDS 17868 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17869 Flags = START_FRAME_LAST 17870 End 17871 End 17872 17873 PlacementViewAngle = -45 17874 17875 ; ***DESIGN parameters *** 17876 DisplayName = OBJECT:NuclearReactor 17877 Side = China 17878 EditorSorting = STRUCTURE 17879 17880 BuildCost = 1000 17881 BuildTime = 10.0 ; in seconds 17882 EnergyProduction = 10 17883 EnergyBonus = 5 ; for the overcharge bonus 17884 VisionRange = 200.0 ; Shroud clearing distance 17885 ShroudClearingRange = 200 17886 ArmorSet 17887 Conditions = None 17888 Armor = StructureArmor 17889 DamageFX = StructureDamageFXNoShake 17890 End 17891 CommandSet = ChinaPowerPlantCommandSet 17892 ExperienceValue = 100 100 100 100 ; Experience point value at each level 17893 17894 ; *** AUDIO Parameters *** 17895 VoiceSelect = NuclearReactorSelect 17896 SoundOnDamaged = BuildingDamagedStateLight 17897 SoundOnReallyDamaged = BuildingDestroy 17898 17899 UnitSpecificSounds 17900 UnderConstruction = UnderConstructionLoop 17901 End 17902 17903 ; *** ENGINEERING Parameters *** 17904 RadarPriority = STRUCTURE 17905 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 17906 17907 Body = StructureBody ModuleTag_05 17908 MaxHealth = 1500.0 17909 InitialHealth = 1500.0 17910 17911 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17912 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17913 SubdualDamageCap = 1700 17914 SubdualDamageHealRate = 500 17915 SubdualDamageHealAmount = 100 17916 End 17917 17918 Behavior = OverchargeBehavior ModuleTag_06 17919 HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second 17920 NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically 17921 End 17922 17923 Behavior = DestroyDie ModuleTag_07 17924 ;nothing 17925 End 17926 Behavior = CreateObjectDie ModuleTag_08 17927 CreationList = OCL_SmallStructureDebris 17928 End 17929 17930 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 17931 DeathWeapon = ChinaPowerPlantDeathWeapon 17932 StartsActive = Yes 17933 End 17934 17935 Behavior = ProductionUpdate ModuleTag_10 17936 ; nothing, but is required if we have any Object-level Upgrades! 17937 End 17938 Behavior = PowerPlantUpdate ModuleTag_11 17939 RodsExtendTime = 1 17940 End 17941 17942 Behavior = GenerateMinefieldBehavior ModuleTag_12 17943 TriggeredBy = Upgrade_ChinaMines 17944 MineName = ChinaStandardMine 17945 SmartBorder = Yes 17946 AlwaysCircular = Yes 17947 17948 Upgradable = Yes 17949 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 17950 UpgradedMineName = ChinaEMPMine 17951 End 17952 17953 Behavior = FlammableUpdate ModuleTag_14 17954 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17955 AflameDamageAmount = 5 ; taking this much damage... 17956 AflameDamageDelay = 500 ; this often. 17957 End 17958 17959 Behavior = TransitionDamageFX ModuleTag_15 17960 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 17961 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17962 ;--------------------------------------------------------------------------------------- 17963 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17964 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17965 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17966 End 17967 17968 Behavior = FXListDie ModuleTag_16 17969 DeathFX = FX_BuildingDie 17970 End 17971 17972 Behavior = CommandSetUpgrade ModuleTag_25 17973 CommandSet = ChinaPowerPlantCommandSetUpgrade 17974 TriggeredBy = Upgrade_ChinaMines 17975 End 17976 Behavior = ArmorUpgrade ModuleTag_26 17977 TriggeredBy = Upgrade_ChinaEMPMines 17978 End 17979 17980 Geometry = BOX 17981 GeometryMajorRadius = 27.0 17982 GeometryMinorRadius = 34.0 17983 GeometryHeight = 40.0 17984 GeometryIsSmall = No 17985 Shadow = SHADOW_VOLUME 17986 BuildCompletion = PLACED_BY_PLAYER 17987 17988 End 17989 17990 ;------------------------------------------------------------------------------ 17991 Object AmericaSupplyCenter 17992 17993 ; *** ART Parameters *** 17994 SelectPortrait = SASupplyCntr_L 17995 ButtonImage = SASupplyCntr 17996 17997 UpgradeCameo1 = Upgrade_AmericaSupplyLines 17998 17999 Draw = W3DModelDraw ModuleTag_01 18000 OkToChangeModelColor = Yes 18001 18002 ; day ************************************** 18003 ConditionState = NONE 18004 Model = ABSupplyCT 18005 Animation = ABSupplyCT.ABSupplyCT 18006 AnimationMode = LOOP 18007 Flags = MAINTAIN_FRAME_ACROSS_STATES 18008 End 18009 ConditionState = DAMAGED 18010 Model = ABSupplyCT_D 18011 Animation = ABSupplyCT_D.ABSupplyCT_D 18012 AnimationMode = LOOP 18013 Flags = MAINTAIN_FRAME_ACROSS_STATES 18014 ParticleSysBone = Smoke01 SmolderingSmoke 18015 ParticleSysBone = Smoke02 SmolderingSmoke 18016 ParticleSysBone = Smoke03 SmolderingSmoke 18017 ParticleSysBone = Smoke04 SmolderingSmoke 18018 ParticleSysBone = Smoke01 SmolderingFire 18019 ParticleSysBone = Smoke02 SmolderingFire 18020 ParticleSysBone = Smoke03 SmolderingFire 18021 ParticleSysBone = Smoke04 SmolderingFire 18022 End 18023 ConditionState = REALLYDAMAGED RUBBLE 18024 Model = ABSupplyCT_E 18025 Animation = ABSupplyCT_E.ABSupplyCT_E 18026 AnimationMode = LOOP 18027 Flags = MAINTAIN_FRAME_ACROSS_STATES 18028 ParticleSysBone = Smoke01 SmolderingSmoke 18029 ParticleSysBone = Smoke02 SmolderingSmoke 18030 ParticleSysBone = Smoke03 SmolderingSmoke 18031 ParticleSysBone = Smoke04 SmolderingSmoke 18032 ParticleSysBone = Smoke05 SmolderingSmoke 18033 ParticleSysBone = Smoke06 SmolderingSmoke 18034 ParticleSysBone = Smoke01 SmolderingFire 18035 ParticleSysBone = Smoke02 SmolderingFire 18036 ParticleSysBone = Smoke03 SmolderingFire 18037 ParticleSysBone = Smoke04 SmolderingFire 18038 ParticleSysBone = Smoke05 SmolderingFire 18039 ParticleSysBone = Smoke06 SmolderingFire 18040 End 18041 18042 18043 ; day Snow ************************************** 18044 ConditionState = SNOW 18045 Model = ABSupplyCT_S 18046 Animation = ABSupplyCT_S.ABSupplyCT_S 18047 AnimationMode = LOOP 18048 Flags = MAINTAIN_FRAME_ACROSS_STATES 18049 End 18050 ConditionState = DAMAGED SNOW 18051 Model = ABSupplyCT_DS 18052 Animation = ABSupplyCT_DS.ABSupplyCT_DS 18053 AnimationMode = LOOP 18054 Flags = MAINTAIN_FRAME_ACROSS_STATES 18055 ParticleSysBone = Smoke01 SmolderingSmoke 18056 ParticleSysBone = Smoke02 SmolderingSmoke 18057 ParticleSysBone = Smoke03 SmolderingSmoke 18058 ParticleSysBone = Smoke04 SmolderingSmoke 18059 ParticleSysBone = Smoke01 SmolderingFire 18060 ParticleSysBone = Smoke02 SmolderingFire 18061 ParticleSysBone = Smoke03 SmolderingFire 18062 ParticleSysBone = Smoke04 SmolderingFire 18063 End 18064 ConditionState = REALLYDAMAGED RUBBLE SNOW 18065 Model = ABSupplyCT_ES 18066 Animation = ABSupplyCT_ES.ABSupplyCT_ES 18067 AnimationMode = LOOP 18068 Flags = MAINTAIN_FRAME_ACROSS_STATES 18069 ParticleSysBone = Smoke01 SmolderingSmoke 18070 ParticleSysBone = Smoke02 SmolderingSmoke 18071 ParticleSysBone = Smoke03 SmolderingSmoke 18072 ParticleSysBone = Smoke04 SmolderingSmoke 18073 ParticleSysBone = Smoke05 SmolderingSmoke 18074 ParticleSysBone = Smoke06 SmolderingSmoke 18075 ParticleSysBone = Smoke01 SmolderingFire 18076 ParticleSysBone = Smoke02 SmolderingFire 18077 ParticleSysBone = Smoke03 SmolderingFire 18078 ParticleSysBone = Smoke04 SmolderingFire 18079 ParticleSysBone = Smoke05 SmolderingFire 18080 ParticleSysBone = Smoke06 SmolderingFire 18081 End 18082 18083 18084 18085 ; Night ************************************* 18086 ConditionState = NIGHT 18087 Model = ABSupplyCT_N 18088 Animation = ABSupplyCT_N.ABSupplyCT_N 18089 AnimationMode = LOOP 18090 Flags = MAINTAIN_FRAME_ACROSS_STATES 18091 End 18092 ConditionState = DAMAGED NIGHT 18093 Model = ABSupplyCT_DN 18094 Animation = ABSupplyCT_DN.ABSupplyCT_DN 18095 AnimationMode = LOOP 18096 Flags = MAINTAIN_FRAME_ACROSS_STATES 18097 End 18098 ConditionState = REALLYDAMAGED RUBBLE NIGHT 18099 Model = ABSupplyCT_EN 18100 Animation = ABSupplyCT_EN.ABSupplyCT_EN 18101 AnimationMode = LOOP 18102 Flags = MAINTAIN_FRAME_ACROSS_STATES 18103 End 18104 18105 18106 ; Night Snow************************************* 18107 ConditionState = NIGHT SNOW 18108 Model = ABSupplyCT_NS 18109 Animation = ABSupplyCT_NS.ABSupplyCT_NS 18110 AnimationMode = LOOP 18111 Flags = MAINTAIN_FRAME_ACROSS_STATES 18112 End 18113 ConditionState = DAMAGED NIGHT SNOW 18114 Model = ABSupplyCT_DNS 18115 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 18116 AnimationMode = LOOP 18117 Flags = MAINTAIN_FRAME_ACROSS_STATES 18118 End 18119 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 18120 Model = ABSupplyCT_ENS 18121 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 18122 AnimationMode = LOOP 18123 Flags = MAINTAIN_FRAME_ACROSS_STATES 18124 End 18125 18126 ;************************************************************************************************************************** 18127 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18128 ;for this draw module 18129 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18130 Model = ABSupplyCT 18131 Animation = ABSupplyCT.ABSupplyCT 18132 AnimationMode = LOOP 18133 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18134 End 18135 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18136 Model = ABSupplyCT_D 18137 Animation = ABSupplyCT_D.ABSupplyCT_D 18138 AnimationMode = LOOP 18139 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18140 End 18141 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18142 Model = ABSupplyCT_E 18143 Animation = ABSupplyCT_E.ABSupplyCT_E 18144 AnimationMode = LOOP 18145 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18146 End 18147 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18148 Model = ABSupplyCT_N 18149 Animation = ABSupplyCT_N.ABSupplyCT_N 18150 AnimationMode = LOOP 18151 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18152 End 18153 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18154 Model = ABSupplyCT_DN 18155 Animation = ABSupplyCT_DN.ABSupplyCT_DN 18156 AnimationMode = LOOP 18157 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18158 End 18159 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18160 Model = ABSupplyCT_EN 18161 Animation = ABSupplyCT_EN.ABSupplyCT_EN 18162 AnimationMode = LOOP 18163 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18164 End 18165 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18166 Model = ABSupplyCT_S 18167 Animation = ABSupplyCT_S.ABSupplyCT_S 18168 AnimationMode = LOOP 18169 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18170 End 18171 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18172 Model = ABSupplyCT_DS 18173 Animation = ABSupplyCT_DS.ABSupplyCT_DS 18174 AnimationMode = LOOP 18175 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18176 End 18177 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18178 Model = ABSupplyCT_ES 18179 Animation = ABSupplyCT_ES.ABSupplyCT_ES 18180 AnimationMode = LOOP 18181 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18182 End 18183 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18184 Model = ABSupplyCT_NS 18185 Animation = ABSupplyCT_NS.ABSupplyCT_NS 18186 AnimationMode = LOOP 18187 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18188 End 18189 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18190 Model = ABSupplyCT_DNS 18191 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 18192 AnimationMode = LOOP 18193 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18194 End 18195 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18196 Model = ABSupplyCT_ENS 18197 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 18198 AnimationMode = LOOP 18199 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18200 End 18201 18202 ConditionState = AWAITING_CONSTRUCTION 18203 Model = NONE 18204 End 18205 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18206 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18207 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18208 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18209 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18210 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18211 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18212 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18213 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18214 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18215 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18216 AliasConditionState = SOLD 18217 AliasConditionState = SOLD DAMAGED 18218 AliasConditionState = SOLD REALLYDAMAGED 18219 AliasConditionState = SOLD NIGHT 18220 AliasConditionState = SOLD NIGHT DAMAGED 18221 AliasConditionState = SOLD NIGHT REALLYDAMAGED 18222 AliasConditionState = SOLD SNOW 18223 AliasConditionState = SOLD SNOW DAMAGED 18224 AliasConditionState = SOLD SNOW REALLYDAMAGED 18225 AliasConditionState = SOLD NIGHT SNOW 18226 AliasConditionState = SOLD NIGHT SNOW DAMAGED 18227 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 18228 ;************************************************************************************************************************** 18229 18230 18231 18232 End 18233 18234 ; ------------ construction-zone fence ----------------- 18235 Draw = W3DModelDraw ModuleTag_02 18236 AnimationsRequirePower = No 18237 DefaultConditionState 18238 Model = None 18239 TransitionKey = DOWN_DEFAULT 18240 End 18241 ConditionState = NIGHT 18242 Model = None 18243 TransitionKey = DOWN_DEFAULT 18244 End 18245 ConditionState = SNOW 18246 Model = None 18247 TransitionKey = DOWN_DEFAULT 18248 End 18249 ConditionState = SNOW NIGHT 18250 Model = None 18251 TransitionKey = DOWN_DEFAULT 18252 End 18253 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18254 Model = ABSupplyCT_A4 18255 Animation = ABSupplyCT_A4.ABSupplyCT_A4 18256 AnimationMode = MANUAL 18257 Flags = START_FRAME_LAST 18258 TransitionKey = UP_DAY 18259 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18260 ParticleSysBone = SparksS01 LiveWireSparks02 18261 End 18262 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18263 Model = ABSupplyCT_A4N 18264 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 18265 AnimationMode = MANUAL 18266 Flags = START_FRAME_LAST 18267 TransitionKey = UP_NIGHT 18268 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18269 ParticleSysBone = SparksS01 LiveWireSparks02 18270 End 18271 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18272 Model = ABSupplyCT_A4S 18273 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 18274 AnimationMode = MANUAL 18275 Flags = START_FRAME_LAST 18276 TransitionKey = UP_SNOW 18277 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18278 ParticleSysBone = SparksS01 LiveWireSparks02 18279 End 18280 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18281 Model = ABSupplyCT_A4SN 18282 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 18283 AnimationMode = MANUAL 18284 Flags = START_FRAME_LAST 18285 TransitionKey = UP_SNOWNIGHT 18286 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18287 ParticleSysBone = SparksS01 LiveWireSparks02 18288 End 18289 TransitionState = DOWN_DEFAULT UP_DAY 18290 Model = ABSupplyCT_A4 18291 Animation = ABSupplyCT_A4.ABSupplyCT_A4 18292 AnimationMode = ONCE 18293 AnimationSpeedFactorRange = 1.0 1.0 18294 Flags = START_FRAME_FIRST 18295 End 18296 TransitionState = DOWN_DEFAULT UP_NIGHT 18297 Model = ABSupplyCT_A4N 18298 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 18299 AnimationMode = ONCE 18300 AnimationSpeedFactorRange = 1.0 1.0 18301 Flags = START_FRAME_FIRST 18302 End 18303 TransitionState = DOWN_DEFAULT UP_SNOW 18304 Model = ABSupplyCT_A4S 18305 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 18306 AnimationMode = ONCE 18307 AnimationSpeedFactorRange = 1.0 1.0 18308 Flags = START_FRAME_FIRST 18309 End 18310 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18311 Model = ABSupplyCT_A4SN 18312 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 18313 AnimationMode = ONCE 18314 AnimationSpeedFactorRange = 1.0 1.0 18315 Flags = START_FRAME_FIRST 18316 End 18317 TransitionState = UP_DAY DOWN_DEFAULT 18318 Model = ABSupplyCT_A4 18319 Animation = ABSupplyCT_A4.ABSupplyCT_A4 18320 AnimationMode = ONCE_BACKWARDS 18321 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18322 Flags = START_FRAME_LAST 18323 End 18324 TransitionState = UP_NIGHT DOWN_DEFAULT 18325 Model = ABSupplyCT_A4N 18326 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 18327 AnimationMode = ONCE_BACKWARDS 18328 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18329 Flags = START_FRAME_LAST 18330 End 18331 TransitionState = UP_SNOW DOWN_DEFAULT 18332 Model = ABSupplyCT_A4S 18333 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 18334 AnimationMode = ONCE_BACKWARDS 18335 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18336 Flags = START_FRAME_LAST 18337 End 18338 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18339 Model = ABSupplyCT_A4SN 18340 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 18341 AnimationMode = ONCE_BACKWARDS 18342 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18343 Flags = START_FRAME_LAST 18344 End 18345 End 18346 18347 ; ------------ under-construction scaffolding ----------------- 18348 Draw = W3DModelDraw ModuleTag_03 18349 AnimationsRequirePower = No 18350 MinLODRequired = MEDIUM 18351 DefaultConditionState 18352 Model = None 18353 TransitionKey = DOWN_DEFAULT 18354 End 18355 ConditionState = NIGHT 18356 Model = None 18357 TransitionKey = DOWN_DEFAULT 18358 End 18359 ConditionState = SNOW 18360 Model = None 18361 TransitionKey = DOWN_DEFAULT 18362 End 18363 ConditionState = SNOW NIGHT 18364 Model = None 18365 TransitionKey = DOWN_DEFAULT 18366 End 18367 ConditionState = PARTIALLY_CONSTRUCTED 18368 Model = ABSupplyCT_A6 18369 Animation = ABSupplyCT_A6.ABSupplyCT_A6 18370 AnimationMode = MANUAL 18371 Flags = START_FRAME_LAST 18372 TransitionKey = UP_DAY 18373 ParticleSysBone = Sparks01 BuildUpBlueSpark 18374 ParticleSysBone = Sparks02 BuildUpBlueSpark 18375 ParticleSysBone = Sparks03 BuildUpBlueSpark 18376 ParticleSysBone = Sparks04 BuildUpBlueSpark 18377 ParticleSysBone = Sparks05 BuildUpBlueSpark 18378 ParticleSysBone = Sparks06 BuildUpBlueSpark 18379 End 18380 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 18381 Model = ABSupplyCT_A6N 18382 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 18383 AnimationMode = MANUAL 18384 Flags = START_FRAME_LAST 18385 TransitionKey = UP_NIGHT 18386 ParticleSysBone = Sparks01 BuildUpBlueSpark 18387 ParticleSysBone = Sparks02 BuildUpBlueSpark 18388 ParticleSysBone = Sparks03 BuildUpBlueSpark 18389 ParticleSysBone = Sparks04 BuildUpBlueSpark 18390 ParticleSysBone = Sparks05 BuildUpBlueSpark 18391 ParticleSysBone = Sparks06 BuildUpBlueSpark 18392 End 18393 ConditionState = SNOW PARTIALLY_CONSTRUCTED 18394 Model = ABSupplyCT_A6S 18395 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 18396 AnimationMode = MANUAL 18397 Flags = START_FRAME_LAST 18398 TransitionKey = UP_SNOW 18399 ParticleSysBone = Sparks01 BuildUpBlueSpark 18400 ParticleSysBone = Sparks02 BuildUpBlueSpark 18401 ParticleSysBone = Sparks03 BuildUpBlueSpark 18402 ParticleSysBone = Sparks04 BuildUpBlueSpark 18403 ParticleSysBone = Sparks05 BuildUpBlueSpark 18404 ParticleSysBone = Sparks06 BuildUpBlueSpark 18405 End 18406 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 18407 Model = ABSupplyCT_A6SN 18408 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 18409 AnimationMode = MANUAL 18410 Flags = START_FRAME_LAST 18411 TransitionKey = UP_SNOWNIGHT 18412 ParticleSysBone = Sparks01 BuildUpBlueSpark 18413 ParticleSysBone = Sparks02 BuildUpBlueSpark 18414 ParticleSysBone = Sparks03 BuildUpBlueSpark 18415 ParticleSysBone = Sparks04 BuildUpBlueSpark 18416 ParticleSysBone = Sparks05 BuildUpBlueSpark 18417 ParticleSysBone = Sparks06 BuildUpBlueSpark 18418 End 18419 TransitionState = DOWN_DEFAULT UP_DAY 18420 Model = ABSupplyCT_A6 18421 Animation = ABSupplyCT_A6.ABSupplyCT_A6 18422 AnimationMode = ONCE 18423 AnimationSpeedFactorRange = 1.0 1.0 18424 Flags = START_FRAME_FIRST 18425 End 18426 TransitionState = DOWN_DEFAULT UP_NIGHT 18427 Model = ABSupplyCT_A6N 18428 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 18429 AnimationMode = ONCE 18430 AnimationSpeedFactorRange = 1.0 1.0 18431 Flags = START_FRAME_FIRST 18432 End 18433 TransitionState = DOWN_DEFAULT UP_SNOW 18434 Model = ABSupplyCT_A6S 18435 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 18436 AnimationMode = ONCE 18437 AnimationSpeedFactorRange = 1.0 1.0 18438 Flags = START_FRAME_FIRST 18439 End 18440 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18441 Model = ABSupplyCT_A6SN 18442 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 18443 AnimationMode = ONCE 18444 AnimationSpeedFactorRange = 1.0 1.0 18445 Flags = START_FRAME_FIRST 18446 End 18447 TransitionState = UP_DAY DOWN_DEFAULT 18448 Model = ABSupplyCT_A6 18449 Animation = ABSupplyCT_A6.ABSupplyCT_A6 18450 AnimationMode = ONCE_BACKWARDS 18451 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18452 Flags = START_FRAME_LAST 18453 End 18454 TransitionState = UP_NIGHT DOWN_DEFAULT 18455 Model = ABSupplyCT_A6N 18456 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 18457 AnimationMode = ONCE_BACKWARDS 18458 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18459 Flags = START_FRAME_LAST 18460 End 18461 TransitionState = UP_SNOW DOWN_DEFAULT 18462 Model = ABSupplyCT_A6S 18463 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 18464 AnimationMode = ONCE_BACKWARDS 18465 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18466 Flags = START_FRAME_LAST 18467 End 18468 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18469 Model = ABSupplyCT_A6SN 18470 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 18471 AnimationMode = ONCE_BACKWARDS 18472 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18473 Flags = START_FRAME_LAST 18474 End 18475 End 18476 18477 ; ------------ being-constructed crane ----------------- 18478 Draw = W3DModelDraw ModuleTag_04 18479 AnimationsRequirePower = No 18480 DefaultConditionState 18481 Model = None 18482 TransitionKey = DOWN_DEFAULT 18483 End 18484 ConditionState = NIGHT 18485 Model = None 18486 TransitionKey = DOWN_DEFAULT 18487 End 18488 ConditionState = SNOW 18489 Model = None 18490 TransitionKey = DOWN_DEFAULT 18491 End 18492 ConditionState = SNOW NIGHT 18493 Model = None 18494 TransitionKey = DOWN_DEFAULT 18495 End 18496 ConditionState = SOLD 18497 Model = NONE 18498 End 18499 18500 ConditionState = ACTIVELY_BEING_CONSTRUCTED 18501 Model = ABSupplyCT_A5 18502 Animation = ABSupplyCT_A5.ABSupplyCT_A5 18503 AnimationMode = LOOP 18504 TransitionKey = UP_DAY 18505 End 18506 18507 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 18508 Model = ABSupplyCT_A5N 18509 Animation = ABSupplyCT_A5N.ABSupplyCT_A5N 18510 AnimationMode = LOOP 18511 TransitionKey = UP_NIGHT 18512 End 18513 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 18514 Model = ABSupplyCT_A5S 18515 Animation = ABSupplyCT_A5S.ABSupplyCT_A5S 18516 AnimationMode = LOOP 18517 TransitionKey = UP_SNOW 18518 End 18519 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 18520 Model = ABSupplyCT_A5SN 18521 Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN 18522 AnimationMode = LOOP 18523 TransitionKey = UP_SNOWNIGHT 18524 End 18525 TransitionState = DOWN_DEFAULT UP_DAY 18526 Model = ABSupplyCT_AB 18527 Animation = ABSupplyCT_AB.ABSupplyCT_AB 18528 AnimationMode = ONCE 18529 AnimationSpeedFactorRange = 1.0 1.0 18530 Flags = START_FRAME_FIRST 18531 End 18532 18533 TransitionState = DOWN_DEFAULT UP_NIGHT 18534 Model = ABSupplyCT_ABN 18535 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 18536 AnimationMode = ONCE 18537 AnimationSpeedFactorRange = 1.0 1.0 18538 Flags = START_FRAME_FIRST 18539 End 18540 TransitionState = DOWN_DEFAULT UP_SNOW 18541 Model = ABSupplyCT_ABS 18542 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 18543 AnimationMode = ONCE 18544 AnimationSpeedFactorRange = 1.0 1.0 18545 Flags = START_FRAME_FIRST 18546 End 18547 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18548 Model = ABSupplyCT_ABSN 18549 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 18550 AnimationMode = ONCE 18551 AnimationSpeedFactorRange = 1.0 1.0 18552 Flags = START_FRAME_FIRST 18553 End 18554 TransitionState = UP_DAY DOWN_DEFAULT 18555 Model = ABSupplyCT_AB 18556 Animation = ABSupplyCT_AB.ABSupplyCT_AB 18557 AnimationMode = ONCE_BACKWARDS 18558 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18559 Flags = START_FRAME_LAST 18560 End 18561 TransitionState = UP_NIGHT DOWN_DEFAULT 18562 Model = ABSupplyCT_ABN 18563 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 18564 AnimationMode = ONCE_BACKWARDS 18565 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18566 Flags = START_FRAME_LAST 18567 End 18568 TransitionState = UP_SNOW DOWN_DEFAULT 18569 Model = ABSupplyCT_ABS 18570 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 18571 AnimationMode = ONCE_BACKWARDS 18572 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18573 Flags = START_FRAME_LAST 18574 End 18575 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18576 Model = ABSupplyCT_ABSN 18577 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 18578 AnimationMode = ONCE_BACKWARDS 18579 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18580 Flags = START_FRAME_LAST 18581 End 18582 End 18583 18584 ; ------------ Grabbing box crane arm ----------------- 18585 Draw = W3DModelDraw ModuleTag_19 18586 OkToChangeModelColor = Yes 18587 ConditionState = NONE ; sit there 18588 Model = ABSupplyCT_A8 18589 Animation = ABSupplyCT_A8.ABSupplyCT_A8 18590 AnimationMode = LOOP 18591 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18592 WaitForStateToFinishIfPossible = TRANS_Playing 18593 End 18594 AliasConditionState = NIGHT 18595 AliasConditionState = SNOW 18596 AliasConditionState = NIGHT SNOW 18597 AliasConditionState = DAMAGED 18598 AliasConditionState = NIGHT DAMAGED 18599 AliasConditionState = SNOW DAMAGED 18600 AliasConditionState = NIGHT SNOW DAMAGED 18601 AliasConditionState = REALLYDAMAGED RUBBLE 18602 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 18603 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 18604 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 18605 18606 ConditionState = DOCKING_ACTIVE ; play arm box anim once 18607 Model = ABSupplyCT_A7 18608 Animation = ABSupplyCT_A7.ABSupplyCT_A7 18609 AnimationMode = ONCE 18610 Flags = START_FRAME_FIRST 18611 TransitionKey = TRANS_Playing 18612 End 18613 AliasConditionState = NIGHT DOCKING_ACTIVE 18614 AliasConditionState = SNOW DOCKING_ACTIVE 18615 AliasConditionState = NIGHT SNOW DOCKING_ACTIVE 18616 AliasConditionState = DAMAGED DOCKING_ACTIVE 18617 AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE 18618 AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE 18619 AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE 18620 AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18621 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18622 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18623 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 18624 18625 End 18626 18627 ; ------------ Spinny Belt ----------------- 18628 Draw = W3DModelDraw ModuleTag_SpinnyBelt 18629 OkToChangeModelColor = Yes 18630 ConditionState = NONE ; sit there 18631 Model = ABSupplyCT_A9 18632 Animation = ABSupplyCT_A9.ABSupplyCT_A9 18633 AnimationMode = LOOP 18634 End 18635 AliasConditionState = NIGHT 18636 AliasConditionState = SNOW 18637 AliasConditionState = NIGHT SNOW 18638 AliasConditionState = DAMAGED 18639 AliasConditionState = NIGHT DAMAGED 18640 AliasConditionState = SNOW DAMAGED 18641 AliasConditionState = NIGHT SNOW DAMAGED 18642 AliasConditionState = REALLYDAMAGED RUBBLE 18643 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 18644 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 18645 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 18646 18647 18648 ;************************************************************************************************************************** 18649 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18650 ;for this draw module 18651 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18652 Model = ABSupplyCT_A9 18653 Animation = ABSupplyCT_A9.ABSupplyCT_A9 18654 AnimationMode = LOOP 18655 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 18656 End 18657 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18658 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18659 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18660 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18661 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18662 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18663 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18664 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18665 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18666 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18667 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18668 18669 18670 ConditionState = AWAITING_CONSTRUCTION 18671 Model = NONE 18672 End 18673 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18674 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18675 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18676 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18677 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18678 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18679 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18680 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18681 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18682 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18683 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18684 AliasConditionState = SOLD 18685 AliasConditionState = SOLD DAMAGED 18686 AliasConditionState = SOLD REALLYDAMAGED 18687 AliasConditionState = SOLD NIGHT 18688 AliasConditionState = SOLD NIGHT DAMAGED 18689 AliasConditionState = SOLD NIGHT REALLYDAMAGED 18690 AliasConditionState = SOLD SNOW 18691 AliasConditionState = SOLD SNOW DAMAGED 18692 AliasConditionState = SOLD SNOW REALLYDAMAGED 18693 AliasConditionState = SOLD NIGHT SNOW 18694 AliasConditionState = SOLD NIGHT SNOW DAMAGED 18695 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 18696 ;************************************************************************************************************************** 18697 End 18698 18699 PlacementViewAngle = -45 18700 18701 ; ***DESIGN parameters *** 18702 DisplayName = OBJECT:SupplyCenter 18703 Side = America 18704 EditorSorting = STRUCTURE 18705 Prerequisites 18706 Object = AmericaPowerPlant 18707 End 18708 18709 18710 BuildCost = 2000 18711 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. 18712 BuildTime = 10.0 ; in seconds 18713 EnergyProduction = -1 18714 CommandSet = AmericaSupplyCenterCommandSet 18715 VisionRange = 200.0 ; Shroud clearing distance 18716 ShroudClearingRange = 200 18717 ArmorSet 18718 Conditions = None 18719 Armor = StructureArmor 18720 DamageFX = StructureDamageFXNoShake 18721 End 18722 ExperienceValue = 200 200 200 200 ; Experience point value at each level 18723 18724 ; *** AUDIO Parameters *** 18725 VoiceSelect = SupplyCenterUSASelect 18726 SoundOnDamaged = BuildingDamagedStateLight 18727 SoundOnReallyDamaged = BuildingDestroy 18728 18729 UnitSpecificSounds 18730 UnderConstruction = UnderConstructionLoop 18731 End 18732 18733 ; *** ENGINEERING Parameters *** 18734 RadarPriority = STRUCTURE 18735 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 18736 Body = StructureBody ModuleTag_05 18737 MaxHealth = 2000.0 18738 InitialHealth = 2000.0 18739 18740 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18741 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18742 SubdualDamageCap = 2200 18743 SubdualDamageHealRate = 500 18744 SubdualDamageHealAmount = 100 18745 End 18746 Behavior = SupplyCenterCreate ModuleTag_06 18747 ;nothing 18748 End 18749 Behavior = DestroyDie ModuleTag_07 18750 ;nothing 18751 End 18752 Behavior = CreateObjectDie ModuleTag_08 18753 CreationList = OCL_AmericanRangerDebris03 18754 ExemptStatus = UNDER_CONSTRUCTION 18755 End 18756 Behavior = ProductionUpdate ModuleTag_09 18757 ; nothing 18758 End 18759 Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 18760 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 18761 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 18762 End 18763 Behavior = BaseRegenerateUpdate ModuleTag_11 18764 ;No data 18765 End 18766 Behavior = SpawnBehavior ModuleTag_12 18767 SpawnNumber = 1 18768 SpawnReplaceDelay = 9999 18769 SpawnTemplateName = AmericaVehicleChinook 18770 OneShot = Yes 18771 CanReclaimOrphans = No 18772 SlavesHaveFreeWill = Yes 18773 End 18774 18775 Behavior = SupplyCenterDockUpdate ModuleTag_13 18776 NumberApproachPositions = 9 ; There are 9 approach bones in the art 18777 End 18778 18779 Behavior = FlammableUpdate ModuleTag_15 18780 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18781 AflameDamageAmount = 5 ; taking this much damage... 18782 AflameDamageDelay = 500 ; this often. 18783 End 18784 18785 Behavior = CreateObjectDie ModuleTag_16 18786 CreationList = OCL_LargeStructureDebris 18787 End 18788 Behavior = FXListDie ModuleTag_17 18789 DeathFX = FX_StructureSmallDeath 18790 End 18791 18792 Behavior = TransitionDamageFX ModuleTag_18 18793 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 18794 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18795 ;--------------------------------------------------------------------------------------- 18796 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18797 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 18798 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 18799 End 18800 18801 Geometry = BOX 18802 GeometryMajorRadius = 44.0 18803 GeometryMinorRadius = 45.0 18804 GeometryHeight = 24.0 18805 GeometryIsSmall = No 18806 Shadow = SHADOW_VOLUME 18807 BuildCompletion = PLACED_BY_PLAYER 18808 18809 End 18810 18811 ;------------------------------------------------------------------------------ 18812 Object AmericaSupplyDropZone 18813 18814 ; *** ART Parameters *** 18815 SelectPortrait = SADropZone_L 18816 ButtonImage = SADropZone 18817 Draw = W3DModelDraw ModuleTag_01 18818 OkToChangeModelColor = Yes 18819 ConditionState = NONE 18820 Model = ABSupDrop 18821 ParticleSysBone = Flare01 LandingZoneSmoke 18822 Animation = ABSupDrop.ABSupDrop 18823 AnimationMode = LOOP 18824 End 18825 18826 ConditionState = DAMAGED 18827 Model = ABSupDrop_D 18828 ParticleSysBone = Flare01 LandingZoneSmoke 18829 Animation = ABSupDrop_D.ABSupDrop_D 18830 AnimationMode = LOOP 18831 End 18832 18833 ConditionState = REALLYDAMAGED RUBBLE 18834 Model = ABSupDrop_E 18835 ParticleSysBone = Flare01 LandingZoneSmoke 18836 Animation = ABSupDrop_E.ABSupDrop_E 18837 AnimationMode = LOOP 18838 End 18839 18840 ConditionState = NIGHT 18841 Model = ABSupDrop_N 18842 ParticleSysBone = Flare01 LandingZoneSmoke 18843 Animation = ABSupDrop_N.ABSupDrop_N 18844 AnimationMode = LOOP 18845 End 18846 18847 ConditionState = DAMAGED NIGHT 18848 Model = ABSupDrop_DN 18849 ParticleSysBone = Flare01 LandingZoneSmoke 18850 Animation = ABSupDrop_DN.ABSupDrop_DN 18851 AnimationMode = LOOP 18852 End 18853 18854 ConditionState = REALLYDAMAGED RUBBLE NIGHT 18855 Model = ABSupDrop_EN 18856 ParticleSysBone = Flare01 LandingZoneSmoke 18857 Animation = ABSupDrop_EN.ABSupDrop_EN 18858 AnimationMode = LOOP 18859 End 18860 18861 ;----------- SNOW 18862 18863 ConditionState = SNOW 18864 Model = ABSupDrop_S 18865 ParticleSysBone = Flare01 LandingZoneSmoke 18866 Animation = ABSupDrop_S.ABSupDrop_S 18867 AnimationMode = LOOP 18868 End 18869 18870 ConditionState = DAMAGED SNOW 18871 Model = ABSupDrop_DS 18872 ParticleSysBone = Flare01 LandingZoneSmoke 18873 Animation = ABSupDrop_DS.ABSupDrop_DS 18874 18875 AnimationMode = LOOP 18876 End 18877 18878 ConditionState = REALLYDAMAGED RUBBLE SNOW 18879 Model = ABSupDrop_ES 18880 ParticleSysBone = Flare01 LandingZoneSmoke 18881 Animation = ABSupDrop_ES.ABSupDrop_ES 18882 AnimationMode = LOOP 18883 End 18884 18885 ;---------- SNOW NIGHT 18886 18887 ConditionState = NIGHT SNOW 18888 Model = ABSupDrop_NS 18889 ParticleSysBone = Flare01 LandingZoneSmoke 18890 Animation = ABSupDrop_NS.ABSupDrop_NS 18891 AnimationMode = LOOP 18892 End 18893 18894 ConditionState = DAMAGED NIGHT SNOW 18895 Model = ABSupDrop_DNS 18896 ParticleSysBone = Flare01 LandingZoneSmoke 18897 Animation = ABSupDrop_DNS.ABSupDrop_DNS 18898 AnimationMode = LOOP 18899 End 18900 18901 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 18902 Model = ABSupDrop_ENS 18903 ParticleSysBone = Flare01 LandingZoneSmoke 18904 Animation = ABSupDrop_ENS.ABSupDrop_ENS 18905 AnimationMode = LOOP 18906 End 18907 18908 ;************************************************************************************************************************** 18909 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18910 ;for this draw module 18911 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18912 Model = ABSupDrop 18913 Animation = ABSupDrop.ABSupDrop 18914 AnimationMode = LOOP 18915 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18916 End 18917 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18918 Model = ABSupDrop_D 18919 Animation = ABSupDrop_D.ABSupDrop_D 18920 AnimationMode = LOOP 18921 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18922 End 18923 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18924 Model = ABSupDrop_E 18925 Animation = ABSupDrop_E.ABSupDrop_E 18926 AnimationMode = LOOP 18927 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18928 End 18929 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18930 Model = ABSupDrop_N 18931 Animation = ABSupDrop_N.ABSupDrop_N 18932 AnimationMode = LOOP 18933 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18934 End 18935 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18936 Model = ABSupDrop_DN 18937 Animation = ABSupDrop_DN.ABSupDrop_DN 18938 AnimationMode = LOOP 18939 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18940 End 18941 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18942 Model = ABSupDrop_EN 18943 Animation = ABSupDrop_EN.ABSupDrop_EN 18944 AnimationMode = LOOP 18945 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18946 End 18947 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18948 Model = ABSupDrop_S 18949 Animation = ABSupDrop_S.ABSupDrop_S 18950 AnimationMode = LOOP 18951 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18952 End 18953 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18954 Model = ABSupDrop_DS 18955 Animation = ABSupDrop_DS.ABSupDrop_DS 18956 AnimationMode = LOOP 18957 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18958 End 18959 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18960 Model = ABSupDrop_ES 18961 Animation = ABSupDrop_ES.ABSupDrop_ES 18962 AnimationMode = LOOP 18963 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18964 End 18965 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18966 Model = ABSupDrop_NS 18967 Animation = ABSupDrop_NS.ABSupDrop_NS 18968 AnimationMode = LOOP 18969 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18970 End 18971 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18972 Model = ABSupDrop_DNS 18973 Animation = ABSupDrop_DNS.ABSupDrop_DNS 18974 AnimationMode = LOOP 18975 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18976 End 18977 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18978 Model = ABSupDrop_ENS 18979 Animation = ABSupDrop_ENS.ABSupDrop_ENS 18980 AnimationMode = LOOP 18981 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18982 End 18983 18984 ConditionState = AWAITING_CONSTRUCTION 18985 Model = NONE 18986 End 18987 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18988 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18989 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18990 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18991 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18992 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18993 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18994 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18995 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18996 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18997 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18998 AliasConditionState = SOLD 18999 AliasConditionState = SOLD DAMAGED 19000 AliasConditionState = SOLD REALLYDAMAGED 19001 AliasConditionState = SOLD NIGHT 19002 AliasConditionState = SOLD NIGHT DAMAGED 19003 AliasConditionState = SOLD NIGHT REALLYDAMAGED 19004 AliasConditionState = SOLD SNOW 19005 AliasConditionState = SOLD SNOW DAMAGED 19006 AliasConditionState = SOLD SNOW REALLYDAMAGED 19007 AliasConditionState = SOLD NIGHT SNOW 19008 AliasConditionState = SOLD NIGHT SNOW DAMAGED 19009 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 19010 ;************************************************************************************************************************** 19011 19012 19013 19014 End 19015 19016 ; ------------ construction-zone fence ----------------- 19017 Draw = W3DModelDraw ModuleTag_02 19018 AnimationsRequirePower = No 19019 DefaultConditionState 19020 Model = None 19021 TransitionKey = DOWN_DEFAULT 19022 End 19023 ConditionState = NIGHT 19024 Model = None 19025 TransitionKey = DOWN_DEFAULT 19026 End 19027 ConditionState = SNOW 19028 Model = None 19029 TransitionKey = DOWN_DEFAULT 19030 End 19031 ConditionState = SNOW NIGHT 19032 Model = None 19033 TransitionKey = DOWN_DEFAULT 19034 End 19035 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19036 Model = ABSupDrop_A4 19037 Animation = ABSupDrop_A4.ABSupDrop_A4 19038 AnimationMode = MANUAL 19039 Flags = START_FRAME_LAST 19040 TransitionKey = UP_DAY 19041 End 19042 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19043 Model = ABSupDrop_A4N 19044 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19045 AnimationMode = MANUAL 19046 Flags = START_FRAME_LAST 19047 TransitionKey = UP_NIGHT 19048 End 19049 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19050 Model = ABSupDrop_A4S 19051 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19052 AnimationMode = MANUAL 19053 Flags = START_FRAME_LAST 19054 TransitionKey = UP_SNOW 19055 End 19056 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19057 Model = ABSupDrop_A4SN 19058 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19059 AnimationMode = MANUAL 19060 Flags = START_FRAME_LAST 19061 TransitionKey = UP_SNOWNIGHT 19062 End 19063 TransitionState = DOWN_DEFAULT UP_DAY 19064 Model = ABSupDrop_A4 19065 Animation = ABSupDrop_A4.ABSupDrop_A4 19066 AnimationMode = ONCE 19067 AnimationSpeedFactorRange = 1.0 1.0 19068 Flags = START_FRAME_FIRST 19069 End 19070 TransitionState = DOWN_DEFAULT UP_NIGHT 19071 Model = ABSupDrop_A4N 19072 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19073 AnimationMode = ONCE 19074 AnimationSpeedFactorRange = 1.0 1.0 19075 Flags = START_FRAME_FIRST 19076 End 19077 TransitionState = DOWN_DEFAULT UP_SNOW 19078 Model = ABSupDrop_A4S 19079 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19080 AnimationMode = ONCE 19081 AnimationSpeedFactorRange = 1.0 1.0 19082 Flags = START_FRAME_FIRST 19083 End 19084 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19085 Model = ABSupDrop_A4SN 19086 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19087 AnimationMode = ONCE 19088 AnimationSpeedFactorRange = 1.0 1.0 19089 Flags = START_FRAME_FIRST 19090 End 19091 TransitionState = UP_DAY DOWN_DEFAULT 19092 Model = ABSupDrop_A4 19093 Animation = ABSupDrop_A4.ABSupDrop_A4 19094 AnimationMode = ONCE_BACKWARDS 19095 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19096 Flags = START_FRAME_LAST 19097 End 19098 TransitionState = UP_NIGHT DOWN_DEFAULT 19099 Model = ABSupDrop_A4N 19100 Animation = ABSupDrop_A4N.ABSupDrop_A4N 19101 AnimationMode = ONCE_BACKWARDS 19102 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19103 Flags = START_FRAME_LAST 19104 End 19105 TransitionState = UP_SNOW DOWN_DEFAULT 19106 Model = ABSupDrop_A4S 19107 Animation = ABSupDrop_A4S.ABSupDrop_A4S 19108 AnimationMode = ONCE_BACKWARDS 19109 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19110 Flags = START_FRAME_LAST 19111 End 19112 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19113 Model = ABSupDrop_A4SN 19114 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 19115 AnimationMode = ONCE_BACKWARDS 19116 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19117 Flags = START_FRAME_LAST 19118 End 19119 End 19120 19121 ; ------------ under-construction scaffolding ----------------- 19122 Draw = W3DModelDraw ModuleTag_03 19123 AnimationsRequirePower = No 19124 MinLODRequired = MEDIUM 19125 DefaultConditionState 19126 Model = None 19127 TransitionKey = DOWN_DEFAULT 19128 End 19129 ConditionState = NIGHT 19130 Model = None 19131 TransitionKey = DOWN_DEFAULT 19132 End 19133 ConditionState = SNOW 19134 Model = None 19135 TransitionKey = DOWN_DEFAULT 19136 End 19137 ConditionState = SNOW NIGHT 19138 Model = None 19139 TransitionKey = DOWN_DEFAULT 19140 End 19141 ConditionState = PARTIALLY_CONSTRUCTED 19142 Model = ABSupDrop_A6 19143 Animation = ABSupDrop_A6.ABSupDrop_A6 19144 AnimationMode = MANUAL 19145 Flags = START_FRAME_LAST 19146 TransitionKey = UP_DAY 19147 ParticleSysBone = Sparks01 BuildUpBlueSpark 19148 ParticleSysBone = Sparks02 BuildUpBlueSpark 19149 ParticleSysBone = Sparks03 BuildUpBlueSpark 19150 ParticleSysBone = Sparks04 BuildUpBlueSpark 19151 ParticleSysBone = Sparks05 BuildUpBlueSpark 19152 ParticleSysBone = Sparks06 BuildUpBlueSpark 19153 End 19154 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 19155 Model = ABSupDrop_A6N 19156 Animation = ABSupDrop_A6N.ABSupDrop_A6N 19157 AnimationMode = MANUAL 19158 Flags = START_FRAME_LAST 19159 TransitionKey = UP_NIGHT 19160 ParticleSysBone = Sparks01 BuildUpBlueSpark 19161 ParticleSysBone = Sparks02 BuildUpBlueSpark 19162 ParticleSysBone = Sparks03 BuildUpBlueSpark 19163 ParticleSysBone = Sparks04 BuildUpBlueSpark 19164 ParticleSysBone = Sparks05 BuildUpBlueSpark 19165 ParticleSysBone = Sparks06 BuildUpBlueSpark 19166 End 19167 ConditionState = SNOW PARTIALLY_CONSTRUCTED 19168 Model = ABSupDrop_A6S 19169 Animation = ABSupDrop_A6S.ABSupDrop_A6S 19170 AnimationMode = MANUAL 19171 Flags = START_FRAME_LAST 19172 TransitionKey = UP_SNOW 19173 ParticleSysBone = Sparks01 BuildUpBlueSpark 19174 ParticleSysBone = Sparks02 BuildUpBlueSpark 19175 ParticleSysBone = Sparks03 BuildUpBlueSpark 19176 ParticleSysBone = Sparks04 BuildUpBlueSpark 19177 ParticleSysBone = Sparks05 BuildUpBlueSpark 19178 ParticleSysBone = Sparks06 BuildUpBlueSpark 19179 End 19180 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 19181 Model = ABSupDrop_A6SN 19182 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 19183 AnimationMode = MANUAL 19184 Flags = START_FRAME_LAST 19185 TransitionKey = UP_SNOWNIGHT 19186 ParticleSysBone = Sparks01 BuildUpBlueSpark 19187 ParticleSysBone = Sparks02 BuildUpBlueSpark 19188 ParticleSysBone = Sparks03 BuildUpBlueSpark 19189 ParticleSysBone = Sparks04 BuildUpBlueSpark 19190 ParticleSysBone = Sparks05 BuildUpBlueSpark 19191 ParticleSysBone = Sparks06 BuildUpBlueSpark 19192 End 19193 TransitionState = DOWN_DEFAULT UP_DAY 19194 Model = ABSupDrop_A6 19195 Animation = ABSupDrop_A6.ABSupDrop_A6 19196 AnimationMode = ONCE 19197 AnimationSpeedFactorRange = 1.0 1.0 19198 Flags = START_FRAME_FIRST 19199 End 19200 TransitionState = DOWN_DEFAULT UP_NIGHT 19201 Model = ABSupDrop_A6N 19202 Animation = ABSupDrop_A6N.ABSupDrop_A6N 19203 AnimationMode = ONCE 19204 AnimationSpeedFactorRange = 1.0 1.0 19205 Flags = START_FRAME_FIRST 19206 End 19207 TransitionState = DOWN_DEFAULT UP_SNOW 19208 Model = ABSupDrop_A6S 19209 Animation = ABSupDrop_A6S.ABSupDrop_A6S 19210 AnimationMode = ONCE 19211 AnimationSpeedFactorRange = 1.0 1.0 19212 Flags = START_FRAME_FIRST 19213 End 19214 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19215 Model = ABSupDrop_A6SN 19216 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 19217 AnimationMode = ONCE 19218 AnimationSpeedFactorRange = 1.0 1.0 19219 Flags = START_FRAME_FIRST 19220 End 19221 TransitionState = UP_DAY DOWN_DEFAULT 19222 Model = ABSupDrop_A6 19223 Animation = ABSupDrop_A6.ABSupDrop_A6 19224 AnimationMode = ONCE_BACKWARDS 19225 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19226 Flags = START_FRAME_LAST 19227 End 19228 TransitionState = UP_NIGHT DOWN_DEFAULT 19229 Model = ABSupDrop_A6N 19230 Animation = ABSupDrop_A6N.ABSupDrop_A6N 19231 AnimationMode = ONCE_BACKWARDS 19232 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19233 Flags = START_FRAME_LAST 19234 End 19235 TransitionState = UP_SNOW DOWN_DEFAULT 19236 Model = ABSupDrop_A6S 19237 Animation = ABSupDrop_A6S.ABSupDrop_A6S 19238 AnimationMode = ONCE_BACKWARDS 19239 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19240 Flags = START_FRAME_LAST 19241 End 19242 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19243 Model = ABSupDrop_A6SN 19244 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 19245 AnimationMode = ONCE_BACKWARDS 19246 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19247 Flags = START_FRAME_LAST 19248 End 19249 End 19250 PlacementViewAngle = -45 19251 19252 ; ***DESIGN parameters *** 19253 DisplayName = OBJECT:AmericaSupplyDropZone 19254 Side = America 19255 EditorSorting = STRUCTURE 19256 BuildCost = 2500 19257 BuildTime = 45.0 ; in seconds 19258 Prerequisites 19259 Object = AmericaStrategyCenter 19260 End 19261 EnergyProduction = -4 19262 ShroudClearingRange = 100 19263 ArmorSet 19264 Conditions = None 19265 Armor = StructureArmor 19266 DamageFX = StructureDamageFXNoShake 19267 End 19268 ExperienceValue = 200 200 200 200 ; Experience point value at each level 19269 19270 ; *** AUDIO Parameters *** 19271 VoiceSelect = SupplyDropZoneSelect 19272 19273 UnitSpecificSounds 19274 UnderConstruction = UnderConstructionLoop 19275 End 19276 19277 19278 ; *** ENGINEERING Parameters *** 19279 ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 19280 ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE... 19281 ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 19282 KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_SUPPLY_DROPZONE 19283 RadarPriority = STRUCTURE 19284 19285 Body = ActiveBody ModuleTag_04 19286 MaxHealth = 1000.0 19287 InitialHealth = 1000.0 19288 19289 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19290 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19291 SubdualDamageCap = 1200 19292 SubdualDamageHealRate = 500 19293 SubdualDamageHealAmount = 100 19294 End 19295 19296 Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 19297 OCL = OCL_AmericaSupplyDropZoneCrateDrop 19298 MinDelay = 120000 19299 MaxDelay = 120000 19300 CreateAtEdge = Yes ; as opposed to just creating on self 19301 End 19302 19303 Behavior = DestroyDie ModuleTag_06 19304 End 19305 19306 Behavior = CreateObjectDie ModuleTag_07 19307 CreationList = OCL_AmericanRangerDebris03 19308 ExemptStatus = UNDER_CONSTRUCTION 19309 End 19310 19311 Behavior = CreateObjectDie ModuleTag_08 19312 CreationList = OCL_LargeStructureDebris 19313 End 19314 19315 Behavior = FlammableUpdate ModuleTag_09 19316 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19317 AflameDamageAmount = 5 ; taking this much damage... 19318 AflameDamageDelay = 500 ; this often. 19319 End 19320 19321 Behavior = FXListDie ModuleTag_10 19322 DeathFX = FX_StructureMediumDeath 19323 End 19324 19325 Behavior = BaseRegenerateUpdate ModuleTag_11 19326 ;No data 19327 End 19328 19329 Behavior = TransitionDamageFX ModuleTag_31 19330 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 19331 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19332 ;--------------------------------------------------------------------------------------- 19333 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19334 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19335 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19336 End 19337 19338 Geometry = BOX 19339 GeometryMajorRadius = 27.0 19340 GeometryMinorRadius = 27.0 19341 GeometryHeight = 9.0 19342 GeometryIsSmall = No 19343 Shadow = SHADOW_VOLUME 19344 19345 End 19346 19347 ;------------------------------------------------------------------------------ 19348 Object GLASupplyStash 19349 19350 ; *** ART Parameters *** 19351 SelectPortrait = SUSupplyCenter_L 19352 ButtonImage = SUSupplyCenter 19353 19354 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 19355 19356 Draw = W3DModelDraw ModuleTag_01 19357 OkToChangeModelColor = Yes 19358 ; day 19359 ConditionState = NONE 19360 Model = UBSupply 19361 ParticleSysBone = Smoke01 SteamVent 19362 Animation = UBSupply.UBSupply 19363 AnimationMode = LOOP 19364 End 19365 ConditionState = DAMAGED 19366 Model = UBSupply_D 19367 ParticleSysBone = Smoke01 SteamVent 19368 Animation = UBSupply_D.UBSupply_D 19369 AnimationMode = LOOP 19370 End 19371 ConditionState = REALLYDAMAGED RUBBLE 19372 Model = UBSupply_E 19373 ParticleSysBone = Smoke01 SteamVent 19374 End 19375 ConditionState = GARRISONED 19376 Model = UBSpplyEG 19377 ParticleSysBone = Smoke01 SmolderingSmoke 19378 Animation = UBSpplyEG.UBSpplyEG 19379 AnimationMode = LOOP 19380 End 19381 ConditionState = DAMAGED GARRISONED 19382 Model = UBSpplyEG_D 19383 ParticleSysBone = Smoke01 SmolderingSmoke 19384 Animation = UBSpplyEG_D.UBSpplyEG_D 19385 AnimationMode = LOOP 19386 End 19387 ConditionState = REALLYDAMAGED GARRISONED 19388 Model = UBSpplyEG_E 19389 ParticleSysBone = Smoke01 SmolderingSmoke 19390 Animation = UBSpplyEG_E.UBSpplyEG_E 19391 AnimationMode = LOOP 19392 End 19393 19394 ; SNOW 19395 ConditionState = SNOW 19396 Model = UBSupply_S 19397 ParticleSysBone = Smoke01 SteamVent 19398 Animation = UBSupply_S.UBSupply_S 19399 AnimationMode = LOOP 19400 End 19401 ConditionState = DAMAGED SNOW 19402 Model = UBSupply_DS 19403 ParticleSysBone = Smoke01 SteamVent 19404 Animation = UBSupply_DS.UBSupply_DS 19405 AnimationMode = LOOP 19406 End 19407 ConditionState = REALLYDAMAGED RUBBLE SNOW 19408 Model = UBSupply_ES 19409 ParticleSysBone = Smoke01 SteamVent 19410 End 19411 ConditionState = GARRISONED SNOW 19412 Model = UBSpplyEG_S 19413 ParticleSysBone = Smoke01 SmolderingSmoke 19414 Animation = UBSpplyEG_S.UBSpplyEG_S 19415 AnimationMode = LOOP 19416 End 19417 ConditionState = DAMAGED GARRISONED SNOW 19418 Model = UBSpplyEG_DS 19419 ParticleSysBone = Smoke01 SmolderingSmoke 19420 Animation = UBSpplyEG_DS.UBSpplyEG_DS 19421 AnimationMode = LOOP 19422 End 19423 ConditionState = REALLYDAMAGED GARRISONED SNOW 19424 Model = UBSpplyEG_ES 19425 ParticleSysBone = Smoke01 SmolderingSmoke 19426 Animation = UBSpplyEG_ES.UBSpplyEG_ES 19427 AnimationMode = LOOP 19428 End 19429 19430 ; night 19431 ConditionState = NIGHT 19432 Model = UBSupply_N 19433 Animation = UBSupply_N.UBSupply_N 19434 AnimationMode = LOOP 19435 ParticleSysBone = Smoke01 SteamVent 19436 End 19437 ConditionState = DAMAGED NIGHT 19438 Model = UBSupply_DN 19439 Animation = UBSupply_DN.UBSupply_DN 19440 AnimationMode = LOOP 19441 ParticleSysBone = Smoke01 SteamVent 19442 ParticleSysBone = Smoke02 SmolderingSmoke 19443 ParticleSysBone = Smoke03 SmolderingSmoke 19444 ParticleSysBone = Smoke04 SmolderingSmoke 19445 ParticleSysBone = Fire01 SmolderingFire 19446 End 19447 ConditionState = REALLYDAMAGED RUBBLE NIGHT 19448 Model = UBSupply_EN 19449 ParticleSysBone = Smoke01 SteamVent 19450 ParticleSysBone = Smoke02 SmolderingSmoke 19451 ParticleSysBone = Smoke03 SmolderingSmoke 19452 ParticleSysBone = Smoke04 SmolderingSmoke 19453 ParticleSysBone = Smoke05 SmolderingSmoke 19454 ParticleSysBone = Smoke06 SmolderingSmoke 19455 ParticleSysBone = Fire01 SmolderingFire 19456 ParticleSysBone = Fire02 SmolderingFire 19457 ParticleSysBone = Fire03 SmolderingFire 19458 End 19459 ConditionState = GARRISONED NIGHT 19460 Model = UBSpplyEG_N 19461 ParticleSysBone = Smoke01 SmolderingSmoke 19462 Animation = UBSpplyEG_N.UBSpplyEG_N 19463 AnimationMode = LOOP 19464 End 19465 ConditionState = DAMAGED GARRISONED NIGHT 19466 Model = UBSpplyEG_DN 19467 ParticleSysBone = Smoke01 SmolderingSmoke 19468 Animation = UBSpplyEG_DN.UBSpplyEG_DN 19469 AnimationMode = LOOP 19470 End 19471 ConditionState = REALLYDAMAGED GARRISONED NIGHT 19472 Model = UBSpplyEG_EN 19473 ParticleSysBone = Smoke01 SmolderingSmoke 19474 Animation = UBSpplyEG_EN.UBSpplyEG_EN 19475 AnimationMode = LOOP 19476 End 19477 19478 ; night snow 19479 ConditionState = NIGHT SNOW 19480 Model = UBSupply_NS 19481 Animation = UBSupply_NS.UBSupply_NS 19482 AnimationMode = LOOP 19483 ParticleSysBone = Smoke01 SteamVent 19484 End 19485 ConditionState = DAMAGED NIGHT SNOW 19486 Model = UBSupply_DNS 19487 Animation = UBSupply_DNS.UBSupply_DNS 19488 AnimationMode = LOOP 19489 ParticleSysBone = Smoke01 SteamVent 19490 ParticleSysBone = Smoke02 SmolderingSmoke 19491 ParticleSysBone = Smoke03 SmolderingSmoke 19492 ParticleSysBone = Smoke04 SmolderingSmoke 19493 ParticleSysBone = Fire01 SmolderingFire 19494 End 19495 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 19496 Model = UBSupply_ENS 19497 ParticleSysBone = Smoke01 SteamVent 19498 ParticleSysBone = Smoke02 SmolderingSmoke 19499 ParticleSysBone = Smoke03 SmolderingSmoke 19500 ParticleSysBone = Smoke04 SmolderingSmoke 19501 ParticleSysBone = Smoke05 SmolderingSmoke 19502 ParticleSysBone = Smoke06 SmolderingSmoke 19503 ParticleSysBone = Fire01 SmolderingFire 19504 ParticleSysBone = Fire02 SmolderingFire 19505 ParticleSysBone = Fire03 SmolderingFire 19506 End 19507 ConditionState = GARRISONED SNOW NIGHT 19508 Model = UBSpplyEG_NS 19509 ParticleSysBone = Smoke01 SmolderingSmoke 19510 Animation = UBSpplyEG_NS.UBSpplyEG_NS 19511 AnimationMode = LOOP 19512 End 19513 ConditionState = DAMAGED GARRISONED SNOW NIGHT 19514 Model = UBSpplyEG_DNS 19515 ParticleSysBone = Smoke01 SmolderingSmoke 19516 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 19517 AnimationMode = LOOP 19518 End 19519 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 19520 Model = UBSpplyEG_ENS 19521 ParticleSysBone = Smoke01 SmolderingSmoke 19522 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 19523 AnimationMode = LOOP 19524 End 19525 19526 ;************************************************************************************************************************** 19527 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 19528 ;for this draw module 19529 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19530 Model = UBSupply 19531 Animation = UBSupply.UBSupply 19532 AnimationMode = LOOP 19533 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19534 End 19535 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 19536 Model = UBSupply_D 19537 Animation = UBSupply_D.UBSupply_D 19538 AnimationMode = LOOP 19539 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19540 End 19541 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 19542 Model = UBSupply_E 19543 ;Animation = UBSupply_E.UBSupply_E 19544 ;AnimationMode = LOOP 19545 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19546 End 19547 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 19548 Model = UBSupply_N 19549 Animation = UBSupply_N.UBSupply_N 19550 AnimationMode = LOOP 19551 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19552 End 19553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 19554 Model = UBSupply_DN 19555 Animation = UBSupply_DN.UBSupply_DN 19556 AnimationMode = LOOP 19557 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19558 End 19559 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 19560 Model = UBSupply_EN 19561 ;Animation = UBSupply_EN.UBSupply_EN 19562 ;AnimationMode = LOOP 19563 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19564 End 19565 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 19566 Model = UBSupply_S 19567 Animation = UBSupply_S.UBSupply_S 19568 AnimationMode = LOOP 19569 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19570 End 19571 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 19572 Model = UBSupply_DS 19573 Animation = UBSupply_DS.UBSupply_DS 19574 AnimationMode = LOOP 19575 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19576 End 19577 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 19578 Model = UBSupply_ES 19579 ;Animation = UBSupply_ES.UBSupply_ES 19580 ;AnimationMode = LOOP 19581 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19582 End 19583 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 19584 Model = UBSupply_NS 19585 Animation = UBSupply_NS.UBSupply_NS 19586 AnimationMode = LOOP 19587 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19588 End 19589 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 19590 Model = UBSupply_DNS 19591 Animation = UBSupply_DNS.UBSupply_DNS 19592 AnimationMode = LOOP 19593 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19594 End 19595 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 19596 Model = UBSupply_ENS 19597 ;Animation = UBSupply_ENS.UBSupply_ENS 19598 ;AnimationMode = LOOP 19599 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 19600 End 19601 19602 ConditionState = AWAITING_CONSTRUCTION 19603 Model = NONE 19604 End 19605 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 19606 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 19607 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 19608 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 19609 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 19610 AliasConditionState = AWAITING_CONSTRUCTION SNOW 19611 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 19612 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 19613 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 19614 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 19615 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 19616 AliasConditionState = SOLD 19617 AliasConditionState = SOLD DAMAGED 19618 AliasConditionState = SOLD REALLYDAMAGED 19619 AliasConditionState = SOLD NIGHT 19620 AliasConditionState = SOLD NIGHT DAMAGED 19621 AliasConditionState = SOLD NIGHT REALLYDAMAGED 19622 AliasConditionState = SOLD SNOW 19623 AliasConditionState = SOLD SNOW DAMAGED 19624 AliasConditionState = SOLD SNOW REALLYDAMAGED 19625 AliasConditionState = SOLD NIGHT SNOW 19626 AliasConditionState = SOLD NIGHT SNOW DAMAGED 19627 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 19628 AliasConditionState = GARRISONED SOLD 19629 AliasConditionState = GARRISONED SOLD DAMAGED 19630 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 19631 AliasConditionState = GARRISONED SOLD NIGHT 19632 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 19633 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 19634 AliasConditionState = GARRISONED SOLD SNOW 19635 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 19636 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 19637 AliasConditionState = GARRISONED SOLD NIGHT SNOW 19638 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 19639 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 19640 ;************************************************************************************************************************** 19641 19642 End 19643 19644 ; ------------ construction-zone fence ----------------- 19645 Draw = W3DModelDraw ModuleTag_02 19646 AnimationsRequirePower = No 19647 DefaultConditionState 19648 Model = None 19649 TransitionKey = DOWN_DEFAULT 19650 End 19651 ConditionState = NIGHT 19652 Model = None 19653 TransitionKey = DOWN_DEFAULT 19654 End 19655 ConditionState = SNOW 19656 Model = None 19657 TransitionKey = DOWN_DEFAULT 19658 End 19659 ConditionState = SNOW NIGHT 19660 Model = None 19661 TransitionKey = DOWN_DEFAULT 19662 End 19663 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19664 Model = UBSupply_A4 19665 Animation = UBSupply_A4.UBSupply_A4 19666 AnimationMode = MANUAL 19667 Flags = START_FRAME_LAST 19668 TransitionKey = UP_DAY 19669 End 19670 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19671 Model = UBSupply_A4N 19672 Animation = UBSupply_A4N.UBSupply_A4N 19673 AnimationMode = MANUAL 19674 Flags = START_FRAME_LAST 19675 TransitionKey = UP_NIGHT 19676 End 19677 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19678 Model = UBSupply_A4S 19679 Animation = UBSupply_A4S.UBSupply_A4S 19680 AnimationMode = MANUAL 19681 Flags = START_FRAME_LAST 19682 TransitionKey = UP_SNOW 19683 End 19684 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 19685 Model = UBSupply_A4SN 19686 Animation = UBSupply_A4SN.UBSupply_A4SN 19687 AnimationMode = MANUAL 19688 Flags = START_FRAME_LAST 19689 TransitionKey = UP_SNOWNIGHT 19690 End 19691 TransitionState = DOWN_DEFAULT UP_DAY 19692 Model = UBSupply_A4 19693 Animation = UBSupply_A4.UBSupply_A4 19694 AnimationMode = ONCE 19695 AnimationSpeedFactorRange = 1.0 1.0 19696 Flags = START_FRAME_FIRST 19697 End 19698 TransitionState = DOWN_DEFAULT UP_NIGHT 19699 Model = UBSupply_A4N 19700 Animation = UBSupply_A4N.UBSupply_A4N 19701 AnimationMode = ONCE 19702 AnimationSpeedFactorRange = 1.0 1.0 19703 Flags = START_FRAME_FIRST 19704 End 19705 TransitionState = DOWN_DEFAULT UP_SNOW 19706 Model = UBSupply_A4S 19707 Animation = UBSupply_A4S.UBSupply_A4S 19708 AnimationMode = ONCE 19709 AnimationSpeedFactorRange = 1.0 1.0 19710 Flags = START_FRAME_FIRST 19711 End 19712 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19713 Model = UBSupply_A4SN 19714 Animation = UBSupply_A4SN.UBSupply_A4SN 19715 AnimationMode = ONCE 19716 AnimationSpeedFactorRange = 1.0 1.0 19717 Flags = START_FRAME_FIRST 19718 End 19719 TransitionState = UP_DAY DOWN_DEFAULT 19720 Model = UBSupply_A4 19721 Animation = UBSupply_A4.UBSupply_A4 19722 AnimationMode = ONCE_BACKWARDS 19723 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19724 Flags = START_FRAME_LAST 19725 End 19726 TransitionState = UP_NIGHT DOWN_DEFAULT 19727 Model = UBSupply_A4N 19728 Animation = UBSupply_A4N.UBSupply_A4N 19729 AnimationMode = ONCE_BACKWARDS 19730 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19731 Flags = START_FRAME_LAST 19732 End 19733 TransitionState = UP_SNOW DOWN_DEFAULT 19734 Model = UBSupply_A4S 19735 Animation = UBSupply_A4S.UBSupply_A4S 19736 AnimationMode = ONCE_BACKWARDS 19737 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19738 Flags = START_FRAME_LAST 19739 End 19740 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19741 Model = UBSupply_A4SN 19742 Animation = UBSupply_A4SN.UBSupply_A4SN 19743 AnimationMode = ONCE_BACKWARDS 19744 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19745 Flags = START_FRAME_LAST 19746 End 19747 End 19748 19749 ; ------------ under-construction scaffolding ----------------- 19750 Draw = W3DModelDraw ModuleTag_03 19751 AnimationsRequirePower = No 19752 MinLODRequired = MEDIUM 19753 DefaultConditionState 19754 Model = None 19755 TransitionKey = DOWN_DEFAULT 19756 End 19757 ConditionState = NIGHT 19758 Model = None 19759 TransitionKey = DOWN_DEFAULT 19760 End 19761 ConditionState = SNOW 19762 Model = None 19763 TransitionKey = DOWN_DEFAULT 19764 End 19765 ConditionState = SNOW NIGHT 19766 Model = None 19767 TransitionKey = DOWN_DEFAULT 19768 End 19769 ConditionState = PARTIALLY_CONSTRUCTED 19770 Model = UBSupply_A6 19771 Animation = UBSupply_A6.UBSupply_A6 19772 AnimationMode = MANUAL 19773 Flags = START_FRAME_LAST 19774 TransitionKey = UP_DAY 19775 ParticleSysBone = Dust01 BuildingDust 19776 ParticleSysBone = Smoke01 BuildUpSmoke 19777 ParticleSysBone = Smoke02 BuildUpSmoke 19778 ParticleSysBone = Smoke03 BuildUpSmoke 19779 ParticleSysBone = Smoke04 BuildUpSmoke 19780 End 19781 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 19782 Model = UBSupply_A6N 19783 Animation = UBSupply_A6N.UBSupply_A6N 19784 AnimationMode = MANUAL 19785 Flags = START_FRAME_LAST 19786 TransitionKey = UP_NIGHT 19787 ParticleSysBone = Dust01 BuildingDust 19788 ParticleSysBone = Smoke01 BuildUpSmoke 19789 ParticleSysBone = Smoke02 BuildUpSmoke 19790 ParticleSysBone = Smoke03 BuildUpSmoke 19791 ParticleSysBone = Smoke04 BuildUpSmoke 19792 End 19793 ConditionState = SNOW PARTIALLY_CONSTRUCTED 19794 Model = UBSupply_A6S 19795 Animation = UBSupply_A6S.UBSupply_A6S 19796 AnimationMode = MANUAL 19797 Flags = START_FRAME_LAST 19798 TransitionKey = UP_SNOW 19799 ParticleSysBone = Dust01 BuildingSnowDust 19800 ParticleSysBone = Smoke01 BuildUpSnowSmoke 19801 ParticleSysBone = Smoke02 BuildUpSnowSmoke 19802 ParticleSysBone = Smoke03 BuildUpSnowSmoke 19803 ParticleSysBone = Smoke04 BuildUpSnowSmoke 19804 End 19805 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 19806 Model = UBSupply_A6SN 19807 Animation = UBSupply_A6SN.UBSupply_A6SN 19808 AnimationMode = MANUAL 19809 Flags = START_FRAME_LAST 19810 TransitionKey = UP_SNOWNIGHT 19811 ParticleSysBone = Dust01 BuildingNightSnowDust 19812 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 19813 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 19814 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 19815 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 19816 End 19817 TransitionState = DOWN_DEFAULT UP_DAY 19818 Model = UBSupply_A6 19819 Animation = UBSupply_A6.UBSupply_A6 19820 AnimationMode = ONCE 19821 AnimationSpeedFactorRange = 1.0 1.0 19822 Flags = START_FRAME_FIRST 19823 End 19824 TransitionState = DOWN_DEFAULT UP_NIGHT 19825 Model = UBSupply_A6N 19826 Animation = UBSupply_A6N.UBSupply_A6N 19827 AnimationMode = ONCE 19828 AnimationSpeedFactorRange = 1.0 1.0 19829 Flags = START_FRAME_FIRST 19830 End 19831 TransitionState = DOWN_DEFAULT UP_SNOW 19832 Model = UBSupply_A6S 19833 Animation = UBSupply_A6S.UBSupply_A6S 19834 AnimationMode = ONCE 19835 AnimationSpeedFactorRange = 1.0 1.0 19836 Flags = START_FRAME_FIRST 19837 End 19838 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19839 Model = UBSupply_A6SN 19840 Animation = UBSupply_A6SN.UBSupply_A6SN 19841 AnimationMode = ONCE 19842 AnimationSpeedFactorRange = 1.0 1.0 19843 Flags = START_FRAME_FIRST 19844 End 19845 TransitionState = UP_DAY DOWN_DEFAULT 19846 Model = UBSupply_A6 19847 Animation = UBSupply_A6.UBSupply_A6 19848 AnimationMode = ONCE_BACKWARDS 19849 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19850 Flags = START_FRAME_LAST 19851 End 19852 TransitionState = UP_NIGHT DOWN_DEFAULT 19853 Model = UBSupply_A6N 19854 Animation = UBSupply_A6N.UBSupply_A6N 19855 AnimationMode = ONCE_BACKWARDS 19856 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19857 Flags = START_FRAME_LAST 19858 19859 End 19860 TransitionState = UP_SNOW DOWN_DEFAULT 19861 Model = UBSupply_A6S 19862 Animation = UBSupply_A6S.UBSupply_A6S 19863 AnimationMode = ONCE_BACKWARDS 19864 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19865 Flags = START_FRAME_LAST 19866 End 19867 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19868 Model = UBSupply_A6SN 19869 Animation = UBSupply_A6SN.UBSupply_A6SN 19870 AnimationMode = ONCE_BACKWARDS 19871 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19872 Flags = START_FRAME_LAST 19873 End 19874 End 19875 19876 PlacementViewAngle = -45 19877 19878 ; ***DESIGN parameters *** 19879 DisplayName = OBJECT:SupplyStash 19880 Side = GLA 19881 EditorSorting = STRUCTURE 19882 BuildCost = 1500 19883 RefundValue = 650 ; With nothing (or zero) listed, we sell for half price. 19884 BuildTime = 10.0 ; in seconds 19885 EnergyProduction = 0 19886 CommandSet = GLASupplyStashCommandSet 19887 VisionRange = 200.0 ; Shroud clearing distance 19888 ShroudClearingRange = 200 19889 ArmorSet 19890 Conditions = None 19891 Armor = StructureArmor 19892 DamageFX = StructureDamageFXNoShake 19893 End 19894 ArmorSet 19895 Conditions = PLAYER_UPGRADE 19896 Armor = GLAUpgradedStructureArmor 19897 DamageFX = StructureDamageFXNoShake 19898 End 19899 ExperienceValue = 200 200 200 200 ; Experience point value at each level 19900 19901 ; *** AUDIO Parameters *** 19902 VoiceSelect = SupplyCenterGLASelect 19903 SoundOnDamaged = BuildingDamagedStateLight 19904 SoundOnReallyDamaged = BuildingDestroy 19905 19906 UnitSpecificSounds 19907 UnderConstruction = UnderConstructionLoop 19908 End 19909 19910 ; *** ENGINEERING Parameters *** 19911 RadarPriority = STRUCTURE 19912 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 19913 Body = StructureBody ModuleTag_04 19914 MaxHealth = 2000.0 19915 InitialHealth = 2000.0 19916 19917 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19918 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19919 SubdualDamageCap = 2200 19920 SubdualDamageHealRate = 500 19921 SubdualDamageHealAmount = 100 19922 End 19923 19924 Behavior = ArmorUpgrade ModuleTag_Armor01 19925 TriggeredBy = Upgrade_GLAFortifiedStructure 19926 End 19927 19928 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 19929 ConditionFlag = GARRISONED 19930 TriggeredBy = Upgrade_GLAFortifiedStructure 19931 End 19932 19933 Behavior = SupplyCenterCreate ModuleTag_05 19934 ;nothing 19935 End 19936 19937 Behavior = RebuildHoleExposeDie ModuleTag_06 19938 HoleName = GLAHoleSupplyStash 19939 HoleMaxHealth = 500.0 19940 End 19941 Behavior = DestroyDie ModuleTag_07 19942 ;nothing 19943 End 19944 Behavior = CreateObjectDie ModuleTag_08 19945 CreationList = OCL_SmallStructureDebris 19946 End 19947 Behavior = FXListDie ModuleTag_09 19948 DeathFX = FX_StructureSmallDeath 19949 End 19950 Behavior = ProductionUpdate ModuleTag_10 19951 ; nothing 19952 End 19953 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 19954 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 19955 NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 19956 End 19957 19958 Behavior = SpawnBehavior ModuleTag_12 19959 SpawnNumber = 1 19960 SpawnReplaceDelay = 9999 19961 SpawnTemplateName = GLAInfantryWorker 19962 OneShot = Yes 19963 CanReclaimOrphans = No 19964 SlavesHaveFreeWill = Yes 19965 End 19966 19967 Behavior = SupplyCenterDockUpdate ModuleTag_13 19968 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 19969 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 19970 End 19971 19972 Behavior = FlammableUpdate ModuleTag_15 19973 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19974 AflameDamageAmount = 5 ; taking this much damage... 19975 AflameDamageDelay = 500 ; this often. 19976 End 19977 19978 Behavior = TransitionDamageFX ModuleTag_16 19979 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 19980 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19981 ;--------------------------------------------------------------------------------------- 19982 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19983 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19984 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19985 End 19986 19987 ;Dont forget to edit the GLA Hole geometry for this object too 19988 Geometry = BOX 19989 GeometryMajorRadius = 36.0 19990 GeometryMinorRadius = 35.0 19991 GeometryHeight = 30.0 19992 GeometryIsSmall = No 19993 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 19994 Shadow = SHADOW_VOLUME 19995 BuildCompletion = PLACED_BY_PLAYER 19996 19997 End 19998 19999 ;------------------------------------------------------------------------------ 20000 ObjectReskin GLAHoleSupplyStash GLAHole 20001 Draw = W3DModelDraw ModuleTag_01 20002 OkToChangeModelColor = Yes 20003 ConditionState = NONE 20004 Model = UBHole 20005 End 20006 ConditionState = DAMAGED 20007 Model = UBHole_D 20008 ParticleSysBone = Smoke01 SteamVent 20009 End 20010 ConditionState = REALLYDAMAGED RUBBLE 20011 Model = UBHole_E 20012 ParticleSysBone = Smoke01 SteamVent 20013 ParticleSysBone = Smoke02 SteamVent 20014 ParticleSysBone = Fire01 GLAPowerPlantFlame 20015 ParticleSysBone = Fire02 GLAPowerPlantFlame 20016 ParticleSysBone = Fire03 GLAPowerPlantFlame 20017 End 20018 End 20019 Draw = W3DModelDraw ModuleTag_02 20020 OkToChangeModelColor = Yes 20021 ConditionState = NONE 20022 Model = UBSupply_R 20023 ParticleSysBone = Smoke02 SmolderingSmoke 20024 ParticleSysBone = Smoke03 SmolderingSmoke 20025 ParticleSysBone = Smoke04 SmolderingSmoke 20026 ParticleSysBone = Smoke05 SmolderingSmoke 20027 ParticleSysBone = Smoke06 SmolderingSmoke 20028 End 20029 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 20030 Model = UBSupply_R 20031 ParticleSysBone = Smoke02 SmolderingSmoke 20032 ParticleSysBone = Smoke03 SmolderingSmoke 20033 ParticleSysBone = Smoke04 SmolderingSmoke 20034 ParticleSysBone = Smoke05 SmolderingSmoke 20035 ParticleSysBone = Smoke06 SmolderingSmoke 20036 End 20037 End 20038 End 20039 20040 ;------------------------------------------------------------------------------ 20041 Object FakeGLASupplyStash 20042 20043 ; *** ART Parameters *** 20044 SelectPortrait = SUSupplyCenter_L 20045 ButtonImage = SUSupplyCenter 20046 20047 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 20048 20049 Draw = W3DModelDraw ModuleTag_01 20050 OkToChangeModelColor = Yes 20051 ; day 20052 ConditionState = NONE 20053 Model = UBSupply 20054 ParticleSysBone = Smoke01 SteamVent 20055 Animation = UBSupply.UBSupply 20056 AnimationMode = LOOP 20057 End 20058 ConditionState = DAMAGED 20059 Model = UBSupply_D 20060 ParticleSysBone = Smoke01 SteamVent 20061 Animation = UBSupply_D.UBSupply_D 20062 AnimationMode = LOOP 20063 End 20064 ConditionState = REALLYDAMAGED RUBBLE 20065 Model = UBSupply_E 20066 ParticleSysBone = Smoke01 SteamVent 20067 End 20068 ConditionState = GARRISONED 20069 Model = UBSpplyEG 20070 ParticleSysBone = Smoke01 SmolderingSmoke 20071 Animation = UBSpplyEG.UBSpplyEG 20072 AnimationMode = LOOP 20073 End 20074 ConditionState = DAMAGED GARRISONED 20075 Model = UBSpplyEG_D 20076 ParticleSysBone = Smoke01 SmolderingSmoke 20077 Animation = UBSpplyEG_D.UBSpplyEG_D 20078 AnimationMode = LOOP 20079 End 20080 ConditionState = REALLYDAMAGED GARRISONED 20081 Model = UBSpplyEG_E 20082 ParticleSysBone = Smoke01 SmolderingSmoke 20083 Animation = UBSpplyEG_E.UBSpplyEG_E 20084 AnimationMode = LOOP 20085 End 20086 20087 ; SNOW 20088 ConditionState = SNOW 20089 Model = UBSupply_S 20090 ParticleSysBone = Smoke01 SteamVent 20091 Animation = UBSupply_S.UBSupply_S 20092 AnimationMode = LOOP 20093 End 20094 ConditionState = DAMAGED SNOW 20095 Model = UBSupply_DS 20096 ParticleSysBone = Smoke01 SteamVent 20097 Animation = UBSupply_DS.UBSupply_DS 20098 AnimationMode = LOOP 20099 End 20100 ConditionState = REALLYDAMAGED RUBBLE SNOW 20101 Model = UBSupply_ES 20102 ParticleSysBone = Smoke01 SteamVent 20103 End 20104 ConditionState = GARRISONED SNOW 20105 Model = UBSpplyEG_S 20106 ParticleSysBone = Smoke01 SmolderingSmoke 20107 Animation = UBSpplyEG_S.UBSpplyEG_S 20108 AnimationMode = LOOP 20109 End 20110 ConditionState = DAMAGED GARRISONED SNOW 20111 Model = UBSpplyEG_DS 20112 ParticleSysBone = Smoke01 SmolderingSmoke 20113 Animation = UBSpplyEG_DS.UBSpplyEG_DS 20114 AnimationMode = LOOP 20115 End 20116 ConditionState = REALLYDAMAGED GARRISONED SNOW 20117 Model = UBSpplyEG_ES 20118 ParticleSysBone = Smoke01 SmolderingSmoke 20119 Animation = UBSpplyEG_ES.UBSpplyEG_ES 20120 AnimationMode = LOOP 20121 End 20122 20123 ; night 20124 ConditionState = NIGHT 20125 Model = UBSupply_N 20126 Animation = UBSupply_N.UBSupply_N 20127 AnimationMode = LOOP 20128 ParticleSysBone = Smoke01 SteamVent 20129 End 20130 ConditionState = DAMAGED NIGHT 20131 Model = UBSupply_DN 20132 Animation = UBSupply_DN.UBSupply_DN 20133 AnimationMode = LOOP 20134 ParticleSysBone = Smoke01 SteamVent 20135 ParticleSysBone = Smoke02 SmolderingSmoke 20136 ParticleSysBone = Smoke03 SmolderingSmoke 20137 ParticleSysBone = Smoke04 SmolderingSmoke 20138 ParticleSysBone = Fire01 SmolderingFire 20139 End 20140 ConditionState = REALLYDAMAGED RUBBLE NIGHT 20141 Model = UBSupply_EN 20142 ParticleSysBone = Smoke01 SteamVent 20143 ParticleSysBone = Smoke02 SmolderingSmoke 20144 ParticleSysBone = Smoke03 SmolderingSmoke 20145 ParticleSysBone = Smoke04 SmolderingSmoke 20146 ParticleSysBone = Smoke05 SmolderingSmoke 20147 ParticleSysBone = Smoke06 SmolderingSmoke 20148 ParticleSysBone = Fire01 SmolderingFire 20149 ParticleSysBone = Fire02 SmolderingFire 20150 ParticleSysBone = Fire03 SmolderingFire 20151 End 20152 ConditionState = GARRISONED NIGHT 20153 Model = UBSpplyEG_N 20154 ParticleSysBone = Smoke01 SmolderingSmoke 20155 Animation = UBSpplyEG_N.UBSpplyEG_N 20156 AnimationMode = LOOP 20157 End 20158 ConditionState = DAMAGED GARRISONED NIGHT 20159 Model = UBSpplyEG_DN 20160 ParticleSysBone = Smoke01 SmolderingSmoke 20161 Animation = UBSpplyEG_DN.UBSpplyEG_DN 20162 AnimationMode = LOOP 20163 End 20164 ConditionState = REALLYDAMAGED GARRISONED NIGHT 20165 Model = UBSpplyEG_EN 20166 ParticleSysBone = Smoke01 SmolderingSmoke 20167 Animation = UBSpplyEG_EN.UBSpplyEG_EN 20168 AnimationMode = LOOP 20169 End 20170 20171 ; night snow 20172 ConditionState = NIGHT SNOW 20173 Model = UBSupply_NS 20174 Animation = UBSupply_NS.UBSupply_NS 20175 AnimationMode = LOOP 20176 ParticleSysBone = Smoke01 SteamVent 20177 End 20178 ConditionState = DAMAGED NIGHT SNOW 20179 Model = UBSupply_DNS 20180 Animation = UBSupply_DNS.UBSupply_DNS 20181 AnimationMode = LOOP 20182 ParticleSysBone = Smoke01 SteamVent 20183 ParticleSysBone = Smoke02 SmolderingSmoke 20184 ParticleSysBone = Smoke03 SmolderingSmoke 20185 ParticleSysBone = Smoke04 SmolderingSmoke 20186 ParticleSysBone = Fire01 SmolderingFire 20187 End 20188 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 20189 Model = UBSupply_ENS 20190 ParticleSysBone = Smoke01 SteamVent 20191 ParticleSysBone = Smoke02 SmolderingSmoke 20192 ParticleSysBone = Smoke03 SmolderingSmoke 20193 ParticleSysBone = Smoke04 SmolderingSmoke 20194 ParticleSysBone = Smoke05 SmolderingSmoke 20195 ParticleSysBone = Smoke06 SmolderingSmoke 20196 ParticleSysBone = Fire01 SmolderingFire 20197 ParticleSysBone = Fire02 SmolderingFire 20198 ParticleSysBone = Fire03 SmolderingFire 20199 End 20200 ConditionState = GARRISONED SNOW NIGHT 20201 Model = UBSpplyEG_NS 20202 ParticleSysBone = Smoke01 SmolderingSmoke 20203 Animation = UBSpplyEG_S.UBSpplyEG_S 20204 AnimationMode = LOOP 20205 End 20206 ConditionState = DAMAGED GARRISONED SNOW NIGHT 20207 Model = UBSpplyEG_DNS 20208 ParticleSysBone = Smoke01 SmolderingSmoke 20209 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 20210 AnimationMode = LOOP 20211 End 20212 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 20213 Model = UBSpplyEG_ENS 20214 ParticleSysBone = Smoke01 SmolderingSmoke 20215 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 20216 AnimationMode = LOOP 20217 End 20218 20219 ;************************************************************************************************************************** 20220 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 20221 ;for this draw module 20222 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20223 Model = UBSupply 20224 Animation = UBSupply.UBSupply 20225 AnimationMode = LOOP 20226 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20227 End 20228 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 20229 Model = UBSupply_D 20230 Animation = UBSupply_D.UBSupply_D 20231 AnimationMode = LOOP 20232 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20233 End 20234 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 20235 Model = UBSupply_E 20236 ;Animation = UBSupply_E.UBSupply_E 20237 ;AnimationMode = LOOP 20238 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20239 End 20240 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 20241 Model = UBSupply_N 20242 Animation = UBSupply_N.UBSupply_N 20243 AnimationMode = LOOP 20244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20245 End 20246 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 20247 Model = UBSupply_DN 20248 Animation = UBSupply_DN.UBSupply_DN 20249 AnimationMode = LOOP 20250 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20251 End 20252 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 20253 Model = UBSupply_EN 20254 ;Animation = UBSupply_EN.UBSupply_EN 20255 ;AnimationMode = LOOP 20256 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20257 End 20258 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 20259 Model = UBSupply_S 20260 Animation = UBSupply_S.UBSupply_S 20261 AnimationMode = LOOP 20262 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20263 End 20264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 20265 Model = UBSupply_DS 20266 Animation = UBSupply_DS.UBSupply_DS 20267 AnimationMode = LOOP 20268 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20269 End 20270 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 20271 Model = UBSupply_ES 20272 ;Animation = UBSupply_ES.UBSupply_ES 20273 ;AnimationMode = LOOP 20274 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20275 End 20276 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 20277 Model = UBSupply_NS 20278 Animation = UBSupply_NS.UBSupply_NS 20279 AnimationMode = LOOP 20280 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20281 End 20282 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 20283 Model = UBSupply_DNS 20284 Animation = UBSupply_DNS.UBSupply_DNS 20285 AnimationMode = LOOP 20286 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20287 End 20288 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 20289 Model = UBSupply_ENS 20290 ;Animation = UBSupply_ENS.UBSupply_ENS 20291 ;AnimationMode = LOOP 20292 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20293 End 20294 20295 ConditionState = AWAITING_CONSTRUCTION 20296 Model = NONE 20297 End 20298 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 20299 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 20300 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 20301 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 20302 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 20303 AliasConditionState = AWAITING_CONSTRUCTION SNOW 20304 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 20305 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 20306 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 20307 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 20308 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 20309 AliasConditionState = SOLD 20310 AliasConditionState = SOLD DAMAGED 20311 AliasConditionState = SOLD REALLYDAMAGED 20312 AliasConditionState = SOLD NIGHT 20313 AliasConditionState = SOLD NIGHT DAMAGED 20314 AliasConditionState = SOLD NIGHT REALLYDAMAGED 20315 AliasConditionState = SOLD SNOW 20316 AliasConditionState = SOLD SNOW DAMAGED 20317 AliasConditionState = SOLD SNOW REALLYDAMAGED 20318 AliasConditionState = SOLD NIGHT SNOW 20319 AliasConditionState = SOLD NIGHT SNOW DAMAGED 20320 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 20321 AliasConditionState = GARRISONED SOLD 20322 AliasConditionState = GARRISONED SOLD DAMAGED 20323 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 20324 AliasConditionState = GARRISONED SOLD NIGHT 20325 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 20326 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 20327 AliasConditionState = GARRISONED SOLD SNOW 20328 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 20329 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 20330 AliasConditionState = GARRISONED SOLD NIGHT SNOW 20331 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 20332 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 20333 ;************************************************************************************************************************** 20334 20335 End 20336 20337 ; ------------ construction-zone fence ----------------- 20338 Draw = W3DModelDraw ModuleTag_02 20339 AnimationsRequirePower = No 20340 DefaultConditionState 20341 Model = None 20342 TransitionKey = DOWN_DEFAULT 20343 End 20344 ConditionState = NIGHT 20345 Model = None 20346 TransitionKey = DOWN_DEFAULT 20347 End 20348 ConditionState = SNOW 20349 Model = None 20350 TransitionKey = DOWN_DEFAULT 20351 End 20352 ConditionState = SNOW NIGHT 20353 Model = None 20354 TransitionKey = DOWN_DEFAULT 20355 End 20356 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20357 Model = UBSupply_A4 20358 Animation = UBSupply_A4.UBSupply_A4 20359 AnimationMode = MANUAL 20360 Flags = START_FRAME_LAST 20361 TransitionKey = UP_DAY 20362 End 20363 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20364 Model = UBSupply_A4N 20365 Animation = UBSupply_A4N.UBSupply_A4N 20366 AnimationMode = MANUAL 20367 Flags = START_FRAME_LAST 20368 TransitionKey = UP_NIGHT 20369 End 20370 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20371 Model = UBSupply_A4S 20372 Animation = UBSupply_A4S.UBSupply_A4S 20373 AnimationMode = MANUAL 20374 Flags = START_FRAME_LAST 20375 TransitionKey = UP_SNOW 20376 End 20377 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20378 Model = UBSupply_A4SN 20379 Animation = UBSupply_A4SN.UBSupply_A4SN 20380 AnimationMode = MANUAL 20381 Flags = START_FRAME_LAST 20382 TransitionKey = UP_SNOWNIGHT 20383 End 20384 TransitionState = DOWN_DEFAULT UP_DAY 20385 Model = UBSupply_A4 20386 Animation = UBSupply_A4.UBSupply_A4 20387 AnimationMode = ONCE 20388 AnimationSpeedFactorRange = 1.0 1.0 20389 Flags = START_FRAME_FIRST 20390 End 20391 TransitionState = DOWN_DEFAULT UP_NIGHT 20392 Model = UBSupply_A4N 20393 Animation = UBSupply_A4N.UBSupply_A4N 20394 AnimationMode = ONCE 20395 AnimationSpeedFactorRange = 1.0 1.0 20396 Flags = START_FRAME_FIRST 20397 End 20398 TransitionState = DOWN_DEFAULT UP_SNOW 20399 Model = UBSupply_A4S 20400 Animation = UBSupply_A4S.UBSupply_A4S 20401 AnimationMode = ONCE 20402 AnimationSpeedFactorRange = 1.0 1.0 20403 Flags = START_FRAME_FIRST 20404 End 20405 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20406 Model = UBSupply_A4SN 20407 Animation = UBSupply_A4SN.UBSupply_A4SN 20408 AnimationMode = ONCE 20409 AnimationSpeedFactorRange = 1.0 1.0 20410 Flags = START_FRAME_FIRST 20411 End 20412 TransitionState = UP_DAY DOWN_DEFAULT 20413 Model = UBSupply_A4 20414 Animation = UBSupply_A4.UBSupply_A4 20415 AnimationMode = ONCE_BACKWARDS 20416 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20417 Flags = START_FRAME_LAST 20418 End 20419 TransitionState = UP_NIGHT DOWN_DEFAULT 20420 Model = UBSupply_A4N 20421 Animation = UBSupply_A4N.UBSupply_A4N 20422 AnimationMode = ONCE_BACKWARDS 20423 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20424 Flags = START_FRAME_LAST 20425 End 20426 TransitionState = UP_SNOW DOWN_DEFAULT 20427 Model = UBSupply_A4S 20428 Animation = UBSupply_A4S.UBSupply_A4S 20429 AnimationMode = ONCE_BACKWARDS 20430 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20431 Flags = START_FRAME_LAST 20432 End 20433 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20434 Model = UBSupply_A4SN 20435 Animation = UBSupply_A4SN.UBSupply_A4SN 20436 AnimationMode = ONCE_BACKWARDS 20437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20438 Flags = START_FRAME_LAST 20439 End 20440 End 20441 20442 ; ------------ under-construction scaffolding ----------------- 20443 Draw = W3DModelDraw ModuleTag_03 20444 AnimationsRequirePower = No 20445 MinLODRequired = MEDIUM 20446 DefaultConditionState 20447 Model = None 20448 TransitionKey = DOWN_DEFAULT 20449 End 20450 ConditionState = NIGHT 20451 Model = None 20452 TransitionKey = DOWN_DEFAULT 20453 End 20454 ConditionState = SNOW 20455 Model = None 20456 TransitionKey = DOWN_DEFAULT 20457 End 20458 ConditionState = SNOW NIGHT 20459 Model = None 20460 TransitionKey = DOWN_DEFAULT 20461 End 20462 ConditionState = PARTIALLY_CONSTRUCTED 20463 Model = UBSupply_A6 20464 Animation = UBSupply_A6.UBSupply_A6 20465 AnimationMode = MANUAL 20466 Flags = START_FRAME_LAST 20467 TransitionKey = UP_DAY 20468 ParticleSysBone = Dust01 BuildingDust 20469 ParticleSysBone = Smoke01 BuildUpSmoke 20470 ParticleSysBone = Smoke02 BuildUpSmoke 20471 ParticleSysBone = Smoke03 BuildUpSmoke 20472 ParticleSysBone = Smoke04 BuildUpSmoke 20473 End 20474 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 20475 Model = UBSupply_A6N 20476 Animation = UBSupply_A6N.UBSupply_A6N 20477 AnimationMode = MANUAL 20478 Flags = START_FRAME_LAST 20479 TransitionKey = UP_NIGHT 20480 ParticleSysBone = Dust01 BuildingDust 20481 ParticleSysBone = Smoke01 BuildUpSmoke 20482 ParticleSysBone = Smoke02 BuildUpSmoke 20483 ParticleSysBone = Smoke03 BuildUpSmoke 20484 ParticleSysBone = Smoke04 BuildUpSmoke 20485 End 20486 ConditionState = SNOW PARTIALLY_CONSTRUCTED 20487 Model = UBSupply_A6S 20488 Animation = UBSupply_A6S.UBSupply_A6S 20489 AnimationMode = MANUAL 20490 Flags = START_FRAME_LAST 20491 TransitionKey = UP_SNOW 20492 ParticleSysBone = Dust01 BuildingSnowDust 20493 ParticleSysBone = Smoke01 BuildUpSnowSmoke 20494 ParticleSysBone = Smoke02 BuildUpSnowSmoke 20495 ParticleSysBone = Smoke03 BuildUpSnowSmoke 20496 ParticleSysBone = Smoke04 BuildUpSnowSmoke 20497 End 20498 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 20499 Model = UBSupply_A6SN 20500 Animation = UBSupply_A6SN.UBSupply_A6SN 20501 AnimationMode = MANUAL 20502 Flags = START_FRAME_LAST 20503 TransitionKey = UP_SNOWNIGHT 20504 ParticleSysBone = Dust01 BuildingNightSnowDust 20505 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 20506 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 20507 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 20508 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 20509 End 20510 TransitionState = DOWN_DEFAULT UP_DAY 20511 Model = UBSupply_A6 20512 Animation = UBSupply_A6.UBSupply_A6 20513 AnimationMode = ONCE 20514 AnimationSpeedFactorRange = 1.0 1.0 20515 Flags = START_FRAME_FIRST 20516 End 20517 TransitionState = DOWN_DEFAULT UP_NIGHT 20518 Model = UBSupply_A6N 20519 Animation = UBSupply_A6N.UBSupply_A6N 20520 AnimationMode = ONCE 20521 AnimationSpeedFactorRange = 1.0 1.0 20522 Flags = START_FRAME_FIRST 20523 End 20524 TransitionState = DOWN_DEFAULT UP_SNOW 20525 Model = UBSupply_A6S 20526 Animation = UBSupply_A6S.UBSupply_A6S 20527 AnimationMode = ONCE 20528 AnimationSpeedFactorRange = 1.0 1.0 20529 Flags = START_FRAME_FIRST 20530 End 20531 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20532 Model = UBSupply_A6SN 20533 Animation = UBSupply_A6SN.UBSupply_A6SN 20534 AnimationMode = ONCE 20535 AnimationSpeedFactorRange = 1.0 1.0 20536 Flags = START_FRAME_FIRST 20537 End 20538 TransitionState = UP_DAY DOWN_DEFAULT 20539 Model = UBSupply_A6 20540 Animation = UBSupply_A6.UBSupply_A6 20541 AnimationMode = ONCE_BACKWARDS 20542 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20543 Flags = START_FRAME_LAST 20544 End 20545 TransitionState = UP_NIGHT DOWN_DEFAULT 20546 Model = UBSupply_A6N 20547 Animation = UBSupply_A6N.UBSupply_A6N 20548 AnimationMode = ONCE_BACKWARDS 20549 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20550 Flags = START_FRAME_LAST 20551 20552 End 20553 TransitionState = UP_SNOW DOWN_DEFAULT 20554 Model = UBSupply_A6S 20555 Animation = UBSupply_A6S.UBSupply_A6S 20556 AnimationMode = ONCE_BACKWARDS 20557 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20558 Flags = START_FRAME_LAST 20559 End 20560 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20561 Model = UBSupply_A6SN 20562 Animation = UBSupply_A6SN.UBSupply_A6SN 20563 AnimationMode = ONCE_BACKWARDS 20564 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20565 Flags = START_FRAME_LAST 20566 End 20567 End 20568 20569 PlacementViewAngle = -45 20570 20571 ; ***DESIGN parameters *** 20572 DisplayName = OBJECT:SupplyStash 20573 Side = GLA 20574 EditorSorting = STRUCTURE 20575 Prerequisites 20576 Object = GLACommandCenter 20577 End 20578 BuildCost = 375 20579 BuildTime = 5.0 ; in seconds 20580 EnergyProduction = 0 20581 CommandSet = FakeGLASupplyStashCommandSet 20582 VisionRange = 200.0 ; Shroud clearing distance 20583 ShroudClearingRange = 200 20584 20585 WeaponSet 20586 Conditions = None 20587 Weapon = PRIMARY SuicideWeapon 20588 AutoChooseSources = PRIMARY None 20589 End 20590 20591 ArmorSet 20592 Conditions = None 20593 Armor = StructureArmor 20594 DamageFX = StructureDamageFXNoShake 20595 End 20596 ExperienceValue = 50 50 50 50 ; Experience point value at each level 20597 20598 ; *** AUDIO Parameters *** 20599 VoiceSelect = FakeBuildingSelect 20600 SoundOnDamaged = BuildingDamagedStateLight 20601 SoundOnReallyDamaged = BuildingDestroy 20602 20603 UnitSpecificSounds 20604 UnderConstruction = UnderConstructionLoop 20605 End 20606 20607 ; *** ENGINEERING Parameters *** 20608 RadarPriority = STRUCTURE 20609 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 20610 Body = StructureBody ModuleTag_04 20611 MaxHealth = 250.0 20612 InitialHealth = 250.0 20613 20614 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20615 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20616 SubdualDamageCap = 450 20617 SubdualDamageHealRate = 500 20618 SubdualDamageHealAmount = 100 20619 End 20620 20621 Behavior = CreateObjectDie ModuleTag_08 20622 CreationList = OCL_SmallStructureDebris 20623 End 20624 Behavior = FXListDie ModuleTag_09 20625 DeathFX = FX_StructureSmallDeath 20626 End 20627 Behavior = ProductionUpdate ModuleTag_10 20628 ; nothing 20629 End 20630 Behavior = AIUpdateInterface ModuleTag_11 20631 AutoAcquireEnemiesWhenIdle = No 20632 End 20633 20634 Behavior = SlowDeathBehavior ModuleTag_12 20635 ExemptStatus = UNDER_CONSTRUCTION 20636 DestructionDelay = 0 20637 Weapon = FINAL FakeStructureDetonationWeapon 20638 End 20639 Behavior = DestroyDie ModuleTag_SlowDeathException 20640 RequiredStatus = UNDER_CONSTRUCTION 20641 End 20642 20643 Behavior = ReplaceObjectUpgrade ModuleTag_13 20644 ReplaceObject = GLASupplyStash 20645 TriggeredBy = Upgrade_BecomeRealGLASupplyStash 20646 End 20647 20648 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 20649 ConditionFlag = GARRISONED 20650 TriggeredBy = Upgrade_GLAFortifiedStructure 20651 End 20652 20653 Behavior = FlammableUpdate ModuleTag_15 20654 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20655 AflameDamageAmount = 5 ; taking this much damage... 20656 AflameDamageDelay = 500 ; this often. 20657 End 20658 20659 Behavior = TransitionDamageFX ModuleTag_16 20660 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 20661 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20662 ;--------------------------------------------------------------------------------------- 20663 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20664 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20665 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20666 End 20667 20668 ;Dont forget to edit the GLA Hole geometry for this object too 20669 Geometry = BOX 20670 GeometryMajorRadius = 36.0 20671 GeometryMinorRadius = 35.0 20672 GeometryHeight = 30.0 20673 GeometryIsSmall = No 20674 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 20675 Shadow = SHADOW_VOLUME 20676 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 20677 ShadowSizeX = 105 20678 ShadowSizeY = 105 20679 BuildCompletion = PLACED_BY_PLAYER 20680 20681 End 20682 20683 ;------------------------------------------------------------------------------ 20684 Object ChinaSupplyCenter 20685 20686 ; *** ART Parameters *** 20687 SelectPortrait = SNSupplyCenter_L 20688 ButtonImage = SNSupplyCenter 20689 Draw = W3DModelDraw ModuleTag_01 20690 OkToChangeModelColor = Yes 20691 ;day 20692 ConditionState = NONE 20693 Model = NBSupCent 20694 ;Animation = NBSupCent.NBSupCent 20695 ;AnimationMode = LOOP 20696 End 20697 ConditionState = DAMAGED 20698 Model = NBSupCent_D 20699 ;Animation = NBSupCent_D.NBSupCent_D 20700 ;AnimationMode = LOOP 20701 End 20702 ConditionState = REALLYDAMAGED RUBBLE 20703 Model = NBSupCent_E 20704 ;Animation = NBSupCent_E.NBSupCent_E 20705 ;AnimationMode = LOOP 20706 End 20707 20708 20709 ConditionState = SNOW 20710 Model = NBSupCent_S 20711 ;Animation = NBSupCent.NBSupCent 20712 ;AnimationMode = LOOP 20713 End 20714 ConditionState = DAMAGED SNOW 20715 Model = NBSupCent_DS 20716 ;Animation = NBSupCent_D.NBSupCent_D 20717 ;AnimationMode = LOOP 20718 End 20719 ConditionState = REALLYDAMAGED RUBBLE SNOW 20720 Model = NBSupCent_ES 20721 ;Animation = NBSupCent_E.NBSupCent_E 20722 ;AnimationMode = LOOP 20723 End 20724 20725 20726 ConditionState = SNOW NIGHT 20727 Model = NBSupCent_NS 20728 ;Animation = NBSupCent.NBSupCent 20729 ;AnimationMode = LOOP 20730 End 20731 ConditionState = DAMAGED SNOW NIGHT 20732 Model = NBSupCent_DNS 20733 ;Animation = NBSupCent_D.NBSupCent_D 20734 ;AnimationMode = LOOP 20735 End 20736 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 20737 Model = NBSupCent_ENS 20738 ;Animation = NBSupCent_E.NBSupCent_E 20739 ;AnimationMode = LOOP 20740 End 20741 20742 20743 ConditionState = NIGHT 20744 Model = NBSupCent_N 20745 ;Animation = NBSupCent_N.NBSupCent_N 20746 ;AnimationMode = LOOP 20747 End 20748 ConditionState = NIGHT DAMAGED 20749 Model = NBSupCent_DN 20750 20751 ;Animation = NBSupCent_N.NBSupCent_N 20752 ;AnimationMode = LOOP 20753 End 20754 ConditionState = NIGHT REALLYDAMAGED RUBBLE 20755 Model = NBSupCent_EN 20756 ;Animation = NBSupCent_N.NBSupCent_N 20757 ;AnimationMode = LOOP 20758 End 20759 20760 20761 ;************************************************************************************************************************** 20762 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 20763 ;for this draw module 20764 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20765 Model = NBSupCent 20766 ;Animation = NBSupCent.NBSupCent 20767 ;AnimationMode = LOOP 20768 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20769 End 20770 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 20771 Model = NBSupCent_D 20772 ;Animation = NBSupCent_D.NBSupCent_D 20773 ;AnimationMode = LOOP 20774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20775 End 20776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 20777 Model = NBSupCent_E 20778 ;Animation = NBSupCent_E.NBSupCent_E 20779 ;AnimationMode = LOOP 20780 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20781 End 20782 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 20783 Model = NBSupCent_N 20784 ;Animation = NBSupCent_N.NBSupCent_N 20785 ;AnimationMode = LOOP 20786 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20787 End 20788 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 20789 Model = NBSupCent_DN 20790 ;Animation = NBSupCent_DN.NBSupCent_DN 20791 ;AnimationMode = LOOP 20792 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20793 End 20794 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 20795 Model = NBSupCent_EN 20796 ;Animation = NBSupCent_EN.NBSupCent_EN 20797 ;AnimationMode = LOOP 20798 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20799 End 20800 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 20801 Model = NBSupCent_S 20802 ;Animation = NBSupCent_S.NBSupCent_S 20803 ;AnimationMode = LOOP 20804 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20805 End 20806 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 20807 Model = NBSupCent_DS 20808 ;Animation = NBSupCent_DS.NBSupCent_DS 20809 ;AnimationMode = LOOP 20810 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20811 End 20812 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 20813 Model = NBSupCent_ES 20814 ;Animation = NBSupCent_ES.NBSupCent_ES 20815 ;AnimationMode = LOOP 20816 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20817 End 20818 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 20819 Model = NBSupCent_NS 20820 ;Animation = NBSupCent_NS.NBSupCent_NS 20821 ;AnimationMode = LOOP 20822 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20823 End 20824 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 20825 Model = NBSupCent_DNS 20826 ;Animation = NBSupCent_DNS.NBSupCent_DNS 20827 ;AnimationMode = LOOP 20828 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20829 End 20830 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 20831 Model = NBSupCent_ENS 20832 ;Animation = NBSupCent_ENS.NBSupCent_ENS 20833 ;AnimationMode = LOOP 20834 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20835 End 20836 20837 ConditionState = AWAITING_CONSTRUCTION 20838 Model = NONE 20839 End 20840 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 20841 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 20842 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 20843 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 20844 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 20845 AliasConditionState = AWAITING_CONSTRUCTION SNOW 20846 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 20847 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 20848 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 20849 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 20850 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 20851 AliasConditionState = SOLD 20852 AliasConditionState = SOLD DAMAGED 20853 AliasConditionState = SOLD REALLYDAMAGED 20854 AliasConditionState = SOLD NIGHT 20855 AliasConditionState = SOLD NIGHT DAMAGED 20856 AliasConditionState = SOLD NIGHT REALLYDAMAGED 20857 AliasConditionState = SOLD SNOW 20858 AliasConditionState = SOLD SNOW DAMAGED 20859 AliasConditionState = SOLD SNOW REALLYDAMAGED 20860 AliasConditionState = SOLD NIGHT SNOW 20861 AliasConditionState = SOLD NIGHT SNOW DAMAGED 20862 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 20863 ;************************************************************************************************************************** 20864 End 20865 20866 ; ------------ construction-zone fence ----------------- 20867 Draw = W3DModelDraw ModuleTag_02 20868 AnimationsRequirePower = No 20869 DefaultConditionState 20870 Model = None 20871 TransitionKey = DOWN_DEFAULT 20872 End 20873 ConditionState = NIGHT 20874 Model = None 20875 TransitionKey = DOWN_DEFAULT 20876 End 20877 ConditionState = SNOW 20878 Model = None 20879 TransitionKey = DOWN_DEFAULT 20880 End 20881 ConditionState = SNOW NIGHT 20882 Model = None 20883 TransitionKey = DOWN_DEFAULT 20884 End 20885 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20886 Model = NBSupCent_A4 20887 Animation = NBSupCent_A4.NBSupCent_A4 20888 AnimationMode = MANUAL 20889 Flags = START_FRAME_LAST 20890 TransitionKey = UP_DAY 20891 End 20892 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20893 Model = NBSupCent_A4N 20894 Animation = NBSupCent_A4N.NBSupCent_A4N 20895 AnimationMode = MANUAL 20896 Flags = START_FRAME_LAST 20897 TransitionKey = UP_NIGHT 20898 End 20899 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20900 Model = NBSupCent_A4S 20901 Animation = NBSupCent_A4S.NBSupCent_A4S 20902 AnimationMode = MANUAL 20903 Flags = START_FRAME_LAST 20904 TransitionKey = UP_SNOW 20905 End 20906 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20907 Model = NBSupCent_A4SN 20908 Animation = NBSupCent_A4SN.NBSupCent_A4SN 20909 AnimationMode = MANUAL 20910 Flags = START_FRAME_LAST 20911 TransitionKey = UP_SNOWNIGHT 20912 End 20913 TransitionState = DOWN_DEFAULT UP_DAY 20914 Model = NBSupCent_A4 20915 Animation = NBSupCent_A4.NBSupCent_A4 20916 AnimationMode = ONCE 20917 AnimationSpeedFactorRange = 1.0 1.0 20918 Flags = START_FRAME_FIRST 20919 End 20920 TransitionState = DOWN_DEFAULT UP_NIGHT 20921 Model = NBSupCent_A4N 20922 Animation = NBSupCent_A4N.NBSupCent_A4N 20923 AnimationMode = ONCE 20924 AnimationSpeedFactorRange = 1.0 1.0 20925 Flags = START_FRAME_FIRST 20926 End 20927 TransitionState = DOWN_DEFAULT UP_SNOW 20928 Model = NBSupCent_A4S 20929 Animation = NBSupCent_A4S.NBSupCent_A4S 20930 AnimationMode = ONCE 20931 AnimationSpeedFactorRange = 1.0 1.0 20932 Flags = START_FRAME_FIRST 20933 End 20934 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20935 Model = NBSupCent_A4SN 20936 Animation = NBSupCent_A4SN.NBSupCent_A4SN 20937 AnimationMode = ONCE 20938 AnimationSpeedFactorRange = 1.0 1.0 20939 Flags = START_FRAME_FIRST 20940 End 20941 TransitionState = UP_DAY DOWN_DEFAULT 20942 Model = NBSupCent_A4 20943 Animation = NBSupCent_A4.NBSupCent_A4 20944 AnimationMode = ONCE_BACKWARDS 20945 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20946 Flags = START_FRAME_LAST 20947 End 20948 TransitionState = UP_NIGHT DOWN_DEFAULT 20949 Model = NBSupCent_A4N 20950 Animation = NBSupCent_A4N.NBSupCent_A4N 20951 AnimationMode = ONCE_BACKWARDS 20952 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20953 Flags = START_FRAME_LAST 20954 End 20955 TransitionState = UP_SNOW DOWN_DEFAULT 20956 Model = NBSupCent_A4S 20957 Animation = NBSupCent_A4S.NBSupCent_A4S 20958 AnimationMode = ONCE_BACKWARDS 20959 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20960 Flags = START_FRAME_LAST 20961 End 20962 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20963 Model = NBSupCent_A4SN 20964 Animation = NBSupCent_A4SN.NBSupCent_A4SN 20965 AnimationMode = ONCE_BACKWARDS 20966 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20967 Flags = START_FRAME_LAST 20968 End 20969 End 20970 20971 ; ------------ under-construction scaffolding ----------------- 20972 Draw = W3DModelDraw ModuleTag_03 20973 AnimationsRequirePower = No 20974 MinLODRequired = MEDIUM 20975 DefaultConditionState 20976 Model = None 20977 TransitionKey = DOWN_DEFAULT 20978 End 20979 ConditionState = NIGHT 20980 Model = None 20981 TransitionKey = DOWN_DEFAULT 20982 End 20983 ConditionState = SNOW 20984 Model = None 20985 TransitionKey = DOWN_DEFAULT 20986 End 20987 ConditionState = SNOW NIGHT 20988 Model = None 20989 TransitionKey = DOWN_DEFAULT 20990 End 20991 ConditionState = PARTIALLY_CONSTRUCTED 20992 Model = NBSupCent_A6 20993 Animation = NBSupCent_A6.NBSupCent_A6 20994 AnimationMode = MANUAL 20995 Flags = START_FRAME_LAST 20996 TransitionKey = UP_DAY 20997 ParticleSysBone = Dust01 BuildingDustChina 20998 ParticleSysBone = Smoke01 BuildUpSmokeChina 20999 ParticleSysBone = Smoke02 BuildUpSmokeChina 21000 ParticleSysBone = Smoke03 BuildUpSmokeChina 21001 ParticleSysBone = Smoke04 BuildUpSmokeChina 21002 ParticleSysBone = Smoke05 BuildUpSmokeChina 21003 End 21004 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 21005 Model = NBSupCent_A6N 21006 Animation = NBSupCent_A6N.NBSupCent_A6N 21007 AnimationMode = MANUAL 21008 Flags = START_FRAME_LAST 21009 TransitionKey = UP_NIGHT 21010 ParticleSysBone = Dust01 BuildingDustChina 21011 ParticleSysBone = Smoke01 BuildUpSmokeChina 21012 ParticleSysBone = Smoke02 BuildUpSmokeChina 21013 ParticleSysBone = Smoke03 BuildUpSmokeChina 21014 ParticleSysBone = Smoke04 BuildUpSmokeChina 21015 ParticleSysBone = Smoke05 BuildUpSmokeChina 21016 End 21017 ConditionState = SNOW PARTIALLY_CONSTRUCTED 21018 Model = NBSupCent_A6S 21019 Animation = NBSupCent_A6S.NBSupCent_A6S 21020 AnimationMode = MANUAL 21021 Flags = START_FRAME_LAST 21022 TransitionKey = UP_SNOW 21023 ParticleSysBone = Dust01 BuildingSnowDust 21024 ParticleSysBone = Smoke01 BuildUpSnowSmoke 21025 ParticleSysBone = Smoke02 BuildUpSnowSmoke 21026 ParticleSysBone = Smoke03 BuildUpSnowSmoke 21027 ParticleSysBone = Smoke04 BuildUpSnowSmoke 21028 ParticleSysBone = Smoke05 BuildUpSnowSmoke 21029 End 21030 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 21031 Model = NBSupCent_A6SN 21032 Animation = NBSupCent_A6SN.NBSupCent_A6SN 21033 AnimationMode = MANUAL 21034 Flags = START_FRAME_LAST 21035 TransitionKey = UP_SNOWNIGHT 21036 ParticleSysBone = Dust01 BuildingNightSnowDust 21037 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 21038 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 21039 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 21040 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 21041 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 21042 End 21043 TransitionState = DOWN_DEFAULT UP_DAY 21044 Model = NBSupCent_A6 21045 Animation = NBSupCent_A6.NBSupCent_A6 21046 AnimationMode = ONCE 21047 AnimationSpeedFactorRange = 1.0 1.0 21048 Flags = START_FRAME_FIRST 21049 End 21050 TransitionState = DOWN_DEFAULT UP_NIGHT 21051 Model = NBSupCent_A6N 21052 Animation = NBSupCent_A6N.NBSupCent_A6N 21053 AnimationMode = ONCE 21054 AnimationSpeedFactorRange = 1.0 1.0 21055 Flags = START_FRAME_FIRST 21056 End 21057 TransitionState = DOWN_DEFAULT UP_SNOW 21058 Model = NBSupCent_A6S 21059 Animation = NBSupCent_A6S.NBSupCent_A6S 21060 AnimationMode = ONCE 21061 AnimationSpeedFactorRange = 1.0 1.0 21062 Flags = START_FRAME_FIRST 21063 End 21064 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21065 Model = NBSupCent_A6SN 21066 Animation = NBSupCent_A6SN.NBSupCent_A6SN 21067 AnimationMode = ONCE 21068 AnimationSpeedFactorRange = 1.0 1.0 21069 Flags = START_FRAME_FIRST 21070 End 21071 TransitionState = UP_DAY DOWN_DEFAULT 21072 Model = NBSupCent_A6 21073 Animation = NBSupCent_A6.NBSupCent_A6 21074 AnimationMode = ONCE_BACKWARDS 21075 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21076 Flags = START_FRAME_LAST 21077 End 21078 TransitionState = UP_NIGHT DOWN_DEFAULT 21079 Model = NBSupCent_A6N 21080 Animation = NBSupCent_A6N.NBSupCent_A6N 21081 AnimationMode = ONCE_BACKWARDS 21082 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21083 Flags = START_FRAME_LAST 21084 End 21085 TransitionState = UP_SNOW DOWN_DEFAULT 21086 Model = NBSupCent_A6S 21087 Animation = NBSupCent_A6S.NBSupCent_A6S 21088 AnimationMode = ONCE_BACKWARDS 21089 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21090 Flags = START_FRAME_LAST 21091 End 21092 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21093 Model = NBSupCent_A6SN 21094 Animation = NBSupCent_A6SN.NBSupCent_A6SN 21095 AnimationMode = ONCE_BACKWARDS 21096 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21097 Flags = START_FRAME_LAST 21098 End 21099 End 21100 21101 ; ------------ being-constructed crane ----------------- 21102 Draw = W3DModelDraw ModuleTag_04 21103 AnimationsRequirePower = No 21104 DefaultConditionState 21105 Model = None 21106 TransitionKey = DOWN_DEFAULT 21107 End 21108 ConditionState = NIGHT 21109 Model = None 21110 TransitionKey = DOWN_DEFAULT 21111 End 21112 ConditionState = SNOW 21113 Model = None 21114 TransitionKey = DOWN_DEFAULT 21115 End 21116 ConditionState = SNOW NIGHT 21117 Model = None 21118 TransitionKey = DOWN_DEFAULT 21119 End 21120 ConditionState = SOLD 21121 Model = NONE 21122 End 21123 21124 ConditionState = ACTIVELY_BEING_CONSTRUCTED 21125 Model = NBSupCent_A5 21126 Animation = NBSupCent_A5.NBSupCent_A5 21127 AnimationMode = LOOP 21128 TransitionKey = UP_DAY 21129 End 21130 21131 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 21132 Model = NBSupCent_A5N 21133 Animation = NBSupCent_A5N.NBSupCent_A5N 21134 AnimationMode = LOOP 21135 TransitionKey = UP_NIGHT 21136 End 21137 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 21138 Model = NBSupCent_A5S 21139 Animation = NBSupCent_A5S.NBSupCent_A5S 21140 AnimationMode = LOOP 21141 TransitionKey = UP_SNOW 21142 End 21143 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 21144 Model = NBSupCent_A5SN 21145 Animation = NBSupCent_A5SN.NBSupCent_A5SN 21146 AnimationMode = LOOP 21147 TransitionKey = UP_SNOWNIGHT 21148 End 21149 TransitionState = DOWN_DEFAULT UP_DAY 21150 Model = NBSupCent_AB 21151 Animation = NBSupCent_AB.NBSupCent_AB 21152 AnimationMode = ONCE 21153 AnimationSpeedFactorRange = 1.0 1.0 21154 Flags = START_FRAME_FIRST 21155 End 21156 21157 TransitionState = DOWN_DEFAULT UP_NIGHT 21158 Model = NBSupCent_ABN 21159 Animation = NBSupCent_ABN.NBSupCent_ABN 21160 AnimationMode = ONCE 21161 AnimationSpeedFactorRange = 1.0 1.0 21162 Flags = START_FRAME_FIRST 21163 End 21164 TransitionState = DOWN_DEFAULT UP_SNOW 21165 Model = NBSupCent_ABS 21166 Animation = NBSupCent_ABS.NBSupCent_ABS 21167 AnimationMode = ONCE 21168 AnimationSpeedFactorRange = 1.0 1.0 21169 Flags = START_FRAME_FIRST 21170 End 21171 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21172 Model = NBSupCent_ABSN 21173 Animation = NBSupCent_ABSN.NBSupCent_ABSN 21174 AnimationMode = ONCE 21175 AnimationSpeedFactorRange = 1.0 1.0 21176 Flags = START_FRAME_FIRST 21177 End 21178 TransitionState = UP_DAY DOWN_DEFAULT 21179 Model = NBSupCent_AB 21180 Animation = NBSupCent_AB.NBSupCent_AB 21181 AnimationMode = ONCE_BACKWARDS 21182 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21183 Flags = START_FRAME_LAST 21184 End 21185 TransitionState = UP_NIGHT DOWN_DEFAULT 21186 Model = NBSupCent_ABN 21187 Animation = NBSupCent_ABN.NBSupCent_ABN 21188 AnimationMode = ONCE_BACKWARDS 21189 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21190 Flags = START_FRAME_LAST 21191 End 21192 TransitionState = UP_SNOW DOWN_DEFAULT 21193 Model = NBSupCent_ABS 21194 Animation = NBSupCent_ABS.NBSupCent_ABS 21195 AnimationMode = ONCE_BACKWARDS 21196 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21197 Flags = START_FRAME_LAST 21198 End 21199 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21200 Model = NBSupCent_ABSN 21201 Animation = NBSupCent_ABSN.NBSupCent_ABSN 21202 AnimationMode = ONCE_BACKWARDS 21203 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21204 Flags = START_FRAME_LAST 21205 End 21206 End 21207 21208 PlacementViewAngle = -45 21209 21210 ; ***DESIGN parameters *** 21211 DisplayName = OBJECT:SupplyCenter 21212 Side = China 21213 EditorSorting = STRUCTURE 21214 Prerequisites 21215 Object = ChinaPowerPlant 21216 End 21217 BuildCost = 1500 21218 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. 21219 BuildTime = 10.0 ; in seconds 21220 EnergyProduction = -1 21221 CommandSet = ChinaSupplyCenterCommandSet 21222 VisionRange = 200.0 ; Shroud clearing distance 21223 ShroudClearingRange = 200 21224 ArmorSet 21225 Conditions = None 21226 Armor = StructureArmor 21227 DamageFX = StructureDamageFXNoShake 21228 End 21229 ExperienceValue = 200 200 200 200 ; Experience point value at each level 21230 21231 ; *** AUDIO Parameters *** 21232 VoiceSelect = SupplyCenterChinaSelect 21233 SoundOnDamaged = BuildingDamagedStateLight 21234 SoundOnReallyDamaged = BuildingDestroy 21235 21236 UnitSpecificSounds 21237 UnderConstruction = UnderConstructionLoop 21238 End 21239 21240 ; *** ENGINEERING Parameters *** 21241 RadarPriority = STRUCTURE 21242 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 21243 Body = StructureBody ModuleTag_05 21244 MaxHealth = 2000.0 21245 InitialHealth = 2000.0 21246 21247 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 21248 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 21249 SubdualDamageCap = 2200 21250 SubdualDamageHealRate = 500 21251 SubdualDamageHealAmount = 100 21252 End 21253 Behavior = SupplyCenterCreate ModuleTag_06 21254 ;nothing 21255 End 21256 Behavior = DestroyDie ModuleTag_07 21257 ;nothing 21258 End 21259 Behavior = CreateObjectDie ModuleTag_08 21260 CreationList = OCL_SmallStructureDebris 21261 End 21262 Behavior = FXListDie ModuleTag_09 21263 DeathFX = FX_StructureSmallDeath 21264 End 21265 Behavior = ProductionUpdate ModuleTag_10 21266 ; nothing 21267 End 21268 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 21269 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 21270 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 21271 End 21272 21273 Behavior = SpawnBehavior ModuleTag_12 21274 SpawnNumber = 1 21275 SpawnReplaceDelay = 9999 21276 SpawnTemplateName = ChinaVehicleSupplyTruck 21277 OneShot = Yes 21278 CanReclaimOrphans = No 21279 SlavesHaveFreeWill = Yes 21280 End 21281 21282 Behavior = SupplyCenterDockUpdate ModuleTag_13 21283 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 21284 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 21285 End 21286 21287 Behavior = GenerateMinefieldBehavior ModuleTag_14 21288 TriggeredBy = Upgrade_ChinaMines 21289 MineName = ChinaStandardMine 21290 SmartBorder = Yes 21291 AlwaysCircular = Yes 21292 21293 Upgradable = Yes 21294 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 21295 UpgradedMineName = ChinaEMPMine 21296 End 21297 21298 Behavior = FlammableUpdate ModuleTag_16 21299 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21300 AflameDamageAmount = 5 ; taking this much damage... 21301 AflameDamageDelay = 500 ; this often. 21302 End 21303 21304 Behavior = TransitionDamageFX ModuleTag_17 21305 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 21306 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21307 ;--------------------------------------------------------------------------------------- 21308 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21309 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21310 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21311 End 21312 21313 Behavior = CommandSetUpgrade ModuleTag_25 21314 CommandSet = ChinaSupplyCenterCommandSetUpgrade 21315 TriggeredBy = Upgrade_ChinaMines 21316 End 21317 Behavior = ArmorUpgrade ModuleTag_26 21318 TriggeredBy = Upgrade_ChinaEMPMines 21319 End 21320 21321 Geometry = BOX 21322 GeometryMajorRadius = 52.0 21323 GeometryMinorRadius = 47.0 21324 GeometryHeight = 30.0 21325 GeometryIsSmall = No 21326 Shadow = SHADOW_VOLUME 21327 BuildCompletion = PLACED_BY_PLAYER 21328 21329 End 21330 21331 ;------------------------------------------------------------------------------ 21332 Object AmericaBarracks 21333 21334 ; *** ART Parameters *** 21335 SelectPortrait = SABarracks_L 21336 ButtonImage = SABarracks 21337 PlacementViewAngle = -45 21338 21339 ;Main barracks model 21340 Draw = W3DModelDraw ModuleTag_01 21341 OkToChangeModelColor = Yes 21342 21343 ;DAY ******************************* 21344 ConditionState = NONE 21345 Model = ABBARRACKS 21346 Animation = ABBarracks.ABBarracks 21347 AnimationMode = LOOP 21348 End 21349 ConditionState = DAMAGED 21350 Model = ABBarracks_D 21351 Animation = ABBarracks_D.ABBarracks_D 21352 AnimationMode = LOOP 21353 End 21354 ConditionState = REALLYDAMAGED RUBBLE 21355 Model = ABBarracks_E 21356 Animation = ABBarracks_E.ABBarracks_E 21357 AnimationMode = LOOP 21358 End 21359 21360 21361 ;NIGHT ***************************** 21362 ConditionState = NIGHT 21363 Model = ABBARRACKS_N 21364 Animation = ABBarracks_N.ABBarracks_N 21365 AnimationMode = LOOP 21366 End 21367 ConditionState = DAMAGED NIGHT 21368 Model = ABBarracks_DN 21369 Animation = ABBarracks_DN.ABBarracks_DN 21370 AnimationMode = LOOP 21371 End 21372 ConditionState = REALLYDAMAGED RUBBLE NIGHT 21373 Model = ABBarracks_EN 21374 Animation = ABBarracks_EN.ABBarracks_EN 21375 AnimationMode = LOOP 21376 End 21377 21378 21379 ;SNOW ****************************** 21380 ConditionState = SNOW 21381 Model = ABBARRACKS_S 21382 Animation = ABBarracks_S.ABBarracks_S 21383 AnimationMode = LOOP 21384 End 21385 ConditionState = DAMAGED SNOW 21386 Model = ABBarracks_DS 21387 Animation = ABBarracks_DS.ABBarracks_DS 21388 AnimationMode = LOOP 21389 End 21390 ConditionState = REALLYDAMAGED RUBBLE SNOW 21391 Model = ABBarracks_ES 21392 Animation = ABBarracks_ES.ABBarracks_ES 21393 AnimationMode = LOOP 21394 End 21395 21396 21397 ;SNOW AND NIGHT ******************** 21398 ConditionState = SNOW NIGHT 21399 Model = ABBARRACKS_NS 21400 Animation = ABBarracks_NS.ABBarracks_NS 21401 AnimationMode = LOOP 21402 End 21403 ConditionState = DAMAGED SNOW NIGHT 21404 Model = ABBarracks_DNS 21405 Animation = ABBarracks_DNS.ABBarracks_DNS 21406 AnimationMode = LOOP 21407 End 21408 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 21409 Model = ABBarracks_ENS 21410 Animation = ABBarracks_ENS.ABBarracks_ENS 21411 AnimationMode = LOOP 21412 End 21413 21414 21415 ;************************************************************************************************************************** 21416 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 21417 ;for this draw module 21418 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21419 Model = ABBarracks 21420 Animation = ABBarracks.ABBarracks 21421 AnimationMode = LOOP 21422 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21423 End 21424 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 21425 Model = ABBarracks_D 21426 Animation = ABBarracks_D.ABBarracks_D 21427 AnimationMode = LOOP 21428 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21429 End 21430 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 21431 Model = ABBarracks_E 21432 Animation = ABBarracks_E.ABBarracks_E 21433 AnimationMode = LOOP 21434 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21435 End 21436 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 21437 Model = ABBarracks_N 21438 Animation = ABBarracks_N.ABBarracks_N 21439 AnimationMode = LOOP 21440 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21441 End 21442 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 21443 Model = ABBarracks_DN 21444 Animation = ABBarracks_DN.ABBarracks_DN 21445 AnimationMode = LOOP 21446 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21447 End 21448 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 21449 Model = ABBarracks_EN 21450 Animation = ABBarracks_EN.ABBarracks_EN 21451 AnimationMode = LOOP 21452 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21453 End 21454 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 21455 Model = ABBarracks_S 21456 Animation = ABBarracks_S.ABBarracks_S 21457 AnimationMode = LOOP 21458 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21459 End 21460 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 21461 Model = ABBarracks_DS 21462 Animation = ABBarracks_DS.ABBarracks_DS 21463 AnimationMode = LOOP 21464 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21465 End 21466 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 21467 Model = ABBarracks_ES 21468 Animation = ABBarracks_ES.ABBarracks_ES 21469 AnimationMode = LOOP 21470 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21471 End 21472 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 21473 Model = ABBarracks_NS 21474 Animation = ABBarracks_NS.ABBarracks_NS 21475 AnimationMode = LOOP 21476 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21477 End 21478 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 21479 Model = ABBarracks_DNS 21480 Animation = ABBarracks_DNS.ABBarracks_DNS 21481 AnimationMode = LOOP 21482 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21483 End 21484 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 21485 Model = ABBarracks_ENS 21486 Animation = ABBarracks_ENS.ABBarracks_ENS 21487 AnimationMode = LOOP 21488 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21489 End 21490 21491 ConditionState = AWAITING_CONSTRUCTION 21492 Model = NONE 21493 End 21494 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 21495 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 21496 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 21497 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 21498 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 21499 AliasConditionState = AWAITING_CONSTRUCTION SNOW 21500 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 21501 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 21502 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 21503 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 21504 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 21505 AliasConditionState = SOLD 21506 AliasConditionState = SOLD DAMAGED 21507 AliasConditionState = SOLD REALLYDAMAGED 21508 AliasConditionState = SOLD NIGHT 21509 AliasConditionState = SOLD NIGHT DAMAGED 21510 AliasConditionState = SOLD NIGHT REALLYDAMAGED 21511 AliasConditionState = SOLD SNOW 21512 AliasConditionState = SOLD SNOW DAMAGED 21513 AliasConditionState = SOLD SNOW REALLYDAMAGED 21514 AliasConditionState = SOLD NIGHT SNOW 21515 AliasConditionState = SOLD NIGHT SNOW DAMAGED 21516 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 21517 ;************************************************************************************************************************** 21518 21519 End 21520 21521 ; Draw = W3DModelDraw ModuleTag_TestFlag 21522 ; DefaultConditionState 21523 ; Model = ABBarracks_FA 21524 ; Animation = ABBarracks_FA.ABBarracks_FA 21525 ; AnimationMode = LOOP 21526 ; End 21527 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21528 ; Model = None 21529 ; End 21530 ; End 21531 21532 ; ------------ construction-zone fence ----------------- 21533 Draw = W3DModelDraw ModuleTag_02 21534 AnimationsRequirePower = No 21535 DefaultConditionState 21536 Model = None 21537 TransitionKey = DOWN_DEFAULT 21538 End 21539 ConditionState = NIGHT 21540 Model = None 21541 TransitionKey = DOWN_DEFAULT 21542 End 21543 ConditionState = SNOW 21544 Model = None 21545 TransitionKey = DOWN_DEFAULT 21546 End 21547 ConditionState = SNOW NIGHT 21548 Model = None 21549 TransitionKey = DOWN_DEFAULT 21550 End 21551 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21552 Model = ABBarracks_A4 21553 Animation = ABBarracks_A4.ABBarracks_A4 21554 AnimationMode = MANUAL 21555 Flags = START_FRAME_LAST 21556 TransitionKey = UP_DAY 21557 ParticleSysBone = SparksS01 LiveWireSparks02 21558 End 21559 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21560 Model = ABBarracks_A4N 21561 Animation = ABBarracks_A4N.ABBarracks_A4N 21562 AnimationMode = MANUAL 21563 Flags = START_FRAME_LAST 21564 TransitionKey = UP_NIGHT 21565 ParticleSysBone = SparksS01 LiveWireSparks02 21566 End 21567 21568 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21569 Model = ABBarracks_A4S 21570 Animation = ABBarracks_A4S.ABBarracks_A4S 21571 AnimationMode = MANUAL 21572 Flags = START_FRAME_LAST 21573 TransitionKey = UP_SNOW 21574 ParticleSysBone = SparksS01 LiveWireSparks02 21575 End 21576 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21577 Model = ABBarracks_A4SN 21578 Animation = ABBarracks_A4SN.ABBarracks_A4SN 21579 AnimationMode = MANUAL 21580 Flags = START_FRAME_LAST 21581 TransitionKey = UP_SNOWNIGHT 21582 ParticleSysBone = SparksS01 LiveWireSparks02 21583 End 21584 TransitionState = DOWN_DEFAULT UP_DAY 21585 Model = ABBarracks_A4 21586 Animation = ABBarracks_A4.ABBarracks_A4 21587 AnimationMode = ONCE 21588 AnimationSpeedFactorRange = 1.0 1.0 21589 Flags = START_FRAME_FIRST 21590 End 21591 TransitionState = DOWN_DEFAULT UP_NIGHT 21592 Model = ABBarracks_A4N 21593 Animation = ABBarracks_A4N.ABBarracks_A4N 21594 AnimationMode = ONCE 21595 AnimationSpeedFactorRange = 1.0 1.0 21596 Flags = START_FRAME_FIRST 21597 End 21598 TransitionState = DOWN_DEFAULT UP_SNOW 21599 Model = ABBarracks_A4S 21600 Animation = ABBarracks_A4S.ABBarracks_A4S 21601 AnimationMode = ONCE 21602 AnimationSpeedFactorRange = 1.0 1.0 21603 Flags = START_FRAME_FIRST 21604 End 21605 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21606 Model = ABBarracks_A4SN 21607 Animation = ABBarracks_A4SN.ABBarracks_A4SN 21608 AnimationMode = ONCE 21609 AnimationSpeedFactorRange = 1.0 1.0 21610 Flags = START_FRAME_FIRST 21611 End 21612 TransitionState = UP_DAY DOWN_DEFAULT 21613 Model = ABBarracks_A4 21614 Animation = ABBarracks_A4.ABBarracks_A4 21615 AnimationMode = ONCE_BACKWARDS 21616 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21617 Flags = START_FRAME_LAST 21618 End 21619 TransitionState = UP_NIGHT DOWN_DEFAULT 21620 Model = ABBarracks_A4N 21621 Animation = ABBarracks_A4N.ABBarracks_A4N 21622 AnimationMode = ONCE_BACKWARDS 21623 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21624 Flags = START_FRAME_LAST 21625 End 21626 TransitionState = UP_SNOW DOWN_DEFAULT 21627 Model = ABBarracks_A4S 21628 Animation = ABBarracks_A4S.ABBarracks_A4S 21629 AnimationMode = ONCE_BACKWARDS 21630 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21631 Flags = START_FRAME_LAST 21632 End 21633 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21634 Model = ABBarracks_A4SN 21635 Animation = ABBarracks_A4SN.ABBarracks_A4SN 21636 AnimationMode = ONCE_BACKWARDS 21637 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21638 Flags = START_FRAME_LAST 21639 End 21640 End 21641 21642 ; ------------ under-construction scaffolding ----------------- 21643 Draw = W3DModelDraw ModuleTag_03 21644 AnimationsRequirePower = No 21645 MinLODRequired = MEDIUM 21646 DefaultConditionState 21647 Model = None 21648 TransitionKey = DOWN_DEFAULT 21649 End 21650 ConditionState = NIGHT 21651 Model = None 21652 TransitionKey = DOWN_DEFAULT 21653 End 21654 ConditionState = SNOW 21655 Model = None 21656 TransitionKey = DOWN_DEFAULT 21657 End 21658 ConditionState = SNOW NIGHT 21659 Model = None 21660 TransitionKey = DOWN_DEFAULT 21661 End 21662 ConditionState = PARTIALLY_CONSTRUCTED 21663 Model = ABBarracks_A6 21664 Animation = ABBarracks_A6.ABBarracks_A6 21665 AnimationMode = MANUAL 21666 Flags = START_FRAME_LAST 21667 TransitionKey = UP_DAY 21668 ParticleSysBone = Sparks01 BuildUpBlueSpark 21669 ParticleSysBone = Sparks02 BuildUpBlueSpark 21670 ParticleSysBone = Sparks03 BuildUpBlueSpark 21671 ParticleSysBone = Sparks04 BuildUpBlueSpark 21672 ParticleSysBone = Sparks05 BuildUpBlueSpark 21673 ParticleSysBone = Sparks06 BuildUpBlueSpark 21674 End 21675 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 21676 Model = ABBarracks_A6N 21677 Animation = ABBarracks_A6N.ABBarracks_A6N 21678 AnimationMode = MANUAL 21679 Flags = START_FRAME_LAST 21680 TransitionKey = UP_NIGHT 21681 ParticleSysBone = Sparks01 BuildUpBlueSpark 21682 ParticleSysBone = Sparks02 BuildUpBlueSpark 21683 ParticleSysBone = Sparks03 BuildUpBlueSpark 21684 ParticleSysBone = Sparks04 BuildUpBlueSpark 21685 ParticleSysBone = Sparks05 BuildUpBlueSpark 21686 ParticleSysBone = Sparks06 BuildUpBlueSpark 21687 End 21688 ConditionState = SNOW PARTIALLY_CONSTRUCTED 21689 Model = ABBarracks_A6S 21690 Animation = ABBarracks_A6S.ABBarracks_A6S 21691 AnimationMode = MANUAL 21692 Flags = START_FRAME_LAST 21693 TransitionKey = UP_SNOW 21694 ParticleSysBone = Sparks01 BuildUpBlueSpark 21695 ParticleSysBone = Sparks02 BuildUpBlueSpark 21696 ParticleSysBone = Sparks03 BuildUpBlueSpark 21697 ParticleSysBone = Sparks04 BuildUpBlueSpark 21698 ParticleSysBone = Sparks05 BuildUpBlueSpark 21699 ParticleSysBone = Sparks06 BuildUpBlueSpark 21700 End 21701 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 21702 Model = ABBarracks_A6SN 21703 Animation = ABBarracks_A6SN.ABBarracks_A6SN 21704 AnimationMode = MANUAL 21705 Flags = START_FRAME_LAST 21706 TransitionKey = UP_SNOWNIGHT 21707 ParticleSysBone = Sparks01 BuildUpBlueSpark 21708 ParticleSysBone = Sparks02 BuildUpBlueSpark 21709 ParticleSysBone = Sparks03 BuildUpBlueSpark 21710 ParticleSysBone = Sparks04 BuildUpBlueSpark 21711 ParticleSysBone = Sparks05 BuildUpBlueSpark 21712 ParticleSysBone = Sparks06 BuildUpBlueSpark 21713 End 21714 TransitionState = DOWN_DEFAULT UP_DAY 21715 Model = ABBarracks_A6 21716 Animation = ABBarracks_A6.ABBarracks_A6 21717 AnimationMode = ONCE 21718 AnimationSpeedFactorRange = 1.0 1.0 21719 Flags = START_FRAME_FIRST 21720 End 21721 TransitionState = DOWN_DEFAULT UP_NIGHT 21722 Model = ABBarracks_A6N 21723 Animation = ABBarracks_A6N.ABBarracks_A6N 21724 AnimationMode = ONCE 21725 AnimationSpeedFactorRange = 1.0 1.0 21726 Flags = START_FRAME_FIRST 21727 End 21728 TransitionState = DOWN_DEFAULT UP_SNOW 21729 Model = ABBarracks_A6S 21730 Animation = ABBarracks_A6S.ABBarracks_A6S 21731 AnimationMode = ONCE 21732 AnimationSpeedFactorRange = 1.0 1.0 21733 Flags = START_FRAME_FIRST 21734 End 21735 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21736 Model = ABBarracks_A6SN 21737 Animation = ABBarracks_A6SN.ABBarracks_A6SN 21738 AnimationMode = ONCE 21739 AnimationSpeedFactorRange = 1.0 1.0 21740 Flags = START_FRAME_FIRST 21741 End 21742 TransitionState = UP_DAY DOWN_DEFAULT 21743 Model = ABBarracks_A6 21744 Animation = ABBarracks_A6.ABBarracks_A6 21745 AnimationMode = ONCE_BACKWARDS 21746 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21747 Flags = START_FRAME_LAST 21748 End 21749 TransitionState = UP_NIGHT DOWN_DEFAULT 21750 Model = ABBarracks_A6N 21751 Animation = ABBarracks_A6N.ABBarracks_A6N 21752 AnimationMode = ONCE_BACKWARDS 21753 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21754 Flags = START_FRAME_LAST 21755 End 21756 TransitionState = UP_SNOW DOWN_DEFAULT 21757 Model = ABBarracks_A6S 21758 Animation = ABBarracks_A6S.ABBarracks_A6S 21759 AnimationMode = ONCE_BACKWARDS 21760 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21761 Flags = START_FRAME_LAST 21762 End 21763 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21764 Model = ABBarracks_A6SN 21765 Animation = ABBarracks_A6SN.ABBarracks_A6SN 21766 AnimationMode = ONCE_BACKWARDS 21767 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21768 Flags = START_FRAME_LAST 21769 End 21770 End 21771 21772 ; ------------ being-constructed crane ----------------- 21773 Draw = W3DModelDraw ModuleTag_04 21774 AnimationsRequirePower = No 21775 DefaultConditionState 21776 Model = None 21777 TransitionKey = DOWN_DEFAULT 21778 End 21779 ConditionState = NIGHT 21780 Model = None 21781 TransitionKey = DOWN_DEFAULT 21782 End 21783 ConditionState = SNOW 21784 Model = None 21785 TransitionKey = DOWN_DEFAULT 21786 End 21787 ConditionState = SNOW NIGHT 21788 Model = None 21789 TransitionKey = DOWN_DEFAULT 21790 End 21791 ConditionState = SOLD 21792 Model = NONE 21793 End 21794 21795 ConditionState = ACTIVELY_BEING_CONSTRUCTED 21796 Model = ABBarracks_A5 21797 Animation = ABBarracks_A5.ABBarracks_A5 21798 AnimationMode = LOOP 21799 TransitionKey = UP_DAY 21800 End 21801 21802 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 21803 Model = ABBarracks_A5N 21804 Animation = ABBarracks_A5N.ABBarracks_A5N 21805 AnimationMode = LOOP 21806 TransitionKey = UP_NIGHT 21807 End 21808 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 21809 Model = ABBarracks_A5S 21810 Animation = ABBarracks_A5S.ABBarracks_A5S 21811 AnimationMode = LOOP 21812 TransitionKey = UP_SNOW 21813 End 21814 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 21815 Model = ABBarracks_A5SN 21816 Animation = ABBarracks_A5SN.ABBarracks_A5SN 21817 AnimationMode = LOOP 21818 TransitionKey = UP_SNOWNIGHT 21819 End 21820 TransitionState = DOWN_DEFAULT UP_DAY 21821 Model = ABBarracks_AB 21822 Animation = ABBarracks_AB.ABBarracks_AB 21823 AnimationMode = ONCE 21824 AnimationSpeedFactorRange = 1.0 1.0 21825 Flags = START_FRAME_FIRST 21826 End 21827 21828 TransitionState = DOWN_DEFAULT UP_NIGHT 21829 Model = ABBarracks_ABN 21830 Animation = ABBarracks_ABN.ABBarracks_ABN 21831 AnimationMode = ONCE 21832 AnimationSpeedFactorRange = 1.0 1.0 21833 Flags = START_FRAME_FIRST 21834 End 21835 TransitionState = DOWN_DEFAULT UP_SNOW 21836 Model = ABBarracks_ABS 21837 Animation = ABBarracks_ABS.ABBarracks_ABS 21838 AnimationMode = ONCE 21839 AnimationSpeedFactorRange = 1.0 1.0 21840 Flags = START_FRAME_FIRST 21841 End 21842 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21843 Model = ABBarracks_ABSN 21844 Animation = ABBarracks_ABSN.ABBarracks_ABSN 21845 AnimationMode = ONCE 21846 AnimationSpeedFactorRange = 1.0 1.0 21847 Flags = START_FRAME_FIRST 21848 End 21849 TransitionState = UP_DAY DOWN_DEFAULT 21850 Model = ABBarracks_AB 21851 Animation = ABBarracks_AB.ABBarracks_AB 21852 AnimationMode = ONCE_BACKWARDS 21853 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21854 Flags = START_FRAME_LAST 21855 End 21856 TransitionState = UP_NIGHT DOWN_DEFAULT 21857 Model = ABBarracks_ABN 21858 Animation = ABBarracks_ABN.ABBarracks_ABN 21859 AnimationMode = ONCE_BACKWARDS 21860 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21861 Flags = START_FRAME_LAST 21862 End 21863 TransitionState = UP_SNOW DOWN_DEFAULT 21864 Model = ABBarracks_ABS 21865 Animation = ABBarracks_ABS.ABBarracks_ABS 21866 AnimationMode = ONCE_BACKWARDS 21867 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21868 Flags = START_FRAME_LAST 21869 End 21870 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21871 Model = ABBarracks_ABSN 21872 Animation = ABBarracks_ABSN.ABBarracks_ABSN 21873 AnimationMode = ONCE_BACKWARDS 21874 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21875 Flags = START_FRAME_LAST 21876 End 21877 End 21878 21879 ; ***DESIGN parameters *** 21880 DisplayName = OBJECT:Barracks 21881 Side = America 21882 EditorSorting = STRUCTURE 21883 BuildCost = 600 21884 BuildTime = 10.0 ; in seconds 21885 EnergyProduction = 0 21886 CommandSet = AmericaBarracksCommandSet 21887 VisionRange = 200.0 ; Shroud clearing distance 21888 ShroudClearingRange = 200 21889 ArmorSet 21890 Conditions = None 21891 Armor = StructureArmor 21892 DamageFX = StructureDamageFXNoShake 21893 End 21894 ExperienceValue = 100 100 100 100 ; Experience point value at each level 21895 21896 Prerequisites 21897 ; Object = AmericaPowerPlant 21898 End 21899 21900 ; *** AUDIO Parameters *** 21901 VoiceSelect = BarracksUSASelect 21902 SoundOnDamaged = BuildingDamagedStateLight 21903 SoundOnReallyDamaged = BuildingDestroy 21904 21905 UnitSpecificSounds 21906 UnderConstruction = UnderConstructionLoop 21907 End 21908 21909 ; *** ENGINEERING Parameters *** 21910 RadarPriority = STRUCTURE 21911 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 21912 Body = StructureBody ModuleTag_05 21913 MaxHealth = 1000.0 21914 InitialHealth = 1000.0 21915 21916 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 21917 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 21918 SubdualDamageCap = 1200 21919 SubdualDamageHealRate = 500 21920 SubdualDamageHealAmount = 100 21921 End 21922 Behavior = HealContain ModuleTag_06 21923 ContainMax = 10 ;way bigger than the # of objects we can have 21924 TimeForFullHeal = 2000 ;(in milliseconds) 21925 AllowInsideKindOf = INFANTRY 21926 AllowAlliesInside = Yes 21927 AllowNeutralInside = No 21928 AllowEnemiesInside = No 21929 End 21930 Behavior = DestroyDie ModuleTag_07 21931 ;nothing 21932 End 21933 Behavior = CreateObjectDie ModuleTag_08 21934 CreationList = OCL_LargeStructureDebris 21935 End 21936 Behavior = CreateObjectDie ModuleTag_09 21937 CreationList = OCL_AmericanRangerDebris02 21938 ExemptStatus = UNDER_CONSTRUCTION 21939 End 21940 Behavior = FXListDie ModuleTag_10 21941 DeathFX = FX_StructureMediumDeath 21942 End 21943 Behavior = ProductionUpdate ModuleTag_11 21944 ; nothing 21945 End 21946 Behavior = DefaultProductionExitUpdate ModuleTag_12 21947 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 21948 NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0 21949 End 21950 Behavior = BaseRegenerateUpdate ModuleTag_13 21951 ;No data 21952 End 21953 21954 Behavior = FlammableUpdate ModuleTag_15 21955 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21956 AflameDamageAmount = 5 ; taking this much damage... 21957 AflameDamageDelay = 500 ; this often. 21958 End 21959 21960 Behavior = TransitionDamageFX ModuleTag_16 21961 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 21962 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 21963 ;--------------------------------------------------------------------------------------- 21964 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 21965 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 21966 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 21967 End 21968 21969 Geometry = BOX 21970 GeometryMajorRadius = 55.0 21971 GeometryMinorRadius = 45.0 21972 GeometryHeight = 20.0 21973 GeometryIsSmall = No 21974 FactoryExitWidth = 25 ; How much space to leave for units exiting. 21975 Shadow = SHADOW_VOLUME 21976 BuildCompletion = PLACED_BY_PLAYER 21977 21978 End 21979 21980 ;------------------------------------------------------------------------------ 21981 ;GLA Barracks 21982 Object GLABarracks 21983 21984 ; *** ART Parameters *** 21985 SelectPortrait = SUBarracks_L 21986 ButtonImage = SUBarracks 21987 21988 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 21989 21990 Draw = W3DModelDraw ModuleTag_01 21991 OkToChangeModelColor = Yes 21992 ; day 21993 ConditionState = NONE 21994 Model = UBBARRACKS 21995 ParticleSysBone = Smoke01 ChimneySmokeSmall 21996 ParticleSysBone = Smoke02 SteamVent 21997 Animation = UBBarracks.UBBarracks 21998 AnimationMode = LOOP 21999 End 22000 ConditionState = DAMAGED 22001 Model = UBBarracks_D 22002 ParticleSysBone = Smoke01 ChimneySmokeSmall 22003 ParticleSysBone = Smoke02 SteamVent 22004 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22005 ; ParticleSysBone = Flame01 FireFactionMedium 22006 Animation = UBBarracks_D.UBBarracks_D 22007 AnimationMode = LOOP 22008 End 22009 ConditionState = REALLYDAMAGED RUBBLE 22010 Model = UBBarracks_E 22011 ParticleSysBone = Smoke01 ChimneySmokeSmall 22012 ; ParticleSysBone = Smoke02 SteamVent 22013 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22014 ; ParticleSysBone = Smoke04 SmokeFactionLarge 22015 ; ParticleSysBone = Smoke05 SmokeFactionLarge 22016 ; ParticleSysBone = Flame01 FireFactionMedium 22017 ; ParticleSysBone = Flame02 FireFactionLarge 22018 Animation = UBBarracks_E.UBBarracks_E 22019 AnimationMode = LOOP 22020 End 22021 ConditionState = GARRISONED 22022 Model = UBBarrksEG 22023 ParticleSysBone = Smoke01 SmolderingSmoke 22024 Animation = UBBarrksEG.UBBarrksEG 22025 AnimationMode = LOOP 22026 End 22027 ConditionState = DAMAGED GARRISONED 22028 Model = UBBarrksEG_D 22029 ParticleSysBone = Smoke01 SmolderingSmoke 22030 Animation = UBBarrksEG_D.UBBarrksEG_D 22031 AnimationMode = LOOP 22032 End 22033 ConditionState = REALLYDAMAGED GARRISONED 22034 Model = UBBarrksEG_E 22035 ParticleSysBone = Smoke01 SmolderingSmoke 22036 Animation = UBBarrksEG_E.UBBarrksEG_E 22037 AnimationMode = LOOP 22038 End 22039 22040 ; day 22041 ConditionState = SNOW 22042 Model = UBBARRACKS_S 22043 ParticleSysBone = Smoke01 ChimneySmokeSmall 22044 ParticleSysBone = Smoke02 SteamVent 22045 Animation = UBBarracks_S.UBBarracks_S 22046 AnimationMode = LOOP 22047 End 22048 ConditionState = DAMAGED SNOW 22049 Model = UBBarracks_DS 22050 ParticleSysBone = Smoke01 ChimneySmokeSmall 22051 ParticleSysBone = Smoke02 SteamVent 22052 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22053 ; ParticleSysBone = Flame01 FireFactionMedium 22054 Animation = UBBarracks_DS.UBBarracks_DS 22055 AnimationMode = LOOP 22056 End 22057 ConditionState = REALLYDAMAGED RUBBLE SNOW 22058 Model = UBBarracks_ES 22059 ParticleSysBone = Smoke01 ChimneySmokeSmall 22060 ; ParticleSysBone = Smoke02 SteamVent 22061 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22062 ; ParticleSysBone = Smoke04 SmokeFactionLarge 22063 ; ParticleSysBone = Smoke05 SmokeFactionLarge 22064 ; ParticleSysBone = Flame01 FireFactionMedium 22065 ; ParticleSysBone = Flame02 FireFactionLarge 22066 Animation = UBBarracks_ES.UBBarracks_ES 22067 AnimationMode = LOOP 22068 End 22069 ConditionState = GARRISONED SNOW 22070 Model = UBBarrksEG_S 22071 ParticleSysBone = Smoke01 SmolderingSmoke 22072 Animation = UBBarrksEG_S.UBBarrksEG_S 22073 AnimationMode = LOOP 22074 End 22075 ConditionState = DAMAGED GARRISONED SNOW 22076 Model = UBBarrksEG_DS 22077 ParticleSysBone = Smoke01 SmolderingSmoke 22078 Animation = UBBarrksEG_DS.UBBarrksEG_DS 22079 AnimationMode = LOOP 22080 End 22081 ConditionState = REALLYDAMAGED GARRISONED SNOW 22082 Model = UBBarrksEG_ES 22083 ParticleSysBone = Smoke01 SmolderingSmoke 22084 Animation = UBBarrksEG_ES.UBBarrksEG_ES 22085 AnimationMode = LOOP 22086 End 22087 22088 ; night 22089 ConditionState = NIGHT 22090 Model = UBBARRACKS_N 22091 ParticleSysBone = Smoke01 ChimneySmokeSmall 22092 ParticleSysBone = Smoke02 SteamVent 22093 Animation = UBBarracks_N.UBBarracks_N 22094 AnimationMode = LOOP 22095 End 22096 ConditionState = DAMAGED NIGHT 22097 Model = UBBarracks_DN 22098 ParticleSysBone = Smoke01 ChimneySmokeSmall 22099 ParticleSysBone = Smoke02 SteamVent 22100 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22101 ParticleSysBone = Flame01 GLAPowerPlantFlame 22102 Animation = UBBarracks_DN.UBBarracks_DN 22103 AnimationMode = LOOP 22104 End 22105 ConditionState = REALLYDAMAGED RUBBLE NIGHT 22106 Model = UBBarracks_EN 22107 ParticleSysBone = Smoke01 ChimneySmokeSmall 22108 ParticleSysBone = Smoke02 SteamVent 22109 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22110 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 22111 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 22112 ParticleSysBone = Flame01 FireSmallContinuous 22113 ParticleSysBone = Flame02 GLAPowerPlantFlame 22114 Animation = UBBarracks_EN.UBBarracks_EN 22115 AnimationMode = LOOP 22116 End 22117 ConditionState = GARRISONED NIGHT 22118 Model = UBBarrksEG_N 22119 ParticleSysBone = Smoke01 SmolderingSmoke 22120 Animation = UBBarrksEG_N.UBBarrksEG_N 22121 AnimationMode = LOOP 22122 End 22123 ConditionState = DAMAGED GARRISONED NIGHT 22124 Model = UBBarrksEG_DN 22125 ParticleSysBone = Smoke01 SmolderingSmoke 22126 Animation = UBBarrksEG_DN.UBBarrksEG_DN 22127 AnimationMode = LOOP 22128 End 22129 ConditionState = REALLYDAMAGED GARRISONED NIGHT 22130 Model = UBBarrksEG_EN 22131 ParticleSysBone = Smoke01 SmolderingSmoke 22132 Animation = UBBarrksEG_EN.UBBarrksEG_EN 22133 AnimationMode = LOOP 22134 End 22135 22136 ; night snow 22137 ConditionState = NIGHT SNOW 22138 Model = UBBARRACKS_NS 22139 ParticleSysBone = Smoke01 ChimneySmokeSmall 22140 ParticleSysBone = Smoke02 SteamVent 22141 Animation = UBBarracks_NS.UBBarracks_NS 22142 AnimationMode = LOOP 22143 End 22144 ConditionState = DAMAGED NIGHT SNOW 22145 Model = UBBarracks_DNS 22146 ParticleSysBone = Smoke01 ChimneySmokeSmall 22147 ParticleSysBone = Smoke02 SteamVent 22148 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22149 ParticleSysBone = Flame01 GLAPowerPlantFlame 22150 Animation = UBBarracks_DNS.UBBarracks_DNS 22151 AnimationMode = LOOP 22152 End 22153 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 22154 Model = UBBarracks_ENS 22155 ParticleSysBone = Smoke01 ChimneySmokeSmall 22156 ParticleSysBone = Smoke02 SteamVent 22157 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22158 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 22159 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 22160 ParticleSysBone = Flame01 FireSmallContinuous 22161 ParticleSysBone = Flame02 GLAPowerPlantFlame 22162 Animation = UBBarracks_ENS.UBBarracks_ENS 22163 AnimationMode = LOOP 22164 End 22165 ConditionState = GARRISONED NIGHT SNOW 22166 Model = UBBarrksEG_NS 22167 ParticleSysBone = Smoke01 SmolderingSmoke 22168 Animation = UBBarrksEG_NS.UBBarrksEG_NS 22169 AnimationMode = LOOP 22170 End 22171 ConditionState = DAMAGED GARRISONED NIGHT SNOW 22172 Model = UBBarrksEG_DNS 22173 ParticleSysBone = Smoke01 SmolderingSmoke 22174 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 22175 AnimationMode = LOOP 22176 End 22177 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 22178 Model = UBBarrksEG_ENS 22179 ParticleSysBone = Smoke01 SmolderingSmoke 22180 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 22181 AnimationMode = LOOP 22182 End 22183 22184 ;************************************************************************************************************************** 22185 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 22186 ;for this draw module 22187 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22188 Model = UBBarracks 22189 Animation = UBBarracks.UBBarracks 22190 AnimationMode = LOOP 22191 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22192 End 22193 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 22194 Model = UBBarracks_D 22195 Animation = UBBarracks_D.UBBarracks_D 22196 AnimationMode = LOOP 22197 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22198 End 22199 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 22200 Model = UBBarracks_E 22201 Animation = UBBarracks_E.UBBarracks_E 22202 AnimationMode = LOOP 22203 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22204 End 22205 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 22206 Model = UBBarracks_N 22207 Animation = UBBarracks_N.UBBarracks_N 22208 AnimationMode = LOOP 22209 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22210 End 22211 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 22212 Model = UBBarracks_DN 22213 Animation = UBBarracks_DN.UBBarracks_DN 22214 AnimationMode = LOOP 22215 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22216 End 22217 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 22218 Model = UBBarracks_EN 22219 Animation = UBBarracks_EN.UBBarracks_EN 22220 AnimationMode = LOOP 22221 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22222 End 22223 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 22224 Model = UBBarracks_S 22225 Animation = UBBarracks_S.UBBarracks_S 22226 AnimationMode = LOOP 22227 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22228 End 22229 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 22230 Model = UBBarracks_DS 22231 Animation = UBBarracks_DS.UBBarracks_DS 22232 AnimationMode = LOOP 22233 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22234 End 22235 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 22236 Model = UBBarracks_ES 22237 Animation = UBBarracks_ES.UBBarracks_ES 22238 AnimationMode = LOOP 22239 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22240 End 22241 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 22242 Model = UBBarracks_NS 22243 Animation = UBBarracks_NS.UBBarracks_NS 22244 AnimationMode = LOOP 22245 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22246 End 22247 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 22248 Model = UBBarracks_DNS 22249 Animation = UBBarracks_DNS.UBBarracks_DNS 22250 AnimationMode = LOOP 22251 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22252 End 22253 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 22254 Model = UBBarracks_ENS 22255 Animation = UBBarracks_ENS.UBBarracks_ENS 22256 AnimationMode = LOOP 22257 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22258 End 22259 22260 ConditionState = AWAITING_CONSTRUCTION 22261 Model = NONE 22262 End 22263 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 22264 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 22265 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 22266 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 22267 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 22268 AliasConditionState = AWAITING_CONSTRUCTION SNOW 22269 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 22270 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 22271 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 22272 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 22273 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 22274 AliasConditionState = SOLD 22275 AliasConditionState = SOLD DAMAGED 22276 AliasConditionState = SOLD REALLYDAMAGED 22277 AliasConditionState = SOLD NIGHT 22278 AliasConditionState = SOLD NIGHT DAMAGED 22279 AliasConditionState = SOLD NIGHT REALLYDAMAGED 22280 AliasConditionState = SOLD SNOW 22281 AliasConditionState = SOLD SNOW DAMAGED 22282 AliasConditionState = SOLD SNOW REALLYDAMAGED 22283 AliasConditionState = SOLD NIGHT SNOW 22284 AliasConditionState = SOLD NIGHT SNOW DAMAGED 22285 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 22286 AliasConditionState = GARRISONED SOLD 22287 AliasConditionState = GARRISONED SOLD DAMAGED 22288 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 22289 AliasConditionState = GARRISONED SOLD NIGHT 22290 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 22291 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 22292 AliasConditionState = GARRISONED SOLD SNOW 22293 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 22294 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 22295 AliasConditionState = GARRISONED SOLD NIGHT SNOW 22296 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 22297 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 22298 ;************************************************************************************************************************** 22299 End 22300 ; ------------ construction-zone fence ----------------- 22301 Draw = W3DModelDraw ModuleTag_02 22302 AnimationsRequirePower = No 22303 DefaultConditionState 22304 Model = None 22305 TransitionKey = DOWN_DEFAULT 22306 End 22307 ConditionState = NIGHT 22308 Model = None 22309 TransitionKey = DOWN_DEFAULT 22310 End 22311 ConditionState = SNOW 22312 Model = None 22313 TransitionKey = DOWN_DEFAULT 22314 End 22315 ConditionState = SNOW NIGHT 22316 Model = None 22317 TransitionKey = DOWN_DEFAULT 22318 End 22319 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22320 Model = UBBarracks_A4 22321 Animation = UBBarracks_A4.UBBarracks_A4 22322 AnimationMode = MANUAL 22323 Flags = START_FRAME_LAST 22324 TransitionKey = UP_DAY 22325 End 22326 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22327 Model = UBBarracks_A4N 22328 Animation = UBBarracks_A4N.UBBarracks_A4N 22329 AnimationMode = MANUAL 22330 Flags = START_FRAME_LAST 22331 TransitionKey = UP_NIGHT 22332 End 22333 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22334 Model = UBBarracks_A4S 22335 Animation = UBBarracks_A4S.UBBarracks_A4S 22336 AnimationMode = MANUAL 22337 Flags = START_FRAME_LAST 22338 TransitionKey = UP_SNOW 22339 End 22340 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22341 Model = UBBarracks_A4SN 22342 Animation = UBBarracks_A4SN.UBBarracks_A4SN 22343 AnimationMode = MANUAL 22344 Flags = START_FRAME_LAST 22345 TransitionKey = UP_SNOWNIGHT 22346 End 22347 TransitionState = DOWN_DEFAULT UP_DAY 22348 Model = UBBarracks_A4 22349 Animation = UBBarracks_A4.UBBarracks_A4 22350 AnimationMode = ONCE 22351 AnimationSpeedFactorRange = 1.0 1.0 22352 Flags = START_FRAME_FIRST 22353 End 22354 TransitionState = DOWN_DEFAULT UP_NIGHT 22355 Model = UBBarracks_A4N 22356 Animation = UBBarracks_A4N.UBBarracks_A4N 22357 AnimationMode = ONCE 22358 AnimationSpeedFactorRange = 1.0 1.0 22359 Flags = START_FRAME_FIRST 22360 End 22361 TransitionState = DOWN_DEFAULT UP_SNOW 22362 Model = UBBarracks_A4S 22363 Animation = UBBarracks_A4S.UBBarracks_A4S 22364 AnimationMode = ONCE 22365 AnimationSpeedFactorRange = 1.0 1.0 22366 Flags = START_FRAME_FIRST 22367 End 22368 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 22369 Model = UBBarracks_A4SN 22370 Animation = UBBarracks_A4SN.UBBarracks_A4SN 22371 AnimationMode = ONCE 22372 AnimationSpeedFactorRange = 1.0 1.0 22373 Flags = START_FRAME_FIRST 22374 End 22375 TransitionState = UP_DAY DOWN_DEFAULT 22376 Model = UBBarracks_A4 22377 Animation = UBBarracks_A4.UBBarracks_A4 22378 AnimationMode = ONCE_BACKWARDS 22379 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22380 Flags = START_FRAME_LAST 22381 End 22382 TransitionState = UP_NIGHT DOWN_DEFAULT 22383 Model = UBBarracks_A4N 22384 Animation = UBBarracks_A4N.UBBarracks_A4N 22385 AnimationMode = ONCE_BACKWARDS 22386 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22387 Flags = START_FRAME_LAST 22388 End 22389 TransitionState = UP_SNOW DOWN_DEFAULT 22390 Model = UBBarracks_A4S 22391 Animation = UBBarracks_A4S.UBBarracks_A4S 22392 AnimationMode = ONCE_BACKWARDS 22393 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22394 Flags = START_FRAME_LAST 22395 End 22396 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 22397 Model = UBBarracks_A4SN 22398 Animation = UBBarracks_A4SN.UBBarracks_A4SN 22399 AnimationMode = ONCE_BACKWARDS 22400 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22401 Flags = START_FRAME_LAST 22402 End 22403 End 22404 22405 ; ------------ under-construction scaffolding ----------------- 22406 Draw = W3DModelDraw ModuleTag_03 22407 AnimationsRequirePower = No 22408 MinLODRequired = MEDIUM 22409 DefaultConditionState 22410 Model = None 22411 TransitionKey = DOWN_DEFAULT 22412 End 22413 ConditionState = NIGHT 22414 Model = None 22415 TransitionKey = DOWN_DEFAULT 22416 End 22417 ConditionState = SNOW 22418 Model = None 22419 TransitionKey = DOWN_DEFAULT 22420 End 22421 ConditionState = SNOW NIGHT 22422 Model = None 22423 TransitionKey = DOWN_DEFAULT 22424 End 22425 ConditionState = PARTIALLY_CONSTRUCTED 22426 Model = UBBarracks_A6 22427 Animation = UBBarracks_A6.UBBarracks_A6 22428 AnimationMode = MANUAL 22429 Flags = START_FRAME_LAST 22430 TransitionKey = UP_DAY 22431 ParticleSysBone = Dust01 BuildingDust 22432 ParticleSysBone = Smoke01 BuildUpSmoke 22433 ParticleSysBone = Smoke02 BuildUpSmoke 22434 ParticleSysBone = Smoke03 BuildUpSmoke 22435 ParticleSysBone = Smoke04 BuildUpSmoke 22436 ParticleSysBone = Smoke05 BuildUpSmoke 22437 ParticleSysBone = Smoke06 BuildUpSmoke 22438 End 22439 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 22440 Model = UBBarracks_A6N 22441 Animation = UBBarracks_A6N.UBBarracks_A6N 22442 AnimationMode = MANUAL 22443 Flags = START_FRAME_LAST 22444 TransitionKey = UP_NIGHT 22445 ParticleSysBone = Dust01 BuildingDust 22446 ParticleSysBone = Smoke01 BuildUpSmoke 22447 ParticleSysBone = Smoke02 BuildUpSmoke 22448 ParticleSysBone = Smoke03 BuildUpSmoke 22449 ParticleSysBone = Smoke04 BuildUpSmoke 22450 ParticleSysBone = Smoke05 BuildUpSmoke 22451 ParticleSysBone = Smoke06 BuildUpSmoke 22452 End 22453 ConditionState = SNOW PARTIALLY_CONSTRUCTED 22454 Model = UBBarracks_A6S 22455 Animation = UBBarracks_A6S.UBBarracks_A6S 22456 AnimationMode = MANUAL 22457 Flags = START_FRAME_LAST 22458 TransitionKey = UP_SNOW 22459 ParticleSysBone = Dust01 BuildingSnowDust 22460 ParticleSysBone = Smoke01 BuildUpSnowSmoke 22461 ParticleSysBone = Smoke02 BuildUpSnowSmoke 22462 ParticleSysBone = Smoke03 BuildUpSnowSmoke 22463 ParticleSysBone = Smoke04 BuildUpSnowSmoke 22464 ParticleSysBone = Smoke05 BuildUpSnowSmoke 22465 ParticleSysBone = Smoke06 BuildUpSnowSmoke 22466 End 22467 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 22468 Model = UBBarracks_A6SN 22469 Animation = UBBarracks_A6SN.UBBarracks_A6SN 22470 AnimationMode = MANUAL 22471 Flags = START_FRAME_LAST 22472 TransitionKey = UP_SNOWNIGHT 22473 ParticleSysBone = Dust01 BuildingNightSnowDust 22474 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 22475 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 22476 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 22477 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 22478 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 22479 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 22480 End 22481 TransitionState = DOWN_DEFAULT UP_DAY 22482 Model = UBBarracks_A6 22483 Animation = UBBarracks_A6.UBBarracks_A6 22484 AnimationMode = ONCE 22485 AnimationSpeedFactorRange = 1.0 1.0 22486 Flags = START_FRAME_FIRST 22487 End 22488 TransitionState = DOWN_DEFAULT UP_NIGHT 22489 Model = UBBarracks_A6N 22490 Animation = UBBarracks_A6N.UBBarracks_A6N 22491 AnimationMode = ONCE 22492 AnimationSpeedFactorRange = 1.0 1.0 22493 Flags = START_FRAME_FIRST 22494 End 22495 TransitionState = DOWN_DEFAULT UP_SNOW 22496 Model = UBBarracks_A6S 22497 Animation = UBBarracks_A6S.UBBarracks_A6S 22498 AnimationMode = ONCE 22499 AnimationSpeedFactorRange = 1.0 1.0 22500 Flags = START_FRAME_FIRST 22501 End 22502 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 22503 Model = UBBarracks_A6SN 22504 Animation = UBBarracks_A6SN.UBBarracks_A6SN 22505 AnimationMode = ONCE 22506 AnimationSpeedFactorRange = 1.0 1.0 22507 Flags = START_FRAME_FIRST 22508 End 22509 TransitionState = UP_DAY DOWN_DEFAULT 22510 Model = UBBarracks_A6 22511 Animation = UBBarracks_A6.UBBarracks_A6 22512 AnimationMode = ONCE_BACKWARDS 22513 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22514 Flags = START_FRAME_LAST 22515 End 22516 TransitionState = UP_NIGHT DOWN_DEFAULT 22517 Model = UBBarracks_A6N 22518 Animation = UBBarracks_A6N.UBBarracks_A6N 22519 AnimationMode = ONCE_BACKWARDS 22520 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22521 Flags = START_FRAME_LAST 22522 End 22523 TransitionState = UP_SNOW DOWN_DEFAULT 22524 Model = UBBarracks_A6S 22525 Animation = UBBarracks_A6S.UBBarracks_A6S 22526 AnimationMode = ONCE_BACKWARDS 22527 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22528 Flags = START_FRAME_LAST 22529 End 22530 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 22531 Model = UBBarracks_A6SN 22532 Animation = UBBarracks_A6SN.UBBarracks_A6SN 22533 AnimationMode = ONCE_BACKWARDS 22534 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 22535 Flags = START_FRAME_LAST 22536 End 22537 End 22538 22539 PlacementViewAngle = -135 22540 22541 ; ***DESIGN parameters *** 22542 DisplayName = OBJECT:Barracks 22543 Side = GLA 22544 EditorSorting = STRUCTURE 22545 BuildCost = 500 22546 BuildTime = 10.0 ; in seconds 22547 EnergyProduction = 0 22548 CommandSet = GLABarracksCommandSet 22549 VisionRange = 200.0 ; Shroud clearing distance 22550 ShroudClearingRange = 200 22551 ArmorSet 22552 Conditions = None 22553 Armor = StructureArmor 22554 DamageFX = StructureDamageFXNoShake 22555 End 22556 ArmorSet 22557 Conditions = PLAYER_UPGRADE 22558 Armor = GLAUpgradedStructureArmor 22559 DamageFX = StructureDamageFXNoShake 22560 End 22561 ExperienceValue = 100 100 100 100 ; Experience point value at each level 22562 22563 Prerequisites 22564 ; Object = GLASupplyStash 22565 End 22566 22567 22568 ; *** AUDIO Parameters *** 22569 VoiceSelect = BarracksGLASelect 22570 SoundOnDamaged = BuildingDamagedStateLight 22571 SoundOnReallyDamaged = BuildingDestroy 22572 22573 UnitSpecificSounds 22574 UnderConstruction = UnderConstructionLoop 22575 End 22576 22577 ; *** ENGINEERING Parameters *** 22578 RadarPriority = STRUCTURE 22579 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BARRACKS 22580 Body = StructureBody ModuleTag_04 22581 MaxHealth = 1000.0 22582 InitialHealth = 1000.0 22583 22584 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 22585 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 22586 SubdualDamageCap = 1200 22587 SubdualDamageHealRate = 500 22588 SubdualDamageHealAmount = 100 22589 End 22590 22591 Behavior = ArmorUpgrade ModuleTag_Armor01 22592 TriggeredBy = Upgrade_GLAFortifiedStructure 22593 End 22594 22595 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 22596 ConditionFlag = GARRISONED 22597 TriggeredBy = Upgrade_GLAFortifiedStructure 22598 End 22599 22600 Behavior = HealContain ModuleTag_05 22601 ContainMax = 10 ;way bigger than the # of objects we can have 22602 TimeForFullHeal = 2000 ;(in milliseconds) 22603 AllowInsideKindOf = INFANTRY 22604 AllowAlliesInside = Yes 22605 AllowNeutralInside = No 22606 AllowEnemiesInside = No 22607 End 22608 22609 Behavior = RebuildHoleExposeDie ModuleTag_06 22610 HoleName = GLAHoleBarracks 22611 HoleMaxHealth = 500.0 22612 End 22613 Behavior = DestroyDie ModuleTag_07 22614 ;nothing 22615 End 22616 Behavior = CreateObjectDie ModuleTag_08 22617 CreationList = OCL_LargeStructureDebris 22618 End 22619 Behavior = FXListDie ModuleTag_09 22620 DeathFX = FX_StructureSmallDeath 22621 End 22622 Behavior = ProductionUpdate ModuleTag_10 22623 ; nothing 22624 End 22625 Behavior = DefaultProductionExitUpdate ModuleTag_11 22626 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 22627 NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 22628 End 22629 22630 Behavior = FlammableUpdate ModuleTag_13 22631 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22632 AflameDamageAmount = 5 ; taking this much damage... 22633 AflameDamageDelay = 500 ; this often. 22634 End 22635 22636 Behavior = TransitionDamageFX ModuleTag_16 22637 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 22638 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22639 ;--------------------------------------------------------------------------------------- 22640 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22641 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 22642 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 22643 End 22644 22645 22646 Geometry = BOX 22647 GeometryMajorRadius = 42.0 22648 GeometryMinorRadius = 52.0 22649 GeometryHeight = 20.0 22650 GeometryIsSmall = No 22651 FactoryExitWidth = 25 22652 Shadow = SHADOW_VOLUME 22653 BuildCompletion = PLACED_BY_PLAYER 22654 22655 End 22656 22657 ;------------------------------------------------------------------------------ 22658 ;Fake GLA Barracks 22659 Object FakeGLABarracks 22660 22661 ; *** ART Parameters *** 22662 SelectPortrait = SUBarracks_L 22663 ButtonImage = SUBarracks 22664 22665 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 22666 22667 Draw = W3DModelDraw ModuleTag_01 22668 OkToChangeModelColor = Yes 22669 ; day 22670 ConditionState = NONE 22671 Model = UBBARRACKS 22672 ParticleSysBone = Smoke01 ChimneySmokeSmall 22673 ParticleSysBone = Smoke02 SteamVent 22674 Animation = UBBarracks.UBBarracks 22675 AnimationMode = LOOP 22676 End 22677 ConditionState = DAMAGED 22678 Model = UBBarracks_D 22679 ParticleSysBone = Smoke01 ChimneySmokeSmall 22680 ParticleSysBone = Smoke02 SteamVent 22681 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22682 ; ParticleSysBone = Flame01 FireFactionMedium 22683 Animation = UBBarracks_D.UBBarracks_D 22684 AnimationMode = LOOP 22685 End 22686 ConditionState = REALLYDAMAGED RUBBLE 22687 Model = UBBarracks_E 22688 ParticleSysBone = Smoke01 ChimneySmokeSmall 22689 ; ParticleSysBone = Smoke02 SteamVent 22690 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22691 ; ParticleSysBone = Smoke04 SmokeFactionLarge 22692 ; ParticleSysBone = Smoke05 SmokeFactionLarge 22693 ; ParticleSysBone = Flame01 FireFactionMedium 22694 ; ParticleSysBone = Flame02 FireFactionLarge 22695 Animation = UBBarracks_E.UBBarracks_E 22696 AnimationMode = LOOP 22697 End 22698 ConditionState = GARRISONED 22699 Model = UBBarrksEG 22700 ParticleSysBone = Smoke01 SmolderingSmoke 22701 Animation = UBBarrksEG.UBBarrksEG 22702 AnimationMode = LOOP 22703 End 22704 ConditionState = DAMAGED GARRISONED 22705 Model = UBBarrksEG_D 22706 ParticleSysBone = Smoke01 SmolderingSmoke 22707 Animation = UBBarrksEG_D.UBBarrksEG_D 22708 AnimationMode = LOOP 22709 End 22710 ConditionState = REALLYDAMAGED GARRISONED 22711 Model = UBBarrksEG_E 22712 ParticleSysBone = Smoke01 SmolderingSmoke 22713 Animation = UBBarrksEG_E.UBBarrksEG_E 22714 AnimationMode = LOOP 22715 End 22716 22717 ; day 22718 ConditionState = SNOW 22719 Model = UBBARRACKS_S 22720 ParticleSysBone = Smoke01 ChimneySmokeSmall 22721 ParticleSysBone = Smoke02 SteamVent 22722 Animation = UBBarracks_S.UBBarracks_S 22723 AnimationMode = LOOP 22724 End 22725 ConditionState = DAMAGED SNOW 22726 Model = UBBarracks_DS 22727 ParticleSysBone = Smoke01 ChimneySmokeSmall 22728 ParticleSysBone = Smoke02 SteamVent 22729 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22730 ; ParticleSysBone = Flame01 FireFactionMedium 22731 Animation = UBBarracks_DS.UBBarracks_DS 22732 AnimationMode = LOOP 22733 End 22734 ConditionState = REALLYDAMAGED RUBBLE SNOW 22735 Model = UBBarracks_ES 22736 ParticleSysBone = Smoke01 ChimneySmokeSmall 22737 ; ParticleSysBone = Smoke02 SteamVent 22738 ; ParticleSysBone = Smoke03 SmokeFactionMedium 22739 ; ParticleSysBone = Smoke04 SmokeFactionLarge 22740 ; ParticleSysBone = Smoke05 SmokeFactionLarge 22741 ; ParticleSysBone = Flame01 FireFactionMedium 22742 ; ParticleSysBone = Flame02 FireFactionLarge 22743 Animation = UBBarracks_ES.UBBarracks_ES 22744 AnimationMode = LOOP 22745 End 22746 ConditionState = GARRISONED SNOW 22747 Model = UBBarrksEG_S 22748 ParticleSysBone = Smoke01 SmolderingSmoke 22749 Animation = UBBarrksEG_S.UBBarrksEG_S 22750 AnimationMode = LOOP 22751 End 22752 ConditionState = DAMAGED GARRISONED SNOW 22753 Model = UBBarrksEG_DS 22754 ParticleSysBone = Smoke01 SmolderingSmoke 22755 Animation = UBBarrksEG_DS.UBBarrksEG_DS 22756 AnimationMode = LOOP 22757 End 22758 ConditionState = REALLYDAMAGED GARRISONED SNOW 22759 Model = UBBarrksEG_ES 22760 ParticleSysBone = Smoke01 SmolderingSmoke 22761 Animation = UBBarrksEG_ES.UBBarrksEG_ES 22762 AnimationMode = LOOP 22763 End 22764 22765 ; night 22766 ConditionState = NIGHT 22767 Model = UBBARRACKS_N 22768 ParticleSysBone = Smoke01 ChimneySmokeSmall 22769 ParticleSysBone = Smoke02 SteamVent 22770 Animation = UBBarracks_N.UBBarracks_N 22771 AnimationMode = LOOP 22772 End 22773 ConditionState = DAMAGED NIGHT 22774 Model = UBBarracks_DN 22775 ParticleSysBone = Smoke01 ChimneySmokeSmall 22776 ParticleSysBone = Smoke02 SteamVent 22777 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22778 ParticleSysBone = Flame01 GLAPowerPlantFlame 22779 Animation = UBBarracks_DN.UBBarracks_DN 22780 AnimationMode = LOOP 22781 End 22782 ConditionState = REALLYDAMAGED RUBBLE NIGHT 22783 Model = UBBarracks_EN 22784 ParticleSysBone = Smoke01 ChimneySmokeSmall 22785 ParticleSysBone = Smoke02 SteamVent 22786 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22787 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 22788 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 22789 ParticleSysBone = Flame01 FireSmallContinuous 22790 ParticleSysBone = Flame02 GLAPowerPlantFlame 22791 Animation = UBBarracks_EN.UBBarracks_EN 22792 AnimationMode = LOOP 22793 End 22794 ConditionState = GARRISONED NIGHT 22795 Model = UBBarrksEG_N 22796 ParticleSysBone = Smoke01 SmolderingSmoke 22797 Animation = UBBarrksEG_N.UBBarrksEG_N 22798 AnimationMode = LOOP 22799 End 22800 ConditionState = DAMAGED GARRISONED NIGHT 22801 Model = UBBarrksEG_DN 22802 ParticleSysBone = Smoke01 SmolderingSmoke 22803 Animation = UBBarrksEG_DN.UBBarrksEG_DN 22804 AnimationMode = LOOP 22805 End 22806 ConditionState = REALLYDAMAGED GARRISONED NIGHT 22807 Model = UBBarrksEG_EN 22808 ParticleSysBone = Smoke01 SmolderingSmoke 22809 Animation = UBBarrksEG_EN.UBBarrksEG_EN 22810 AnimationMode = LOOP 22811 End 22812 22813 ; night snow 22814 ConditionState = NIGHT SNOW 22815 Model = UBBARRACKS_NS 22816 ParticleSysBone = Smoke01 ChimneySmokeSmall 22817 ParticleSysBone = Smoke02 SteamVent 22818 Animation = UBBarracks_NS.UBBarracks_NS 22819 AnimationMode = LOOP 22820 End 22821 ConditionState = DAMAGED NIGHT SNOW 22822 Model = UBBarracks_DNS 22823 ParticleSysBone = Smoke01 ChimneySmokeSmall 22824 ParticleSysBone = Smoke02 SteamVent 22825 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22826 ParticleSysBone = Flame01 GLAPowerPlantFlame 22827 Animation = UBBarracks_DNS.UBBarracks_DNS 22828 AnimationMode = LOOP 22829 End 22830 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 22831 Model = UBBarracks_ENS 22832 ParticleSysBone = Smoke01 ChimneySmokeSmall 22833 ParticleSysBone = Smoke02 SteamVent 22834 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 22835 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 22836 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 22837 ParticleSysBone = Flame01 FireSmallContinuous 22838 ParticleSysBone = Flame02 GLAPowerPlantFlame 22839 Animation = UBBarracks_ENS.UBBarracks_ENS 22840 AnimationMode = LOOP 22841 End 22842 ConditionState = GARRISONED NIGHT SNOW 22843 Model = UBBarrksEG_NS 22844 ParticleSysBone = Smoke01 SmolderingSmoke 22845 Animation = UBBarrksEG_NS.UBBarrksEG_NS 22846 AnimationMode = LOOP 22847 End 22848 ConditionState = DAMAGED GARRISONED NIGHT SNOW 22849 Model = UBBarrksEG_DNS 22850 ParticleSysBone = Smoke01 SmolderingSmoke 22851 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 22852 AnimationMode = LOOP 22853 End 22854 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 22855 Model = UBBarrksEG_ENS 22856 ParticleSysBone = Smoke01 SmolderingSmoke 22857 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 22858 AnimationMode = LOOP 22859 End 22860 22861 ;************************************************************************************************************************** 22862 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 22863 ;for this draw module 22864 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22865 Model = UBBarracks 22866 Animation = UBBarracks.UBBarracks 22867 AnimationMode = LOOP 22868 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22869 End 22870 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 22871 Model = UBBarracks_D 22872 Animation = UBBarracks_D.UBBarracks_D 22873 AnimationMode = LOOP 22874 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22875 End 22876 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 22877 Model = UBBarracks_E 22878 Animation = UBBarracks_E.UBBarracks_E 22879 AnimationMode = LOOP 22880 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22881 End 22882 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 22883 Model = UBBarracks_N 22884 Animation = UBBarracks_N.UBBarracks_N 22885 AnimationMode = LOOP 22886 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22887 End 22888 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 22889 Model = UBBarracks_DN 22890 Animation = UBBarracks_DN.UBBarracks_DN 22891 AnimationMode = LOOP 22892 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22893 End 22894 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 22895 Model = UBBarracks_EN 22896 Animation = UBBarracks_EN.UBBarracks_EN 22897 AnimationMode = LOOP 22898 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22899 End 22900 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 22901 Model = UBBarracks_S 22902 Animation = UBBarracks_S.UBBarracks_S 22903 AnimationMode = LOOP 22904 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22905 End 22906 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 22907 Model = UBBarracks_DS 22908 Animation = UBBarracks_DS.UBBarracks_DS 22909 AnimationMode = LOOP 22910 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22911 End 22912 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 22913 Model = UBBarracks_ES 22914 Animation = UBBarracks_ES.UBBarracks_ES 22915 AnimationMode = LOOP 22916 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22917 End 22918 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 22919 Model = UBBarracks_NS 22920 Animation = UBBarracks_NS.UBBarracks_NS 22921 AnimationMode = LOOP 22922 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22923 End 22924 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 22925 Model = UBBarracks_DNS 22926 Animation = UBBarracks_DNS.UBBarracks_DNS 22927 AnimationMode = LOOP 22928 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22929 End 22930 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 22931 Model = UBBarracks_ENS 22932 Animation = UBBarracks_ENS.UBBarracks_ENS 22933 AnimationMode = LOOP 22934 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 22935 End 22936 22937 ConditionState = AWAITING_CONSTRUCTION 22938 Model = NONE 22939 End 22940 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 22941 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 22942 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 22943 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 22944 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 22945 AliasConditionState = AWAITING_CONSTRUCTION SNOW 22946 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 22947 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 22948 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 22949 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 22950 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 22951 AliasConditionState = SOLD 22952 AliasConditionState = SOLD DAMAGED 22953 AliasConditionState = SOLD REALLYDAMAGED 22954 AliasConditionState = SOLD NIGHT 22955 AliasConditionState = SOLD NIGHT DAMAGED 22956 AliasConditionState = SOLD NIGHT REALLYDAMAGED 22957 AliasConditionState = SOLD SNOW 22958 AliasConditionState = SOLD SNOW DAMAGED 22959 AliasConditionState = SOLD SNOW REALLYDAMAGED 22960 AliasConditionState = SOLD NIGHT SNOW 22961 AliasConditionState = SOLD NIGHT SNOW DAMAGED 22962 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 22963 AliasConditionState = GARRISONED SOLD 22964 AliasConditionState = GARRISONED SOLD DAMAGED 22965 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 22966 AliasConditionState = GARRISONED SOLD NIGHT 22967 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 22968 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 22969 AliasConditionState = GARRISONED SOLD SNOW 22970 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 22971 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 22972 AliasConditionState = GARRISONED SOLD NIGHT SNOW 22973 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 22974 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 22975 ;************************************************************************************************************************** 22976 End 22977 ; ------------ construction-zone fence ----------------- 22978 Draw = W3DModelDraw ModuleTag_02 22979 AnimationsRequirePower = No 22980 DefaultConditionState 22981 Model = None 22982 TransitionKey = DOWN_DEFAULT 22983 End 22984 ConditionState = NIGHT 22985 Model = None 22986 TransitionKey = DOWN_DEFAULT 22987 End 22988 ConditionState = SNOW 22989 Model = None 22990 TransitionKey = DOWN_DEFAULT 22991 End 22992 ConditionState = SNOW NIGHT 22993 Model = None 22994 TransitionKey = DOWN_DEFAULT 22995 End 22996 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 22997 Model = UBBarracks_A4 22998 Animation = UBBarracks_A4.UBBarracks_A4 22999 AnimationMode = MANUAL 23000 Flags = START_FRAME_LAST 23001 TransitionKey = UP_DAY 23002 End 23003 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23004 Model = UBBarracks_A4N 23005 Animation = UBBarracks_A4N.UBBarracks_A4N 23006 AnimationMode = MANUAL 23007 Flags = START_FRAME_LAST 23008 TransitionKey = UP_NIGHT 23009 End 23010 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23011 Model = UBBarracks_A4S 23012 Animation = UBBarracks_A4S.UBBarracks_A4S 23013 AnimationMode = MANUAL 23014 Flags = START_FRAME_LAST 23015 TransitionKey = UP_SNOW 23016 End 23017 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23018 Model = UBBarracks_A4SN 23019 Animation = UBBarracks_A4SN.UBBarracks_A4SN 23020 AnimationMode = MANUAL 23021 Flags = START_FRAME_LAST 23022 TransitionKey = UP_SNOWNIGHT 23023 End 23024 TransitionState = DOWN_DEFAULT UP_DAY 23025 Model = UBBarracks_A4 23026 Animation = UBBarracks_A4.UBBarracks_A4 23027 AnimationMode = ONCE 23028 AnimationSpeedFactorRange = 1.0 1.0 23029 Flags = START_FRAME_FIRST 23030 End 23031 TransitionState = DOWN_DEFAULT UP_NIGHT 23032 Model = UBBarracks_A4N 23033 Animation = UBBarracks_A4N.UBBarracks_A4N 23034 AnimationMode = ONCE 23035 AnimationSpeedFactorRange = 1.0 1.0 23036 Flags = START_FRAME_FIRST 23037 End 23038 TransitionState = DOWN_DEFAULT UP_SNOW 23039 Model = UBBarracks_A4S 23040 Animation = UBBarracks_A4S.UBBarracks_A4S 23041 AnimationMode = ONCE 23042 AnimationSpeedFactorRange = 1.0 1.0 23043 Flags = START_FRAME_FIRST 23044 End 23045 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23046 Model = UBBarracks_A4SN 23047 Animation = UBBarracks_A4SN.UBBarracks_A4SN 23048 AnimationMode = ONCE 23049 AnimationSpeedFactorRange = 1.0 1.0 23050 Flags = START_FRAME_FIRST 23051 End 23052 TransitionState = UP_DAY DOWN_DEFAULT 23053 Model = UBBarracks_A4 23054 Animation = UBBarracks_A4.UBBarracks_A4 23055 AnimationMode = ONCE_BACKWARDS 23056 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23057 Flags = START_FRAME_LAST 23058 End 23059 TransitionState = UP_NIGHT DOWN_DEFAULT 23060 Model = UBBarracks_A4N 23061 Animation = UBBarracks_A4N.UBBarracks_A4N 23062 AnimationMode = ONCE_BACKWARDS 23063 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23064 Flags = START_FRAME_LAST 23065 End 23066 TransitionState = UP_SNOW DOWN_DEFAULT 23067 Model = UBBarracks_A4S 23068 Animation = UBBarracks_A4S.UBBarracks_A4S 23069 AnimationMode = ONCE_BACKWARDS 23070 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23071 Flags = START_FRAME_LAST 23072 End 23073 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23074 Model = UBBarracks_A4SN 23075 Animation = UBBarracks_A4SN.UBBarracks_A4SN 23076 AnimationMode = ONCE_BACKWARDS 23077 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23078 Flags = START_FRAME_LAST 23079 End 23080 End 23081 23082 ; ------------ under-construction scaffolding ----------------- 23083 Draw = W3DModelDraw ModuleTag_03 23084 AnimationsRequirePower = No 23085 MinLODRequired = MEDIUM 23086 DefaultConditionState 23087 Model = None 23088 TransitionKey = DOWN_DEFAULT 23089 End 23090 ConditionState = NIGHT 23091 Model = None 23092 TransitionKey = DOWN_DEFAULT 23093 End 23094 ConditionState = SNOW 23095 Model = None 23096 TransitionKey = DOWN_DEFAULT 23097 End 23098 ConditionState = SNOW NIGHT 23099 Model = None 23100 TransitionKey = DOWN_DEFAULT 23101 End 23102 ConditionState = PARTIALLY_CONSTRUCTED 23103 Model = UBBarracks_A6 23104 Animation = UBBarracks_A6.UBBarracks_A6 23105 AnimationMode = MANUAL 23106 Flags = START_FRAME_LAST 23107 TransitionKey = UP_DAY 23108 ParticleSysBone = Dust01 BuildingDust 23109 ParticleSysBone = Smoke01 BuildUpSmoke 23110 ParticleSysBone = Smoke02 BuildUpSmoke 23111 ParticleSysBone = Smoke03 BuildUpSmoke 23112 ParticleSysBone = Smoke04 BuildUpSmoke 23113 ParticleSysBone = Smoke05 BuildUpSmoke 23114 ParticleSysBone = Smoke06 BuildUpSmoke 23115 End 23116 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 23117 Model = UBBarracks_A6N 23118 Animation = UBBarracks_A6N.UBBarracks_A6N 23119 AnimationMode = MANUAL 23120 Flags = START_FRAME_LAST 23121 TransitionKey = UP_NIGHT 23122 ParticleSysBone = Dust01 BuildingDust 23123 ParticleSysBone = Smoke01 BuildUpSmoke 23124 ParticleSysBone = Smoke02 BuildUpSmoke 23125 ParticleSysBone = Smoke03 BuildUpSmoke 23126 ParticleSysBone = Smoke04 BuildUpSmoke 23127 ParticleSysBone = Smoke05 BuildUpSmoke 23128 ParticleSysBone = Smoke06 BuildUpSmoke 23129 End 23130 ConditionState = SNOW PARTIALLY_CONSTRUCTED 23131 Model = UBBarracks_A6S 23132 Animation = UBBarracks_A6S.UBBarracks_A6S 23133 AnimationMode = MANUAL 23134 Flags = START_FRAME_LAST 23135 TransitionKey = UP_SNOW 23136 ParticleSysBone = Dust01 BuildingSnowDust 23137 ParticleSysBone = Smoke01 BuildUpSnowSmoke 23138 ParticleSysBone = Smoke02 BuildUpSnowSmoke 23139 ParticleSysBone = Smoke03 BuildUpSnowSmoke 23140 ParticleSysBone = Smoke04 BuildUpSnowSmoke 23141 ParticleSysBone = Smoke05 BuildUpSnowSmoke 23142 ParticleSysBone = Smoke06 BuildUpSnowSmoke 23143 End 23144 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 23145 Model = UBBarracks_A6SN 23146 Animation = UBBarracks_A6SN.UBBarracks_A6SN 23147 AnimationMode = MANUAL 23148 Flags = START_FRAME_LAST 23149 TransitionKey = UP_SNOWNIGHT 23150 ParticleSysBone = Dust01 BuildingNightSnowDust 23151 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 23152 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 23153 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 23154 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 23155 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 23156 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 23157 End 23158 TransitionState = DOWN_DEFAULT UP_DAY 23159 Model = UBBarracks_A6 23160 Animation = UBBarracks_A6.UBBarracks_A6 23161 AnimationMode = ONCE 23162 AnimationSpeedFactorRange = 1.0 1.0 23163 Flags = START_FRAME_FIRST 23164 End 23165 TransitionState = DOWN_DEFAULT UP_NIGHT 23166 Model = UBBarracks_A6N 23167 Animation = UBBarracks_A6N.UBBarracks_A6N 23168 AnimationMode = ONCE 23169 AnimationSpeedFactorRange = 1.0 1.0 23170 Flags = START_FRAME_FIRST 23171 End 23172 TransitionState = DOWN_DEFAULT UP_SNOW 23173 Model = UBBarracks_A6S 23174 Animation = UBBarracks_A6S.UBBarracks_A6S 23175 AnimationMode = ONCE 23176 AnimationSpeedFactorRange = 1.0 1.0 23177 Flags = START_FRAME_FIRST 23178 End 23179 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23180 Model = UBBarracks_A6SN 23181 Animation = UBBarracks_A6SN.UBBarracks_A6SN 23182 AnimationMode = ONCE 23183 AnimationSpeedFactorRange = 1.0 1.0 23184 Flags = START_FRAME_FIRST 23185 End 23186 TransitionState = UP_DAY DOWN_DEFAULT 23187 Model = UBBarracks_A6 23188 Animation = UBBarracks_A6.UBBarracks_A6 23189 AnimationMode = ONCE_BACKWARDS 23190 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23191 Flags = START_FRAME_LAST 23192 End 23193 TransitionState = UP_NIGHT DOWN_DEFAULT 23194 Model = UBBarracks_A6N 23195 Animation = UBBarracks_A6N.UBBarracks_A6N 23196 AnimationMode = ONCE_BACKWARDS 23197 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23198 Flags = START_FRAME_LAST 23199 End 23200 TransitionState = UP_SNOW DOWN_DEFAULT 23201 Model = UBBarracks_A6S 23202 Animation = UBBarracks_A6S.UBBarracks_A6S 23203 AnimationMode = ONCE_BACKWARDS 23204 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23205 Flags = START_FRAME_LAST 23206 End 23207 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23208 Model = UBBarracks_A6SN 23209 Animation = UBBarracks_A6SN.UBBarracks_A6SN 23210 AnimationMode = ONCE_BACKWARDS 23211 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23212 Flags = START_FRAME_LAST 23213 End 23214 End 23215 23216 PlacementViewAngle = -135 23217 23218 ; ***DESIGN parameters *** 23219 DisplayName = OBJECT:Barracks 23220 Side = GLA 23221 EditorSorting = STRUCTURE 23222 Prerequisites 23223 Object = GLACommandCenter 23224 End 23225 BuildCost = 125 23226 BuildTime = 5.0 ; in seconds 23227 EnergyProduction = 0 23228 CommandSet = FakeGLABarracksCommandSet 23229 VisionRange = 200.0 ; Shroud clearing distance 23230 ShroudClearingRange = 200 23231 23232 WeaponSet 23233 Conditions = None 23234 Weapon = PRIMARY SuicideWeapon 23235 AutoChooseSources = PRIMARY None 23236 End 23237 23238 ArmorSet 23239 Conditions = None 23240 Armor = StructureArmor 23241 DamageFX = StructureDamageFXNoShake 23242 End 23243 ExperienceValue = 25 25 25 25 ; Experience point value at each level 23244 23245 ; *** AUDIO Parameters *** 23246 VoiceSelect = FakeBuildingSelect 23247 SoundOnDamaged = BuildingDamagedStateLight 23248 SoundOnReallyDamaged = BuildingDestroy 23249 23250 UnitSpecificSounds 23251 UnderConstruction = UnderConstructionLoop 23252 End 23253 23254 ; *** ENGINEERING Parameters *** 23255 RadarPriority = STRUCTURE 23256 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 23257 Body = StructureBody ModuleTag_04 23258 MaxHealth = 125.0 23259 InitialHealth = 125.0 23260 23261 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 23262 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 23263 SubdualDamageCap = 325 23264 SubdualDamageHealRate = 500 23265 SubdualDamageHealAmount = 100 23266 End 23267 23268 Behavior = AIUpdateInterface ModuleTag_06 23269 AutoAcquireEnemiesWhenIdle = No 23270 End 23271 23272 Behavior = CreateObjectDie ModuleTag_08 23273 CreationList = OCL_LargeStructureDebris 23274 End 23275 Behavior = FXListDie ModuleTag_09 23276 DeathFX = FX_StructureSmallDeath 23277 End 23278 23279 Behavior = ProductionUpdate ModuleTag_10 23280 ; nothing 23281 End 23282 23283 Behavior = FlammableUpdate ModuleTag_11 23284 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23285 AflameDamageAmount = 5 ; taking this much damage... 23286 AflameDamageDelay = 500 ; this often. 23287 End 23288 23289 Behavior = TransitionDamageFX ModuleTag_12 23290 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 23291 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23292 ;--------------------------------------------------------------------------------------- 23293 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23294 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 23295 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 23296 End 23297 23298 Behavior = SlowDeathBehavior ModuleTag_13 23299 ExemptStatus = UNDER_CONSTRUCTION 23300 DestructionDelay = 0 23301 Weapon = FINAL FakeStructureDetonationWeapon 23302 End 23303 Behavior = DestroyDie ModuleTag_SlowDeathException 23304 RequiredStatus = UNDER_CONSTRUCTION 23305 End 23306 23307 Behavior = ReplaceObjectUpgrade ModuleTag_14 23308 ReplaceObject = GLABarracks 23309 TriggeredBy = Upgrade_BecomeRealGLABarracks 23310 End 23311 23312 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 23313 ConditionFlag = GARRISONED 23314 TriggeredBy = Upgrade_GLAFortifiedStructure 23315 End 23316 23317 Geometry = BOX 23318 GeometryMajorRadius = 42.0 23319 GeometryMinorRadius = 52.0 23320 GeometryHeight = 20.0 23321 GeometryIsSmall = No 23322 FactoryExitWidth = 25 23323 Shadow = SHADOW_VOLUME 23324 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 23325 ShadowSizeX = 120 23326 ShadowSizeY = 110 23327 BuildCompletion = PLACED_BY_PLAYER 23328 23329 End 23330 23331 ;------------------------------------------------------------------------------ 23332 ObjectReskin GLAHoleBarracks GLAHole 23333 Draw = W3DModelDraw ModuleTag_01 23334 OkToChangeModelColor = Yes 23335 ConditionState = NONE 23336 Model = UBHole 23337 End 23338 ConditionState = DAMAGED 23339 Model = UBHole_D 23340 ParticleSysBone = Smoke01 SteamVent 23341 End 23342 ConditionState = REALLYDAMAGED 23343 Model = UBHole_E 23344 ParticleSysBone = Smoke01 SteamVent 23345 ParticleSysBone = Smoke02 SteamVent 23346 ParticleSysBone = Fire01 GLAPowerPlantFlame 23347 ParticleSysBone = Fire02 GLAPowerPlantFlame 23348 ParticleSysBone = Fire03 GLAPowerPlantFlame 23349 End 23350 End 23351 Draw = W3DModelDraw ModuleTag_02 23352 OkToChangeModelColor = Yes 23353 ConditionState = NONE 23354 Model = UBBarracks_R 23355 ParticleSysBone = FLame01 FireSmallContinuous 23356 ParticleSysBone = Flame02 FireSmallContinuous 23357 ParticleSysBone = Smoke01 SmolderingSmoke 23358 ParticleSysBone = Smoke02 SmolderingSmoke 23359 ParticleSysBone = Smoke04 SmolderingSmoke 23360 ParticleSysBone = Smoke05 SmolderingSmoke 23361 End 23362 ConditionState = DAMAGED REALLYDAMAGED 23363 Model = UBBarracks_R 23364 ParticleSysBone = FLame01 FireSmallContinuous 23365 ParticleSysBone = Flame02 FireSmallContinuous 23366 ParticleSysBone = Smoke01 SmolderingSmoke 23367 ParticleSysBone = Smoke02 SmolderingSmoke 23368 ParticleSysBone = Smoke04 SmolderingSmoke 23369 ParticleSysBone = Smoke05 SmolderingSmoke 23370 End 23371 End 23372 End 23373 23374 ;------------------------------------------------------------------------------ 23375 Object ChinaBarracks 23376 23377 ; *** ART Parameters *** 23378 SelectPortrait = SNBarracks_L 23379 ButtonImage = SNBarracks 23380 Draw = W3DModelDraw ModuleTag_01 23381 OkToChangeModelColor = Yes 23382 23383 23384 ; day 23385 ConditionState = NONE 23386 Model = NBBarracks 23387 ParticleSysBone= Fire01 SmolderingFire 23388 Animation = NBBarracks.NBBarracks 23389 AnimationMode = LOOP 23390 End 23391 23392 ConditionState = DAMAGED 23393 Model = NBBarracks_D 23394 ParticleSysBone= Fire01 SmolderingFire 23395 Animation = NBBarracks_D.NBBarracks_D 23396 AnimationMode = LOOP 23397 End 23398 23399 ConditionState = REALLYDAMAGED RUBBLE 23400 Model = NBBarracks_E 23401 ParticleSysBone= Fire01 SmolderingFire 23402 Animation = NBBarracks_E.NBBarracks_E 23403 AnimationMode = LOOP 23404 End 23405 23406 ; day SNOW 23407 23408 ConditionState = SNOW 23409 Model = NBBarracks_S 23410 ParticleSysBone= Fire01 SmolderingFire 23411 Animation = NBBarracks_S.NBBarracks_S 23412 AnimationMode = LOOP 23413 End 23414 23415 ConditionState = DAMAGED SNOW 23416 Model = NBBarracks_DS 23417 ParticleSysBone= Fire01 SmolderingFire 23418 Animation = NBBarracks_DS.NBBarracks_DS 23419 AnimationMode = LOOP 23420 End 23421 23422 ConditionState = REALLYDAMAGED RUBBLE SNOW 23423 Model = NBBarracks_ES 23424 ParticleSysBone= Fire01 SmolderingFire 23425 Animation = NBBarracks_ES.NBBarracks_ES 23426 AnimationMode = LOOP 23427 End 23428 23429 23430 ; night 23431 ConditionState = NIGHT 23432 Model = NBBarracks_N 23433 ParticleSysBone= Fire01 SmolderingFire 23434 Animation = NBBarracks_N.NBBarracks_N 23435 AnimationMode = LOOP 23436 End 23437 23438 ConditionState = DAMAGED NIGHT 23439 Model = NBBarracks_DN 23440 ParticleSysBone= Fire01 SmolderingFire 23441 Animation = NBBarracks_DN.NBBarracks_DN 23442 AnimationMode = LOOP 23443 End 23444 23445 ConditionState = REALLYDAMAGED RUBBLE NIGHT 23446 Model = NBBarracks_EN 23447 ParticleSysBone= Fire01 SmolderingFire 23448 Animation = NBBarracks_EN.NBBarracks_EN 23449 AnimationMode = LOOP 23450 End 23451 23452 ; night snow 23453 ConditionState = NIGHT SNOW 23454 Model = NBBarracks_NS 23455 ParticleSysBone= Fire01 SmolderingFire 23456 Animation = NBBarracks_NS.NBBarracks_NS 23457 AnimationMode = LOOP 23458 End 23459 23460 ConditionState = DAMAGED NIGHT SNOW 23461 Model = NBBarracks_DNS 23462 ParticleSysBone= Fire01 SmolderingFire 23463 Animation = NBBarracks_DNS.NBBarracks_DNS 23464 AnimationMode = LOOP 23465 End 23466 23467 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 23468 Model = NBBarracks_ENS 23469 ParticleSysBone= Fire01 SmolderingFire 23470 Animation = NBBarracks_ENS.NBBarracks_ENS 23471 AnimationMode = LOOP 23472 End 23473 23474 23475 ;************************************************************************************************************************** 23476 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 23477 ;for this draw module 23478 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23479 Model = NBBarracks 23480 Animation = NBBarracks.NBBarracks 23481 AnimationMode = LOOP 23482 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23483 End 23484 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 23485 Model = NBBarracks_D 23486 Animation = NBBarracks_D.NBBarracks_D 23487 AnimationMode = LOOP 23488 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23489 End 23490 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 23491 Model = NBBarracks_E 23492 Animation = NBBarracks_E.NBBarracks_E 23493 AnimationMode = LOOP 23494 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23495 End 23496 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 23497 Model = NBBarracks_N 23498 Animation = NBBarracks_N.NBBarracks_N 23499 AnimationMode = LOOP 23500 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23501 End 23502 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 23503 Model = NBBarracks_DN 23504 Animation = NBBarracks_DN.NBBarracks_DN 23505 AnimationMode = LOOP 23506 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23507 End 23508 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 23509 Model = NBBarracks_EN 23510 Animation = NBBarracks_EN.NBBarracks_EN 23511 AnimationMode = LOOP 23512 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23513 End 23514 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 23515 Model = NBBarracks_S 23516 Animation = NBBarracks_S.NBBarracks_S 23517 AnimationMode = LOOP 23518 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23519 End 23520 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 23521 Model = NBBarracks_DS 23522 Animation = NBBarracks_DS.NBBarracks_DS 23523 AnimationMode = LOOP 23524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23525 End 23526 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 23527 Model = NBBarracks_ES 23528 Animation = NBBarracks_ES.NBBarracks_ES 23529 AnimationMode = LOOP 23530 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23531 End 23532 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 23533 Model = NBBarracks_NS 23534 Animation = NBBarracks_NS.NBBarracks_NS 23535 AnimationMode = LOOP 23536 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23537 End 23538 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 23539 Model = NBBarracks_DNS 23540 Animation = NBBarracks_DNS.NBBarracks_DNS 23541 AnimationMode = LOOP 23542 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23543 End 23544 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 23545 Model = NBBarracks_ENS 23546 Animation = NBBarracks_ENS.NBBarracks_ENS 23547 AnimationMode = LOOP 23548 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 23549 End 23550 23551 ConditionState = AWAITING_CONSTRUCTION 23552 Model = NONE 23553 End 23554 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 23555 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 23556 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 23557 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 23558 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 23559 AliasConditionState = AWAITING_CONSTRUCTION SNOW 23560 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 23561 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 23562 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 23563 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 23564 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 23565 AliasConditionState = SOLD 23566 AliasConditionState = SOLD DAMAGED 23567 AliasConditionState = SOLD REALLYDAMAGED 23568 AliasConditionState = SOLD NIGHT 23569 AliasConditionState = SOLD NIGHT DAMAGED 23570 AliasConditionState = SOLD NIGHT REALLYDAMAGED 23571 AliasConditionState = SOLD SNOW 23572 AliasConditionState = SOLD SNOW DAMAGED 23573 AliasConditionState = SOLD SNOW REALLYDAMAGED 23574 AliasConditionState = SOLD NIGHT SNOW 23575 AliasConditionState = SOLD NIGHT SNOW DAMAGED 23576 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 23577 ;************************************************************************************************************************** 23578 End 23579 23580 ; ------------ construction-zone fence ----------------- 23581 Draw = W3DModelDraw ModuleTag_02 23582 AnimationsRequirePower = No 23583 DefaultConditionState 23584 Model = None 23585 TransitionKey = DOWN_DEFAULT 23586 End 23587 ConditionState = NIGHT 23588 Model = None 23589 TransitionKey = DOWN_DEFAULT 23590 End 23591 ConditionState = SNOW 23592 Model = None 23593 TransitionKey = DOWN_DEFAULT 23594 End 23595 ConditionState = SNOW NIGHT 23596 Model = None 23597 TransitionKey = DOWN_DEFAULT 23598 End 23599 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23600 Model = NBBarracks_A4 23601 Animation = NBBarracks_A4.NBBarracks_A4 23602 AnimationMode = MANUAL 23603 Flags = START_FRAME_LAST 23604 TransitionKey = UP_DAY 23605 End 23606 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23607 Model = NBBarracks_A4N 23608 Animation = NBBarracks_A4N.NBBarracks_A4N 23609 AnimationMode = MANUAL 23610 Flags = START_FRAME_LAST 23611 TransitionKey = UP_NIGHT 23612 End 23613 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23614 Model = NBBarracks_A4S 23615 Animation = NBBarracks_A4S.NBBarracks_A4S 23616 AnimationMode = MANUAL 23617 Flags = START_FRAME_LAST 23618 TransitionKey = UP_SNOW 23619 End 23620 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 23621 Model = NBBarracks_A4SN 23622 Animation = NBBarracks_A4SN.NBBarracks_A4SN 23623 AnimationMode = MANUAL 23624 Flags = START_FRAME_LAST 23625 TransitionKey = UP_SNOWNIGHT 23626 End 23627 TransitionState = DOWN_DEFAULT UP_DAY 23628 Model = NBBarracks_A4 23629 Animation = NBBarracks_A4.NBBarracks_A4 23630 AnimationMode = ONCE 23631 AnimationSpeedFactorRange = 1.0 1.0 23632 Flags = START_FRAME_FIRST 23633 End 23634 TransitionState = DOWN_DEFAULT UP_NIGHT 23635 Model = NBBarracks_A4N 23636 Animation = NBBarracks_A4N.NBBarracks_A4N 23637 AnimationMode = ONCE 23638 AnimationSpeedFactorRange = 1.0 1.0 23639 Flags = START_FRAME_FIRST 23640 End 23641 TransitionState = DOWN_DEFAULT UP_SNOW 23642 Model = NBBarracks_A4S 23643 Animation = NBBarracks_A4S.NBBarracks_A4S 23644 AnimationMode = ONCE 23645 AnimationSpeedFactorRange = 1.0 1.0 23646 Flags = START_FRAME_FIRST 23647 End 23648 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23649 Model = NBBarracks_A4SN 23650 Animation = NBBarracks_A4SN.NBBarracks_A4SN 23651 AnimationMode = ONCE 23652 AnimationSpeedFactorRange = 1.0 1.0 23653 Flags = START_FRAME_FIRST 23654 End 23655 TransitionState = UP_DAY DOWN_DEFAULT 23656 Model = NBBarracks_A4 23657 Animation = NBBarracks_A4.NBBarracks_A4 23658 AnimationMode = ONCE_BACKWARDS 23659 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23660 Flags = START_FRAME_LAST 23661 End 23662 TransitionState = UP_NIGHT DOWN_DEFAULT 23663 Model = NBBarracks_A4N 23664 Animation = NBBarracks_A4N.NBBarracks_A4N 23665 AnimationMode = ONCE_BACKWARDS 23666 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23667 Flags = START_FRAME_LAST 23668 End 23669 TransitionState = UP_SNOW DOWN_DEFAULT 23670 Model = NBBarracks_A4S 23671 Animation = NBBarracks_A4S.NBBarracks_A4S 23672 AnimationMode = ONCE_BACKWARDS 23673 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23674 Flags = START_FRAME_LAST 23675 End 23676 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23677 Model = NBBarracks_A4SN 23678 Animation = NBBarracks_A4SN.NBBarracks_A4SN 23679 AnimationMode = ONCE_BACKWARDS 23680 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23681 Flags = START_FRAME_LAST 23682 End 23683 End 23684 23685 ; ------------ under-construction scaffolding ----------------- 23686 Draw = W3DModelDraw ModuleTag_03 23687 AnimationsRequirePower = No 23688 MinLODRequired = MEDIUM 23689 DefaultConditionState 23690 Model = None 23691 TransitionKey = DOWN_DEFAULT 23692 End 23693 ConditionState = NIGHT 23694 Model = None 23695 TransitionKey = DOWN_DEFAULT 23696 End 23697 ConditionState = SNOW 23698 Model = None 23699 TransitionKey = DOWN_DEFAULT 23700 End 23701 ConditionState = SNOW NIGHT 23702 Model = None 23703 TransitionKey = DOWN_DEFAULT 23704 End 23705 ConditionState = PARTIALLY_CONSTRUCTED 23706 Model = NBBarracks_A6 23707 Animation = NBBarracks_A6.NBBarracks_A6 23708 AnimationMode = MANUAL 23709 Flags = START_FRAME_LAST 23710 TransitionKey = UP_DAY 23711 ParticleSysBone = Dust01 BuildingDustChina 23712 ParticleSysBone = Smoke01 BuildUpSmokeChina 23713 ParticleSysBone = Smoke02 BuildUpSmokeChina 23714 ParticleSysBone = Smoke03 BuildUpSmokeChina 23715 ParticleSysBone = Smoke04 BuildUpSmokeChina 23716 ParticleSysBone = Smoke05 BuildUpSmokeChina 23717 End 23718 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 23719 Model = NBBarracks_A6N 23720 Animation = NBBarracks_A6N.NBBarracks_A6N 23721 AnimationMode = MANUAL 23722 Flags = START_FRAME_LAST 23723 TransitionKey = UP_NIGHT 23724 ParticleSysBone = Dust01 BuildingDustChina 23725 ParticleSysBone = Smoke01 BuildUpSmokeChina 23726 ParticleSysBone = Smoke02 BuildUpSmokeChina 23727 ParticleSysBone = Smoke03 BuildUpSmokeChina 23728 ParticleSysBone = Smoke04 BuildUpSmokeChina 23729 ParticleSysBone = Smoke05 BuildUpSmokeChina 23730 End 23731 ConditionState = SNOW PARTIALLY_CONSTRUCTED 23732 Model = NBBarracks_A6S 23733 Animation = NBBarracks_A6S.NBBarracks_A6S 23734 AnimationMode = MANUAL 23735 Flags = START_FRAME_LAST 23736 TransitionKey = UP_SNOW 23737 ParticleSysBone = Dust01 BuildingSnowDust 23738 ParticleSysBone = Smoke01 BuildUpSnowSmoke 23739 ParticleSysBone = Smoke02 BuildUpSnowSmoke 23740 ParticleSysBone = Smoke03 BuildUpSnowSmoke 23741 ParticleSysBone = Smoke04 BuildUpSnowSmoke 23742 ParticleSysBone = Smoke05 BuildUpSnowSmoke 23743 End 23744 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 23745 Model = NBBarracks_A6SN 23746 Animation = NBBarracks_A6SN.NBBarracks_A6SN 23747 AnimationMode = MANUAL 23748 Flags = START_FRAME_LAST 23749 TransitionKey = UP_SNOWNIGHT 23750 ParticleSysBone = Dust01 BuildingNightSnowDust 23751 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 23752 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 23753 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 23754 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 23755 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 23756 End 23757 TransitionState = DOWN_DEFAULT UP_DAY 23758 Model = NBBarracks_A6 23759 Animation = NBBarracks_A6.NBBarracks_A6 23760 AnimationMode = ONCE 23761 AnimationSpeedFactorRange = 1.0 1.0 23762 Flags = START_FRAME_FIRST 23763 End 23764 TransitionState = DOWN_DEFAULT UP_NIGHT 23765 Model = NBBarracks_A6N 23766 Animation = NBBarracks_A6N.NBBarracks_A6N 23767 AnimationMode = ONCE 23768 AnimationSpeedFactorRange = 1.0 1.0 23769 Flags = START_FRAME_FIRST 23770 End 23771 TransitionState = DOWN_DEFAULT UP_SNOW 23772 Model = NBBarracks_A6S 23773 Animation = NBBarracks_A6S.NBBarracks_A6S 23774 AnimationMode = ONCE 23775 AnimationSpeedFactorRange = 1.0 1.0 23776 Flags = START_FRAME_FIRST 23777 End 23778 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23779 Model = NBBarracks_A6SN 23780 Animation = NBBarracks_A6SN.NBBarracks_A6SN 23781 AnimationMode = ONCE 23782 AnimationSpeedFactorRange = 1.0 1.0 23783 Flags = START_FRAME_FIRST 23784 End 23785 TransitionState = UP_DAY DOWN_DEFAULT 23786 Model = NBBarracks_A6 23787 Animation = NBBarracks_A6.NBBarracks_A6 23788 AnimationMode = ONCE_BACKWARDS 23789 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23790 Flags = START_FRAME_LAST 23791 End 23792 TransitionState = UP_NIGHT DOWN_DEFAULT 23793 Model = NBBarracks_A6N 23794 Animation = NBBarracks_A6N.NBBarracks_A6N 23795 AnimationMode = ONCE_BACKWARDS 23796 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23797 Flags = START_FRAME_LAST 23798 End 23799 TransitionState = UP_SNOW DOWN_DEFAULT 23800 Model = NBBarracks_A6S 23801 Animation = NBBarracks_A6S.NBBarracks_A6S 23802 AnimationMode = ONCE_BACKWARDS 23803 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23804 Flags = START_FRAME_LAST 23805 End 23806 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23807 Model = NBBarracks_A6SN 23808 Animation = NBBarracks_A6SN.NBBarracks_A6SN 23809 AnimationMode = ONCE_BACKWARDS 23810 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23811 Flags = START_FRAME_LAST 23812 End 23813 End 23814 23815 ; ------------ being-constructed crane ----------------- 23816 Draw = W3DModelDraw ModuleTag_04 23817 AnimationsRequirePower = No 23818 DefaultConditionState 23819 Model = None 23820 TransitionKey = DOWN_DEFAULT 23821 End 23822 ConditionState = NIGHT 23823 Model = None 23824 TransitionKey = DOWN_DEFAULT 23825 End 23826 ConditionState = SNOW 23827 Model = None 23828 TransitionKey = DOWN_DEFAULT 23829 End 23830 ConditionState = SNOW NIGHT 23831 Model = None 23832 TransitionKey = DOWN_DEFAULT 23833 End 23834 ConditionState = SOLD 23835 Model = NONE 23836 End 23837 23838 ConditionState = ACTIVELY_BEING_CONSTRUCTED 23839 Model = NBBarracks_A5 23840 Animation = NBBarracks_A5.NBBarracks_A5 23841 AnimationMode = LOOP 23842 TransitionKey = UP_DAY 23843 End 23844 23845 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 23846 Model = NBBarracks_A5N 23847 Animation = NBBarracks_A5N.NBBarracks_A5N 23848 AnimationMode = LOOP 23849 TransitionKey = UP_NIGHT 23850 End 23851 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 23852 Model = NBBarracks_A5S 23853 Animation = NBBarracks_A5S.NBBarracks_A5S 23854 AnimationMode = LOOP 23855 TransitionKey = UP_SNOW 23856 End 23857 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 23858 Model = NBBarracks_A5SN 23859 Animation = NBBarracks_A5SN.NBBarracks_A5SN 23860 AnimationMode = LOOP 23861 TransitionKey = UP_SNOWNIGHT 23862 End 23863 TransitionState = DOWN_DEFAULT UP_DAY 23864 Model = NBBarracks_AB 23865 Animation = NBBarracks_AB.NBBarracks_AB 23866 AnimationMode = ONCE 23867 AnimationSpeedFactorRange = 1.0 1.0 23868 Flags = START_FRAME_FIRST 23869 End 23870 23871 TransitionState = DOWN_DEFAULT UP_NIGHT 23872 Model = NBBarracks_ABN 23873 Animation = NBBarracks_ABN.NBBarracks_ABN 23874 AnimationMode = ONCE 23875 AnimationSpeedFactorRange = 1.0 1.0 23876 Flags = START_FRAME_FIRST 23877 End 23878 TransitionState = DOWN_DEFAULT UP_SNOW 23879 Model = NBBarracks_ABS 23880 Animation = NBBarracks_ABS.NBBarracks_ABS 23881 AnimationMode = ONCE 23882 AnimationSpeedFactorRange = 1.0 1.0 23883 Flags = START_FRAME_FIRST 23884 End 23885 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 23886 Model = NBBarracks_ABSN 23887 Animation = NBBarracks_ABSN.NBBarracks_ABSN 23888 AnimationMode = ONCE 23889 AnimationSpeedFactorRange = 1.0 1.0 23890 Flags = START_FRAME_FIRST 23891 End 23892 TransitionState = UP_DAY DOWN_DEFAULT 23893 Model = NBBarracks_AB 23894 Animation = NBBarracks_AB.NBBarracks_AB 23895 AnimationMode = ONCE_BACKWARDS 23896 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23897 Flags = START_FRAME_LAST 23898 End 23899 TransitionState = UP_NIGHT DOWN_DEFAULT 23900 Model = NBBarracks_ABN 23901 Animation = NBBarracks_ABN.NBBarracks_ABN 23902 AnimationMode = ONCE_BACKWARDS 23903 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23904 Flags = START_FRAME_LAST 23905 End 23906 TransitionState = UP_SNOW DOWN_DEFAULT 23907 Model = NBBarracks_ABS 23908 Animation = NBBarracks_ABS.NBBarracks_ABS 23909 AnimationMode = ONCE_BACKWARDS 23910 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23911 Flags = START_FRAME_LAST 23912 End 23913 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 23914 Model = NBBarracks_ABSN 23915 Animation = NBBarracks_ABSN.NBBarracks_ABSN 23916 AnimationMode = ONCE_BACKWARDS 23917 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 23918 Flags = START_FRAME_LAST 23919 End 23920 End 23921 23922 PlacementViewAngle = -135 23923 23924 ; ***DESIGN parameters *** 23925 DisplayName = OBJECT:Barracks 23926 Side = China 23927 EditorSorting = STRUCTURE 23928 BuildCost = 500 23929 BuildTime = 10.0 ; in seconds 23930 EnergyProduction = 0 23931 CommandSet = ChinaBarracksCommandSet 23932 VisionRange = 200.0 ; Shroud clearing distance 23933 ShroudClearingRange = 200 23934 ArmorSet 23935 Conditions = None 23936 Armor = StructureArmor 23937 DamageFX = StructureDamageFXNoShake 23938 End 23939 ExperienceValue = 100 100 100 100 ; Experience point value at each level 23940 23941 ; *** AUDIO Parameters *** 23942 VoiceSelect = BarracksChinaSelect 23943 SoundOnDamaged = BuildingDamagedStateLight 23944 SoundOnReallyDamaged = BuildingDestroy 23945 23946 UnitSpecificSounds 23947 UnderConstruction = UnderConstructionLoop 23948 End 23949 23950 ; *** ENGINEERING Parameters *** 23951 RadarPriority = STRUCTURE 23952 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 23953 Body = StructureBody ModuleTag_05 23954 MaxHealth = 1000.0 23955 InitialHealth = 1000.0 23956 23957 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 23958 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 23959 SubdualDamageCap = 1200 23960 SubdualDamageHealRate = 500 23961 SubdualDamageHealAmount = 100 23962 End 23963 23964 Behavior = HealContain ModuleTag_06 23965 ContainMax = 10 ;way bigger than the # of objects we can have 23966 TimeForFullHeal = 2000 ;(in milliseconds) 23967 AllowInsideKindOf = INFANTRY 23968 AllowAlliesInside = Yes 23969 AllowNeutralInside = No 23970 AllowEnemiesInside = No 23971 End 23972 23973 Behavior = DestroyDie ModuleTag_07 23974 ;nothing 23975 End 23976 Behavior = CreateObjectDie ModuleTag_08 23977 CreationList = OCL_LargeStructureDebris 23978 End 23979 Behavior = FXListDie ModuleTag_09 23980 DeathFX = FX_StructureSmallDeath 23981 End 23982 23983 Behavior = ProductionUpdate ModuleTag_10 23984 QuantityModifier = ChinaInfantryRedguard 2 23985 End 23986 Behavior = QueueProductionExitUpdate ModuleTag_11 23987 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 23988 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 23989 ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. 23990 End 23991 23992 Behavior = GenerateMinefieldBehavior ModuleTag_12 23993 TriggeredBy = Upgrade_ChinaMines 23994 MineName = ChinaStandardMine 23995 SmartBorder = Yes 23996 AlwaysCircular = Yes 23997 23998 Upgradable = Yes 23999 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 24000 UpgradedMineName = ChinaEMPMine 24001 End 24002 24003 Behavior = FlammableUpdate ModuleTag_14 24004 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 24005 AflameDamageAmount = 5 ; taking this much damage... 24006 AflameDamageDelay = 500 ; this often. 24007 End 24008 24009 Behavior = TransitionDamageFX ModuleTag_15 24010 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 24011 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 24012 ;--------------------------------------------------------------------------------------- 24013 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 24014 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 24015 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 24016 End 24017 24018 Behavior = CommandSetUpgrade ModuleTag_25 24019 CommandSet = ChinaBarracksCommandSetUpgrade 24020 TriggeredBy = Upgrade_ChinaMines 24021 End 24022 Behavior = ArmorUpgrade ModuleTag_26 24023 TriggeredBy = Upgrade_ChinaEMPMines 24024 End 24025 24026 Geometry = BOX 24027 GeometryMajorRadius = 36.0 24028 GeometryMinorRadius = 44.0 24029 GeometryHeight = 30.0 24030 GeometryIsSmall = No 24031 FactoryExitWidth = 25 24032 Shadow = SHADOW_VOLUME 24033 BuildCompletion = PLACED_BY_PLAYER 24034 24035 End 24036 24037 ;------------------------------------------------------------------------------ 24038 Object AmericaWarFactory 24039 24040 ; *** ART Parameters *** 24041 SelectPortrait = SACWeaponsfact_L 24042 ButtonImage = SACWeaponsfact 24043 24044 ; ------------ the main factory itself ----------------- 24045 Draw = W3DModelDraw ModuleTag_01 24046 OkToChangeModelColor = Yes 24047 ; day ************************************************** 24048 DefaultConditionState 24049 Model = ABWarFact 24050 Animation = ABWarFact.ABWarFact 24051 AnimationMode = LOOP 24052 ParticleSysBone = Smoke01 SteamVent 24053 ParticleSysBone = Smoke02 SteamVent 24054 End 24055 ConditionState = DAMAGED 24056 Model = ABWarFact_D 24057 Animation = ABWarFact_D.ABWarFact_D 24058 AnimationMode = LOOP 24059 End 24060 ConditionState = REALLYDAMAGED RUBBLE 24061 Model = ABWarFact_E 24062 Animation = ABWarFact_E.ABWarFact_E 24063 AnimationMode = LOOP 24064 End 24065 24066 24067 ; night ************************************************* 24068 ConditionState = NIGHT 24069 Model = ABWarFact_N 24070 Animation = ABWarFact_N.ABWarFact_N 24071 AnimationMode = LOOP 24072 End 24073 ConditionState = DAMAGED NIGHT 24074 Model = ABWarFact_DN 24075 Animation = ABWarFact_DN.ABWarFact_DN 24076 AnimationMode = LOOP 24077 End 24078 ConditionState = REALLYDAMAGED RUBBLE NIGHT 24079 Model = ABWarFact_EN 24080 Animation = ABWarFact_EN.ABWarFact_EN 24081 AnimationMode = LOOP 24082 End 24083 24084 ; snow ************************************************* 24085 ConditionState = SNOW 24086 Model = ABWarFact_S 24087 Animation = ABWarFact_S.ABWarFact_S 24088 AnimationMode = LOOP 24089 End 24090 ConditionState = DAMAGED SNOW 24091 Model = ABWarFact_DS 24092 Animation = ABWarFact_DS.ABWarFact_DS 24093 AnimationMode = LOOP 24094 End 24095 ConditionState = REALLYDAMAGED RUBBLE SNOW 24096 Model = ABWarFact_ES 24097 Animation = ABWarFact_ES.ABWarFact_ES 24098 AnimationMode = LOOP 24099 End 24100 24101 24102 ; night snow ************************************************* 24103 ConditionState = NIGHT SNOW 24104 Model = ABWarFact_NS 24105 Animation = ABWarFact_NS.ABWarFact_NS 24106 AnimationMode = LOOP 24107 End 24108 ConditionState = DAMAGED NIGHT SNOW 24109 Model = ABWarFact_DNS 24110 Animation = ABWarFact_DNS.ABWarFact_DNS 24111 AnimationMode = LOOP 24112 End 24113 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 24114 Model = ABWarFact_ENS 24115 Animation = ABWarFact_ENS.ABWarFact_ENS 24116 AnimationMode = LOOP 24117 End 24118 24119 ;************************************************************************************************************************** 24120 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 24121 ;for this draw module 24122 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24123 Model = ABWarFact 24124 Animation = ABWarFact.ABWarFact 24125 AnimationMode = LOOP 24126 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24127 End 24128 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 24129 Model = ABWarFact_D 24130 Animation = ABWarFact_D.ABWarFact_D 24131 AnimationMode = LOOP 24132 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24133 End 24134 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 24135 Model = ABWarFact_E 24136 Animation = ABWarFact_E.ABWarFact_E 24137 AnimationMode = LOOP 24138 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24139 End 24140 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 24141 Model = ABWarFact_N 24142 Animation = ABWarFact_N.ABWarFact_N 24143 AnimationMode = LOOP 24144 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24145 End 24146 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 24147 Model = ABWarFact_DN 24148 Animation = ABWarFact_DN.ABWarFact_DN 24149 AnimationMode = LOOP 24150 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24151 End 24152 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 24153 Model = ABWarFact_EN 24154 Animation = ABWarFact_EN.ABWarFact_EN 24155 AnimationMode = LOOP 24156 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24157 End 24158 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 24159 Model = ABWarFact_S 24160 Animation = ABWarFact_S.ABWarFact_S 24161 AnimationMode = LOOP 24162 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24163 End 24164 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 24165 Model = ABWarFact_DS 24166 Animation = ABWarFact_DS.ABWarFact_DS 24167 AnimationMode = LOOP 24168 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24169 End 24170 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 24171 Model = ABWarFact_ES 24172 Animation = ABWarFact_ES.ABWarFact_ES 24173 AnimationMode = LOOP 24174 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24175 End 24176 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 24177 Model = ABWarFact_NS 24178 Animation = ABWarFact_NS.ABWarFact_NS 24179 AnimationMode = LOOP 24180 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24181 End 24182 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 24183 Model = ABWarFact_DNS 24184 Animation = ABWarFact_DNS.ABWarFact_DNS 24185 AnimationMode = LOOP 24186 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24187 End 24188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 24189 Model = ABWarFact_ENS 24190 Animation = ABWarFact_ENS.ABWarFact_ENS 24191 AnimationMode = LOOP 24192 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24193 End 24194 24195 ConditionState = AWAITING_CONSTRUCTION 24196 Model = NONE 24197 End 24198 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 24199 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 24200 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 24201 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 24202 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 24203 AliasConditionState = AWAITING_CONSTRUCTION SNOW 24204 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 24205 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 24206 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 24207 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 24208 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 24209 AliasConditionState = SOLD 24210 AliasConditionState = SOLD DAMAGED 24211 AliasConditionState = SOLD REALLYDAMAGED 24212 AliasConditionState = SOLD NIGHT 24213 AliasConditionState = SOLD NIGHT DAMAGED 24214 AliasConditionState = SOLD NIGHT REALLYDAMAGED 24215 AliasConditionState = SOLD SNOW 24216 AliasConditionState = SOLD SNOW DAMAGED 24217 AliasConditionState = SOLD SNOW REALLYDAMAGED 24218 AliasConditionState = SOLD NIGHT SNOW 24219 AliasConditionState = SOLD NIGHT SNOW DAMAGED 24220 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 24221 ;************************************************************************************************************************** 24222 24223 24224 End 24225 24226 ; ----------------- the factory door ------------------- 24227 Draw = W3DModelDraw ModuleTag_02 24228 DefaultConditionState 24229 Model = ABWarFact_A8 24230 Animation = ABWarFact_A8.ABWarFact_A8 24231 AnimationMode = MANUAL 24232 Flags = START_FRAME_FIRST 24233 End 24234 AliasConditionState = NIGHT 24235 AliasConditionState = SNOW 24236 AliasConditionState = SNOW NIGHT 24237 24238 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24239 Model = ABWarFact_A8 24240 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24241 End 24242 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24243 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24244 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24245 24246 ConditionState = DAMAGED 24247 Model = ABWarFact_A8D 24248 Animation = ABWarFact_A8D.ABWarFact_A8D 24249 AnimationMode = MANUAL 24250 Flags = START_FRAME_FIRST 24251 End 24252 AliasConditionState = NIGHT DAMAGED 24253 AliasConditionState = SNOW DAMAGED 24254 AliasConditionState = SNOW NIGHT DAMAGED 24255 24256 ConditionState = REALLYDAMAGED RUBBLE 24257 Model = ABWarFact_A8E 24258 Animation = ABWarFact_A8E.ABWarFact_A8E 24259 AnimationMode = MANUAL 24260 Flags = START_FRAME_FIRST 24261 End 24262 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 24263 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 24264 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 24265 24266 ConditionState = DOOR_1_OPENING 24267 Model = ABWarFact_A8 24268 Animation = ABWarFact_A8.ABWarFact_A8 24269 AnimationMode = ONCE 24270 Flags = START_FRAME_FIRST 24271 End 24272 AliasConditionState = NIGHT DOOR_1_OPENING 24273 AliasConditionState = SNOW DOOR_1_OPENING 24274 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 24275 24276 ConditionState = DOOR_1_OPENING DAMAGED 24277 Model = ABWarFact_A8D 24278 Animation = ABWarFact_A8D.ABWarFact_A8D 24279 AnimationMode = ONCE 24280 Flags = START_FRAME_FIRST 24281 End 24282 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 24283 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 24284 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 24285 24286 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 24287 Model = ABWarFact_A8E 24288 Animation = ABWarFact_A8E.ABWarFact_A8E 24289 AnimationMode = ONCE 24290 Flags = START_FRAME_FIRST 24291 End 24292 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 24293 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 24294 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 24295 24296 ConditionState = DOOR_1_CLOSING 24297 Model = ABWarFact_A8 24298 Animation = ABWarFact_A8.ABWarFact_A8 24299 AnimationMode = ONCE_BACKWARDS 24300 Flags = START_FRAME_LAST 24301 End 24302 AliasConditionState = NIGHT DOOR_1_CLOSING 24303 AliasConditionState = SNOW DOOR_1_CLOSING 24304 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 24305 24306 24307 ConditionState = DOOR_1_CLOSING DAMAGED 24308 Model = ABWarFact_A8D 24309 Animation = ABWarFact_A8D.ABWarFact_A8D 24310 AnimationMode = ONCE_BACKWARDS 24311 Flags = START_FRAME_LAST 24312 End 24313 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 24314 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 24315 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 24316 24317 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24318 Model = ABWarFact_A8E 24319 Animation = ABWarFact_A8E.ABWarFact_A8E 24320 AnimationMode = ONCE_BACKWARDS 24321 Flags = START_FRAME_LAST 24322 End 24323 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24324 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24325 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 24326 24327 ConditionState = DOOR_1_WAITING_OPEN 24328 Model = ABWarFact_A8 24329 Animation = ABWarFact_A8.ABWarFact_A8 24330 AnimationMode = MANUAL 24331 Flags = START_FRAME_LAST 24332 End 24333 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 24334 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 24335 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 24336 24337 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 24338 Model = ABWarFact_A8D 24339 Animation = ABWarFact_A8D.ABWarFact_A8D 24340 AnimationMode = MANUAL 24341 Flags = START_FRAME_LAST 24342 End 24343 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 24344 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 24345 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 24346 24347 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24348 Model = ABWarFact_A8E 24349 Animation = ABWarFact_A8E.ABWarFact_A8E 24350 AnimationMode = MANUAL 24351 Flags = START_FRAME_LAST 24352 End 24353 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24354 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24355 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 24356 24357 ConditionState = AWAITING_CONSTRUCTION 24358 Model = NONE 24359 End 24360 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 24361 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 24362 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 24363 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 24364 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 24365 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 24366 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 24367 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 24368 AliasConditionState = SOLD 24369 AliasConditionState = SOLD DAMAGED 24370 AliasConditionState = SOLD REALLYDAMAGED 24371 AliasConditionState = SOLD NIGHT 24372 AliasConditionState = SOLD NIGHT DAMAGED 24373 AliasConditionState = SOLD NIGHT REALLYDAMAGED 24374 AliasConditionState = SOLD SNOW 24375 AliasConditionState = SOLD SNOW DAMAGED 24376 AliasConditionState = SOLD SNOW REALLYDAMAGED 24377 AliasConditionState = SOLD NIGHT SNOW 24378 AliasConditionState = SOLD NIGHT SNOW DAMAGED 24379 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 24380 End 24381 24382 ; ------------------ the construction crane ------------ 24383 Draw = W3DModelDraw ModuleTag_03 24384 ; ----------------------------------------------------------- 24385 OkToChangeModelColor = Yes 24386 ; ----------------------------------------------------------- 24387 DefaultConditionState 24388 Model = ABWarFact_A1 24389 Animation = ABWarFact_A1.ABWarFact_A1 24390 AnimationMode = LOOP 24391 TransitionKey = TRANS_Idle 24392 End 24393 ConditionState = DAMAGED 24394 Model = ABWarFact_A1D 24395 Animation = ABWarFact_A1D.ABWarFact_A1D 24396 AnimationMode = LOOP 24397 TransitionKey = TRANS_IdleDamaged 24398 End 24399 ConditionState = REALLYDAMAGED RUBBLE 24400 Model = ABWarFact_A1E 24401 Animation = ABWarFact_A1E.ABWarFact_A1E 24402 AnimationMode = LOOP 24403 TransitionKey = TRANS_IdleReallyDamaged 24404 End 24405 24406 ; ----------------------------------------------------------- 24407 TransitionState = TRANS_Constructing TRANS_Idle 24408 Model = ABWarFact_A3 24409 Animation = ABWarFact_A3.ABWarFact_A3 24410 AnimationMode = ONCE 24411 Flags = MAINTAIN_FRAME_ACROSS_STATES 24412 End 24413 TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged 24414 Model = ABWarFact_A3D 24415 Animation = ABWarFact_A3D.ABWarFact_A3D 24416 AnimationMode = ONCE 24417 Flags = MAINTAIN_FRAME_ACROSS_STATES 24418 End 24419 TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged 24420 Model = ABWarFact_A3E 24421 Animation = ABWarFact_A3E.ABWarFact_A3E 24422 AnimationMode = ONCE 24423 Flags = MAINTAIN_FRAME_ACROSS_STATES 24424 End 24425 24426 ; ----------------------------------------------------------- 24427 ConditionState = ACTIVELY_CONSTRUCTING 24428 Model = ABWarFact_A3 24429 Animation = ABWarFact_A3.ABWarFact_A3 24430 AnimationMode = ONCE 24431 TransitionKey = TRANS_Constructing 24432 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 24433 End 24434 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 24435 Model = ABWarFact_A3D 24436 Animation = ABWarFact_A3D.ABWarFact_A3D 24437 AnimationMode = ONCE 24438 TransitionKey = TRANS_ConstructingDamaged 24439 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 24440 End 24441 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 24442 Model = ABWarFact_A3E 24443 Animation = ABWarFact_A3E.ABWarFact_A3E 24444 AnimationMode = ONCE 24445 TransitionKey = TRANS_ConstructingReallyDamaged 24446 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 24447 End 24448 ; ----------------------------------------------------------- 24449 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD 24450 Model = ABWarFact_A1 24451 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24452 End 24453 ConditionState = SOLD 24454 Model = NONE 24455 End 24456 End 24457 24458 ; ------------------ the construction conveyor belt ------------ 24459 Draw = W3DModelDraw ModuleTag_04 24460 OkToChangeModelColor = Yes 24461 DefaultConditionState 24462 Model = ABWarFact_A7 24463 Animation = ABWarFact_A7.ABWarFact_A7 24464 AnimationMode = MANUAL 24465 Flags = START_FRAME_FIRST 24466 End 24467 AliasConditionState = SNOW 24468 AliasConditionState = NIGHT 24469 AliasConditionState = SNOW NIGHT 24470 24471 ConditionState = SOLD 24472 Model = NONE 24473 End 24474 AliasConditionState = SNOW SOLD 24475 AliasConditionState = NIGHT SOLD 24476 AliasConditionState = SNOW NIGHT SOLD 24477 24478 24479 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24480 Model = ABWarFact_A7 24481 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 24482 End 24483 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24484 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24485 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24486 24487 ConditionState = DAMAGED 24488 Model = ABWarFact_A7D 24489 Animation = ABWarFact_A7D.ABWarFact_A7D 24490 AnimationMode = MANUAL 24491 Flags = START_FRAME_FIRST 24492 End 24493 AliasConditionState = SNOW DAMAGED 24494 AliasConditionState = NIGHT DAMAGED 24495 AliasConditionState = SNOW NIGHT DAMAGED 24496 24497 ConditionState = REALLYDAMAGED RUBBLE 24498 Model = ABWarFact_A7E 24499 Animation = ABWarFact_A7E.ABWarFact_A7E 24500 AnimationMode = MANUAL 24501 Flags = START_FRAME_FIRST 24502 End 24503 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 24504 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 24505 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 24506 24507 ConditionState = ACTIVELY_CONSTRUCTING 24508 Model = ABWarFact_A7 24509 Animation = ABWarFact_A7.ABWarFact_A7 24510 AnimationMode = LOOP 24511 End 24512 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 24513 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 24514 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 24515 24516 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 24517 Model = ABWarFact_A7D 24518 Animation = ABWarFact_A7D.ABWarFact_A7D 24519 AnimationMode = LOOP 24520 End 24521 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED 24522 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED 24523 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED 24524 24525 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 24526 Model = ABWarFact_A7E 24527 Animation = ABWarFact_A7E.ABWarFact_A7E 24528 AnimationMode = LOOP 24529 End 24530 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 24531 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 24532 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 24533 24534 End 24535 24536 ; ------------ construction done flashing lights ---------- 24537 Draw = W3DModelDraw ModuleTag_05 24538 DefaultConditionState 24539 Model = None 24540 End 24541 ConditionState = SOLD 24542 Model = NONE 24543 End 24544 ConditionState = SOLD SNOW 24545 Model = NONE 24546 End 24547 ConditionState = SOLD NIGHT 24548 Model = NONE 24549 End 24550 ConditionState = SOLD NIGHT SNOW 24551 Model = NONE 24552 End 24553 ConditionState = CONSTRUCTION_COMPLETE 24554 Model = ABWarFact_A2 24555 Animation = ABWarFact_A2.ABWarFact_A2 24556 AnimationMode = LOOP 24557 Flags = START_FRAME_FIRST 24558 End 24559 End 24560 24561 ; ------------ construction-zone fence ----------------- 24562 Draw = W3DModelDraw ModuleTag_06 24563 AnimationsRequirePower = No 24564 DefaultConditionState 24565 Model = None 24566 TransitionKey = DOWN_DEFAULT 24567 End 24568 ConditionState = NIGHT 24569 Model = None 24570 TransitionKey = DOWN_DEFAULT 24571 End 24572 ConditionState = SNOW 24573 Model = None 24574 TransitionKey = DOWN_DEFAULT 24575 End 24576 ConditionState = SNOW NIGHT 24577 Model = None 24578 TransitionKey = DOWN_DEFAULT 24579 End 24580 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24581 Model = ABWarFact_A4 24582 Animation = ABWarFact_A4.ABWarFact_A4 24583 AnimationMode = MANUAL 24584 Flags = START_FRAME_LAST 24585 TransitionKey = UP_DAY 24586 ParticleSysBone = SmokeS01 SmokeBuildingSmall 24587 ParticleSysBone = SparksS01 LiveWireSparks02 24588 End 24589 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24590 Model = ABWarFact_A4N 24591 Animation = ABWarFact_A4N.ABWarFact_A4N 24592 AnimationMode = MANUAL 24593 Flags = START_FRAME_LAST 24594 TransitionKey = UP_NIGHT 24595 ParticleSysBone = SmokeS01 SmokeBuildingSmall 24596 ParticleSysBone = SparksS01 LiveWireSparks02 24597 End 24598 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24599 Model = ABWarFact_A4S 24600 Animation = ABWarFact_A4S.ABWarFact_A4S 24601 AnimationMode = MANUAL 24602 Flags = START_FRAME_LAST 24603 TransitionKey = UP_SNOW 24604 ParticleSysBone = SmokeS01 SmokeBuildingSmall 24605 ParticleSysBone = SparksS01 LiveWireSparks02 24606 End 24607 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 24608 Model = ABWarFact_A4SN 24609 Animation = ABWarFact_A4SN.ABWarFact_A4SN 24610 AnimationMode = MANUAL 24611 Flags = START_FRAME_LAST 24612 TransitionKey = UP_SNOWNIGHT 24613 ParticleSysBone = SmokeS01 SmokeBuildingSmall 24614 ParticleSysBone = SparksS01 LiveWireSparks02 24615 End 24616 TransitionState = DOWN_DEFAULT UP_DAY 24617 Model = ABWarFact_A4 24618 Animation = ABWarFact_A4.ABWarFact_A4 24619 AnimationMode = ONCE 24620 AnimationSpeedFactorRange = 1.0 1.0 24621 Flags = START_FRAME_FIRST 24622 End 24623 TransitionState = DOWN_DEFAULT UP_NIGHT 24624 Model = ABWarFact_A4N 24625 Animation = ABWarFact_A4N.ABWarFact_A4N 24626 AnimationMode = ONCE 24627 AnimationSpeedFactorRange = 1.0 1.0 24628 Flags = START_FRAME_FIRST 24629 End 24630 TransitionState = DOWN_DEFAULT UP_SNOW 24631 Model = ABWarFact_A4S 24632 Animation = ABWarFact_A4S.ABWarFact_A4S 24633 AnimationMode = ONCE 24634 AnimationSpeedFactorRange = 1.0 1.0 24635 Flags = START_FRAME_FIRST 24636 End 24637 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 24638 Model = ABWarFact_A4SN 24639 Animation = ABWarFact_A4SN.ABWarFact_A4SN 24640 AnimationMode = ONCE 24641 AnimationSpeedFactorRange = 1.0 1.0 24642 Flags = START_FRAME_FIRST 24643 End 24644 TransitionState = UP_DAY DOWN_DEFAULT 24645 Model = ABWarFact_A4 24646 Animation = ABWarFact_A4.ABWarFact_A4 24647 AnimationMode = ONCE_BACKWARDS 24648 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24649 Flags = START_FRAME_LAST 24650 End 24651 TransitionState = UP_NIGHT DOWN_DEFAULT 24652 Model = ABWarFact_A4N 24653 Animation = ABWarFact_A4N.ABWarFact_A4N 24654 AnimationMode = ONCE_BACKWARDS 24655 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24656 Flags = START_FRAME_LAST 24657 End 24658 TransitionState = UP_SNOW DOWN_DEFAULT 24659 Model = ABWarFact_A4S 24660 Animation = ABWarFact_A4S.ABWarFact_A4S 24661 AnimationMode = ONCE_BACKWARDS 24662 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24663 Flags = START_FRAME_LAST 24664 End 24665 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 24666 Model = ABWarFact_A4SN 24667 Animation = ABWarFact_A4SN.ABWarFact_A4SN 24668 AnimationMode = ONCE_BACKWARDS 24669 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24670 Flags = START_FRAME_LAST 24671 End 24672 End 24673 24674 ; ------------ under-construction scaffolding ----------------- 24675 Draw = W3DModelDraw ModuleTag_07 24676 AnimationsRequirePower = No 24677 MinLODRequired = MEDIUM 24678 DefaultConditionState 24679 Model = None 24680 TransitionKey = DOWN_DEFAULT 24681 End 24682 ConditionState = NIGHT 24683 Model = None 24684 TransitionKey = DOWN_DEFAULT 24685 End 24686 ConditionState = SNOW 24687 Model = None 24688 TransitionKey = DOWN_DEFAULT 24689 End 24690 ConditionState = SNOW NIGHT 24691 Model = None 24692 TransitionKey = DOWN_DEFAULT 24693 End 24694 ConditionState = PARTIALLY_CONSTRUCTED 24695 Model = ABWarFact_A6 24696 Animation = ABWarFact_A6.ABWarFact_A6 24697 AnimationMode = MANUAL 24698 Flags = START_FRAME_LAST 24699 TransitionKey = UP_DAY 24700 ParticleSysBone = Sparks01 BuildUpBlueSpark 24701 ParticleSysBone = Sparks02 BuildUpBlueSpark 24702 ParticleSysBone = Sparks03 BuildUpBlueSpark 24703 ParticleSysBone = Sparks04 BuildUpBlueSpark 24704 ParticleSysBone = Sparks05 BuildUpBlueSpark 24705 ParticleSysBone = Sparks06 BuildUpBlueSpark 24706 End 24707 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 24708 Model = ABWarFact_A6N 24709 Animation = ABWarFact_A6N.ABWarFact_A6N 24710 AnimationMode = MANUAL 24711 Flags = START_FRAME_LAST 24712 TransitionKey = UP_NIGHT 24713 ParticleSysBone = Sparks01 BuildUpBlueSpark 24714 ParticleSysBone = Sparks02 BuildUpBlueSpark 24715 ParticleSysBone = Sparks03 BuildUpBlueSpark 24716 ParticleSysBone = Sparks04 BuildUpBlueSpark 24717 ParticleSysBone = Sparks05 BuildUpBlueSpark 24718 ParticleSysBone = Sparks06 BuildUpBlueSpark 24719 End 24720 ConditionState = SNOW PARTIALLY_CONSTRUCTED 24721 Model = ABWarFact_A6S 24722 Animation = ABWarFact_A6S.ABWarFact_A6S 24723 AnimationMode = MANUAL 24724 Flags = START_FRAME_LAST 24725 TransitionKey = UP_SNOW 24726 ParticleSysBone = Sparks01 BuildUpBlueSpark 24727 ParticleSysBone = Sparks02 BuildUpBlueSpark 24728 ParticleSysBone = Sparks03 BuildUpBlueSpark 24729 ParticleSysBone = Sparks04 BuildUpBlueSpark 24730 ParticleSysBone = Sparks05 BuildUpBlueSpark 24731 ParticleSysBone = Sparks06 BuildUpBlueSpark 24732 End 24733 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 24734 Model = ABWarFact_A6SN 24735 Animation = ABWarFact_A6SN.ABWarFact_A6SN 24736 AnimationMode = MANUAL 24737 Flags = START_FRAME_LAST 24738 TransitionKey = UP_SNOWNIGHT 24739 ParticleSysBone = Sparks01 BuildUpBlueSpark 24740 ParticleSysBone = Sparks02 BuildUpBlueSpark 24741 ParticleSysBone = Sparks03 BuildUpBlueSpark 24742 ParticleSysBone = Sparks04 BuildUpBlueSpark 24743 ParticleSysBone = Sparks05 BuildUpBlueSpark 24744 ParticleSysBone = Sparks06 BuildUpBlueSpark 24745 End 24746 TransitionState = DOWN_DEFAULT UP_DAY 24747 Model = ABWarFact_A6 24748 Animation = ABWarFact_A6.ABWarFact_A6 24749 AnimationMode = ONCE 24750 AnimationSpeedFactorRange = 1.0 1.0 24751 Flags = START_FRAME_FIRST 24752 End 24753 TransitionState = DOWN_DEFAULT UP_NIGHT 24754 Model = ABWarFact_A6N 24755 Animation = ABWarFact_A6N.ABWarFact_A6N 24756 AnimationMode = ONCE 24757 AnimationSpeedFactorRange = 1.0 1.0 24758 Flags = START_FRAME_FIRST 24759 End 24760 TransitionState = DOWN_DEFAULT UP_SNOW 24761 Model = ABWarFact_A6S 24762 Animation = ABWarFact_A6S.ABWarFact_A6S 24763 AnimationMode = ONCE 24764 AnimationSpeedFactorRange = 1.0 1.0 24765 Flags = START_FRAME_FIRST 24766 End 24767 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 24768 Model = ABWarFact_A6SN 24769 Animation = ABWarFact_A6SN.ABWarFact_A6SN 24770 AnimationMode = ONCE 24771 AnimationSpeedFactorRange = 1.0 1.0 24772 Flags = START_FRAME_FIRST 24773 End 24774 TransitionState = UP_DAY DOWN_DEFAULT 24775 Model = ABWarFact_A6 24776 Animation = ABWarFact_A6.ABWarFact_A6 24777 AnimationMode = ONCE_BACKWARDS 24778 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24779 Flags = START_FRAME_LAST 24780 End 24781 TransitionState = UP_NIGHT DOWN_DEFAULT 24782 Model = ABWarFact_A6N 24783 Animation = ABWarFact_A6N.ABWarFact_A6N 24784 AnimationMode = ONCE_BACKWARDS 24785 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24786 Flags = START_FRAME_LAST 24787 End 24788 TransitionState = UP_SNOW DOWN_DEFAULT 24789 Model = ABWarFact_A6S 24790 Animation = ABWarFact_A6S.ABWarFact_A6S 24791 AnimationMode = ONCE_BACKWARDS 24792 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24793 Flags = START_FRAME_LAST 24794 End 24795 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 24796 Model = ABWarFact_A6SN 24797 Animation = ABWarFact_A6SN.ABWarFact_A6SN 24798 AnimationMode = ONCE_BACKWARDS 24799 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24800 Flags = START_FRAME_LAST 24801 End 24802 End 24803 24804 ; ------------ being-constructed crane ----------------- 24805 Draw = W3DModelDraw ModuleTag_08 24806 AnimationsRequirePower = No 24807 DefaultConditionState 24808 Model = None 24809 TransitionKey = DOWN_DEFAULT 24810 End 24811 ConditionState = NIGHT 24812 Model = None 24813 TransitionKey = DOWN_DEFAULT 24814 End 24815 ConditionState = SNOW 24816 Model = None 24817 TransitionKey = DOWN_DEFAULT 24818 End 24819 ConditionState = SNOW NIGHT 24820 Model = None 24821 TransitionKey = DOWN_DEFAULT 24822 End 24823 ConditionState = SOLD 24824 Model = NONE 24825 End 24826 24827 ConditionState = ACTIVELY_BEING_CONSTRUCTED 24828 Model = ABWarFact_A5 24829 Animation = ABWarFact_A5.ABWarFact_A5 24830 AnimationMode = LOOP 24831 TransitionKey = UP_DAY 24832 End 24833 24834 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 24835 Model = ABWarFact_A5N 24836 Animation = ABWarFact_A5N.ABWarFact_A5N 24837 AnimationMode = LOOP 24838 TransitionKey = UP_NIGHT 24839 End 24840 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 24841 Model = ABWarFact_A5S 24842 Animation = ABWarFact_A5S.ABWarFact_A5S 24843 AnimationMode = LOOP 24844 TransitionKey = UP_SNOW 24845 End 24846 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 24847 Model = ABWarFact_A5SN 24848 Animation = ABWarFact_A5SN.ABWarFact_A5SN 24849 AnimationMode = LOOP 24850 TransitionKey = UP_SNOWNIGHT 24851 End 24852 TransitionState = DOWN_DEFAULT UP_DAY 24853 Model = ABWarFact_AB 24854 Animation = ABWarFact_AB.ABWarFact_AB 24855 AnimationMode = ONCE 24856 AnimationSpeedFactorRange = 1.0 1.0 24857 Flags = START_FRAME_FIRST 24858 End 24859 24860 TransitionState = DOWN_DEFAULT UP_NIGHT 24861 Model = ABWarFact_ABN 24862 Animation = ABWarFact_ABN.ABWarFact_ABN 24863 AnimationMode = ONCE 24864 AnimationSpeedFactorRange = 1.0 1.0 24865 Flags = START_FRAME_FIRST 24866 End 24867 TransitionState = DOWN_DEFAULT UP_SNOW 24868 Model = ABWarFact_ABS 24869 Animation = ABWarFact_ABS.ABWarFact_ABS 24870 AnimationMode = ONCE 24871 AnimationSpeedFactorRange = 1.0 1.0 24872 Flags = START_FRAME_FIRST 24873 End 24874 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 24875 Model = ABWarFact_ABSN 24876 Animation = ABWarFact_ABSN.ABWarFact_ABSN 24877 AnimationMode = ONCE 24878 AnimationSpeedFactorRange = 1.0 1.0 24879 Flags = START_FRAME_FIRST 24880 End 24881 TransitionState = UP_DAY DOWN_DEFAULT 24882 Model = ABWarFact_AB 24883 Animation = ABWarFact_AB.ABWarFact_AB 24884 AnimationMode = ONCE_BACKWARDS 24885 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24886 Flags = START_FRAME_LAST 24887 End 24888 TransitionState = UP_NIGHT DOWN_DEFAULT 24889 Model = ABWarFact_ABN 24890 Animation = ABWarFact_ABN.ABWarFact_ABN 24891 AnimationMode = ONCE_BACKWARDS 24892 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24893 Flags = START_FRAME_LAST 24894 End 24895 TransitionState = UP_SNOW DOWN_DEFAULT 24896 Model = ABWarFact_ABS 24897 Animation = ABWarFact_ABS.ABWarFact_ABS 24898 AnimationMode = ONCE_BACKWARDS 24899 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24900 Flags = START_FRAME_LAST 24901 End 24902 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 24903 Model = ABWarFact_ABSN 24904 Animation = ABWarFact_ABSN.ABWarFact_ABSN 24905 AnimationMode = ONCE_BACKWARDS 24906 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 24907 Flags = START_FRAME_LAST 24908 End 24909 End 24910 24911 PlacementViewAngle = -135 24912 24913 ; ***DESIGN parameters *** 24914 DisplayName = OBJECT:WarFactory 24915 Side = America 24916 EditorSorting = STRUCTURE 24917 Prerequisites 24918 Object = AmericaSupplyCenter 24919 End 24920 BuildCost = 2000 24921 BuildTime = 15.0 ; in seconds 24922 24923 EnergyProduction = -1 24924 CommandSet = AmericaWarFactoryCommandSet 24925 VisionRange = 200.0 ; Shroud clearing distance 24926 ShroudClearingRange = 200 24927 ArmorSet 24928 Conditions = None 24929 Armor = StructureArmor 24930 DamageFX = StructureDamageFXNoShake 24931 End 24932 ExperienceValue = 200 200 200 200 ; Experience point value at each level 24933 24934 ; *** AUDIO Parameters *** 24935 VoiceSelect = WarFactoryUSASelect 24936 SoundOnDamaged = BuildingDamagedStateLight 24937 SoundOnReallyDamaged = BuildingDestroy 24938 24939 UnitSpecificSounds 24940 UnderConstruction = UnderConstructionLoop 24941 End 24942 24943 ; *** ENGINEERING Parameters *** 24944 RadarPriority = STRUCTURE 24945 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 24946 Body = StructureBody ModuleTag_09 24947 MaxHealth = 2000.0 24948 InitialHealth = 2000.0 24949 24950 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 24951 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 24952 SubdualDamageCap = 2200 24953 SubdualDamageHealRate = 500 24954 SubdualDamageHealAmount = 100 24955 End 24956 Behavior = ProductionUpdate ModuleTag_10 24957 NumDoorAnimations = 1 24958 DoorOpeningTime = 3250 ;in mSeconds 24959 DoorWaitOpenTime = 3000 ;in mSeconds 24960 DoorCloseTime = 4000 ;in mSeconds 24961 ConstructionCompleteDuration = 1500 ;in mSeconds 24962 End 24963 Behavior = DefaultProductionExitUpdate ModuleTag_11 24964 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 24965 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 24966 End 24967 Behavior = RepairDockUpdate ModuleTag_12 24968 TimeForFullHeal = 5000 ;(in milliseconds) 24969 NumberApproachPositions = 5 24970 End 24971 Behavior = BaseRegenerateUpdate ModuleTag_13 24972 ;No data 24973 End 24974 24975 ;---- Removed module 24976 ; Behavior = SlowDeathBehavior ModuleTag_14 24977 ; DestructionDelay = 500 24978 ; FX = FINAL FX_StructureMediumDeath 24979 ; OCL = FINAL OCL_AmericaWarFactoryDebris 24980 ; End 24981 24982 Behavior = TransitionDamageFX ModuleTag_15 24983 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 24984 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24985 ;--------------------------------------------------------------------------------------- 24986 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24987 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 24988 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 24989 End 24990 24991 Behavior = CreateObjectDie ModuleTag_16 24992 CreationList = OCL_AmericanRangerDebris05 24993 ExemptStatus = UNDER_CONSTRUCTION 24994 End 24995 24996 Behavior = FlammableUpdate ModuleTag_18 24997 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 24998 AflameDamageAmount = 5 ; taking this much damage... 24999 AflameDamageDelay = 500 ; this often. 25000 End 25001 25002 Behavior = CreateObjectDie ModuleTag_20 25003 CreationList = OCL_LargeStructureDebris 25004 End 25005 25006 Behavior = FXListDie ModuleTag_21 25007 DeathFX = FX_StructureMediumDeath 25008 End 25009 25010 Behavior = DestroyDie ModuleTag_22 25011 ;nothing 25012 End 25013 25014 Geometry = BOX 25015 GeometryMajorRadius = 53.0 25016 GeometryMinorRadius = 60.0 25017 GeometryHeight = 40.0 25018 GeometryIsSmall = No 25019 FactoryExitWidth = 25 ; How much space to leave for units exiting. 25020 Shadow = SHADOW_VOLUME 25021 BuildCompletion = PLACED_BY_PLAYER 25022 25023 End 25024 25025 ;------------------------------------------------------------------------------ 25026 ;GLA Arms Dealer 25027 Object GLAArmsDealer 25028 25029 ; *** ART Parameters *** 25030 SelectPortrait = SUArmsDealer_L 25031 ButtonImage = SUArmsDealer 25032 25033 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 25034 25035 ; ----------------- Main Building ------------------- 25036 Draw = W3DModelDraw ModuleTag_01 25037 OkToChangeModelColor = Yes 25038 ; day 25039 ConditionState = NONE 25040 Model = UBArmDeal 25041 Animation = UBArmDeal.UBArmDeal 25042 AnimationMode = LOOP 25043 ParticleSysBone = Smoke01 SmolderingSmoke 25044 ParticleSysBone = Steam01 SteamVent 25045 End 25046 ;damaged 25047 ConditionState = DAMAGED 25048 Model = UBArmDeal_D 25049 Animation = UBArmDeal_D.UBArmDeal_D 25050 AnimationMode = LOOP 25051 ParticleSysBone = Smoke01 SmolderingSmoke 25052 ; ParticleSysBone = Smoke02 SmolderingSmoke 25053 ; ParticleSysBone = Smoke03 SmolderingSmoke 25054 ; ParticleSysBone = Smoke04 SmolderingSmoke 25055 ; ParticleSysBone = Smoke05 SmolderingSmoke 25056 ; ParticleSysBone = Smoke06 SmolderingSmoke 25057 ; ParticleSysBone = Fire02 SmolderingFire 25058 ; ParticleSysBone = Fire03 SmolderingFire 25059 ; ParticleSysBone = Fire04 SmolderingFire 25060 ; ParticleSysBone = Fire05 SmolderingFire 25061 ; ParticleSysBone = Fire06 SmolderingFire 25062 End 25063 ;really damaged 25064 ConditionState = REALLYDAMAGED RUBBLE 25065 Model = UBArmDeal_E 25066 Animation = UBArmDeal_E.UBArmDeal_E 25067 AnimationMode = LOOP 25068 ParticleSysBone = Smoke01 SmolderingSmoke 25069 ; ParticleSysBone = Smoke02 SmolderingSmoke 25070 ; ParticleSysBone = Smoke03 SmolderingSmoke 25071 ; ParticleSysBone = Smoke04 SmolderingSmoke 25072 ; ParticleSysBone = Smoke05 SmokeFactionLarge 25073 ; ParticleSysBone = Smoke06 SmolderingSmoke 25074 ; ParticleSysBone = Smoke07 SmolderingSmoke 25075 ; ParticleSysBone = Fire02 SmolderingFire 25076 ; ParticleSysBone = Fire03 SmolderingFire 25077 ; ParticleSysBone = Fire04 SmolderingFire 25078 ; ParticleSysBone = Fire05 FireFactionLarge 25079 ; ParticleSysBone = Fire06 SmolderingFire 25080 ; ParticleSysBone = Fire07 SmolderingFire 25081 End 25082 ConditionState = GARRISONED 25083 Model = UBArmDlEG 25084 ParticleSysBone = Smoke01 SmolderingSmoke 25085 Animation = UBArmDlEG.UBArmDlEG 25086 AnimationMode = LOOP 25087 End 25088 ConditionState = DAMAGED GARRISONED 25089 Model = UBArmDlEG_D 25090 ParticleSysBone = Smoke01 SmolderingSmoke 25091 Animation = UBArmDlEG_D.UBArmDlEG_D 25092 AnimationMode = LOOP 25093 End 25094 ConditionState = REALLYDAMAGED GARRISONED 25095 Model = UBArmDlEG_E 25096 ParticleSysBone = Smoke01 SmolderingSmoke 25097 Animation = UBArmDlEG_E.UBArmDlEG_E 25098 AnimationMode = LOOP 25099 End 25100 25101 ; snow 25102 ConditionState = SNOW 25103 Model = UBArmDeal_S 25104 Animation = UBArmDeal_S.UBArmDeal_S 25105 AnimationMode = LOOP 25106 ParticleSysBone = Smoke01 SmolderingSmoke 25107 ParticleSysBone = Steam01 SteamVent 25108 End 25109 ;damaged 25110 ConditionState = DAMAGED SNOW 25111 Model = UBArmDeal_DS 25112 Animation = UBArmDeal_DS.UBArmDeal_DS 25113 AnimationMode = LOOP 25114 ParticleSysBone = Smoke01 SmolderingSmoke 25115 ; ParticleSysBone = Smoke02 SmolderingSmoke 25116 ; ParticleSysBone = Smoke03 SmolderingSmoke 25117 ; ParticleSysBone = Smoke04 SmolderingSmoke 25118 ; ParticleSysBone = Smoke05 SmolderingSmoke 25119 ; ParticleSysBone = Smoke06 SmolderingSmoke 25120 ; ParticleSysBone = Fire02 SmolderingFire 25121 ; ParticleSysBone = Fire03 SmolderingFire 25122 ; ParticleSysBone = Fire04 SmolderingFire 25123 ; ParticleSysBone = Fire05 SmolderingFire 25124 ; ParticleSysBone = Fire06 SmolderingFire 25125 End 25126 ;really damaged 25127 ConditionState = REALLYDAMAGED RUBBLE SNOW 25128 Model = UBArmDeal_ES 25129 Animation = UBArmDeal_ES.UBArmDeal_ES 25130 AnimationMode = LOOP 25131 ParticleSysBone = Smoke01 SmolderingSmoke 25132 ; ParticleSysBone = Smoke02 SmolderingSmoke 25133 ; ParticleSysBone = Smoke03 SmolderingSmoke 25134 ; ParticleSysBone = Smoke04 SmolderingSmoke 25135 ; ParticleSysBone = Smoke05 SmokeFactionLarge 25136 ; ParticleSysBone = Smoke06 SmolderingSmoke 25137 ; ParticleSysBone = Smoke07 SmolderingSmoke 25138 ; ParticleSysBone = Fire02 SmolderingFire 25139 ; ParticleSysBone = Fire03 SmolderingFire 25140 ; ParticleSysBone = Fire04 SmolderingFire 25141 ; ParticleSysBone = Fire05 FireFactionLarge 25142 ; ParticleSysBone = Fire06 SmolderingFire 25143 ; ParticleSysBone = Fire07 SmolderingFire 25144 End 25145 ConditionState = GARRISONED SNOW 25146 Model = UBArmDlEG_S 25147 ParticleSysBone = Smoke01 SmolderingSmoke 25148 Animation = UBArmDlEG_S.UBArmDlEG_S 25149 AnimationMode = LOOP 25150 End 25151 ConditionState = DAMAGED GARRISONED SNOW 25152 Model = UBArmDlEG_DS 25153 ParticleSysBone = Smoke01 SmolderingSmoke 25154 Animation = UBArmDlEG_DS.UBArmDlEG_DS 25155 AnimationMode = LOOP 25156 End 25157 ConditionState = REALLYDAMAGED GARRISONED SNOW 25158 Model = UBArmDlEG_ES 25159 ParticleSysBone = Smoke01 SmolderingSmoke 25160 Animation = UBArmDlEG_ES.UBArmDlEG_ES 25161 AnimationMode = LOOP 25162 End 25163 25164 ; night 25165 ConditionState = NIGHT 25166 Model = UBArmDeal_N 25167 Animation = UBArmDeal_N.UBArmDeal_N 25168 AnimationMode = LOOP 25169 ParticleSysBone = Smoke01 SmolderingSmoke 25170 ParticleSysBone = Steam01 SteamVent 25171 End 25172 ConditionState = DAMAGED NIGHT 25173 Model = UBArmDeal_DN 25174 Animation = UBArmDeal_DN.UBArmDeal_DN 25175 AnimationMode = LOOP 25176 ParticleSysBone = Smoke01 SmolderingSmoke 25177 End 25178 ConditionState = REALLYDAMAGED RUBBLE NIGHT 25179 Model = UBArmDeal_EN 25180 Animation = UBArmDeal_EN.UBArmDeal_EN 25181 AnimationMode = LOOP 25182 ParticleSysBone = Smoke01 SmolderingSmoke 25183 End 25184 ConditionState = GARRISONED NIGHT 25185 Model = UBArmDlEG_N 25186 ParticleSysBone = Smoke01 SmolderingSmoke 25187 Animation = UBArmDlEG_N.UBArmDlEG_N 25188 AnimationMode = LOOP 25189 End 25190 ConditionState = DAMAGED GARRISONED NIGHT 25191 Model = UBArmDlEG_DN 25192 ParticleSysBone = Smoke01 SmolderingSmoke 25193 Animation = UBArmDlEG_DN.UBArmDlEG_DN 25194 AnimationMode = LOOP 25195 End 25196 ConditionState = REALLYDAMAGED GARRISONED NIGHT 25197 Model = UBArmDlEG_EN 25198 ParticleSysBone = Smoke01 SmolderingSmoke 25199 Animation = UBArmDlEG_EN.UBArmDlEG_EN 25200 AnimationMode = LOOP 25201 End 25202 25203 ; night snow 25204 ConditionState = NIGHT SNOW 25205 Model = UBArmDeal_NS 25206 Animation = UBArmDeal_NS.UBArmDeal_NS 25207 AnimationMode = LOOP 25208 ParticleSysBone = Smoke01 SmolderingSmoke 25209 ParticleSysBone = Steam01 SteamVent 25210 End 25211 ConditionState = DAMAGED NIGHT SNOW 25212 Model = UBArmDeal_DNS 25213 Animation = UBArmDeal_DNS.UBArmDeal_DNS 25214 AnimationMode = LOOP 25215 ParticleSysBone = Smoke01 SmolderingSmoke 25216 End 25217 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 25218 Model = UBArmDeal_ENS 25219 Animation = UBArmDeal_ENS.UBArmDeal_ENS 25220 AnimationMode = LOOP 25221 ParticleSysBone = Smoke01 SmolderingSmoke 25222 End 25223 ConditionState = GARRISONED NIGHT SNOW 25224 Model = UBArmDlEG_NS 25225 ParticleSysBone = Smoke01 SmolderingSmoke 25226 Animation = UBArmDlEG_NS.UBArmDlEG_NS 25227 AnimationMode = LOOP 25228 End 25229 ConditionState = DAMAGED GARRISONED NIGHT SNOW 25230 Model = UBArmDlEG_DNS 25231 ParticleSysBone = Smoke01 SmolderingSmoke 25232 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 25233 AnimationMode = LOOP 25234 End 25235 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 25236 Model = UBArmDlEG_ENS 25237 ParticleSysBone = Smoke01 SmolderingSmoke 25238 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 25239 AnimationMode = LOOP 25240 End 25241 25242 ;************************************************************************************************************************** 25243 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 25244 ;for this draw module 25245 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25246 Model = UBArmDeal 25247 Animation = UBArmDeal.UBArmDeal 25248 AnimationMode = LOOP 25249 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25250 End 25251 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 25252 Model = UBArmDeal_D 25253 Animation = UBArmDeal_D.UBArmDeal_D 25254 AnimationMode = LOOP 25255 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25256 End 25257 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 25258 Model = UBArmDeal_E 25259 Animation = UBArmDeal_E.UBArmDeal_E 25260 AnimationMode = LOOP 25261 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25262 End 25263 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 25264 Model = UBArmDeal_N 25265 Animation = UBArmDeal_N.UBArmDeal_N 25266 AnimationMode = LOOP 25267 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25268 End 25269 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 25270 Model = UBArmDeal_DN 25271 Animation = UBArmDeal_DN.UBArmDeal_DN 25272 AnimationMode = LOOP 25273 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25274 End 25275 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 25276 Model = UBArmDeal_EN 25277 Animation = UBArmDeal_EN.UBArmDeal_EN 25278 AnimationMode = LOOP 25279 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25280 End 25281 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 25282 Model = UBArmDeal_S 25283 Animation = UBArmDeal_S.UBArmDeal_S 25284 AnimationMode = LOOP 25285 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25286 End 25287 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 25288 Model = UBArmDeal_DS 25289 Animation = UBArmDeal_DS.UBArmDeal_DS 25290 AnimationMode = LOOP 25291 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25292 End 25293 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 25294 Model = UBArmDeal_ES 25295 Animation = UBArmDeal_ES.UBArmDeal_ES 25296 AnimationMode = LOOP 25297 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25298 End 25299 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 25300 Model = UBArmDeal_NS 25301 Animation = UBArmDeal_NS.UBArmDeal_NS 25302 AnimationMode = LOOP 25303 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25304 End 25305 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 25306 Model = UBArmDeal_DNS 25307 Animation = UBArmDeal_DNS.UBArmDeal_DNS 25308 AnimationMode = LOOP 25309 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25310 End 25311 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 25312 Model = UBArmDeal_ENS 25313 Animation = UBArmDeal_ENS.UBArmDeal_ENS 25314 AnimationMode = LOOP 25315 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25316 End 25317 25318 ConditionState = AWAITING_CONSTRUCTION 25319 Model = NONE 25320 End 25321 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 25322 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 25323 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 25324 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 25325 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 25326 AliasConditionState = AWAITING_CONSTRUCTION SNOW 25327 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 25328 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 25329 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 25330 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 25331 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 25332 AliasConditionState = SOLD 25333 AliasConditionState = SOLD DAMAGED 25334 AliasConditionState = SOLD REALLYDAMAGED 25335 AliasConditionState = SOLD NIGHT 25336 AliasConditionState = SOLD NIGHT DAMAGED 25337 AliasConditionState = SOLD NIGHT REALLYDAMAGED 25338 AliasConditionState = SOLD SNOW 25339 AliasConditionState = SOLD SNOW DAMAGED 25340 AliasConditionState = SOLD SNOW REALLYDAMAGED 25341 AliasConditionState = SOLD NIGHT SNOW 25342 AliasConditionState = SOLD NIGHT SNOW DAMAGED 25343 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 25344 AliasConditionState = GARRISONED SOLD 25345 AliasConditionState = GARRISONED SOLD DAMAGED 25346 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 25347 AliasConditionState = GARRISONED SOLD NIGHT 25348 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 25349 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 25350 AliasConditionState = GARRISONED SOLD SNOW 25351 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 25352 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 25353 AliasConditionState = GARRISONED SOLD NIGHT SNOW 25354 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 25355 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 25356 ;************************************************************************************************************************** 25357 25358 25359 End 25360 25361 ; ------------ construction-zone fence ----------------- 25362 Draw = W3DModelDraw ModuleTag_02 25363 AnimationsRequirePower = No 25364 DefaultConditionState 25365 Model = None 25366 TransitionKey = DOWN_DEFAULT 25367 End 25368 ConditionState = NIGHT 25369 Model = None 25370 TransitionKey = DOWN_DEFAULT 25371 End 25372 ConditionState = SNOW 25373 Model = None 25374 TransitionKey = DOWN_DEFAULT 25375 End 25376 ConditionState = SNOW NIGHT 25377 Model = None 25378 TransitionKey = DOWN_DEFAULT 25379 End 25380 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25381 Model = UBArmDeal_A4 25382 Animation = UBArmDeal_A4.UBArmDeal_A4 25383 AnimationMode = MANUAL 25384 Flags = START_FRAME_LAST 25385 TransitionKey = UP_DAY 25386 End 25387 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25388 Model = UBArmDeal_A4N 25389 Animation = UBArmDeal_A4N.UBArmDeal_A4N 25390 AnimationMode = MANUAL 25391 Flags = START_FRAME_LAST 25392 TransitionKey = UP_NIGHT 25393 End 25394 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25395 Model = UBArmDeal_A4S 25396 Animation = UBArmDeal_A4S.UBArmDeal_A4S 25397 AnimationMode = MANUAL 25398 Flags = START_FRAME_LAST 25399 TransitionKey = UP_SNOW 25400 End 25401 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25402 Model = UBArmDeal_A4SN 25403 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 25404 AnimationMode = MANUAL 25405 Flags = START_FRAME_LAST 25406 TransitionKey = UP_SNOWNIGHT 25407 End 25408 TransitionState = DOWN_DEFAULT UP_DAY 25409 Model = UBArmDeal_A4 25410 Animation = UBArmDeal_A4.UBArmDeal_A4 25411 AnimationMode = ONCE 25412 AnimationSpeedFactorRange = 1.0 1.0 25413 Flags = START_FRAME_FIRST 25414 End 25415 TransitionState = DOWN_DEFAULT UP_NIGHT 25416 Model = UBArmDeal_A4N 25417 Animation = UBArmDeal_A4N.UBArmDeal_A4N 25418 AnimationMode = ONCE 25419 AnimationSpeedFactorRange = 1.0 1.0 25420 Flags = START_FRAME_FIRST 25421 End 25422 TransitionState = DOWN_DEFAULT UP_SNOW 25423 Model = UBArmDeal_A4S 25424 ; @todo srj -- anim missing 25425 Animation = UBArmDeal_A4S.UBArmDeal_A4S 25426 AnimationMode = ONCE 25427 AnimationSpeedFactorRange = 1.0 1.0 25428 Flags = START_FRAME_FIRST 25429 End 25430 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 25431 Model = UBArmDeal_A4SN 25432 ; @todo srj -- anim missing 25433 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 25434 AnimationMode = ONCE 25435 AnimationSpeedFactorRange = 1.0 1.0 25436 Flags = START_FRAME_FIRST 25437 End 25438 TransitionState = UP_DAY DOWN_DEFAULT 25439 Model = UBArmDeal_A4 25440 Animation = UBArmDeal_A4.UBArmDeal_A4 25441 AnimationMode = ONCE_BACKWARDS 25442 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25443 Flags = START_FRAME_LAST 25444 End 25445 TransitionState = UP_NIGHT DOWN_DEFAULT 25446 Model = UBArmDeal_A4N 25447 Animation = UBArmDeal_A4N.UBArmDeal_A4N 25448 AnimationMode = ONCE_BACKWARDS 25449 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25450 Flags = START_FRAME_LAST 25451 End 25452 25453 TransitionState = UP_SNOW DOWN_DEFAULT 25454 Model = UBArmDeal_A4S 25455 ; @todo srj -- anim missing 25456 Animation = UBArmDeal_A4S.UBArmDeal_A4S 25457 AnimationMode = ONCE_BACKWARDS 25458 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25459 Flags = START_FRAME_LAST 25460 End 25461 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 25462 Model = UBArmDeal_A4SN 25463 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 25464 AnimationMode = ONCE_BACKWARDS 25465 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25466 Flags = START_FRAME_LAST 25467 End 25468 End 25469 25470 ; ------------ under-construction scaffolding ----------------- 25471 Draw = W3DModelDraw ModuleTag_03 25472 AnimationsRequirePower = No 25473 MinLODRequired = MEDIUM 25474 DefaultConditionState 25475 Model = None 25476 TransitionKey = DOWN_DEFAULT 25477 End 25478 ConditionState = NIGHT 25479 Model = None 25480 TransitionKey = DOWN_DEFAULT 25481 End 25482 ConditionState = SNOW 25483 Model = None 25484 TransitionKey = DOWN_DEFAULT 25485 End 25486 ConditionState = SNOW NIGHT 25487 Model = None 25488 TransitionKey = DOWN_DEFAULT 25489 End 25490 ConditionState = PARTIALLY_CONSTRUCTED 25491 Model = UBArmDeal_A6 25492 Animation = UBArmDeal_A6.UBArmDeal_A6 25493 AnimationMode = MANUAL 25494 Flags = START_FRAME_LAST 25495 TransitionKey = UP_DAY 25496 ParticleSysBone = Dust01 BuildingDust 25497 ParticleSysBone = Smoke01 BuildUpSmoke 25498 ParticleSysBone = Smoke02 BuildUpSmoke 25499 ParticleSysBone = Smoke03 BuildUpSmoke 25500 ParticleSysBone = Smoke04 BuildUpSmoke 25501 End 25502 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 25503 Model = UBArmDeal_A6N 25504 Animation = UBArmDeal_A6N.UBArmDeal_A6N 25505 AnimationMode = MANUAL 25506 Flags = START_FRAME_LAST 25507 TransitionKey = UP_NIGHT 25508 ParticleSysBone = Dust01 BuildingDust 25509 ParticleSysBone = Smoke01 BuildUpSmoke 25510 ParticleSysBone = Smoke02 BuildUpSmoke 25511 ParticleSysBone = Smoke03 BuildUpSmoke 25512 ParticleSysBone = Smoke04 BuildUpSmoke 25513 End 25514 ConditionState = SNOW PARTIALLY_CONSTRUCTED 25515 Model = UBArmDeal_A6S 25516 Animation = UBArmDeal_A6S.UBArmDeal_A6S 25517 AnimationMode = MANUAL 25518 Flags = START_FRAME_LAST 25519 TransitionKey = UP_SNOW 25520 ParticleSysBone = Dust01 BuildingSnowDust 25521 ParticleSysBone = Smoke01 BuildUpSnowSmoke 25522 ParticleSysBone = Smoke02 BuildUpSnowSmoke 25523 ParticleSysBone = Smoke03 BuildUpSnowSmoke 25524 ParticleSysBone = Smoke04 BuildUpSnowSmoke 25525 End 25526 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 25527 Model = UBArmDeal_A6SN 25528 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 25529 AnimationMode = MANUAL 25530 Flags = START_FRAME_LAST 25531 TransitionKey = UP_SNOWNIGHT 25532 ParticleSysBone = Dust01 BuildingNightSnowDust 25533 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 25534 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 25535 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 25536 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 25537 End 25538 TransitionState = DOWN_DEFAULT UP_DAY 25539 Model = UBArmDeal_A6 25540 Animation = UBArmDeal_A6.UBArmDeal_A6 25541 AnimationMode = ONCE 25542 AnimationSpeedFactorRange = 1.0 1.0 25543 Flags = START_FRAME_FIRST 25544 End 25545 TransitionState = DOWN_DEFAULT UP_NIGHT 25546 Model = UBArmDeal_A6N 25547 Animation = UBArmDeal_A6N.UBArmDeal_A6N 25548 AnimationMode = ONCE 25549 AnimationSpeedFactorRange = 1.0 1.0 25550 Flags = START_FRAME_FIRST 25551 End 25552 TransitionState = DOWN_DEFAULT UP_SNOW 25553 Model = UBArmDeal_A6S 25554 Animation = UBArmDeal_A6S.UBArmDeal_A6S 25555 AnimationMode = ONCE 25556 AnimationSpeedFactorRange = 1.0 1.0 25557 Flags = START_FRAME_FIRST 25558 End 25559 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 25560 Model = UBArmDeal_A6SN 25561 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 25562 AnimationMode = ONCE 25563 AnimationSpeedFactorRange = 1.0 1.0 25564 Flags = START_FRAME_FIRST 25565 End 25566 TransitionState = UP_DAY DOWN_DEFAULT 25567 Model = UBArmDeal_A6 25568 Animation = UBArmDeal_A6.UBArmDeal_A6 25569 AnimationMode = ONCE_BACKWARDS 25570 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25571 Flags = START_FRAME_LAST 25572 End 25573 TransitionState = UP_NIGHT DOWN_DEFAULT 25574 Model = UBArmDeal_A6N 25575 Animation = UBArmDeal_A6N.UBArmDeal_A6N 25576 AnimationMode = ONCE_BACKWARDS 25577 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25578 Flags = START_FRAME_LAST 25579 End 25580 TransitionState = UP_SNOW DOWN_DEFAULT 25581 Model = UBArmDeal_A6S 25582 Animation = UBArmDeal_A6S.UBArmDeal_A6S 25583 AnimationMode = ONCE_BACKWARDS 25584 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25585 Flags = START_FRAME_LAST 25586 End 25587 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 25588 Model = UBArmDeal_A6SN 25589 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 25590 AnimationMode = ONCE_BACKWARDS 25591 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 25592 Flags = START_FRAME_LAST 25593 End 25594 End 25595 25596 ; ----------------- the door ----------------------- 25597 Draw = W3DModelDraw ModuleTag_04 25598 DefaultConditionState 25599 Model = UBArmDeal_A7 25600 Animation = UBArmDeal_A7.UBArmDeal_A7 25601 AnimationMode = MANUAL 25602 Flags = START_FRAME_FIRST 25603 End 25604 AliasConditionState = NIGHT 25605 AliasConditionState = SNOW 25606 AliasConditionState = NIGHT SNOW 25607 25608 ConditionState = DAMAGED 25609 Model = UBArmDeal_A7D 25610 Animation = UBArmDeal_A7D.UBArmDeal_A7D 25611 AnimationMode = MANUAL 25612 Flags = START_FRAME_FIRST 25613 End 25614 AliasConditionState = NIGHT DAMAGED 25615 AliasConditionState = SNOW DAMAGED 25616 AliasConditionState = SNOW NIGHT DAMAGED 25617 25618 ConditionState = REALLYDAMAGED RUBBLE 25619 Model = UBArmDeal_A7E 25620 Animation = UBArmDeal_A7E.UBArmDeal_A7E 25621 AnimationMode = MANUAL 25622 Flags = START_FRAME_FIRST 25623 End 25624 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 25625 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 25626 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 25627 25628 25629 25630 ConditionState = DOOR_1_OPENING 25631 Model = UBArmDeal_A7 25632 Animation = UBArmDeal_A7.UBArmDeal_A7 25633 AnimationMode = ONCE 25634 Flags = START_FRAME_FIRST 25635 End 25636 AliasConditionState = NIGHT DOOR_1_OPENING 25637 AliasConditionState = SNOW DOOR_1_OPENING 25638 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 25639 25640 ConditionState = DOOR_1_OPENING DAMAGED 25641 Model = UBArmDeal_A7D 25642 Animation = UBArmDeal_A7D.UBArmDeal_A7D 25643 AnimationMode = ONCE 25644 Flags = START_FRAME_FIRST 25645 End 25646 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 25647 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 25648 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 25649 25650 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 25651 Model = UBArmDeal_A7E 25652 Animation = UBArmDeal_A7E.UBArmDeal_A7E 25653 AnimationMode = ONCE 25654 Flags = START_FRAME_FIRST 25655 End 25656 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 25657 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 25658 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 25659 25660 25661 25662 ConditionState = DOOR_1_CLOSING 25663 Model = UBArmDeal_A7 25664 Animation = UBArmDeal_A7.UBArmDeal_A7 25665 AnimationMode = ONCE_BACKWARDS 25666 Flags = START_FRAME_LAST 25667 End 25668 AliasConditionState = NIGHT DOOR_1_CLOSING 25669 AliasConditionState = SNOW DOOR_1_CLOSING 25670 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 25671 25672 ConditionState = DOOR_1_CLOSING DAMAGED 25673 Model = UBArmDeal_A7D 25674 Animation = UBArmDeal_A7D.UBArmDeal_A7D 25675 AnimationMode = ONCE_BACKWARDS 25676 Flags = START_FRAME_LAST 25677 End 25678 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 25679 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 25680 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 25681 25682 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 25683 Model = UBArmDeal_A7E 25684 Animation = UBArmDeal_A7E.UBArmDeal_A7E 25685 AnimationMode = ONCE_BACKWARDS 25686 Flags = START_FRAME_LAST 25687 End 25688 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 25689 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 25690 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 25691 25692 25693 25694 ConditionState = DOOR_1_WAITING_OPEN 25695 Model = UBArmDeal_A7 25696 Animation = UBArmDeal_A7.UBArmDeal_A7 25697 AnimationMode = MANUAL 25698 Flags = START_FRAME_LAST 25699 End 25700 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 25701 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 25702 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 25703 25704 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 25705 Model = UBArmDeal_A7D 25706 Animation = UBArmDeal_A7D.UBArmDeal_A7D 25707 AnimationMode = MANUAL 25708 Flags = START_FRAME_LAST 25709 End 25710 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 25711 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 25712 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 25713 25714 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25715 Model = UBArmDeal_A7E 25716 Animation = UBArmDeal_A7E.UBArmDeal_A7E 25717 AnimationMode = MANUAL 25718 Flags = START_FRAME_LAST 25719 End 25720 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25721 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25722 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 25723 25724 ;************************************************************************************************************************** 25725 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 25726 ;for this draw module 25727 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 25728 Model = UBArmDeal_A7 25729 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25730 End 25731 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 25732 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 25733 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 25734 25735 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 25736 Model = UBArmDeal_A7D 25737 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25738 End 25739 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 25740 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 25741 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 25742 25743 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 25744 Model = UBArmDeal_A7E 25745 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 25746 End 25747 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 25748 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 25749 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 25750 25751 ConditionState = AWAITING_CONSTRUCTION 25752 Model = NONE 25753 End 25754 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 25755 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 25756 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 25757 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 25758 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 25759 AliasConditionState = AWAITING_CONSTRUCTION SNOW 25760 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 25761 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 25762 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 25763 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 25764 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 25765 AliasConditionState = SOLD DAMAGED 25766 AliasConditionState = SOLD REALLYDAMAGED 25767 AliasConditionState = SOLD NIGHT 25768 AliasConditionState = SOLD NIGHT DAMAGED 25769 AliasConditionState = SOLD NIGHT REALLYDAMAGED 25770 AliasConditionState = SOLD SNOW 25771 AliasConditionState = SOLD SNOW DAMAGED 25772 AliasConditionState = SOLD SNOW REALLYDAMAGED 25773 AliasConditionState = SOLD NIGHT SNOW 25774 AliasConditionState = SOLD NIGHT SNOW DAMAGED 25775 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 25776 ;************************************************************************************************************************** 25777 25778 25779 End 25780 25781 PlacementViewAngle = -135 25782 25783 ; ***DESIGN parameters *** 25784 DisplayName = OBJECT:ArmsDealer 25785 Side = GLA 25786 EditorSorting = STRUCTURE 25787 Prerequisites 25788 Object = GLASupplyStash 25789 End 25790 BuildCost = 2500 25791 BuildTime = 15.0 ; in seconds 25792 EnergyProduction = 0 25793 CommandSet = GLAArmsDealerCommandSet 25794 VisionRange = 200.0 ; Shroud clearing distance 25795 ShroudClearingRange = 200 25796 ArmorSet 25797 Conditions = None 25798 Armor = StructureArmor 25799 DamageFX = StructureDamageFXNoShake 25800 End 25801 ArmorSet 25802 Conditions = PLAYER_UPGRADE 25803 Armor = GLAUpgradedStructureArmor 25804 DamageFX = StructureDamageFXNoShake 25805 End 25806 25807 ExperienceValue = 200 200 200 200 ; Experience point value at each level 25808 25809 ; *** AUDIO Parameters *** 25810 VoiceSelect = WarFactoryGLASelect 25811 SoundOnDamaged = BuildingDamagedStateLight 25812 SoundOnReallyDamaged = BuildingDestroy 25813 25814 UnitSpecificSounds 25815 UnderConstruction = UnderConstructionLoop 25816 End 25817 25818 ; *** ENGINEERING Parameters *** 25819 RadarPriority = STRUCTURE 25820 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY 25821 Body = StructureBody ModuleTag_05 25822 MaxHealth = 2000.0 25823 InitialHealth = 2000.0 25824 25825 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 25826 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 25827 SubdualDamageCap = 2200 25828 SubdualDamageHealRate = 500 25829 SubdualDamageHealAmount = 100 25830 End 25831 25832 Behavior = ArmorUpgrade ModuleTag_Armor01 25833 TriggeredBy = Upgrade_GLAFortifiedStructure 25834 End 25835 25836 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 25837 ConditionFlag = GARRISONED 25838 TriggeredBy = Upgrade_GLAFortifiedStructure 25839 End 25840 25841 Behavior = RebuildHoleExposeDie ModuleTag_06 25842 HoleName = GLAHoleArmsDealer 25843 HoleMaxHealth = 500.0 25844 End 25845 Behavior = DestroyDie ModuleTag_07 25846 ;nothing 25847 End 25848 Behavior = CreateObjectDie ModuleTag_08 25849 CreationList = OCL_LargeStructureDebris 25850 End 25851 Behavior = FXListDie ModuleTag_09 25852 DeathFX = FX_StructureMediumDeath 25853 End 25854 Behavior = ProductionUpdate ModuleTag_10 25855 NumDoorAnimations = 1 25856 DoorOpeningTime = 2000 ;in mSeconds 25857 DoorWaitOpenTime = 3000 ;in mSeconds 25858 DoorCloseTime = 2000 ;in mSeconds 25859 ConstructionCompleteDuration = 1500 ;in mSeconds 25860 End 25861 Behavior = DefaultProductionExitUpdate ModuleTag_11 25862 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 25863 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML 25864 End 25865 Behavior = RepairDockUpdate ModuleTag_12 25866 TimeForFullHeal = 5000 ;(in milliseconds) 25867 NumberApproachPositions = 5 25868 End 25869 25870 Behavior = FlammableUpdate ModuleTag_14 25871 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 25872 AflameDamageAmount = 5 ; taking this much damage... 25873 AflameDamageDelay = 500 ; this often. 25874 End 25875 25876 Behavior = TransitionDamageFX ModuleTag_31 25877 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 25878 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 25879 ;--------------------------------------------------------------------------------------- 25880 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 25881 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 25882 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 25883 End 25884 25885 Geometry = BOX 25886 GeometryMajorRadius = 40.0 25887 GeometryMinorRadius = 62.0 25888 GeometryHeight = 25.0 25889 GeometryIsSmall = No 25890 FactoryExitWidth = 25 25891 Shadow = SHADOW_VOLUME 25892 BuildCompletion = PLACED_BY_PLAYER 25893 25894 End 25895 25896 25897 ;------------------------------------------------------------------------------ 25898 ObjectReskin GLAHoleArmsDealer GLAHole 25899 Draw = W3DModelDraw ModuleTag_01 25900 OkToChangeModelColor = Yes 25901 ConditionState = NONE 25902 Model = UBHole 25903 End 25904 ConditionState = DAMAGED 25905 Model = UBHole_D 25906 ParticleSysBone = Smoke01 SteamVent 25907 End 25908 ConditionState = REALLYDAMAGED 25909 Model = UBHole_E 25910 ParticleSysBone = Smoke01 SteamVent 25911 ParticleSysBone = Smoke02 SteamVent 25912 ParticleSysBone = Fire01 GLAPowerPlantFlame 25913 ParticleSysBone = Fire02 GLAPowerPlantFlame 25914 ParticleSysBone = Fire03 GLAPowerPlantFlame 25915 End 25916 End 25917 Draw = W3DModelDraw ModuleTag_02 25918 OkToChangeModelColor = Yes 25919 ConditionState = NONE 25920 Model = UBArmDeal_R 25921 ParticleSysBone = Smoke04 SmolderingSmoke 25922 ParticleSysBone = Smoke01 SmolderingSmoke 25923 ParticleSysBone = Smoke03 SmolderingSmoke 25924 End 25925 ConditionState = DAMAGED REALLYDAMAGED 25926 Model = UBArmDeal_R 25927 ParticleSysBone = Smoke04 SmolderingSmoke 25928 ParticleSysBone = Smoke01 SmolderingSmoke 25929 ParticleSysBone = Smoke03 SmolderingSmoke 25930 End 25931 End 25932 End 25933 25934 ;------------------------------------------------------------------------------ 25935 ;GLA Arms Dealer 25936 Object FakeGLAArmsDealer 25937 25938 ; *** ART Parameters *** 25939 SelectPortrait = SUArmsDealer_L 25940 ButtonImage = SUArmsDealer 25941 25942 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 25943 25944 ; ----------------- Main Building ------------------- 25945 Draw = W3DModelDraw ModuleTag_01 25946 OkToChangeModelColor = Yes 25947 ; day 25948 ConditionState = NONE 25949 Model = UBArmDeal 25950 Animation = UBArmDeal.UBArmDeal 25951 AnimationMode = LOOP 25952 ParticleSysBone = Smoke01 SmolderingSmoke 25953 ParticleSysBone = Steam01 SteamVent 25954 End 25955 ;damaged 25956 ConditionState = DAMAGED 25957 Model = UBArmDeal_D 25958 Animation = UBArmDeal_D.UBArmDeal_D 25959 AnimationMode = LOOP 25960 ParticleSysBone = Smoke01 SmolderingSmoke 25961 ; ParticleSysBone = Smoke02 SmolderingSmoke 25962 ; ParticleSysBone = Smoke03 SmolderingSmoke 25963 ; ParticleSysBone = Smoke04 SmolderingSmoke 25964 ; ParticleSysBone = Smoke05 SmolderingSmoke 25965 ; ParticleSysBone = Smoke06 SmolderingSmoke 25966 ; ParticleSysBone = Fire02 SmolderingFire 25967 ; ParticleSysBone = Fire03 SmolderingFire 25968 ; ParticleSysBone = Fire04 SmolderingFire 25969 ; ParticleSysBone = Fire05 SmolderingFire 25970 ; ParticleSysBone = Fire06 SmolderingFire 25971 End 25972 ;really damaged 25973 ConditionState = REALLYDAMAGED RUBBLE 25974 Model = UBArmDeal_E 25975 Animation = UBArmDeal_E.UBArmDeal_E 25976 AnimationMode = LOOP 25977 ParticleSysBone = Smoke01 SmolderingSmoke 25978 ; ParticleSysBone = Smoke02 SmolderingSmoke 25979 ; ParticleSysBone = Smoke03 SmolderingSmoke 25980 ; ParticleSysBone = Smoke04 SmolderingSmoke 25981 ; ParticleSysBone = Smoke05 SmokeFactionLarge 25982 ; ParticleSysBone = Smoke06 SmolderingSmoke 25983 ; ParticleSysBone = Smoke07 SmolderingSmoke 25984 ; ParticleSysBone = Fire02 SmolderingFire 25985 ; ParticleSysBone = Fire03 SmolderingFire 25986 ; ParticleSysBone = Fire04 SmolderingFire 25987 ; ParticleSysBone = Fire05 FireFactionLarge 25988 ; ParticleSysBone = Fire06 SmolderingFire 25989 ; ParticleSysBone = Fire07 SmolderingFire 25990 End 25991 ConditionState = GARRISONED 25992 Model = UBArmDlEG 25993 ParticleSysBone = Smoke01 SmolderingSmoke 25994 Animation = UBArmDlEG.UBArmDlEG 25995 AnimationMode = LOOP 25996 End 25997 ConditionState = DAMAGED GARRISONED 25998 Model = UBArmDlEG_D 25999 ParticleSysBone = Smoke01 SmolderingSmoke 26000 Animation = UBArmDlEG_D.UBArmDlEG_D 26001 AnimationMode = LOOP 26002 End 26003 ConditionState = REALLYDAMAGED GARRISONED 26004 Model = UBArmDlEG_E 26005 ParticleSysBone = Smoke01 SmolderingSmoke 26006 Animation = UBArmDlEG_E.UBArmDlEG_E 26007 AnimationMode = LOOP 26008 End 26009 26010 ; snow 26011 ConditionState = SNOW 26012 Model = UBArmDeal_S 26013 Animation = UBArmDeal_S.UBArmDeal_S 26014 AnimationMode = LOOP 26015 ParticleSysBone = Smoke01 SmolderingSmoke 26016 ParticleSysBone = Steam01 SteamVent 26017 End 26018 ;damaged 26019 ConditionState = DAMAGED SNOW 26020 Model = UBArmDeal_DS 26021 Animation = UBArmDeal_DS.UBArmDeal_DS 26022 AnimationMode = LOOP 26023 ParticleSysBone = Smoke01 SmolderingSmoke 26024 ; ParticleSysBone = Smoke02 SmolderingSmoke 26025 ; ParticleSysBone = Smoke03 SmolderingSmoke 26026 ; ParticleSysBone = Smoke04 SmolderingSmoke 26027 ; ParticleSysBone = Smoke05 SmolderingSmoke 26028 ; ParticleSysBone = Smoke06 SmolderingSmoke 26029 ; ParticleSysBone = Fire02 SmolderingFire 26030 ; ParticleSysBone = Fire03 SmolderingFire 26031 ; ParticleSysBone = Fire04 SmolderingFire 26032 ; ParticleSysBone = Fire05 SmolderingFire 26033 ; ParticleSysBone = Fire06 SmolderingFire 26034 End 26035 ;really damaged 26036 ConditionState = REALLYDAMAGED RUBBLE SNOW 26037 Model = UBArmDeal_ES 26038 Animation = UBArmDeal_ES.UBArmDeal_ES 26039 AnimationMode = LOOP 26040 ParticleSysBone = Smoke01 SmolderingSmoke 26041 ; ParticleSysBone = Smoke02 SmolderingSmoke 26042 ; ParticleSysBone = Smoke03 SmolderingSmoke 26043 ; ParticleSysBone = Smoke04 SmolderingSmoke 26044 ; ParticleSysBone = Smoke05 SmokeFactionLarge 26045 ; ParticleSysBone = Smoke06 SmolderingSmoke 26046 ; ParticleSysBone = Smoke07 SmolderingSmoke 26047 ; ParticleSysBone = Fire02 SmolderingFire 26048 ; ParticleSysBone = Fire03 SmolderingFire 26049 ; ParticleSysBone = Fire04 SmolderingFire 26050 ; ParticleSysBone = Fire05 FireFactionLarge 26051 ; ParticleSysBone = Fire06 SmolderingFire 26052 ; ParticleSysBone = Fire07 SmolderingFire 26053 End 26054 ConditionState = GARRISONED SNOW 26055 Model = UBArmDlEG_S 26056 ParticleSysBone = Smoke01 SmolderingSmoke 26057 Animation = UBArmDlEG_S.UBArmDlEG_S 26058 AnimationMode = LOOP 26059 End 26060 ConditionState = DAMAGED GARRISONED SNOW 26061 Model = UBArmDlEG_DS 26062 ParticleSysBone = Smoke01 SmolderingSmoke 26063 Animation = UBArmDlEG_DS.UBArmDlEG_DS 26064 AnimationMode = LOOP 26065 End 26066 ConditionState = REALLYDAMAGED GARRISONED SNOW 26067 Model = UBArmDlEG_ES 26068 ParticleSysBone = Smoke01 SmolderingSmoke 26069 Animation = UBArmDlEG_ES.UBArmDlEG_ES 26070 AnimationMode = LOOP 26071 End 26072 26073 ; night 26074 ConditionState = NIGHT 26075 Model = UBArmDeal_N 26076 Animation = UBArmDeal_N.UBArmDeal_N 26077 AnimationMode = LOOP 26078 ParticleSysBone = Smoke01 SmolderingSmoke 26079 ParticleSysBone = Steam01 SteamVent 26080 End 26081 ConditionState = DAMAGED NIGHT 26082 Model = UBArmDeal_DN 26083 Animation = UBArmDeal_DN.UBArmDeal_DN 26084 AnimationMode = LOOP 26085 ParticleSysBone = Smoke01 SmolderingSmoke 26086 End 26087 ConditionState = REALLYDAMAGED RUBBLE NIGHT 26088 Model = UBArmDeal_EN 26089 Animation = UBArmDeal_EN.UBArmDeal_EN 26090 AnimationMode = LOOP 26091 ParticleSysBone = Smoke01 SmolderingSmoke 26092 End 26093 ConditionState = GARRISONED NIGHT 26094 Model = UBArmDlEG_N 26095 ParticleSysBone = Smoke01 SmolderingSmoke 26096 Animation = UBArmDlEG_N.UBArmDlEG_N 26097 AnimationMode = LOOP 26098 End 26099 ConditionState = DAMAGED GARRISONED NIGHT 26100 Model = UBArmDlEG_DN 26101 ParticleSysBone = Smoke01 SmolderingSmoke 26102 Animation = UBArmDlEG_DN.UBArmDlEG_DN 26103 AnimationMode = LOOP 26104 End 26105 ConditionState = REALLYDAMAGED GARRISONED NIGHT 26106 Model = UBArmDlEG_EN 26107 ParticleSysBone = Smoke01 SmolderingSmoke 26108 Animation = UBArmDlEG_EN.UBArmDlEG_EN 26109 AnimationMode = LOOP 26110 End 26111 26112 ; night snow 26113 ConditionState = NIGHT SNOW 26114 Model = UBArmDeal_NS 26115 Animation = UBArmDeal_NS.UBArmDeal_NS 26116 AnimationMode = LOOP 26117 ParticleSysBone = Smoke01 SmolderingSmoke 26118 ParticleSysBone = Steam01 SteamVent 26119 End 26120 ConditionState = DAMAGED NIGHT SNOW 26121 Model = UBArmDeal_DNS 26122 Animation = UBArmDeal_DNS.UBArmDeal_DNS 26123 AnimationMode = LOOP 26124 ParticleSysBone = Smoke01 SmolderingSmoke 26125 End 26126 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 26127 Model = UBArmDeal_ENS 26128 Animation = UBArmDeal_ENS.UBArmDeal_ENS 26129 AnimationMode = LOOP 26130 ParticleSysBone = Smoke01 SmolderingSmoke 26131 End 26132 ConditionState = GARRISONED NIGHT SNOW 26133 Model = UBArmDlEG_NS 26134 ParticleSysBone = Smoke01 SmolderingSmoke 26135 Animation = UBArmDlEG_NS.UBArmDlEG_NS 26136 AnimationMode = LOOP 26137 End 26138 ConditionState = DAMAGED GARRISONED NIGHT SNOW 26139 Model = UBArmDlEG_DNS 26140 ParticleSysBone = Smoke01 SmolderingSmoke 26141 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 26142 AnimationMode = LOOP 26143 End 26144 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 26145 Model = UBArmDlEG_ENS 26146 ParticleSysBone = Smoke01 SmolderingSmoke 26147 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 26148 AnimationMode = LOOP 26149 End 26150 26151 ;************************************************************************************************************************** 26152 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 26153 ;for this draw module 26154 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26155 Model = UBArmDeal 26156 Animation = UBArmDeal.UBArmDeal 26157 AnimationMode = LOOP 26158 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26159 End 26160 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 26161 Model = UBArmDeal_D 26162 Animation = UBArmDeal_D.UBArmDeal_D 26163 AnimationMode = LOOP 26164 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26165 End 26166 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 26167 Model = UBArmDeal_E 26168 Animation = UBArmDeal_E.UBArmDeal_E 26169 AnimationMode = LOOP 26170 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26171 End 26172 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 26173 Model = UBArmDeal_N 26174 Animation = UBArmDeal_N.UBArmDeal_N 26175 AnimationMode = LOOP 26176 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26177 End 26178 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 26179 Model = UBArmDeal_DN 26180 Animation = UBArmDeal_DN.UBArmDeal_DN 26181 AnimationMode = LOOP 26182 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26183 End 26184 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 26185 Model = UBArmDeal_EN 26186 Animation = UBArmDeal_EN.UBArmDeal_EN 26187 AnimationMode = LOOP 26188 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26189 End 26190 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 26191 Model = UBArmDeal_S 26192 Animation = UBArmDeal_S.UBArmDeal_S 26193 AnimationMode = LOOP 26194 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26195 End 26196 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 26197 Model = UBArmDeal_DS 26198 Animation = UBArmDeal_DS.UBArmDeal_DS 26199 AnimationMode = LOOP 26200 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26201 End 26202 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 26203 Model = UBArmDeal_ES 26204 Animation = UBArmDeal_ES.UBArmDeal_ES 26205 AnimationMode = LOOP 26206 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26207 End 26208 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 26209 Model = UBArmDeal_NS 26210 Animation = UBArmDeal_NS.UBArmDeal_NS 26211 AnimationMode = LOOP 26212 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26213 End 26214 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 26215 Model = UBArmDeal_DNS 26216 Animation = UBArmDeal_DNS.UBArmDeal_DNS 26217 AnimationMode = LOOP 26218 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26219 End 26220 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 26221 Model = UBArmDeal_ENS 26222 Animation = UBArmDeal_ENS.UBArmDeal_ENS 26223 AnimationMode = LOOP 26224 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26225 End 26226 26227 ConditionState = AWAITING_CONSTRUCTION 26228 Model = NONE 26229 End 26230 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 26231 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 26232 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 26233 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 26234 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 26235 AliasConditionState = AWAITING_CONSTRUCTION SNOW 26236 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 26237 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 26238 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 26239 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 26240 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 26241 AliasConditionState = SOLD 26242 AliasConditionState = SOLD DAMAGED 26243 AliasConditionState = SOLD REALLYDAMAGED 26244 AliasConditionState = SOLD NIGHT 26245 AliasConditionState = SOLD NIGHT DAMAGED 26246 AliasConditionState = SOLD NIGHT REALLYDAMAGED 26247 AliasConditionState = SOLD SNOW 26248 AliasConditionState = SOLD SNOW DAMAGED 26249 AliasConditionState = SOLD SNOW REALLYDAMAGED 26250 AliasConditionState = SOLD NIGHT SNOW 26251 AliasConditionState = SOLD NIGHT SNOW DAMAGED 26252 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 26253 AliasConditionState = GARRISONED SOLD 26254 AliasConditionState = GARRISONED SOLD DAMAGED 26255 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 26256 AliasConditionState = GARRISONED SOLD NIGHT 26257 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 26258 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 26259 AliasConditionState = GARRISONED SOLD SNOW 26260 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 26261 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 26262 AliasConditionState = GARRISONED SOLD NIGHT SNOW 26263 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 26264 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 26265 ;************************************************************************************************************************** 26266 26267 26268 End 26269 26270 ; ------------ construction-zone fence ----------------- 26271 Draw = W3DModelDraw ModuleTag_02 26272 AnimationsRequirePower = No 26273 DefaultConditionState 26274 Model = None 26275 TransitionKey = DOWN_DEFAULT 26276 End 26277 ConditionState = NIGHT 26278 Model = None 26279 TransitionKey = DOWN_DEFAULT 26280 End 26281 ConditionState = SNOW 26282 Model = None 26283 TransitionKey = DOWN_DEFAULT 26284 End 26285 ConditionState = SNOW NIGHT 26286 Model = None 26287 TransitionKey = DOWN_DEFAULT 26288 End 26289 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26290 Model = UBArmDeal_A4 26291 Animation = UBArmDeal_A4.UBArmDeal_A4 26292 AnimationMode = MANUAL 26293 Flags = START_FRAME_LAST 26294 TransitionKey = UP_DAY 26295 End 26296 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26297 Model = UBArmDeal_A4N 26298 Animation = UBArmDeal_A4N.UBArmDeal_A4N 26299 AnimationMode = MANUAL 26300 Flags = START_FRAME_LAST 26301 TransitionKey = UP_NIGHT 26302 End 26303 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26304 Model = UBArmDeal_A4S 26305 Animation = UBArmDeal_A4S.UBArmDeal_A4S 26306 AnimationMode = MANUAL 26307 Flags = START_FRAME_LAST 26308 TransitionKey = UP_SNOW 26309 End 26310 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26311 Model = UBArmDeal_A4SN 26312 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 26313 AnimationMode = MANUAL 26314 Flags = START_FRAME_LAST 26315 TransitionKey = UP_SNOWNIGHT 26316 End 26317 TransitionState = DOWN_DEFAULT UP_DAY 26318 Model = UBArmDeal_A4 26319 Animation = UBArmDeal_A4.UBArmDeal_A4 26320 AnimationMode = ONCE 26321 AnimationSpeedFactorRange = 1.0 1.0 26322 Flags = START_FRAME_FIRST 26323 End 26324 TransitionState = DOWN_DEFAULT UP_NIGHT 26325 Model = UBArmDeal_A4N 26326 Animation = UBArmDeal_A4N.UBArmDeal_A4N 26327 AnimationMode = ONCE 26328 AnimationSpeedFactorRange = 1.0 1.0 26329 Flags = START_FRAME_FIRST 26330 End 26331 TransitionState = DOWN_DEFAULT UP_SNOW 26332 Model = UBArmDeal_A4S 26333 ; @todo srj -- anim missing 26334 Animation = UBArmDeal_A4S.UBArmDeal_A4S 26335 AnimationMode = ONCE 26336 AnimationSpeedFactorRange = 1.0 1.0 26337 Flags = START_FRAME_FIRST 26338 End 26339 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 26340 Model = UBArmDeal_A4SN 26341 ; @todo srj -- anim missing 26342 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 26343 AnimationMode = ONCE 26344 AnimationSpeedFactorRange = 1.0 1.0 26345 Flags = START_FRAME_FIRST 26346 End 26347 TransitionState = UP_DAY DOWN_DEFAULT 26348 Model = UBArmDeal_A4 26349 Animation = UBArmDeal_A4.UBArmDeal_A4 26350 AnimationMode = ONCE_BACKWARDS 26351 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26352 Flags = START_FRAME_LAST 26353 End 26354 TransitionState = UP_NIGHT DOWN_DEFAULT 26355 Model = UBArmDeal_A4N 26356 Animation = UBArmDeal_A4N.UBArmDeal_A4N 26357 AnimationMode = ONCE_BACKWARDS 26358 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26359 Flags = START_FRAME_LAST 26360 End 26361 26362 TransitionState = UP_SNOW DOWN_DEFAULT 26363 Model = UBArmDeal_A4S 26364 ; @todo srj -- anim missing 26365 Animation = UBArmDeal_A4S.UBArmDeal_A4S 26366 AnimationMode = ONCE_BACKWARDS 26367 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26368 Flags = START_FRAME_LAST 26369 End 26370 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 26371 Model = UBArmDeal_A4SN 26372 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 26373 AnimationMode = ONCE_BACKWARDS 26374 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26375 Flags = START_FRAME_LAST 26376 End 26377 End 26378 26379 ; ------------ under-construction scaffolding ----------------- 26380 Draw = W3DModelDraw ModuleTag_03 26381 AnimationsRequirePower = No 26382 MinLODRequired = MEDIUM 26383 DefaultConditionState 26384 Model = None 26385 TransitionKey = DOWN_DEFAULT 26386 End 26387 ConditionState = NIGHT 26388 Model = None 26389 TransitionKey = DOWN_DEFAULT 26390 End 26391 ConditionState = SNOW 26392 Model = None 26393 TransitionKey = DOWN_DEFAULT 26394 End 26395 ConditionState = SNOW NIGHT 26396 Model = None 26397 TransitionKey = DOWN_DEFAULT 26398 End 26399 ConditionState = PARTIALLY_CONSTRUCTED 26400 Model = UBArmDeal_A6 26401 Animation = UBArmDeal_A6.UBArmDeal_A6 26402 AnimationMode = MANUAL 26403 Flags = START_FRAME_LAST 26404 TransitionKey = UP_DAY 26405 ParticleSysBone = Dust01 BuildingDust 26406 ParticleSysBone = Smoke01 BuildUpSmoke 26407 ParticleSysBone = Smoke02 BuildUpSmoke 26408 ParticleSysBone = Smoke03 BuildUpSmoke 26409 ParticleSysBone = Smoke04 BuildUpSmoke 26410 End 26411 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 26412 Model = UBArmDeal_A6N 26413 Animation = UBArmDeal_A6N.UBArmDeal_A6N 26414 AnimationMode = MANUAL 26415 Flags = START_FRAME_LAST 26416 TransitionKey = UP_NIGHT 26417 ParticleSysBone = Dust01 BuildingDust 26418 ParticleSysBone = Smoke01 BuildUpSmoke 26419 ParticleSysBone = Smoke02 BuildUpSmoke 26420 ParticleSysBone = Smoke03 BuildUpSmoke 26421 ParticleSysBone = Smoke04 BuildUpSmoke 26422 End 26423 ConditionState = SNOW PARTIALLY_CONSTRUCTED 26424 Model = UBArmDeal_A6S 26425 Animation = UBArmDeal_A6S.UBArmDeal_A6S 26426 AnimationMode = MANUAL 26427 Flags = START_FRAME_LAST 26428 TransitionKey = UP_SNOW 26429 ParticleSysBone = Dust01 BuildingSnowDust 26430 ParticleSysBone = Smoke01 BuildUpSnowSmoke 26431 ParticleSysBone = Smoke02 BuildUpSnowSmoke 26432 ParticleSysBone = Smoke03 BuildUpSnowSmoke 26433 ParticleSysBone = Smoke04 BuildUpSnowSmoke 26434 End 26435 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 26436 Model = UBArmDeal_A6SN 26437 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 26438 AnimationMode = MANUAL 26439 Flags = START_FRAME_LAST 26440 TransitionKey = UP_SNOWNIGHT 26441 ParticleSysBone = Dust01 BuildingNightSnowDust 26442 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 26443 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 26444 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 26445 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 26446 End 26447 TransitionState = DOWN_DEFAULT UP_DAY 26448 Model = UBArmDeal_A6 26449 Animation = UBArmDeal_A6.UBArmDeal_A6 26450 AnimationMode = ONCE 26451 AnimationSpeedFactorRange = 1.0 1.0 26452 Flags = START_FRAME_FIRST 26453 End 26454 TransitionState = DOWN_DEFAULT UP_NIGHT 26455 Model = UBArmDeal_A6N 26456 Animation = UBArmDeal_A6N.UBArmDeal_A6N 26457 AnimationMode = ONCE 26458 AnimationSpeedFactorRange = 1.0 1.0 26459 Flags = START_FRAME_FIRST 26460 End 26461 TransitionState = DOWN_DEFAULT UP_SNOW 26462 Model = UBArmDeal_A6S 26463 Animation = UBArmDeal_A6S.UBArmDeal_A6S 26464 AnimationMode = ONCE 26465 AnimationSpeedFactorRange = 1.0 1.0 26466 Flags = START_FRAME_FIRST 26467 End 26468 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 26469 Model = UBArmDeal_A6SN 26470 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 26471 AnimationMode = ONCE 26472 AnimationSpeedFactorRange = 1.0 1.0 26473 Flags = START_FRAME_FIRST 26474 End 26475 TransitionState = UP_DAY DOWN_DEFAULT 26476 Model = UBArmDeal_A6 26477 Animation = UBArmDeal_A6.UBArmDeal_A6 26478 AnimationMode = ONCE_BACKWARDS 26479 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26480 Flags = START_FRAME_LAST 26481 End 26482 TransitionState = UP_NIGHT DOWN_DEFAULT 26483 Model = UBArmDeal_A6N 26484 Animation = UBArmDeal_A6N.UBArmDeal_A6N 26485 AnimationMode = ONCE_BACKWARDS 26486 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26487 Flags = START_FRAME_LAST 26488 End 26489 TransitionState = UP_SNOW DOWN_DEFAULT 26490 Model = UBArmDeal_A6S 26491 Animation = UBArmDeal_A6S.UBArmDeal_A6S 26492 AnimationMode = ONCE_BACKWARDS 26493 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26494 Flags = START_FRAME_LAST 26495 End 26496 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 26497 Model = UBArmDeal_A6SN 26498 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 26499 AnimationMode = ONCE_BACKWARDS 26500 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 26501 Flags = START_FRAME_LAST 26502 End 26503 End 26504 26505 ; ----------------- the door ----------------------- 26506 Draw = W3DModelDraw ModuleTag_04 26507 DefaultConditionState 26508 Model = UBArmDeal_A7 26509 Animation = UBArmDeal_A7.UBArmDeal_A7 26510 AnimationMode = MANUAL 26511 Flags = START_FRAME_FIRST 26512 End 26513 AliasConditionState = NIGHT 26514 AliasConditionState = SNOW 26515 AliasConditionState = NIGHT SNOW 26516 26517 ConditionState = DAMAGED 26518 Model = UBArmDeal_A7D 26519 Animation = UBArmDeal_A7D.UBArmDeal_A7D 26520 AnimationMode = MANUAL 26521 Flags = START_FRAME_FIRST 26522 End 26523 AliasConditionState = NIGHT DAMAGED 26524 AliasConditionState = SNOW DAMAGED 26525 AliasConditionState = SNOW NIGHT DAMAGED 26526 26527 ConditionState = REALLYDAMAGED RUBBLE 26528 Model = UBArmDeal_A7E 26529 Animation = UBArmDeal_A7E.UBArmDeal_A7E 26530 AnimationMode = MANUAL 26531 Flags = START_FRAME_FIRST 26532 End 26533 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 26534 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 26535 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 26536 26537 26538 26539 ConditionState = DOOR_1_OPENING 26540 Model = UBArmDeal_A7 26541 Animation = UBArmDeal_A7.UBArmDeal_A7 26542 AnimationMode = ONCE 26543 Flags = START_FRAME_FIRST 26544 End 26545 AliasConditionState = NIGHT DOOR_1_OPENING 26546 AliasConditionState = SNOW DOOR_1_OPENING 26547 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 26548 26549 ConditionState = DOOR_1_OPENING DAMAGED 26550 Model = UBArmDeal_A7D 26551 Animation = UBArmDeal_A7D.UBArmDeal_A7D 26552 AnimationMode = ONCE 26553 Flags = START_FRAME_FIRST 26554 End 26555 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 26556 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 26557 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 26558 26559 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 26560 Model = UBArmDeal_A7E 26561 Animation = UBArmDeal_A7E.UBArmDeal_A7E 26562 AnimationMode = ONCE 26563 Flags = START_FRAME_FIRST 26564 End 26565 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 26566 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 26567 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 26568 26569 26570 26571 ConditionState = DOOR_1_CLOSING 26572 Model = UBArmDeal_A7 26573 Animation = UBArmDeal_A7.UBArmDeal_A7 26574 AnimationMode = ONCE_BACKWARDS 26575 Flags = START_FRAME_LAST 26576 End 26577 AliasConditionState = NIGHT DOOR_1_CLOSING 26578 AliasConditionState = SNOW DOOR_1_CLOSING 26579 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 26580 26581 ConditionState = DOOR_1_CLOSING DAMAGED 26582 Model = UBArmDeal_A7D 26583 Animation = UBArmDeal_A7D.UBArmDeal_A7D 26584 AnimationMode = ONCE_BACKWARDS 26585 Flags = START_FRAME_LAST 26586 End 26587 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 26588 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 26589 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 26590 26591 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 26592 Model = UBArmDeal_A7E 26593 Animation = UBArmDeal_A7E.UBArmDeal_A7E 26594 AnimationMode = ONCE_BACKWARDS 26595 Flags = START_FRAME_LAST 26596 End 26597 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 26598 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 26599 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 26600 26601 26602 26603 ConditionState = DOOR_1_WAITING_OPEN 26604 Model = UBArmDeal_A7 26605 Animation = UBArmDeal_A7.UBArmDeal_A7 26606 AnimationMode = MANUAL 26607 Flags = START_FRAME_LAST 26608 End 26609 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 26610 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 26611 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 26612 26613 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 26614 Model = UBArmDeal_A7D 26615 Animation = UBArmDeal_A7D.UBArmDeal_A7D 26616 AnimationMode = MANUAL 26617 Flags = START_FRAME_LAST 26618 End 26619 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 26620 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 26621 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 26622 26623 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 26624 Model = UBArmDeal_A7E 26625 Animation = UBArmDeal_A7E.UBArmDeal_A7E 26626 AnimationMode = MANUAL 26627 Flags = START_FRAME_LAST 26628 End 26629 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 26630 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 26631 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 26632 26633 ;************************************************************************************************************************** 26634 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 26635 ;for this draw module 26636 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26637 Model = UBArmDeal_A7 26638 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26639 End 26640 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 26641 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 26642 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 26643 26644 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 26645 Model = UBArmDeal_A7D 26646 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26647 End 26648 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 26649 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 26650 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 26651 26652 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 26653 Model = UBArmDeal_A7E 26654 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26655 End 26656 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 26657 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 26658 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 26659 26660 ConditionState = AWAITING_CONSTRUCTION 26661 Model = NONE 26662 End 26663 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 26664 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 26665 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 26666 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 26667 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 26668 AliasConditionState = AWAITING_CONSTRUCTION SNOW 26669 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 26670 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 26671 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 26672 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 26673 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 26674 AliasConditionState = SOLD DAMAGED 26675 AliasConditionState = SOLD REALLYDAMAGED 26676 AliasConditionState = SOLD NIGHT 26677 AliasConditionState = SOLD NIGHT DAMAGED 26678 AliasConditionState = SOLD NIGHT REALLYDAMAGED 26679 AliasConditionState = SOLD SNOW 26680 AliasConditionState = SOLD SNOW DAMAGED 26681 AliasConditionState = SOLD SNOW REALLYDAMAGED 26682 AliasConditionState = SOLD NIGHT SNOW 26683 AliasConditionState = SOLD NIGHT SNOW DAMAGED 26684 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 26685 ;************************************************************************************************************************** 26686 26687 26688 End 26689 26690 PlacementViewAngle = -135 26691 26692 ; ***DESIGN parameters *** 26693 DisplayName = OBJECT:ArmsDealer 26694 Side = GLA 26695 EditorSorting = STRUCTURE 26696 Prerequisites 26697 Object = GLASupplyStash 26698 End 26699 BuildCost = 625 26700 BuildTime = 10.0 ; in seconds 26701 EnergyProduction = 0 26702 CommandSet = FakeGLAArmsDealerCommandSet 26703 VisionRange = 200.0 ; Shroud clearing distance 26704 ShroudClearingRange = 200 26705 26706 WeaponSet 26707 Conditions = None 26708 Weapon = PRIMARY SuicideWeapon 26709 AutoChooseSources = PRIMARY None 26710 End 26711 26712 ArmorSet 26713 Conditions = None 26714 Armor = StructureArmor 26715 DamageFX = StructureDamageFXNoShake 26716 End 26717 26718 ExperienceValue = 50 50 50 50 ; Experience point value at each level 26719 26720 ; *** AUDIO Parameters *** 26721 VoiceSelect = FakeBuildingSelect 26722 SoundOnDamaged = BuildingDamagedStateLight 26723 SoundOnReallyDamaged = BuildingDestroy 26724 26725 UnitSpecificSounds 26726 UnderConstruction = UnderConstructionLoop 26727 End 26728 26729 ; *** ENGINEERING Parameters *** 26730 RadarPriority = STRUCTURE 26731 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 26732 Body = StructureBody ModuleTag_05 26733 MaxHealth = 500.0 26734 InitialHealth = 500.0 26735 26736 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 26737 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 26738 SubdualDamageCap = 700 26739 SubdualDamageHealRate = 500 26740 SubdualDamageHealAmount = 100 26741 End 26742 26743 Behavior = CreateObjectDie ModuleTag_08 26744 CreationList = OCL_LargeStructureDebris 26745 End 26746 Behavior = FXListDie ModuleTag_09 26747 DeathFX = FX_StructureMediumDeath 26748 End 26749 Behavior = AIUpdateInterface ModuleTag_10 26750 AutoAcquireEnemiesWhenIdle = No 26751 End 26752 26753 Behavior = ProductionUpdate ModuleTag_11 26754 ; nothing 26755 End 26756 26757 Behavior = SlowDeathBehavior ModuleTag_12 26758 ExemptStatus = UNDER_CONSTRUCTION 26759 DestructionDelay = 0 26760 Weapon = FINAL FakeStructureDetonationWeapon 26761 End 26762 Behavior = DestroyDie ModuleTag_SlowDeathException 26763 RequiredStatus = UNDER_CONSTRUCTION 26764 End 26765 26766 Behavior = ReplaceObjectUpgrade ModuleTag_13 26767 ReplaceObject = GLAArmsDealer 26768 TriggeredBy = Upgrade_BecomeRealGLAArmsDealer 26769 End 26770 26771 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 26772 ConditionFlag = GARRISONED 26773 TriggeredBy = Upgrade_GLAFortifiedStructure 26774 End 26775 26776 Behavior = FlammableUpdate ModuleTag_14 26777 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26778 AflameDamageAmount = 5 ; taking this much damage... 26779 AflameDamageDelay = 500 ; this often. 26780 End 26781 26782 Behavior = TransitionDamageFX ModuleTag_31 26783 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 26784 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 26785 ;--------------------------------------------------------------------------------------- 26786 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 26787 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 26788 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 26789 End 26790 26791 Geometry = BOX 26792 GeometryMajorRadius = 40.0 26793 GeometryMinorRadius = 62.0 26794 GeometryHeight = 25.0 26795 GeometryIsSmall = No 26796 FactoryExitWidth = 25 26797 Shadow = SHADOW_VOLUME 26798 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 26799 ShadowSizeX = 127 26800 ShadowSizeY = 144 26801 BuildCompletion = PLACED_BY_PLAYER 26802 26803 End 26804 26805 ;------------------------------------------------------------------------------ 26806 Object ChinaWarFactory 26807 26808 ; *** ART Parameters *** 26809 SelectPortrait = SNWarFact_L 26810 ButtonImage = SNWarFact 26811 26812 ; ------------ the main factory itself ----------------- 26813 Draw = W3DModelDraw ModuleTag_01 26814 OkToChangeModelColor = Yes 26815 ; day 26816 DefaultConditionState 26817 Model = NBWarFact 26818 End 26819 ConditionState = DAMAGED 26820 Model = NBWarFact_D 26821 ParticleSysBone = Smoke01 SmolderingSmoke 26822 ParticleSysBone = Smoke02 SmolderingSmoke 26823 ParticleSysBone = Smoke03 SmolderingSmoke 26824 ParticleSysBone = Smoke04 SmolderingSmoke 26825 ParticleSysBone = Smoke05 SmolderingSmoke 26826 ParticleSysBone = Fire01 SmolderingFire 26827 ParticleSysBone = Fire01 SmolderingFlameCore 26828 ParticleSysBone = Fire02 SmolderingFire 26829 ParticleSysBone = Fire02 SmolderingFlameCore 26830 End 26831 ConditionState = REALLYDAMAGED RUBBLE 26832 Model = NBWarFact_E 26833 ParticleSysBone = Smoke01 SmolderingSmoke 26834 ParticleSysBone = Smoke02 SmolderingSmoke 26835 ParticleSysBone = Smoke03 SmolderingSmoke 26836 ParticleSysBone = Smoke04 SmolderingSmoke 26837 ParticleSysBone = Smoke05 SmolderingSmoke 26838 ParticleSysBone = Smoke06 SmolderingSmoke 26839 ParticleSysBone = Smoke07 SmolderingSmoke 26840 ParticleSysBone = Fire01 SmolderingFire 26841 ParticleSysBone = Fire01 SmolderingFlameCore 26842 ParticleSysBone = Fire02 SmolderingFire 26843 ParticleSysBone = Fire02 SmolderingFlameCore 26844 ParticleSysBone = Fire03 SmolderingFire 26845 ParticleSysBone = Fire03 SmolderingFlameCore 26846 End 26847 26848 ConditionState = SNOW 26849 Model = NBWarFact_S 26850 End 26851 ConditionState = DAMAGED SNOW 26852 Model = NBWarFact_DS 26853 ParticleSysBone = Smoke01 SmolderingSmoke 26854 ParticleSysBone = Smoke02 SmolderingSmoke 26855 ParticleSysBone = Smoke03 SmolderingSmoke 26856 ParticleSysBone = Smoke04 SmolderingSmoke 26857 ParticleSysBone = Smoke05 SmolderingSmoke 26858 ParticleSysBone = Fire01 SmolderingFire 26859 ParticleSysBone = Fire01 SmolderingFlameCore 26860 ParticleSysBone = Fire02 SmolderingFire 26861 ParticleSysBone = Fire02 SmolderingFlameCore 26862 End 26863 ConditionState = REALLYDAMAGED RUBBLE SNOW 26864 Model = NBWarFact_ES 26865 ParticleSysBone = Smoke01 SmolderingSmoke 26866 ParticleSysBone = Smoke02 SmolderingSmoke 26867 ParticleSysBone = Smoke03 SmolderingSmoke 26868 ParticleSysBone = Smoke04 SmolderingSmoke 26869 ParticleSysBone = Smoke05 SmolderingSmoke 26870 ParticleSysBone = Smoke06 SmolderingSmoke 26871 ParticleSysBone = Smoke07 SmolderingSmoke 26872 ParticleSysBone = Fire01 SmolderingFire 26873 ParticleSysBone = Fire01 SmolderingFlameCore 26874 ParticleSysBone = Fire02 SmolderingFire 26875 ParticleSysBone = Fire02 SmolderingFlameCore 26876 ParticleSysBone = Fire03 SmolderingFire 26877 ParticleSysBone = Fire03 SmolderingFlameCore 26878 End 26879 26880 26881 ; night ********************************************** 26882 ConditionState = NIGHT 26883 Model = NBWarFact_N 26884 End 26885 ConditionState = DAMAGED NIGHT 26886 Model = NBWarFact_DN 26887 ParticleSysBone = Smoke01 SmolderingSmoke 26888 ParticleSysBone = Smoke02 SmolderingSmoke 26889 ParticleSysBone = Smoke03 SmolderingSmoke 26890 ParticleSysBone = Smoke04 SmolderingSmoke 26891 ParticleSysBone = Smoke05 SmolderingSmoke 26892 ParticleSysBone = Fire01 SmolderingFire 26893 ParticleSysBone = Fire01 SmolderingFlameCore 26894 ParticleSysBone = Fire02 SmolderingFire 26895 ParticleSysBone = Fire02 SmolderingFlameCore 26896 End 26897 ConditionState = REALLYDAMAGED RUBBLE NIGHT 26898 Model = NBWarFact_EN 26899 ParticleSysBone = Smoke01 SmolderingSmoke 26900 ParticleSysBone = Smoke02 SmolderingSmoke 26901 ParticleSysBone = Smoke03 SmolderingSmoke 26902 ParticleSysBone = Smoke04 SmolderingSmoke 26903 ParticleSysBone = Smoke05 SmolderingSmoke 26904 ParticleSysBone = Smoke06 SmolderingSmoke 26905 ParticleSysBone = Smoke07 SmolderingSmoke 26906 ParticleSysBone = Fire01 SmolderingFire 26907 ParticleSysBone = Fire01 SmolderingFlameCore 26908 ParticleSysBone = Fire02 SmolderingFire 26909 ParticleSysBone = Fire02 SmolderingFlameCore 26910 ParticleSysBone = Fire03 SmolderingFire 26911 ParticleSysBone = Fire03 SmolderingFlameCore 26912 End 26913 26914 ; night SNOW 26915 ConditionState = NIGHT SNOW 26916 Model = NBWarFact_NS 26917 End 26918 ConditionState = DAMAGED NIGHT SNOW 26919 Model = NBWarFact_DNS 26920 ParticleSysBone = Smoke01 SmolderingSmoke 26921 ParticleSysBone = Smoke02 SmolderingSmoke 26922 ParticleSysBone = Smoke03 SmolderingSmoke 26923 ParticleSysBone = Smoke04 SmolderingSmoke 26924 ParticleSysBone = Smoke05 SmolderingSmoke 26925 ParticleSysBone = Fire01 SmolderingFire 26926 ParticleSysBone = Fire01 SmolderingFlameCore 26927 ParticleSysBone = Fire02 SmolderingFire 26928 ParticleSysBone = Fire02 SmolderingFlameCore 26929 End 26930 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 26931 Model = NBWarFact_ENS 26932 ParticleSysBone = Smoke01 SmolderingSmoke 26933 ParticleSysBone = Smoke02 SmolderingSmoke 26934 ParticleSysBone = Smoke03 SmolderingSmoke 26935 ParticleSysBone = Smoke04 SmolderingSmoke 26936 ParticleSysBone = Smoke05 SmolderingSmoke 26937 ParticleSysBone = Smoke06 SmolderingSmoke 26938 ParticleSysBone = Smoke07 SmolderingSmoke 26939 ParticleSysBone = Fire01 SmolderingFire 26940 ParticleSysBone = Fire01 SmolderingFlameCore 26941 ParticleSysBone = Fire02 SmolderingFire 26942 ParticleSysBone = Fire02 SmolderingFlameCore 26943 ParticleSysBone = Fire03 SmolderingFire 26944 ParticleSysBone = Fire03 SmolderingFlameCore 26945 End 26946 26947 26948 ;************************************************************************************************************************** 26949 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 26950 ;for this draw module 26951 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 26952 Model = NBWarFact 26953 ;Animation = NBWarFact.NBWarFact 26954 ;AnimationMode = LOOP 26955 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26956 End 26957 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 26958 Model = NBWarFact_D 26959 ;Animation = NBWarFact_D.NBWarFact_D 26960 ;AnimationMode = LOOP 26961 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26962 End 26963 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 26964 Model = NBWarFact_E 26965 ;Animation = NBWarFact_E.NBWarFact_E 26966 ;AnimationMode = LOOP 26967 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26968 End 26969 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 26970 Model = NBWarFact_N 26971 ;Animation = NBWarFact_N.NBWarFact_N 26972 ;AnimationMode = LOOP 26973 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26974 End 26975 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 26976 Model = NBWarFact_DN 26977 ;Animation = NBWarFact_DN.NBWarFact_DN 26978 ;AnimationMode = LOOP 26979 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26980 End 26981 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 26982 Model = NBWarFact_EN 26983 ;Animation = NBWarFact_EN.NBWarFact_EN 26984 ;AnimationMode = LOOP 26985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26986 End 26987 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 26988 Model = NBWarFact_S 26989 ;Animation = NBWarFact_S.NBWarFact_S 26990 ;AnimationMode = LOOP 26991 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26992 End 26993 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 26994 Model = NBWarFact_DS 26995 ;Animation = NBWarFact_DS.NBWarFact_DS 26996 ;AnimationMode = LOOP 26997 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 26998 End 26999 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 27000 Model = NBWarFact_ES 27001 ;Animation = NBWarFact_ES.NBWarFact_ES 27002 ;AnimationMode = LOOP 27003 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27004 End 27005 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 27006 Model = NBWarFact_NS 27007 ;Animation = NBWarFact_NS.NBWarFact_NS 27008 ;AnimationMode = LOOP 27009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27010 End 27011 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 27012 Model = NBWarFact_DNS 27013 ;Animation = NBWarFact_DNS.NBWarFact_DNS 27014 ;AnimationMode = LOOP 27015 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27016 End 27017 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 27018 Model = NBWarFact_ENS 27019 ;Animation = NBWarFact_ENS.NBWarFact_ENS 27020 ;AnimationMode = LOOP 27021 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27022 End 27023 27024 ConditionState = AWAITING_CONSTRUCTION 27025 Model = NONE 27026 End 27027 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 27028 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 27029 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 27030 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 27031 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 27032 AliasConditionState = AWAITING_CONSTRUCTION SNOW 27033 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 27034 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 27035 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 27036 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 27037 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 27038 AliasConditionState = SOLD 27039 AliasConditionState = SOLD DAMAGED 27040 AliasConditionState = SOLD REALLYDAMAGED 27041 AliasConditionState = SOLD NIGHT 27042 AliasConditionState = SOLD NIGHT DAMAGED 27043 AliasConditionState = SOLD NIGHT REALLYDAMAGED 27044 AliasConditionState = SOLD SNOW 27045 AliasConditionState = SOLD SNOW DAMAGED 27046 AliasConditionState = SOLD SNOW REALLYDAMAGED 27047 AliasConditionState = SOLD NIGHT SNOW 27048 AliasConditionState = SOLD NIGHT SNOW DAMAGED 27049 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 27050 ;************************************************************************************************************************** 27051 27052 27053 End 27054 27055 ; ------------------ the construction crane ------------ 27056 Draw = W3DModelDraw ModuleTag_02 27057 OkToChangeModelColor = Yes 27058 ConditionState = None 27059 Model = NBWarFact_A1 27060 Animation = NBWarFact_A1.NBWarFact_A1 27061 AnimationMode = LOOP 27062 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 27063 End 27064 ConditionState = DAMAGED 27065 Model = NBWarFact_A1D 27066 Animation = NBWarFact_A1D.NBWarFact_A1D 27067 AnimationMode = LOOP 27068 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 27069 End 27070 ConditionState = REALLYDAMAGED RUBBLE 27071 Model = NBWarFact_A1E 27072 Animation = NBWarFact_A1E.NBWarFact_A1E 27073 AnimationMode = LOOP 27074 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 27075 End 27076 ConditionState = ACTIVELY_CONSTRUCTING 27077 Model = NBWarFact_A2 27078 Animation = NBWarFact_A2.NBWarFact_A2 27079 AnimationMode = ONCE 27080 TransitionKey = TransitionFinishBeforeSwitch 27081 End 27082 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 27083 Model = NBWarFact_A2D 27084 Animation = NBWarFact_A2D.NBWarFact_A2D 27085 AnimationMode = ONCE 27086 TransitionKey = TransitionFinishBeforeSwitch 27087 End 27088 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 27089 Model = NBWarFact_A2E 27090 Animation = NBWarFact_A2E.NBWarFact_A2E 27091 AnimationMode = ONCE 27092 TransitionKey = TransitionFinishBeforeSwitch 27093 End 27094 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27095 Model = NBWarFact_A1 27096 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27097 End 27098 ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE 27099 Model = NONE 27100 End 27101 End 27102 27103 27104 ; ------------ construction-zone fence ----------------- 27105 Draw = W3DModelDraw ModuleTag_03 27106 AnimationsRequirePower = No 27107 DefaultConditionState 27108 Model = None 27109 TransitionKey = DOWN_DEFAULT 27110 End 27111 ConditionState = NIGHT 27112 Model = None 27113 TransitionKey = DOWN_DEFAULT 27114 End 27115 ConditionState = SNOW 27116 Model = None 27117 TransitionKey = DOWN_DEFAULT 27118 End 27119 ConditionState = SNOW NIGHT 27120 Model = None 27121 TransitionKey = DOWN_DEFAULT 27122 End 27123 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27124 Model = NBWarFact_A4 27125 Animation = NBWarFact_A4.NBWarFact_A4 27126 AnimationMode = MANUAL 27127 Flags = START_FRAME_LAST 27128 TransitionKey = UP_DAY 27129 ParticleSysBone = Smoke01 SmolderingSmoke 27130 ParticleSysBone = Fire01 SmolderingFire 27131 ParticleSysBone = Smoke02 SmolderingSmoke 27132 ParticleSysBone = Fire02 SmolderingFire 27133 End 27134 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27135 Model = NBWarFact_A4N 27136 Animation = NBWarFact_A4N.NBWarFact_A4N 27137 AnimationMode = MANUAL 27138 Flags = START_FRAME_LAST 27139 TransitionKey = UP_NIGHT 27140 ParticleSysBone = Smoke01 SmolderingSmoke 27141 ParticleSysBone = Fire01 SmolderingFire 27142 ParticleSysBone = Smoke02 SmolderingSmoke 27143 ParticleSysBone = Fire02 SmolderingFire 27144 End 27145 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27146 Model = NBWarFact_A4S 27147 Animation = NBWarFact_A4S.NBWarFact_A4S 27148 AnimationMode = MANUAL 27149 Flags = START_FRAME_LAST 27150 TransitionKey = UP_SNOW 27151 ParticleSysBone = Smoke01 SmolderingSmoke 27152 ParticleSysBone = Fire01 SmolderingFire 27153 ParticleSysBone = Smoke02 SmolderingSmoke 27154 ParticleSysBone = Fire02 SmolderingFire 27155 End 27156 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27157 Model = NBWarFact_A4SN 27158 Animation = NBWarFact_A4SN.NBWarFact_A4SN 27159 AnimationMode = MANUAL 27160 Flags = START_FRAME_LAST 27161 TransitionKey = UP_SNOWNIGHT 27162 ParticleSysBone = Smoke01 SmolderingSmoke 27163 ParticleSysBone = Fire01 SmolderingFire 27164 ParticleSysBone = Smoke02 SmolderingSmoke 27165 ParticleSysBone = Fire02 SmolderingFire 27166 End 27167 TransitionState = DOWN_DEFAULT UP_DAY 27168 Model = NBWarFact_A4 27169 Animation = NBWarFact_A4.NBWarFact_A4 27170 AnimationMode = ONCE 27171 AnimationSpeedFactorRange = 1.0 1.0 27172 Flags = START_FRAME_FIRST 27173 End 27174 TransitionState = DOWN_DEFAULT UP_NIGHT 27175 Model = NBWarFact_A4N 27176 Animation = NBWarFact_A4N.NBWarFact_A4N 27177 AnimationMode = ONCE 27178 AnimationSpeedFactorRange = 1.0 1.0 27179 Flags = START_FRAME_FIRST 27180 End 27181 TransitionState = DOWN_DEFAULT UP_SNOW 27182 Model = NBWarFact_A4S 27183 Animation = NBWarFact_A4S.NBWarFact_A4S 27184 AnimationMode = ONCE 27185 AnimationSpeedFactorRange = 1.0 1.0 27186 Flags = START_FRAME_FIRST 27187 End 27188 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27189 Model = NBWarFact_A4SN 27190 Animation = NBWarFact_A4SN.NBWarFact_A4SN 27191 AnimationMode = ONCE 27192 AnimationSpeedFactorRange = 1.0 1.0 27193 Flags = START_FRAME_FIRST 27194 End 27195 TransitionState = UP_DAY DOWN_DEFAULT 27196 Model = NBWarFact_A4 27197 Animation = NBWarFact_A4.NBWarFact_A4 27198 AnimationMode = ONCE_BACKWARDS 27199 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27200 Flags = START_FRAME_LAST 27201 End 27202 TransitionState = UP_NIGHT DOWN_DEFAULT 27203 Model = NBWarFact_A4N 27204 Animation = NBWarFact_A4N.NBWarFact_A4N 27205 AnimationMode = ONCE_BACKWARDS 27206 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27207 Flags = START_FRAME_LAST 27208 End 27209 TransitionState = UP_SNOW DOWN_DEFAULT 27210 Model = NBWarFact_A4S 27211 Animation = NBWarFact_A4S.NBWarFact_A4S 27212 AnimationMode = ONCE_BACKWARDS 27213 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27214 Flags = START_FRAME_LAST 27215 End 27216 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27217 Model = NBWarFact_A4SN 27218 Animation = NBWarFact_A4SN.NBWarFact_A4SN 27219 AnimationMode = ONCE_BACKWARDS 27220 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27221 Flags = START_FRAME_LAST 27222 End 27223 End 27224 27225 ; ------------ under-construction scaffolding ----------------- 27226 Draw = W3DModelDraw ModuleTag_04 27227 AnimationsRequirePower = No 27228 MinLODRequired = MEDIUM 27229 DefaultConditionState 27230 Model = None 27231 TransitionKey = DOWN_DEFAULT 27232 End 27233 ConditionState = NIGHT 27234 Model = None 27235 TransitionKey = DOWN_DEFAULT 27236 End 27237 ConditionState = SNOW 27238 Model = None 27239 TransitionKey = DOWN_DEFAULT 27240 End 27241 ConditionState = SNOW NIGHT 27242 Model = None 27243 TransitionKey = DOWN_DEFAULT 27244 End 27245 ConditionState = PARTIALLY_CONSTRUCTED 27246 Model = NBWarFact_A6 27247 Animation = NBWarFact_A6.NBWarFact_A6 27248 AnimationMode = MANUAL 27249 Flags = START_FRAME_LAST 27250 TransitionKey = UP_DAY 27251 ParticleSysBone = Dust01 BuildingDustChina 27252 ParticleSysBone = Smoke01 BuildUpSmokeChina 27253 ParticleSysBone = Smoke02 BuildUpSmokeChina 27254 ParticleSysBone = Smoke03 BuildUpSmokeChina 27255 ParticleSysBone = Smoke04 BuildUpSmokeChina 27256 ParticleSysBone = Smoke05 BuildUpSmokeChina 27257 End 27258 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 27259 Model = NBWarFact_A6N 27260 Animation = NBWarFact_A6N.NBWarFact_A6N 27261 AnimationMode = MANUAL 27262 Flags = START_FRAME_LAST 27263 TransitionKey = UP_NIGHT 27264 ParticleSysBone = Dust01 BuildingDustChina 27265 ParticleSysBone = Smoke01 BuildUpSmokeChina 27266 ParticleSysBone = Smoke02 BuildUpSmokeChina 27267 ParticleSysBone = Smoke03 BuildUpSmokeChina 27268 ParticleSysBone = Smoke04 BuildUpSmokeChina 27269 ParticleSysBone = Smoke05 BuildUpSmokeChina 27270 End 27271 ConditionState = SNOW PARTIALLY_CONSTRUCTED 27272 Model = NBWarFact_A6S 27273 Animation = NBWarFact_A6S.NBWarFact_A6S 27274 AnimationMode = MANUAL 27275 Flags = START_FRAME_LAST 27276 TransitionKey = UP_SNOW 27277 ParticleSysBone = Dust01 BuildingSnowDust 27278 ParticleSysBone = Smoke01 BuildUpSnowSmoke 27279 ParticleSysBone = Smoke02 BuildUpSnowSmoke 27280 ParticleSysBone = Smoke03 BuildUpSnowSmoke 27281 ParticleSysBone = Smoke04 BuildUpSnowSmoke 27282 ParticleSysBone = Smoke05 BuildUpSnowSmoke 27283 End 27284 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 27285 Model = NBWarFact_A6SN 27286 Animation = NBWarFact_A6SN.NBWarFact_A6SN 27287 AnimationMode = MANUAL 27288 Flags = START_FRAME_LAST 27289 TransitionKey = UP_SNOWNIGHT 27290 ParticleSysBone = Dust01 BuildingNightSnowDust 27291 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 27292 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 27293 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 27294 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 27295 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 27296 End 27297 TransitionState = DOWN_DEFAULT UP_DAY 27298 Model = NBWarFact_A6 27299 Animation = NBWarFact_A6.NBWarFact_A6 27300 AnimationMode = ONCE 27301 AnimationSpeedFactorRange = 1.0 1.0 27302 Flags = START_FRAME_FIRST 27303 End 27304 TransitionState = DOWN_DEFAULT UP_NIGHT 27305 Model = NBWarFact_A6N 27306 Animation = NBWarFact_A6N.NBWarFact_A6N 27307 AnimationMode = ONCE 27308 AnimationSpeedFactorRange = 1.0 1.0 27309 Flags = START_FRAME_FIRST 27310 End 27311 TransitionState = DOWN_DEFAULT UP_SNOW 27312 Model = NBWarFact_A6S 27313 Animation = NBWarFact_A6S.NBWarFact_A6S 27314 AnimationMode = ONCE 27315 AnimationSpeedFactorRange = 1.0 1.0 27316 Flags = START_FRAME_FIRST 27317 End 27318 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27319 Model = NBWarFact_A6SN 27320 Animation = NBWarFact_A6SN.NBWarFact_A6SN 27321 AnimationMode = ONCE 27322 AnimationSpeedFactorRange = 1.0 1.0 27323 Flags = START_FRAME_FIRST 27324 End 27325 TransitionState = UP_DAY DOWN_DEFAULT 27326 Model = NBWarFact_A6 27327 Animation = NBWarFact_A6.NBWarFact_A6 27328 AnimationMode = ONCE_BACKWARDS 27329 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27330 Flags = START_FRAME_LAST 27331 End 27332 TransitionState = UP_NIGHT DOWN_DEFAULT 27333 Model = NBWarFact_A6N 27334 Animation = NBWarFact_A6N.NBWarFact_A6N 27335 AnimationMode = ONCE_BACKWARDS 27336 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27337 Flags = START_FRAME_LAST 27338 End 27339 TransitionState = UP_SNOW DOWN_DEFAULT 27340 Model = NBWarFact_A6S 27341 Animation = NBWarFact_A6S.NBWarFact_A6S 27342 AnimationMode = ONCE_BACKWARDS 27343 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27344 Flags = START_FRAME_LAST 27345 End 27346 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27347 Model = NBWarFact_A6SN 27348 Animation = NBWarFact_A6SN.NBWarFact_A6SN 27349 AnimationMode = ONCE_BACKWARDS 27350 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27351 Flags = START_FRAME_LAST 27352 End 27353 End 27354 27355 ; ------------------ the construction conveyor belt ------------ 27356 Draw = W3DModelDraw ModuleTag_05 27357 OkToChangeModelColor = Yes 27358 DefaultConditionState 27359 Model = NBWarFact_A7 27360 Animation = NBWarFact_A7.NBWarFact_A7 27361 AnimationMode = LOOP 27362 ; Flags = START_FRAME_FIRST 27363 End 27364 AliasConditionState = NIGHT 27365 AliasConditionState = SNOW 27366 AliasConditionState = SNOW NIGHT 27367 AliasConditionState = NIGHT DAMAGED 27368 AliasConditionState = SNOW DAMAGED 27369 AliasConditionState = SNOW NIGHT DAMAGED 27370 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 27371 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 27372 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 27373 27374 ConditionState = ACTIVELY_CONSTRUCTING 27375 Model = NBWarFact_A7 27376 Animation = NBWarFact_A7.NBWarFact_A7 27377 AnimationMode = LOOP 27378 ; Flags = START_FRAME_FIRST 27379 End 27380 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 27381 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 27382 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 27383 AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING 27384 AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING 27385 AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING 27386 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 27387 AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 27388 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 27389 27390 ;************************************************************************************************************************** 27391 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 27392 ;for this draw module 27393 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27394 Model = NBWarFact_A7 27395 Animation = NBWarFact_A7.NBWarFact_A7 27396 AnimationMode = LOOP 27397 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27398 End 27399 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 27400 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 27401 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 27402 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 27403 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 27404 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 27405 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 27406 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 27407 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 27408 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 27409 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 27410 27411 ConditionState = AWAITING_CONSTRUCTION 27412 Model = NONE 27413 End 27414 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 27415 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 27416 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 27417 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 27418 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 27419 AliasConditionState = AWAITING_CONSTRUCTION SNOW 27420 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 27421 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 27422 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 27423 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 27424 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 27425 AliasConditionState = SOLD DAMAGED 27426 AliasConditionState = SOLD REALLYDAMAGED 27427 AliasConditionState = SOLD NIGHT 27428 AliasConditionState = SOLD NIGHT DAMAGED 27429 AliasConditionState = SOLD NIGHT REALLYDAMAGED 27430 AliasConditionState = SOLD SNOW 27431 AliasConditionState = SOLD SNOW DAMAGED 27432 AliasConditionState = SOLD SNOW REALLYDAMAGED 27433 AliasConditionState = SOLD NIGHT SNOW 27434 AliasConditionState = SOLD NIGHT SNOW DAMAGED 27435 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 27436 ;************************************************************************************************************************** 27437 End 27438 27439 ; ----------------- the factory door ------------------- 27440 Draw = W3DModelDraw ModuleTag_06 27441 DefaultConditionState 27442 Model = NBWarFact_A8 27443 Animation = NBWarFact_A8.NBWarFact_A8 27444 AnimationMode = MANUAL 27445 Flags = START_FRAME_FIRST 27446 End 27447 AliasConditionState = NIGHT 27448 AliasConditionState = SNOW 27449 AliasConditionState = NIGHT SNOW 27450 27451 ConditionState = DAMAGED 27452 Model = NBWarFact_A8D 27453 Animation = NBWarFact_A8D.NBWarFact_A8D 27454 AnimationMode = MANUAL 27455 Flags = START_FRAME_FIRST 27456 End 27457 AliasConditionState = NIGHT DAMAGED 27458 AliasConditionState = SNOW DAMAGED 27459 AliasConditionState = NIGHT SNOW DAMAGED 27460 27461 ConditionState = REALLYDAMAGED RUBBLE 27462 Model = NBWarFact_A8E 27463 Animation = NBWarFact_A8E.NBWarFact_A8E 27464 AnimationMode = MANUAL 27465 Flags = START_FRAME_FIRST 27466 End 27467 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 27468 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 27469 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 27470 27471 ConditionState = DOOR_1_OPENING 27472 Model = NBWarFact_A8 27473 Animation = NBWarFact_A8.NBWarFact_A8 27474 AnimationMode = ONCE 27475 Flags = START_FRAME_FIRST 27476 End 27477 AliasConditionState = NIGHT DOOR_1_OPENING 27478 AliasConditionState = SNOW DOOR_1_OPENING 27479 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 27480 27481 27482 ConditionState = DOOR_1_OPENING DAMAGED 27483 Model = NBWarFact_A8D 27484 Animation = NBWarFact_A8D.NBWarFact_A8D 27485 AnimationMode = ONCE 27486 Flags = START_FRAME_FIRST 27487 End 27488 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 27489 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 27490 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 27491 27492 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 27493 Model = NBWarFact_A8E 27494 Animation = NBWarFact_A8E.NBWarFact_A8E 27495 AnimationMode = ONCE 27496 Flags = START_FRAME_FIRST 27497 End 27498 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 27499 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 27500 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 27501 27502 ConditionState = DOOR_1_CLOSING 27503 Model = NBWarFact_A8 27504 Animation = NBWarFact_A8.NBWarFact_A8 27505 AnimationMode = ONCE_BACKWARDS 27506 Flags = START_FRAME_LAST 27507 End 27508 AliasConditionState = NIGHT DOOR_1_CLOSING 27509 AliasConditionState = SNOW DOOR_1_CLOSING 27510 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 27511 27512 27513 ConditionState = DOOR_1_CLOSING DAMAGED 27514 Model = NBWarFact_A8D 27515 Animation = NBWarFact_A8D.NBWarFact_A8D 27516 AnimationMode = ONCE_BACKWARDS 27517 Flags = START_FRAME_LAST 27518 End 27519 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 27520 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 27521 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 27522 27523 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 27524 Model = NBWarFact_A8E 27525 Animation = NBWarFact_A8E.NBWarFact_A8E 27526 AnimationMode = ONCE_BACKWARDS 27527 Flags = START_FRAME_LAST 27528 End 27529 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 27530 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 27531 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 27532 27533 ConditionState = DOOR_1_WAITING_OPEN 27534 Model = NBWarFact_A8 27535 Animation = NBWarFact_A8.NBWarFact_A8 27536 AnimationMode = MANUAL 27537 Flags = START_FRAME_LAST 27538 End 27539 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 27540 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 27541 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 27542 27543 27544 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 27545 Model = NBWarFact_A8D 27546 Animation = NBWarFact_A8D.NBWarFact_A8D 27547 AnimationMode = MANUAL 27548 Flags = START_FRAME_LAST 27549 End 27550 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 27551 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 27552 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 27553 27554 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 27555 Model = NBWarFact_A8E 27556 Animation = NBWarFact_A8E.NBWarFact_A8E 27557 AnimationMode = MANUAL 27558 Flags = START_FRAME_LAST 27559 End 27560 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 27561 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 27562 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 27563 27564 27565 ;************************************************************************************************************************** 27566 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 27567 ;for this draw module 27568 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 27569 Model = NBWarFact_A8 27570 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27571 End 27572 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 27573 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 27574 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 27575 27576 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 27577 Model = NBWarFact_A8D 27578 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27579 End 27580 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 27581 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 27582 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 27583 27584 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 27585 Model = NBWarFact_A8E 27586 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 27587 End 27588 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 27589 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 27590 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 27591 27592 27593 27594 ConditionState = AWAITING_CONSTRUCTION 27595 Model = NONE 27596 End 27597 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 27598 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 27599 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 27600 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 27601 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 27602 AliasConditionState = AWAITING_CONSTRUCTION SNOW 27603 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 27604 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 27605 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 27606 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 27607 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 27608 AliasConditionState = SOLD 27609 AliasConditionState = SOLD DAMAGED 27610 AliasConditionState = SOLD REALLYDAMAGED 27611 AliasConditionState = SOLD NIGHT 27612 AliasConditionState = SOLD NIGHT DAMAGED 27613 AliasConditionState = SOLD NIGHT REALLYDAMAGED 27614 AliasConditionState = SOLD SNOW 27615 AliasConditionState = SOLD SNOW DAMAGED 27616 AliasConditionState = SOLD SNOW REALLYDAMAGED 27617 AliasConditionState = SOLD NIGHT SNOW 27618 AliasConditionState = SOLD NIGHT SNOW DAMAGED 27619 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 27620 ;************************************************************************************************************************** 27621 27622 27623 End 27624 27625 ; ------------ being-constructed crane ----------------- 27626 Draw = W3DModelDraw ModuleTag_07 27627 AnimationsRequirePower = No 27628 DefaultConditionState 27629 Model = None 27630 TransitionKey = DOWN_DEFAULT 27631 End 27632 ConditionState = NIGHT 27633 Model = None 27634 TransitionKey = DOWN_DEFAULT 27635 End 27636 ConditionState = SNOW 27637 Model = None 27638 TransitionKey = DOWN_DEFAULT 27639 End 27640 ConditionState = SNOW NIGHT 27641 Model = None 27642 TransitionKey = DOWN_DEFAULT 27643 End 27644 ConditionState = SOLD 27645 Model = NONE 27646 End 27647 27648 ConditionState = ACTIVELY_BEING_CONSTRUCTED 27649 Model = NBWarFact_A5 27650 Animation = NBWarFact_A5.NBWarFact_A5 27651 AnimationMode = LOOP 27652 TransitionKey = UP_DAY 27653 End 27654 27655 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 27656 Model = NBWarFact_A5N 27657 Animation = NBWarFact_A5N.NBWarFact_A5N 27658 AnimationMode = LOOP 27659 TransitionKey = UP_NIGHT 27660 End 27661 27662 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 27663 Model = NBWarFact_A5S 27664 Animation = NBWarFact_A5S.NBWarFact_A5S 27665 AnimationMode = LOOP 27666 TransitionKey = UP_SNOW 27667 End 27668 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 27669 Model = NBWarFact_A5SN 27670 Animation = NBWarFact_A5SN.NBWarFact_A5SN 27671 AnimationMode = LOOP 27672 TransitionKey = UP_SNOWNIGHT 27673 End 27674 TransitionState = DOWN_DEFAULT UP_DAY 27675 Model = NBWarFact_AB 27676 Animation = NBWarFact_AB.NBWarFact_AB 27677 AnimationMode = ONCE 27678 AnimationSpeedFactorRange = 1.0 1.0 27679 Flags = START_FRAME_FIRST 27680 End 27681 27682 TransitionState = DOWN_DEFAULT UP_NIGHT 27683 Model = NBWarFact_ABN 27684 Animation = NBWarFact_ABN.NBWarFact_ABN 27685 AnimationMode = ONCE 27686 AnimationSpeedFactorRange = 1.0 1.0 27687 Flags = START_FRAME_FIRST 27688 End 27689 TransitionState = DOWN_DEFAULT UP_SNOW 27690 Model = NBWarFact_ABS 27691 Animation = NBWarFact_ABS.NBWarFact_ABS 27692 AnimationMode = ONCE 27693 AnimationSpeedFactorRange = 1.0 1.0 27694 Flags = START_FRAME_FIRST 27695 End 27696 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 27697 Model = NBWarFact_ABSN 27698 Animation = NBWarFact_ABSN.NBWarFact_ABSN 27699 AnimationMode = ONCE 27700 AnimationSpeedFactorRange = 1.0 1.0 27701 Flags = START_FRAME_FIRST 27702 End 27703 TransitionState = UP_DAY DOWN_DEFAULT 27704 Model = NBWarFact_AB 27705 Animation = NBWarFact_AB.NBWarFact_AB 27706 AnimationMode = ONCE_BACKWARDS 27707 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27708 Flags = START_FRAME_LAST 27709 End 27710 TransitionState = UP_NIGHT DOWN_DEFAULT 27711 Model = NBWarFact_ABN 27712 Animation = NBWarFact_ABN.NBWarFact_ABN 27713 AnimationMode = ONCE_BACKWARDS 27714 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27715 Flags = START_FRAME_LAST 27716 End 27717 TransitionState = UP_SNOW DOWN_DEFAULT 27718 Model = NBWarFact_ABS 27719 Animation = NBWarFact_ABS.NBWarFact_ABS 27720 AnimationMode = ONCE_BACKWARDS 27721 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27722 Flags = START_FRAME_LAST 27723 End 27724 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 27725 Model = NBWarFact_ABSN 27726 Animation = NBWarFact_ABSN.NBWarFact_ABSN 27727 AnimationMode = ONCE_BACKWARDS 27728 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 27729 Flags = START_FRAME_LAST 27730 End 27731 End 27732 27733 PlacementViewAngle = -135 27734 27735 ; ***DESIGN parameters *** 27736 DisplayName = OBJECT:WarFactory 27737 Side = China 27738 EditorSorting = STRUCTURE 27739 Prerequisites 27740 Object = ChinaSupplyCenter 27741 End 27742 BuildCost = 2000 27743 BuildTime = 15.0 ; in seconds 27744 EnergyProduction = -1 27745 CommandSet = ChinaWarFactoryCommandSet 27746 VisionRange = 200.0 ; Shroud clearing distance 27747 ShroudClearingRange = 200 27748 ArmorSet 27749 Conditions = None 27750 Armor = StructureArmor 27751 DamageFX = StructureDamageFXNoShake 27752 End 27753 ExperienceValue = 200 200 200 200 ; Experience point value at each level 27754 27755 ; *** AUDIO Parameters *** 27756 VoiceSelect = WarFactoryChinaSelect 27757 SoundOnDamaged = BuildingDamagedStateLight 27758 SoundOnReallyDamaged = BuildingDestroy 27759 27760 UnitSpecificSounds 27761 UnderConstruction = UnderConstructionLoop 27762 End 27763 27764 ; *** ENGINEERING Parameters *** 27765 RadarPriority = STRUCTURE 27766 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 27767 Body = StructureBody ModuleTag_08 27768 MaxHealth = 2000.0 27769 InitialHealth = 2000.0 27770 27771 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 27772 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 27773 SubdualDamageCap = 2200 27774 SubdualDamageHealRate = 500 27775 SubdualDamageHealAmount = 100 27776 End 27777 27778 Behavior = DestroyDie ModuleTag_09 27779 ;nothing 27780 End 27781 Behavior = CreateObjectDie ModuleTag_10 27782 CreationList = OCL_LargeStructureDebris 27783 End 27784 Behavior = FXListDie ModuleTag_11 27785 DeathFX = FX_StructureMediumDeath 27786 End 27787 27788 Behavior = ProductionUpdate ModuleTag_12 27789 NumDoorAnimations = 1 27790 DoorOpeningTime = 4000 ;in mSeconds 27791 DoorWaitOpenTime = 2000 ;in mSeconds 27792 DoorCloseTime = 5000 ;in mSeconds 27793 ConstructionCompleteDuration = 1500 ;in mSeconds 27794 End 27795 Behavior = DefaultProductionExitUpdate ModuleTag_13 27796 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 27797 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 27798 End 27799 Behavior = RepairDockUpdate ModuleTag_14 27800 TimeForFullHeal = 5000 ;(in milliseconds) 27801 NumberApproachPositions = 5 27802 End 27803 27804 Behavior = FlammableUpdate ModuleTag_16 27805 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27806 AflameDamageAmount = 5 ; taking this much damage... 27807 AflameDamageDelay = 500 ; this often. 27808 End 27809 27810 Behavior = GenerateMinefieldBehavior ModuleTag_22 27811 TriggeredBy = Upgrade_ChinaMines 27812 MineName = ChinaStandardMine 27813 SmartBorder = Yes 27814 AlwaysCircular = Yes 27815 27816 Upgradable = Yes 27817 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 27818 UpgradedMineName = ChinaEMPMine 27819 End 27820 27821 Behavior = TransitionDamageFX ModuleTag_23 27822 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 27823 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 27824 ;--------------------------------------------------------------------------------------- 27825 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 27826 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 27827 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 27828 End 27829 27830 Behavior = CommandSetUpgrade ModuleTag_25 27831 CommandSet = ChinaWarFactoryCommandSetUpgrade 27832 TriggeredBy = Upgrade_ChinaMines 27833 End 27834 Behavior = ArmorUpgrade ModuleTag_26 27835 TriggeredBy = Upgrade_ChinaEMPMines 27836 End 27837 27838 Geometry = BOX 27839 GeometryMajorRadius = 57.0 27840 GeometryMinorRadius = 61.0 27841 GeometryHeight = 30.0 27842 GeometryIsSmall = No 27843 FactoryExitWidth = 25 27844 Shadow = SHADOW_VOLUME 27845 BuildCompletion = PLACED_BY_PLAYER 27846 27847 End 27848 27849 ;------------------------------------------------------------------------------ 27850 Object ChinaWall 27851 27852 ; *** ART Parameters *** 27853 SelectPortrait = SNWall_L 27854 ButtonImage = SNWall 27855 Draw = W3DModelDraw ModuleTag_01 27856 OkToChangeModelColor = Yes 27857 27858 ; day 27859 DefaultConditionState 27860 Model = NBWall02Y 27861 End 27862 ConditionState = DAMAGED 27863 Model = NBWall02Y_D 27864 End 27865 ConditionState = REALLYDAMAGED RUBBLE 27866 Model = NBWall02Y_E 27867 End 27868 27869 ConditionState = SNOW 27870 Model = NBWall02Y_S 27871 End 27872 ConditionState = DAMAGED SNOW 27873 Model = NBWall02Y_DS 27874 End 27875 ConditionState = REALLYDAMAGED RUBBLE SNOW 27876 Model = NBWall02Y_ES 27877 End 27878 27879 End 27880 27881 ; ***DESIGN parameters *** 27882 DisplayName = OBJECT:ConcreteWall 27883 Side = China 27884 EditorSorting = STRUCTURE 27885 27886 BuildCost = 100 27887 BuildTime = 2.0 ; in seconds 27888 VisionRange = 150.0 ; Shroud clearing distance 27889 ShroudClearingRange = 150 27890 ArmorSet 27891 Conditions = None 27892 Armor = StructureArmor 27893 DamageFX = StructureDamageFXNoShake 27894 End 27895 ExperienceValue = 50 50 50 50 ; Experience point value at each level 27896 27897 FenceWidth = 9 ; Spacing used by the fence tool in worldbuilder. 27898 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 27899 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 27900 27901 ; *** AUDIO Parameters *** 27902 VoiceSelect = NoSound 27903 27904 ; *** ENGINEERING Parameters *** 27905 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 27906 Body = StructureBody ModuleTag_02 27907 MaxHealth = 1000.0 27908 InitialHealth = 1000.0 27909 27910 End 27911 27912 Behavior = DestroyDie ModuleTag_03 27913 ; none 27914 End 27915 Behavior = CreateObjectDie ModuleTag_04 27916 CreationList = OCL_GenericWallSegmentDebris 27917 End 27918 Behavior = FXListDie ModuleTag_05 27919 DeathFX = FX_GenericWallSegmentDeath 27920 End 27921 27922 Geometry = BOX 27923 GeometryMajorRadius = 4.0 27924 GeometryMinorRadius = 6.0 27925 GeometryHeight = 12.0 27926 GeometryIsSmall = No 27927 Shadow = SHADOW_VOLUME 27928 BuildCompletion = PLACED_BY_PLAYER 27929 27930 End 27931 27932 ;------------------------------------------------------------------------------ 27933 Object AmericaWall 27934 27935 ; *** ART Parameters *** 27936 SelectPortrait = SAFence_L 27937 ButtonImage = SAFence 27938 Draw = W3DModelDraw ModuleTag_01 27939 OkToChangeModelColor = Yes 27940 27941 ; day 27942 ConditionState = NONE 27943 Model = ABSecWallY 27944 End 27945 ConditionState = DAMAGED 27946 Model = ABSecWallY_D 27947 ParticleSysBone = SparkS01 SparksSmall 27948 End 27949 ConditionState = REALLYDAMAGED RUBBLE 27950 Model = ABSecWallY_E 27951 Animation = ABSecWallY_E.ABSecWallY_E 27952 AnimationMode = LOOP 27953 ParticleSysBone = SparkM01 SparksMedium 27954 ParticleSysBone = SparkM02 SparksMedium 27955 End 27956 End 27957 27958 ; ***DESIGN parameters *** 27959 DisplayName = OBJECT:SecurityFence 27960 Side = America 27961 EditorSorting = STRUCTURE 27962 27963 BuildCost = 100 27964 BuildTime = 1.0 ; in seconds 27965 VisionRange = 150.0 ; Shroud clearing distance 27966 ShroudClearingRange = 150 27967 ArmorSet 27968 Conditions = None 27969 Armor = WallArmor 27970 DamageFX = StructureDamageFXNoShake 27971 End 27972 ExperienceValue = 50 50 50 50 ; Experience point value at each level 27973 27974 FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder. 27975 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 27976 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 27977 27978 ; *** AUDIO Parameters *** 27979 VoiceSelect = NoSound 27980 27981 ; *** ENGINEERING Parameters *** 27982 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE DEFENSIVE_WALL 27983 Body = StructureBody ModuleTag_02 27984 MaxHealth = 1000.0 27985 InitialHealth = 1000.0 27986 End 27987 27988 Behavior = DestroyDie ModuleTag_03 27989 DeathTypes = ALL -TOPPLED 27990 End 27991 Behavior = CreateObjectDie ModuleTag_04 27992 DeathTypes = ALL -TOPPLED 27993 CreationList = OCL_GenericWallSegmentDebris 27994 End 27995 Behavior = FXListDie ModuleTag_05 27996 DeathTypes = ALL -TOPPLED 27997 DeathFX = FX_GenericWallSegmentDeath 27998 End 27999 28000 Geometry = BOX 28001 GeometryMajorRadius = 14.0 28002 GeometryMinorRadius = 3.0 28003 GeometryHeight = 20.0 28004 GeometryIsSmall = No 28005 Shadow = SHADOW_VOLUME 28006 BuildCompletion = PLACED_BY_PLAYER 28007 28008 End 28009 28010 ;------------------------------------------------------------------------------ 28011 ;Added for the Hub piece 28012 Object AmericaWallHub 28013 28014 ; *** ART Parameters *** 28015 SelectPortrait = SAFence_L 28016 ButtonImage = SAFence 28017 Draw = W3DModelDraw ModuleTag_01 28018 OkToChangeModelColor = Yes 28019 28020 ; day 28021 ConditionState = NONE 28022 Model = ABSecWallX 28023 End 28024 ConditionState = DAMAGED 28025 Model = ABSecWallX_D 28026 ParticleSysBone = SparkS01 SparksSmall 28027 End 28028 ConditionState = REALLYDAMAGED RUBBLE 28029 Model = ABSecWallX_E 28030 ParticleSysBone = SmokeM01 SmokeFactionMedium 28031 ;ParticleSysBone = FireM01 FireFactionMedium 28032 ParticleSysBone = SparkM01 SparksMedium 28033 End 28034 End 28035 28036 ; ***DESIGN parameters *** 28037 DisplayName = OBJECT:Wall 28038 Side = America 28039 EditorSorting = STRUCTURE 28040 Prerequisites 28041 Object = AmericaBarracks 28042 End 28043 BuildCost = 50 28044 BuildTime = 2.0 ; in seconds 28045 VisionRange = 150.0 ; Shroud clearing distance 28046 ShroudClearingRange = 150 28047 ArmorSet 28048 Conditions = None 28049 Armor = StructureArmor 28050 DamageFX = StructureDamageFXNoShake 28051 End 28052 ExperienceValue = 50 50 50 50 ; Experience point value at each level 28053 28054 FenceWidth = 6 ; Spacing used by the fence tool in worldbuilder. 28055 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 28056 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 28057 28058 ; *** AUDIO Parameters *** 28059 VoiceSelect = NoSound 28060 28061 ; *** ENGINEERING Parameters *** 28062 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 28063 Body = StructureBody ModuleTag_02 28064 MaxHealth = 100.0 28065 InitialHealth = 100.0 28066 End 28067 28068 Behavior = DestroyDie ModuleTag_03 28069 DeathTypes = ALL -TOPPLED 28070 End 28071 Behavior = CreateObjectDie ModuleTag_04 28072 DeathTypes = ALL -TOPPLED 28073 CreationList = OCL_GenericWallSegmentDebris 28074 End 28075 Behavior = FXListDie ModuleTag_05 28076 DeathTypes = ALL -TOPPLED 28077 DeathFX = FX_GenericWallSegmentDeath 28078 End 28079 28080 Geometry = BOX 28081 GeometryMajorRadius = 3.0 28082 GeometryMinorRadius = 4.0 28083 GeometryHeight = 20.0 28084 GeometryIsSmall = No 28085 Shadow = SHADOW_VOLUME 28086 BuildCompletion = PLACED_BY_PLAYER 28087 28088 End 28089 28090 ;------------------------------------------------------------------------------ 28091 Object GLAWall 28092 28093 ; *** ART Parameters *** 28094 SelectPortrait = SUBarricade_L 28095 ButtonImage = SUBarricade 28096 Draw = W3DModelDraw ModuleTag_01 28097 OkToChangeModelColor = Yes 28098 28099 ; day 28100 ConditionState = NONE 28101 Model = UBBurnBarrY 28102 ParticleSysBone = Fire01 FireBurningBarricade02 28103 ParticleSysBone = Fire02 FireBurningBarricade02 28104 ParticleSysBone = Smoke01 SmokeBurningBarricade02 28105 ParticleSysBone = Smoke02 SmokeBurningBarricade02 28106 End 28107 ConditionState = DAMAGED 28108 Model = UBBurnBarrY_D 28109 End 28110 ConditionState = REALLYDAMAGED RUBBLE 28111 Model = UBBurnBarrY_E 28112 End 28113 End 28114 28115 ; ***DESIGN parameters *** 28116 DisplayName = OBJECT:BurningBarricade 28117 Side = GLA 28118 EditorSorting = STRUCTURE 28119 28120 BuildCost = 100 28121 BuildTime = 1.0 ; in seconds 28122 VisionRange = 150.0 ; Shroud clearing distance 28123 ShroudClearingRange = 150 28124 ArmorSet 28125 Conditions = None 28126 Armor = StructureArmor 28127 DamageFX = StructureDamageFXNoShake 28128 End 28129 ExperienceValue = 50 50 50 50 ; Experience point value at each level 28130 28131 FenceWidth = 28 ; Spacing used by the fence tool in worldbuilder. 28132 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 28133 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 28134 28135 ; *** AUDIO Parameters *** 28136 VoiceSelect = NoSound 28137 28138 ; *** ENGINEERING Parameters *** 28139 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 28140 Body = StructureBody ModuleTag_02 28141 MaxHealth = 1000.0 28142 InitialHealth = 1000.0 28143 End 28144 28145 Behavior = DestroyDie ModuleTag_03 28146 ; none 28147 End 28148 Behavior = CreateObjectDie ModuleTag_04 28149 CreationList = OCL_GenericWallSegmentDebris 28150 End 28151 Behavior = FXListDie ModuleTag_05 28152 DeathFX = FX_GenericWallSegmentDeath 28153 End 28154 28155 Geometry = BOX 28156 GeometryMajorRadius = 11.0 28157 GeometryMinorRadius = 8.0 28158 GeometryHeight = 12.0 28159 GeometryIsSmall = No 28160 Shadow = SHADOW_VOLUME 28161 BuildCompletion = PLACED_BY_PLAYER 28162 28163 End 28164 28165 ;------------------------------------------------------------------------------ 28166 ;Added for the Hub piece 28167 Object GLAWallHub 28168 28169 ; *** ART Parameters *** 28170 SelectPortrait = SUBarricade_L 28171 ButtonImage = SUBarricade 28172 Draw = W3DModelDraw ModuleTag_01 28173 OkToChangeModelColor = Yes 28174 28175 ; day 28176 ConditionState = NONE 28177 Model = UBBurnBarrX 28178 ParticleSysBone = Fire01 FireBurningBarricade02 28179 ParticleSysBone = Smoke01 SmokeBurningBarricade02 28180 ParticleSysBone = Smoke02 SmokeBurningBarricade02 28181 End 28182 ConditionState = DAMAGED 28183 Model = UBBurnBarrX_D 28184 End 28185 ConditionState = REALLYDAMAGED RUBBLE 28186 Model = UBBurnBarrX_E 28187 End 28188 End 28189 28190 ; ***DESIGN parameters *** 28191 DisplayName = OBJECT:Wall 28192 Side = GLA 28193 EditorSorting = STRUCTURE 28194 Prerequisites 28195 Object = GLABarracks 28196 End 28197 BuildCost = 50 28198 BuildTime = 1.0 ; in seconds 28199 VisionRange = 150.0 ; Shroud clearing distance 28200 ShroudClearingRange = 150 28201 ArmorSet 28202 Conditions = None 28203 Armor = StructureArmor 28204 DamageFX = StructureDamageFXNoShake 28205 End 28206 ExperienceValue = 50 50 50 50 ; Experience point value at each level 28207 28208 FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. 28209 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 28210 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 28211 28212 ; *** AUDIO Parameters *** 28213 VoiceSelect = NoSound 28214 28215 ; *** ENGINEERING Parameters *** 28216 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 28217 Body = StructureBody ModuleTag_02 28218 MaxHealth = 100.0 28219 InitialHealth = 100.0 28220 End 28221 28222 Behavior = DestroyDie ModuleTag_03 28223 ; none 28224 End 28225 Behavior = CreateObjectDie ModuleTag_04 28226 CreationList = OCL_GenericWallSegmentDebris 28227 End 28228 Behavior = FXListDie ModuleTag_05 28229 DeathFX = FX_GenericWallSegmentDeath 28230 End 28231 28232 Geometry = BOX 28233 GeometryMajorRadius = 4.0 28234 GeometryMinorRadius = 6.0 28235 GeometryHeight = 12.0 28236 GeometryIsSmall = No 28237 Shadow = SHADOW_VOLUME 28238 BuildCompletion = PLACED_BY_PLAYER 28239 28240 End 28241 28242 ;------------------------------------------------------------------------------ 28243 ;Added for the Hub piece 28244 Object ChinaWallHub 28245 28246 ; *** ART Parameters *** 28247 Draw = W3DModelDraw ModuleTag_01 28248 OkToChangeModelColor = Yes 28249 28250 ; day 28251 ConditionState = NONE 28252 Model = NBWall02X 28253 End 28254 ConditionState = DAMAGED 28255 Model = NBWall02X_D 28256 End 28257 ConditionState = REALLYDAMAGED RUBBLE 28258 Model = NBWall02X_E 28259 End 28260 28261 ConditionState = SNOW 28262 Model = NBWall02X_S 28263 End 28264 ConditionState = DAMAGED SNOW 28265 Model = NBWall02X_DS 28266 End 28267 ConditionState = REALLYDAMAGED RUBBLE SNOW 28268 Model = NBWall02X_ES 28269 End 28270 End 28271 28272 ; ***DESIGN parameters *** 28273 DisplayName = OBJECT:Wall 28274 Side = China 28275 EditorSorting = STRUCTURE 28276 Prerequisites 28277 Object = ChinaBarracks 28278 End 28279 BuildCost = 50 28280 BuildTime = 1.0 ; in seconds 28281 VisionRange = 150.0 ; Shroud clearing distance 28282 ShroudClearingRange = 150 28283 ArmorSet 28284 Conditions = None 28285 Armor = WallArmor 28286 DamageFX = StructureDamageFXNoShake 28287 End 28288 28289 FenceWidth = 12 ; Spacing used by the fence tool in worldbuilder. 28290 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 28291 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 28292 28293 ; *** AUDIO Parameters *** 28294 VoiceSelect = NoSound 28295 28296 ; *** ENGINEERING Parameters *** 28297 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 28298 Body = StructureBody ModuleTag_02 28299 MaxHealth = 100.0 28300 InitialHealth = 100.0 28301 End 28302 28303 Behavior = DestroyDie ModuleTag_03 28304 ; none 28305 End 28306 Behavior = CreateObjectDie ModuleTag_04 28307 CreationList = OCL_GenericWallSegmentDebris 28308 End 28309 Behavior = FXListDie ModuleTag_05 28310 DeathFX = FX_GenericWallSegmentDeath 28311 End 28312 28313 Geometry = BOX 28314 GeometryMajorRadius = 4.0 28315 GeometryMinorRadius = 6.0 28316 GeometryHeight = 12.0 28317 GeometryIsSmall = No 28318 Shadow = SHADOW_VOLUME 28319 BuildCompletion = PLACED_BY_PLAYER 28320 28321 End 28322 28323 ;------------------------------------------------------------------------------ 28324 Object GLATrap 28325 28326 ; *** ART Parameters *** 28327 Draw = W3DModelDraw ModuleTag_01 28328 OkToChangeModelColor = Yes 28329 ConditionState = NONE 28330 Model = NBWall 28331 End 28332 End 28333 28334 ; ***DESIGN parameters *** 28335 DisplayName = OBJECT:TankTrap 28336 Side = GLA 28337 EditorSorting = STRUCTURE 28338 Prerequisites 28339 Object = GLABarracks 28340 End 28341 BuildCost = 50 28342 BuildTime = 1.0 ; in seconds 28343 EnergyProduction = 0 28344 VisionRange = 150.0 ; Shroud clearing distance 28345 ShroudClearingRange = 150 28346 ArmorSet 28347 Conditions = None 28348 Armor = StructureArmor 28349 DamageFX = StructureDamageFXNoShake 28350 End 28351 28352 FenceWidth = 14 ; Spacing used by the fence tool in worldbuilder. 28353 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 28354 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 28355 28356 ; *** AUDIO Parameters *** 28357 VoiceSelect = NoSound 28358 28359 UnitSpecificSounds 28360 UnderConstruction = UnderConstructionLoop 28361 End 28362 28363 ; *** ENGINEERING Parameters *** 28364 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 28365 Body = StructureBody ModuleTag_02 28366 MaxHealth = 100.0 28367 InitialHealth = 100.0 28368 End 28369 Behavior = DestroyDie ModuleTag_03 28370 ;nothing 28371 End 28372 Behavior = CreateObjectDie ModuleTag_04 28373 CreationList = OCL_GenericWallSegmentDebris 28374 End 28375 Behavior = FXListDie ModuleTag_05 28376 DeathFX = FX_GenericWallSegmentDeath 28377 End 28378 Geometry = BOX 28379 GeometryMajorRadius = 7.0 28380 GeometryMinorRadius = 7.0 28381 GeometryHeight = 9.0 28382 GeometryIsSmall = No 28383 Shadow = SHADOW_VOLUME 28384 BuildCompletion = PLACED_BY_PLAYER 28385 28386 End 28387 28388 ;------------------------------------------------------------------------------ 28389 Object ChinaMoat 28390 28391 ; *** ART Parameters *** 28392 Draw = W3DModelDraw ModuleTag_01 28393 OkToChangeModelColor = Yes 28394 ConditionState = NONE 28395 Model = TempBldgSm 28396 End 28397 End 28398 28399 ; ***DESIGN parameters *** 28400 DisplayName = OBJECT:Moat 28401 Side = China 28402 EditorSorting = STRUCTURE 28403 BuildCost = 100 28404 BuildTime = 2.0 ; in seconds 28405 EnergyProduction = 0 28406 VisionRange = 50.0 ; Shroud clearing distance 28407 ShroudClearingRange = 50 28408 ArmorSet 28409 Conditions = None 28410 Armor = StructureArmor 28411 DamageFX = StructureDamageFXNoShake 28412 End 28413 28414 ; *** AUDIO Parameters *** 28415 VoiceSelect = NoSound 28416 28417 ; *** ENGINEERING Parameters *** 28418 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD 28419 Body = StructureBody ModuleTag_02 28420 MaxHealth = 1000.0 28421 InitialHealth = 1000.0 28422 End 28423 Behavior = DestroyDie ModuleTag_03 28424 ;nothing 28425 End 28426 Behavior = CreateObjectDie ModuleTag_04 28427 CreationList = OCL_SmallStructureDebris 28428 End 28429 Behavior = FXListDie ModuleTag_05 28430 DeathFX = FX_SmallStructureDeath 28431 End 28432 Geometry = BOX 28433 GeometryMajorRadius = 7.0 28434 GeometryMinorRadius = 7.0 28435 GeometryHeight = 9.0 28436 GeometryIsSmall = Yes 28437 Shadow = SHADOW_VOLUME 28438 BuildCompletion = PLACED_BY_PLAYER 28439 28440 End 28441 28442 ;------------------------------------------------------------------------------ 28443 Object PatriotBinaryDataStream 28444 ; *** ART Parameters *** 28445 Draw = W3DLaserDraw ModuleTag_01 28446 Texture = EXBinaryStream32.tga 28447 NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 28448 InnerBeamWidth = 4 ;The total width of beam 28449 InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) 28450 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 28451 ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) 28452 Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 28453 ArcHeight = 30.0 ;The height of the arc 28454 SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio 28455 TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 28456 End 28457 28458 KindOf = IMMOBILE 28459 ClientUpdate = LaserUpdate ModuleTag_02 28460 ;nothing 28461 End 28462 28463 ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state. 28464 Behavior = DeletionUpdate ModuleTag_03 28465 MinLifetime = 600 ; min lifetime in msec 28466 MaxLifetime = 600 ; max lifetime in msec 28467 End 28468 End 28469 28470 ;------------------------------------------------------------------------------ 28471 Object AmericaPatriotBattery 28472 28473 ; *** ART Parameters *** 28474 SelectPortrait = SAPatriot_L 28475 ButtonImage = SAPatriot 28476 Draw = W3DModelDraw ModuleTag_01 28477 28478 OkToChangeModelColor = Yes 28479 28480 DefaultConditionState 28481 Model = ABPatriot 28482 Turret = TURRET01 28483 TurretPitch = TURRETEL 28484 WeaponLaunchBone = PRIMARY WeaponA 28485 WeaponLaunchBone = SECONDARY WeaponA 28486 WeaponLaunchBone = TERTIARY WeaponA 28487 WeaponFireFXBone = PRIMARY WeaponA 28488 WeaponFireFXBone = SECONDARY WeaponA 28489 WeaponFireFXBone = TERTIARY WeaponA 28490 End 28491 AliasConditionState = NIGHT 28492 28493 ConditionState = DAMAGED 28494 Model = ABPatriot_D 28495 End 28496 AliasConditionState = DAMAGED NIGHT 28497 28498 ConditionState = REALLYDAMAGED RUBBLE 28499 Model = ABPatriot_E 28500 End 28501 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 28502 28503 28504 ConditionState = SNOW 28505 Model = ABPatriot_S 28506 End 28507 AliasConditionState = SNOW NIGHT 28508 28509 ConditionState = DAMAGED SNOW 28510 Model = ABPatriot_DS 28511 End 28512 AliasConditionState = SNOW NIGHT DAMAGED 28513 28514 ConditionState = REALLYDAMAGED RUBBLE SNOW 28515 Model = ABPatriot_ES 28516 End 28517 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 28518 28519 ;************************************************************************************************************************** 28520 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 28521 ;for this draw module 28522 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28523 Model = ABPatriot 28524 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28525 End 28526 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 28527 28528 28529 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 28530 Model = ABPatriot_S 28531 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28532 End 28533 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 28534 28535 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 28536 Model = ABPatriot_D 28537 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28538 End 28539 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 28540 28541 28542 28543 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 28544 Model = ABPatriot_DS 28545 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28546 End 28547 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 28548 28549 28550 28551 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 28552 Model = ABPatriot_E 28553 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28554 End 28555 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 28556 28557 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 28558 Model = ABPatriot_ES 28559 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 28560 End 28561 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 28562 28563 28564 28565 ConditionState = AWAITING_CONSTRUCTION 28566 Model = NONE 28567 End 28568 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 28569 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 28570 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 28571 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 28572 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 28573 AliasConditionState = AWAITING_CONSTRUCTION SNOW 28574 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 28575 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 28576 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 28577 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 28578 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 28579 AliasConditionState = SOLD DAMAGED 28580 AliasConditionState = SOLD REALLYDAMAGED 28581 AliasConditionState = SOLD NIGHT 28582 AliasConditionState = SOLD NIGHT DAMAGED 28583 AliasConditionState = SOLD NIGHT REALLYDAMAGED 28584 AliasConditionState = SOLD SNOW 28585 AliasConditionState = SOLD SNOW DAMAGED 28586 AliasConditionState = SOLD SNOW REALLYDAMAGED 28587 AliasConditionState = SOLD NIGHT SNOW 28588 AliasConditionState = SOLD NIGHT SNOW DAMAGED 28589 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 28590 ;************************************************************************************************************************** 28591 28592 28593 28594 End 28595 28596 ; ------------ construction-zone fence ----------------- 28597 Draw = W3DModelDraw ModuleTag_02 28598 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 28599 DefaultConditionState 28600 Model = None 28601 TransitionKey = DOWN_DEFAULT 28602 End 28603 ConditionState = NIGHT 28604 Model = None 28605 TransitionKey = DOWN_DEFAULT 28606 End 28607 ConditionState = SNOW 28608 Model = None 28609 TransitionKey = DOWN_DEFAULT 28610 End 28611 ConditionState = SNOW NIGHT 28612 Model = None 28613 TransitionKey = DOWN_DEFAULT 28614 End 28615 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28616 Model = ABPatriot_A4 28617 Animation = ABPatriot_A4.ABPatriot_A4 28618 AnimationMode = MANUAL 28619 Flags = START_FRAME_LAST 28620 TransitionKey = UP_DAY 28621 End 28622 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28623 Model = ABPatriot_A4N 28624 Animation = ABPatriot_A4N.ABPatriot_A4N 28625 AnimationMode = MANUAL 28626 Flags = START_FRAME_LAST 28627 TransitionKey = UP_NIGHT 28628 End 28629 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28630 Model = ABPatriot_A4S 28631 Animation = ABPatriot_A4S.ABPatriot_A4S 28632 AnimationMode = MANUAL 28633 Flags = START_FRAME_LAST 28634 TransitionKey = UP_SNOW 28635 End 28636 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 28637 Model = ABPatriot_A4SN 28638 Animation = ABPatriot_A4SN.ABPatriot_A4SN 28639 AnimationMode = MANUAL 28640 Flags = START_FRAME_LAST 28641 TransitionKey = UP_SNOWNIGHT 28642 End 28643 TransitionState = DOWN_DEFAULT UP_DAY 28644 Model = ABPatriot_A4 28645 Animation = ABPatriot_A4.ABPatriot_A4 28646 AnimationMode = ONCE 28647 AnimationSpeedFactorRange = 1.0 1.0 28648 Flags = START_FRAME_FIRST 28649 End 28650 TransitionState = DOWN_DEFAULT UP_NIGHT 28651 Model = ABPatriot_A4N 28652 Animation = ABPatriot_A4N.ABPatriot_A4N 28653 AnimationMode = ONCE 28654 AnimationSpeedFactorRange = 1.0 1.0 28655 Flags = START_FRAME_FIRST 28656 End 28657 TransitionState = DOWN_DEFAULT UP_SNOW 28658 Model = ABPatriot_A4S 28659 Animation = ABPatriot_A4S.ABPatriot_A4S 28660 AnimationMode = ONCE 28661 AnimationSpeedFactorRange = 1.0 1.0 28662 Flags = START_FRAME_FIRST 28663 End 28664 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 28665 Model = ABPatriot_A4SN 28666 Animation = ABPatriot_A4SN.ABPatriot_A4SN 28667 AnimationMode = ONCE 28668 AnimationSpeedFactorRange = 1.0 1.0 28669 Flags = START_FRAME_FIRST 28670 End 28671 TransitionState = UP_DAY DOWN_DEFAULT 28672 Model = ABPatriot_A4 28673 Animation = ABPatriot_A4.ABPatriot_A4 28674 AnimationMode = ONCE_BACKWARDS 28675 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28676 Flags = START_FRAME_LAST 28677 End 28678 TransitionState = UP_NIGHT DOWN_DEFAULT 28679 Model = ABPatriot_A4N 28680 Animation = ABPatriot_A4N.ABPatriot_A4N 28681 AnimationMode = ONCE_BACKWARDS 28682 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28683 Flags = START_FRAME_LAST 28684 End 28685 TransitionState = UP_SNOW DOWN_DEFAULT 28686 Model = ABPatriot_A4S 28687 Animation = ABPatriot_A4S.ABPatriot_A4S 28688 AnimationMode = ONCE_BACKWARDS 28689 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28690 Flags = START_FRAME_LAST 28691 End 28692 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 28693 Model = ABPatriot_A4SN 28694 Animation = ABPatriot_A4SN.ABPatriot_A4SN 28695 AnimationMode = ONCE_BACKWARDS 28696 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28697 Flags = START_FRAME_LAST 28698 End 28699 End 28700 28701 ; ------------ under-construction scaffolding ----------------- 28702 Draw = W3DModelDraw ModuleTag_03 28703 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 28704 MinLODRequired = MEDIUM 28705 DefaultConditionState 28706 Model = None 28707 TransitionKey = DOWN_DEFAULT 28708 End 28709 ConditionState = NIGHT 28710 Model = None 28711 TransitionKey = DOWN_DEFAULT 28712 End 28713 ConditionState = SNOW 28714 Model = None 28715 TransitionKey = DOWN_DEFAULT 28716 End 28717 ConditionState = SNOW NIGHT 28718 Model = None 28719 TransitionKey = DOWN_DEFAULT 28720 End 28721 ConditionState = PARTIALLY_CONSTRUCTED 28722 Model = ABPatriot_A6 28723 Animation = ABPatriot_A6.ABPatriot_A6 28724 AnimationMode = MANUAL 28725 Flags = START_FRAME_LAST 28726 TransitionKey = UP_DAY 28727 ParticleSysBone = Sparks01 BuildUpBlueSpark 28728 ParticleSysBone = Sparks02 BuildUpBlueSpark 28729 End 28730 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 28731 Model = ABPatriot_A6N 28732 Animation = ABPatriot_A6N.ABPatriot_A6N 28733 AnimationMode = MANUAL 28734 Flags = START_FRAME_LAST 28735 TransitionKey = UP_NIGHT 28736 ParticleSysBone = Sparks01 BuildUpBlueSpark 28737 ParticleSysBone = Sparks02 BuildUpBlueSpark 28738 End 28739 ConditionState = SNOW PARTIALLY_CONSTRUCTED 28740 Model = ABPatriot_A6S 28741 Animation = ABPatriot_A6S.ABPatriot_A6S 28742 AnimationMode = MANUAL 28743 Flags = START_FRAME_LAST 28744 TransitionKey = UP_SNOW 28745 ParticleSysBone = Sparks01 BuildUpBlueSpark 28746 ParticleSysBone = Sparks02 BuildUpBlueSpark 28747 End 28748 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 28749 Model = ABPatriot_A6SN 28750 Animation = ABPatriot_A6SN.ABPatriot_A6SN 28751 AnimationMode = MANUAL 28752 Flags = START_FRAME_LAST 28753 TransitionKey = UP_SNOWNIGHT 28754 ParticleSysBone = Sparks01 BuildUpBlueSpark 28755 ParticleSysBone = Sparks02 BuildUpBlueSpark 28756 End 28757 TransitionState = DOWN_DEFAULT UP_DAY 28758 Model = ABPatriot_A6 28759 Animation = ABPatriot_A6.ABPatriot_A6 28760 AnimationMode = ONCE 28761 AnimationSpeedFactorRange = 1.0 1.0 28762 Flags = START_FRAME_FIRST 28763 End 28764 TransitionState = DOWN_DEFAULT UP_NIGHT 28765 Model = ABPatriot_A6N 28766 Animation = ABPatriot_A6N.ABPatriot_A6N 28767 AnimationMode = ONCE 28768 AnimationSpeedFactorRange = 1.0 1.0 28769 Flags = START_FRAME_FIRST 28770 End 28771 TransitionState = DOWN_DEFAULT UP_SNOW 28772 Model = ABPatriot_A6S 28773 Animation = ABPatriot_A6S.ABPatriot_A6S 28774 AnimationMode = ONCE 28775 AnimationSpeedFactorRange = 1.0 1.0 28776 Flags = START_FRAME_FIRST 28777 End 28778 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 28779 Model = ABPatriot_A6SN 28780 Animation = ABPatriot_A6SN.ABPatriot_A6SN 28781 AnimationMode = ONCE 28782 AnimationSpeedFactorRange = 1.0 1.0 28783 Flags = START_FRAME_FIRST 28784 End 28785 TransitionState = UP_DAY DOWN_DEFAULT 28786 Model = ABPatriot_A6 28787 Animation = ABPatriot_A6.ABPatriot_A6 28788 AnimationMode = ONCE_BACKWARDS 28789 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28790 Flags = START_FRAME_LAST 28791 End 28792 TransitionState = UP_NIGHT DOWN_DEFAULT 28793 Model = ABPatriot_A6N 28794 Animation = ABPatriot_A6N.ABPatriot_A6N 28795 AnimationMode = ONCE_BACKWARDS 28796 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28797 Flags = START_FRAME_LAST 28798 End 28799 TransitionState = UP_SNOW DOWN_DEFAULT 28800 Model = ABPatriot_A6S 28801 Animation = ABPatriot_A6S.ABPatriot_A6S 28802 AnimationMode = ONCE_BACKWARDS 28803 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28804 Flags = START_FRAME_LAST 28805 End 28806 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 28807 Model = ABPatriot_A6SN 28808 Animation = ABPatriot_A6SN.ABPatriot_A6SN 28809 AnimationMode = ONCE_BACKWARDS 28810 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 28811 Flags = START_FRAME_LAST 28812 End 28813 End 28814 28815 PlacementViewAngle = -45 28816 28817 ; ***DESIGN parameters *** 28818 DisplayName = OBJECT:PatriotBattery 28819 Side = America 28820 EditorSorting = STRUCTURE 28821 Prerequisites 28822 Object = AmericaPowerPlant 28823 End 28824 BuildCost = 1000 28825 BuildTime = 25.0 ; in seconds 28826 EnergyProduction = -3 28827 WeaponSet 28828 Conditions = None 28829 Weapon = PRIMARY PatriotMissileWeapon 28830 Weapon = SECONDARY PatriotMissileAssistWeapon 28831 Weapon = TERTIARY PatriotMissileWeaponAir 28832 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 28833 AutoChooseSources = SECONDARY NONE 28834 AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT 28835 PreferredAgainst = PRIMARY VEHICLE INFANTRY 28836 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 28837 PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT 28838 ShareWeaponReloadTime = Yes 28839 End 28840 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 28841 ShroudClearingRange = 360 28842 ArmorSet 28843 Conditions = None 28844 Armor = BaseDefenseArmor 28845 DamageFX = StructureDamageFXNoShake 28846 End 28847 CommandSet = AmericaPatriotBatteryCommandSet 28848 ExperienceValue = 200 200 200 200 ; Experience point value at each level 28849 28850 ;Behavior = AIUpdateInterface ModuleTag_20 28851 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 28852 ; MoodAttackCheckRate = 250 28853 ;End 28854 28855 ; *** AUDIO Parameters *** 28856 VoiceSelect = PatriotBatterySelect 28857 SoundOnDamaged = BuildingDamagedStateLight 28858 SoundOnReallyDamaged = BuildingDestroy 28859 28860 UnitSpecificSounds 28861 UnderConstruction = UnderConstructionLoop 28862 End 28863 28864 UnitSpecificSounds 28865 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 28866 TurretMoveStart = NoSound 28867 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 28868 End 28869 28870 ; *** ENGINEERING Parameters *** 28871 RadarPriority = STRUCTURE 28872 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE 28873 Body = StructureBody ModuleTag_04 28874 MaxHealth = 1000.0 28875 InitialHealth = 1000.0 28876 28877 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 28878 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 28879 SubdualDamageCap = 1200 28880 SubdualDamageHealRate = 500 28881 SubdualDamageHealAmount = 100 28882 End 28883 28884 Behavior = StealthDetectorUpdate ModuleTag_13 28885 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 28886 DetectionRange = 200 ;Dustin, enable this for independant balancing! 28887 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 28888 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 28889 End 28890 28891 Behavior = BaseRegenerateUpdate ModuleTag_05 28892 ;No data 28893 End 28894 Behavior = AIUpdateInterface ModuleTag_06 28895 Turret 28896 TurretTurnRate = 180 // turn rate, in degrees per sec 28897 TurretPitchRate = 180 28898 AllowsPitch = Yes 28899 NaturalTurretPitch = 45 28900 GroundUnitPitch = 40 28901 MinPhysicalPitch = -20 28902 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 28903 MinIdleScanInterval = 250 ; in milliseconds 28904 MaxIdleScanInterval = 250 ; in milliseconds 28905 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 28906 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 28907 End 28908 28909 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 28910 MoodAttackCheckRate = 250 28911 End 28912 28913 Behavior = AssistedTargetingUpdate ModuleTag_07 28914 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 28915 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 28916 LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me 28917 LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target 28918 End 28919 28920 Behavior = DestroyDie ModuleTag_08 28921 ;nothing 28922 End 28923 Behavior = CreateObjectDie ModuleTag_09 28924 CreationList = OCL_AmericanRangerDebris03 28925 ExemptStatus = UNDER_CONSTRUCTION 28926 End 28927 Behavior = FXListDie ModuleTag_10 28928 DeathFX = FX_StructureTinyDeath 28929 End 28930 28931 Behavior = FlammableUpdate ModuleTag_12 28932 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28933 AflameDamageAmount = 5 ; taking this much damage... 28934 AflameDamageDelay = 500 ; this often. 28935 End 28936 28937 Behavior = TransitionDamageFX ModuleTag_14 28938 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 28939 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 28940 ;--------------------------------------------------------------------------------------- 28941 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 28942 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 28943 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 28944 End 28945 28946 Geometry = CYLINDER 28947 GeometryMajorRadius = 12.0 28948 GeometryMinorRadius = 1.0 28949 GeometryHeight = 14.0 28950 GeometryIsSmall = No 28951 Shadow = SHADOW_VOLUME 28952 BuildCompletion = PLACED_BY_PLAYER 28953 28954 End 28955 28956 ;------------------------------------------------------------------------------ 28957 Object ChinaBunker 28958 28959 ; *** ART Parameters *** 28960 SelectPortrait = SNBunker_L 28961 ButtonImage = SNBunker 28962 Draw = W3DModelDraw ModuleTag_01 28963 OkToChangeModelColor = Yes 28964 28965 28966 ;day 28967 ConditionState = NONE 28968 Model = NBBunker 28969 End 28970 ConditionState = DAMAGED 28971 Model = NBBunker_D 28972 ParticleSysBone = Fire01 SmolderingFire 28973 ParticleSysBone = Smoke01 SmolderingSmoke 28974 ParticleSysBone = Fire01 SmolderingFlameCore 28975 ParticleSysBone = Fire02 SmolderingFire 28976 ParticleSysBone = Smoke02 SmolderingSmoke 28977 ParticleSysBone = Fire02 SmolderingFlameCore 28978 End 28979 ConditionState = REALLYDAMAGED RUBBLE 28980 Model = NBBunker_E 28981 ParticleSysBone = Fire01 SmolderingFire 28982 ParticleSysBone = Fire01 SmolderingFlameCore 28983 ParticleSysBone = Fire02 SmolderingFire 28984 ParticleSysBone = Fire02 SmolderingFlameCore 28985 ParticleSysBone = Fire03 SmolderingFire 28986 ParticleSysBone = Fire03 SmolderingFlameCore 28987 ParticleSysBone = Fire04 SmolderingFire 28988 ParticleSysBone = Fire04 SmolderingFlameCore 28989 ParticleSysBone = Fire05 SmolderingFire 28990 ParticleSysBone = Fire05 SmolderingFlameCore 28991 ParticleSysBone = Smoke01 SmolderingSmoke 28992 ParticleSysBone = Smoke02 SmolderingSmoke 28993 ParticleSysBone = Smoke03 SmolderingSmoke 28994 ParticleSysBone = Smoke04 SmolderingSmoke 28995 ParticleSysBone = Smoke05 SmolderingSmoke 28996 End 28997 28998 ConditionState = GARRISONED 28999 Model = NBBunker_G 29000 End 29001 ConditionState = DAMAGED GARRISONED 29002 Model = NBBunker_DG 29003 ParticleSysBone = Fire01 SmolderingFire 29004 ParticleSysBone = Smoke01 SmolderingSmoke 29005 ParticleSysBone = Fire01 SmolderingFlameCore 29006 ParticleSysBone = Fire02 SmolderingFire 29007 ParticleSysBone = Smoke02 SmolderingSmoke 29008 ParticleSysBone = Fire02 SmolderingFlameCore 29009 End 29010 ConditionState = REALLYDAMAGED RUBBLE GARRISONED 29011 Model = NBBunker_EG 29012 ParticleSysBone = Fire01 SmolderingFire 29013 ParticleSysBone = Fire01 SmolderingFlameCore 29014 ParticleSysBone = Fire02 SmolderingFire 29015 ParticleSysBone = Fire02 SmolderingFlameCore 29016 ParticleSysBone = Fire03 SmolderingFire 29017 ParticleSysBone = Fire03 SmolderingFlameCore 29018 ParticleSysBone = Fire04 SmolderingFire 29019 ParticleSysBone = Fire04 SmolderingFlameCore 29020 ParticleSysBone = Fire05 SmolderingFire 29021 ParticleSysBone = Fire05 SmolderingFlameCore 29022 ParticleSysBone = Smoke01 SmolderingSmoke 29023 ParticleSysBone = Smoke02 SmolderingSmoke 29024 ParticleSysBone = Smoke03 SmolderingSmoke 29025 ParticleSysBone = Smoke04 SmolderingSmoke 29026 ParticleSysBone = Smoke05 SmolderingSmoke 29027 End 29028 29029 29030 29031 ConditionState = SNOW 29032 Model = NBBunker_S 29033 End 29034 ConditionState = DAMAGED SNOW 29035 Model = NBBunker_DS 29036 ParticleSysBone = Fire01 SmolderingFire 29037 ParticleSysBone = Smoke01 SmolderingSmoke 29038 ParticleSysBone = Fire01 SmolderingFlameCore 29039 ParticleSysBone = Fire02 SmolderingFire 29040 ParticleSysBone = Smoke02 SmolderingSmoke 29041 ParticleSysBone = Fire02 SmolderingFlameCore 29042 End 29043 ConditionState = REALLYDAMAGED RUBBLE SNOW 29044 Model = NBBunker_ES 29045 ParticleSysBone = Fire01 SmolderingFire 29046 ParticleSysBone = Fire01 SmolderingFlameCore 29047 ParticleSysBone = Fire02 SmolderingFire 29048 ParticleSysBone = Fire02 SmolderingFlameCore 29049 ParticleSysBone = Fire03 SmolderingFire 29050 ParticleSysBone = Fire03 SmolderingFlameCore 29051 ParticleSysBone = Fire04 SmolderingFire 29052 ParticleSysBone = Fire04 SmolderingFlameCore 29053 ParticleSysBone = Fire05 SmolderingFire 29054 ParticleSysBone = Fire05 SmolderingFlameCore 29055 ParticleSysBone = Smoke01 SmolderingSmoke 29056 ParticleSysBone = Smoke02 SmolderingSmoke 29057 ParticleSysBone = Smoke03 SmolderingSmoke 29058 ParticleSysBone = Smoke04 SmolderingSmoke 29059 ParticleSysBone = Smoke05 SmolderingSmoke 29060 End 29061 29062 29063 ConditionState = SNOW GARRISONED 29064 Model = NBBunker_SG 29065 End 29066 ConditionState = DAMAGED SNOW GARRISONED 29067 Model = NBBunker_DSG 29068 ParticleSysBone = Fire01 SmolderingFire 29069 ParticleSysBone = Smoke01 SmolderingSmoke 29070 ParticleSysBone = Fire01 SmolderingFlameCore 29071 ParticleSysBone = Fire02 SmolderingFire 29072 ParticleSysBone = Smoke02 SmolderingSmoke 29073 ParticleSysBone = Fire02 SmolderingFlameCore 29074 End 29075 ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED 29076 Model = NBBunker_ESG 29077 ParticleSysBone = Fire01 SmolderingFire 29078 ParticleSysBone = Fire01 SmolderingFlameCore 29079 ParticleSysBone = Fire02 SmolderingFire 29080 ParticleSysBone = Fire02 SmolderingFlameCore 29081 ParticleSysBone = Fire03 SmolderingFire 29082 ParticleSysBone = Fire03 SmolderingFlameCore 29083 ParticleSysBone = Fire04 SmolderingFire 29084 ParticleSysBone = Fire04 SmolderingFlameCore 29085 ParticleSysBone = Fire05 SmolderingFire 29086 ParticleSysBone = Fire05 SmolderingFlameCore 29087 ParticleSysBone = Smoke01 SmolderingSmoke 29088 ParticleSysBone = Smoke02 SmolderingSmoke 29089 ParticleSysBone = Smoke03 SmolderingSmoke 29090 ParticleSysBone = Smoke04 SmolderingSmoke 29091 ParticleSysBone = Smoke05 SmolderingSmoke 29092 End 29093 29094 29095 29096 29097 ;night 29098 ConditionState = NIGHT 29099 Model = NBBunker_N 29100 End 29101 ConditionState = DAMAGED NIGHT 29102 Model = NBBunker_DN 29103 ParticleSysBone = Fire01 SmolderingFire 29104 ParticleSysBone = Smoke01 SmolderingSmoke 29105 ParticleSysBone = Fire01 SmolderingFlameCore 29106 ParticleSysBone = Fire02 SmolderingFire 29107 ParticleSysBone = Smoke02 SmolderingSmoke 29108 ParticleSysBone = Fire02 SmolderingFlameCore 29109 End 29110 ConditionState = REALLYDAMAGED RUBBLE NIGHT 29111 Model = NBBunker_EN 29112 ParticleSysBone = Fire01 SmolderingFire 29113 ParticleSysBone = Fire01 SmolderingFlameCore 29114 ParticleSysBone = Fire02 SmolderingFire 29115 ParticleSysBone = Fire02 SmolderingFlameCore 29116 ParticleSysBone = Fire03 SmolderingFire 29117 ParticleSysBone = Fire03 SmolderingFlameCore 29118 ParticleSysBone = Fire04 SmolderingFire 29119 ParticleSysBone = Fire04 SmolderingFlameCore 29120 ParticleSysBone = Fire05 SmolderingFire 29121 ParticleSysBone = Fire05 SmolderingFlameCore 29122 ParticleSysBone = Smoke01 SmolderingSmoke 29123 ParticleSysBone = Smoke02 SmolderingSmoke 29124 ParticleSysBone = Smoke03 SmolderingSmoke 29125 ParticleSysBone = Smoke04 SmolderingSmoke 29126 ParticleSysBone = Smoke05 SmolderingSmoke 29127 End 29128 29129 ;night 29130 ConditionState = NIGHT GARRISONED 29131 Model = NBBunker_NG 29132 End 29133 ConditionState = DAMAGED NIGHT GARRISONED 29134 Model = NBBunker_DNG 29135 ParticleSysBone = Fire01 SmolderingFire 29136 ParticleSysBone = Smoke01 SmolderingSmoke 29137 ParticleSysBone = Fire01 SmolderingFlameCore 29138 ParticleSysBone = Fire02 SmolderingFire 29139 ParticleSysBone = Smoke02 SmolderingSmoke 29140 ParticleSysBone = Fire02 SmolderingFlameCore 29141 End 29142 ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED 29143 Model = NBBunker_ENG 29144 ParticleSysBone = Fire01 SmolderingFire 29145 ParticleSysBone = Fire01 SmolderingFlameCore 29146 ParticleSysBone = Fire02 SmolderingFire 29147 ParticleSysBone = Fire02 SmolderingFlameCore 29148 ParticleSysBone = Fire03 SmolderingFire 29149 ParticleSysBone = Fire03 SmolderingFlameCore 29150 ParticleSysBone = Fire04 SmolderingFire 29151 ParticleSysBone = Fire04 SmolderingFlameCore 29152 ParticleSysBone = Fire05 SmolderingFire 29153 ParticleSysBone = Fire05 SmolderingFlameCore 29154 ParticleSysBone = Smoke01 SmolderingSmoke 29155 ParticleSysBone = Smoke02 SmolderingSmoke 29156 ParticleSysBone = Smoke03 SmolderingSmoke 29157 ParticleSysBone = Smoke04 SmolderingSmoke 29158 ParticleSysBone = Smoke05 SmolderingSmoke 29159 End 29160 29161 29162 29163 29164 ;night snow 29165 ConditionState = NIGHT SNOW 29166 Model = NBBunker_NS 29167 End 29168 ConditionState = DAMAGED NIGHT SNOW 29169 Model = NBBunker_DNS 29170 ParticleSysBone = Fire01 SmolderingFire 29171 ParticleSysBone = Smoke01 SmolderingSmoke 29172 ParticleSysBone = Fire01 SmolderingFlameCore 29173 ParticleSysBone = Fire02 SmolderingFire 29174 ParticleSysBone = Smoke02 SmolderingSmoke 29175 ParticleSysBone = Fire02 SmolderingFlameCore 29176 End 29177 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 29178 Model = NBBunker_ENS 29179 ParticleSysBone = Fire01 SmolderingFire 29180 ParticleSysBone = Fire01 SmolderingFlameCore 29181 ParticleSysBone = Fire02 SmolderingFire 29182 ParticleSysBone = Fire02 SmolderingFlameCore 29183 ParticleSysBone = Fire03 SmolderingFire 29184 ParticleSysBone = Fire03 SmolderingFlameCore 29185 ParticleSysBone = Fire04 SmolderingFire 29186 ParticleSysBone = Fire04 SmolderingFlameCore 29187 ParticleSysBone = Fire05 SmolderingFire 29188 ParticleSysBone = Fire05 SmolderingFlameCore 29189 ParticleSysBone = Smoke01 SmolderingSmoke 29190 ParticleSysBone = Smoke02 SmolderingSmoke 29191 ParticleSysBone = Smoke03 SmolderingSmoke 29192 ParticleSysBone = Smoke04 SmolderingSmoke 29193 ParticleSysBone = Smoke05 SmolderingSmoke 29194 End 29195 29196 29197 ;night snow 29198 ConditionState = NIGHT SNOW GARRISONED 29199 Model = NBBunker_NSG 29200 End 29201 ConditionState = DAMAGED NIGHT SNOW GARRISONED 29202 Model = NBBunker_DNSG 29203 ParticleSysBone = Fire01 SmolderingFire 29204 ParticleSysBone = Smoke01 SmolderingSmoke 29205 ParticleSysBone = Fire01 SmolderingFlameCore 29206 ParticleSysBone = Fire02 SmolderingFire 29207 ParticleSysBone = Smoke02 SmolderingSmoke 29208 ParticleSysBone = Fire02 SmolderingFlameCore 29209 End 29210 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED 29211 Model = NBBunker_ENSG 29212 ParticleSysBone = Fire01 SmolderingFire 29213 ParticleSysBone = Fire01 SmolderingFlameCore 29214 ParticleSysBone = Fire02 SmolderingFire 29215 ParticleSysBone = Fire02 SmolderingFlameCore 29216 ParticleSysBone = Fire03 SmolderingFire 29217 ParticleSysBone = Fire03 SmolderingFlameCore 29218 ParticleSysBone = Fire04 SmolderingFire 29219 ParticleSysBone = Fire04 SmolderingFlameCore 29220 ParticleSysBone = Fire05 SmolderingFire 29221 ParticleSysBone = Fire05 SmolderingFlameCore 29222 ParticleSysBone = Smoke01 SmolderingSmoke 29223 ParticleSysBone = Smoke02 SmolderingSmoke 29224 ParticleSysBone = Smoke03 SmolderingSmoke 29225 ParticleSysBone = Smoke04 SmolderingSmoke 29226 ParticleSysBone = Smoke05 SmolderingSmoke 29227 End 29228 29229 29230 ;************************************************************************************************************************** 29231 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 29232 ;for this draw module 29233 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29234 Model = NBBunker 29235 ;Animation = NBBunker.NBBunker 29236 ;AnimationMode = LOOP 29237 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29238 End 29239 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 29240 Model = NBBunker_D 29241 ;Animation = NBBunker_D.NBBunker_D 29242 ;AnimationMode = LOOP 29243 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29244 End 29245 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 29246 Model = NBBunker_E 29247 ;Animation = NBBunker_E.NBBunker_E 29248 ;AnimationMode = LOOP 29249 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29250 End 29251 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 29252 Model = NBBunker_N 29253 ;Animation = NBBunker_N.NBBunker_N 29254 ;AnimationMode = LOOP 29255 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29256 End 29257 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 29258 Model = NBBunker_DN 29259 ;Animation = NBBunker_DN.NBBunker_DN 29260 ;AnimationMode = LOOP 29261 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29262 End 29263 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 29264 Model = NBBunker_EN 29265 ;Animation = NBBunker_EN.NBBunker_EN 29266 ;AnimationMode = LOOP 29267 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29268 End 29269 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 29270 Model = NBBunker_S 29271 ;Animation = NBBunker_S.NBBunker_S 29272 ;AnimationMode = LOOP 29273 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29274 End 29275 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 29276 Model = NBBunker_DS 29277 ;Animation = NBBunker_DS.NBBunker_DS 29278 ;AnimationMode = LOOP 29279 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29280 End 29281 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 29282 Model = NBBunker_ES 29283 ;Animation = NBBunker_ES.NBBunker_ES 29284 ;AnimationMode = LOOP 29285 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29286 End 29287 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 29288 Model = NBBunker_NS 29289 ;Animation = NBBunker_NS.NBBunker_NS 29290 ;AnimationMode = LOOP 29291 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29292 End 29293 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 29294 Model = NBBunker_DNS 29295 ;Animation = NBBunker_DNS.NBBunker_DNS 29296 ;AnimationMode = LOOP 29297 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29298 End 29299 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 29300 Model = NBBunker_ENS 29301 ; Animation = NBBunker_ENS.NBBunker_ENS 29302 ; AnimationMode = LOOP 29303 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29304 End 29305 29306 ConditionState = AWAITING_CONSTRUCTION 29307 Model = NONE 29308 End 29309 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 29310 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 29311 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 29312 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 29313 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 29314 AliasConditionState = AWAITING_CONSTRUCTION SNOW 29315 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 29316 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 29317 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 29318 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 29319 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 29320 AliasConditionState = SOLD 29321 AliasConditionState = SOLD DAMAGED 29322 AliasConditionState = SOLD REALLYDAMAGED 29323 AliasConditionState = SOLD NIGHT 29324 AliasConditionState = SOLD NIGHT DAMAGED 29325 AliasConditionState = SOLD NIGHT REALLYDAMAGED 29326 AliasConditionState = SOLD SNOW 29327 AliasConditionState = SOLD SNOW DAMAGED 29328 AliasConditionState = SOLD SNOW REALLYDAMAGED 29329 AliasConditionState = SOLD NIGHT SNOW 29330 AliasConditionState = SOLD NIGHT SNOW DAMAGED 29331 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 29332 AliasConditionState = SOLD GARRISONED 29333 AliasConditionState = SOLD DAMAGED GARRISONED 29334 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 29335 AliasConditionState = SOLD NIGHT GARRISONED 29336 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 29337 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 29338 AliasConditionState = SOLD SNOW GARRISONED 29339 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 29340 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 29341 AliasConditionState = SOLD NIGHT SNOW GARRISONED 29342 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 29343 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 29344 ;************************************************************************************************************************** 29345 29346 29347 End 29348 29349 ; ------------ construction-zone fence ----------------- 29350 Draw = W3DModelDraw ModuleTag_02 29351 AnimationsRequirePower = No 29352 DefaultConditionState 29353 Model = None 29354 TransitionKey = DOWN_DEFAULT 29355 End 29356 ConditionState = NIGHT 29357 Model = None 29358 TransitionKey = DOWN_DEFAULT 29359 End 29360 ConditionState = SNOW 29361 Model = None 29362 TransitionKey = DOWN_DEFAULT 29363 End 29364 ConditionState = SNOW NIGHT 29365 Model = None 29366 TransitionKey = DOWN_DEFAULT 29367 End 29368 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29369 Model = NBBunker_A4 29370 Animation = NBBunker_A4.NBBunker_A4 29371 AnimationMode = MANUAL 29372 Flags = START_FRAME_LAST 29373 TransitionKey = UP_DAY 29374 End 29375 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29376 Model = NBBunker_A4N 29377 Animation = NBBunker_A4N.NBBunker_A4N 29378 AnimationMode = MANUAL 29379 Flags = START_FRAME_LAST 29380 TransitionKey = UP_NIGHT 29381 End 29382 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29383 Model = NBBunker_A4S 29384 Animation = NBBunker_A4S.NBBunker_A4S 29385 AnimationMode = MANUAL 29386 Flags = START_FRAME_LAST 29387 TransitionKey = UP_SNOW 29388 End 29389 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29390 Model = NBBunker_A4SN 29391 Animation = NBBunker_A4SN.NBBunker_A4SN 29392 AnimationMode = MANUAL 29393 Flags = START_FRAME_LAST 29394 TransitionKey = UP_SNOWNIGHT 29395 End 29396 TransitionState = DOWN_DEFAULT UP_DAY 29397 Model = NBBunker_A4 29398 Animation = NBBunker_A4.NBBunker_A4 29399 AnimationMode = ONCE 29400 AnimationSpeedFactorRange = 1.0 1.0 29401 Flags = START_FRAME_FIRST 29402 End 29403 TransitionState = DOWN_DEFAULT UP_NIGHT 29404 Model = NBBunker_A4N 29405 Animation = NBBunker_A4N.NBBunker_A4N 29406 AnimationMode = ONCE 29407 AnimationSpeedFactorRange = 1.0 1.0 29408 Flags = START_FRAME_FIRST 29409 End 29410 TransitionState = DOWN_DEFAULT UP_SNOW 29411 Model = NBBunker_A4S 29412 Animation = NBBunker_A4S.NBBunker_A4S 29413 AnimationMode = ONCE 29414 AnimationSpeedFactorRange = 1.0 1.0 29415 Flags = START_FRAME_FIRST 29416 End 29417 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 29418 Model = NBBunker_A4SN 29419 Animation = NBBunker_A4SN.NBBunker_A4SN 29420 AnimationMode = ONCE 29421 AnimationSpeedFactorRange = 1.0 1.0 29422 Flags = START_FRAME_FIRST 29423 End 29424 TransitionState = UP_DAY DOWN_DEFAULT 29425 Model = NBBunker_A4 29426 Animation = NBBunker_A4.NBBunker_A4 29427 AnimationMode = ONCE_BACKWARDS 29428 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29429 Flags = START_FRAME_LAST 29430 End 29431 TransitionState = UP_NIGHT DOWN_DEFAULT 29432 Model = NBBunker_A4N 29433 Animation = NBBunker_A4N.NBBunker_A4N 29434 AnimationMode = ONCE_BACKWARDS 29435 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29436 Flags = START_FRAME_LAST 29437 End 29438 TransitionState = UP_SNOW DOWN_DEFAULT 29439 Model = NBBunker_A4S 29440 Animation = NBBunker_A4S.NBBunker_A4S 29441 AnimationMode = ONCE_BACKWARDS 29442 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29443 Flags = START_FRAME_LAST 29444 End 29445 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 29446 Model = NBBunker_A4SN 29447 Animation = NBBunker_A4SN.NBBunker_A4SN 29448 AnimationMode = ONCE_BACKWARDS 29449 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29450 Flags = START_FRAME_LAST 29451 End 29452 End 29453 29454 ; ------------ under-construction scaffolding ----------------- 29455 Draw = W3DModelDraw ModuleTag_03 29456 AnimationsRequirePower = No 29457 MinLODRequired = MEDIUM 29458 DefaultConditionState 29459 Model = None 29460 TransitionKey = DOWN_DEFAULT 29461 End 29462 ConditionState = NIGHT 29463 Model = None 29464 TransitionKey = DOWN_DEFAULT 29465 End 29466 ConditionState = SNOW 29467 Model = None 29468 TransitionKey = DOWN_DEFAULT 29469 End 29470 ConditionState = SNOW NIGHT 29471 Model = None 29472 TransitionKey = DOWN_DEFAULT 29473 End 29474 ConditionState = PARTIALLY_CONSTRUCTED 29475 Model = NBBunker_A6 29476 Animation = NBBunker_A6.NBBunker_A6 29477 AnimationMode = MANUAL 29478 Flags = START_FRAME_LAST 29479 TransitionKey = UP_DAY 29480 ParticleSysBone = Smoke01 BuildUpSmokeChina 29481 ParticleSysBone = Smoke02 BuildUpSmokeChina 29482 ParticleSysBone = Smoke03 BuildUpSmokeChina 29483 ParticleSysBone = Smoke04 BuildUpSmokeChina 29484 End 29485 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 29486 Model = NBBunker_A6N 29487 Animation = NBBunker_A6N.NBBunker_A6N 29488 AnimationMode = MANUAL 29489 Flags = START_FRAME_LAST 29490 TransitionKey = UP_NIGHT 29491 ParticleSysBone = Smoke01 BuildUpSmokeChina 29492 ParticleSysBone = Smoke02 BuildUpSmokeChina 29493 ParticleSysBone = Smoke03 BuildUpSmokeChina 29494 ParticleSysBone = Smoke04 BuildUpSmokeChina 29495 End 29496 ConditionState = SNOW PARTIALLY_CONSTRUCTED 29497 Model = NBBunker_A6S 29498 Animation = NBBunker_A6S.NBBunker_A6S 29499 AnimationMode = MANUAL 29500 Flags = START_FRAME_LAST 29501 TransitionKey = UP_SNOW 29502 ParticleSysBone = Smoke01 BuildUpSnowSmoke 29503 ParticleSysBone = Smoke02 BuildUpSnowSmoke 29504 ParticleSysBone = Smoke03 BuildUpSnowSmoke 29505 ParticleSysBone = Smoke04 BuildUpSnowSmoke 29506 End 29507 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 29508 Model = NBBunker_A6SN 29509 Animation = NBBunker_A6SN.NBBunker_A6SN 29510 AnimationMode = MANUAL 29511 Flags = START_FRAME_LAST 29512 TransitionKey = UP_SNOWNIGHT 29513 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 29514 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 29515 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 29516 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 29517 End 29518 TransitionState = DOWN_DEFAULT UP_DAY 29519 Model = NBBunker_A6 29520 Animation = NBBunker_A6.NBBunker_A6 29521 AnimationMode = ONCE 29522 AnimationSpeedFactorRange = 1.0 1.0 29523 Flags = START_FRAME_FIRST 29524 End 29525 TransitionState = DOWN_DEFAULT UP_NIGHT 29526 Model = NBBunker_A6N 29527 Animation = NBBunker_A6N.NBBunker_A6N 29528 AnimationMode = ONCE 29529 AnimationSpeedFactorRange = 1.0 1.0 29530 Flags = START_FRAME_FIRST 29531 End 29532 TransitionState = DOWN_DEFAULT UP_SNOW 29533 Model = NBBunker_A6S 29534 Animation = NBBunker_A6S.NBBunker_A6S 29535 AnimationMode = ONCE 29536 AnimationSpeedFactorRange = 1.0 1.0 29537 Flags = START_FRAME_FIRST 29538 End 29539 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 29540 Model = NBBunker_A6SN 29541 Animation = NBBunker_A6SN.NBBunker_A6SN 29542 AnimationMode = ONCE 29543 AnimationSpeedFactorRange = 1.0 1.0 29544 Flags = START_FRAME_FIRST 29545 End 29546 TransitionState = UP_DAY DOWN_DEFAULT 29547 Model = NBBunker_A6 29548 Animation = NBBunker_A6.NBBunker_A6 29549 AnimationMode = ONCE_BACKWARDS 29550 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29551 Flags = START_FRAME_LAST 29552 End 29553 TransitionState = UP_NIGHT DOWN_DEFAULT 29554 Model = NBBunker_A6N 29555 Animation = NBBunker_A6N.NBBunker_A6N 29556 AnimationMode = ONCE_BACKWARDS 29557 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29558 Flags = START_FRAME_LAST 29559 End 29560 TransitionState = UP_SNOW DOWN_DEFAULT 29561 Model = NBBunker_A6S 29562 Animation = NBBunker_A6S.NBBunker_A6S 29563 AnimationMode = ONCE_BACKWARDS 29564 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29565 Flags = START_FRAME_LAST 29566 End 29567 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 29568 Model = NBBunker_A6SN 29569 Animation = NBBunker_A6SN.NBBunker_A6SN 29570 AnimationMode = ONCE_BACKWARDS 29571 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29572 Flags = START_FRAME_LAST 29573 End 29574 End 29575 29576 ; ------------ being-constructed crane ----------------- 29577 Draw = W3DModelDraw ModuleTag_04 29578 AnimationsRequirePower = No 29579 DefaultConditionState 29580 Model = None 29581 TransitionKey = DOWN_DEFAULT 29582 End 29583 ConditionState = NIGHT 29584 Model = None 29585 TransitionKey = DOWN_DEFAULT 29586 End 29587 ConditionState = SNOW 29588 Model = None 29589 TransitionKey = DOWN_DEFAULT 29590 End 29591 ConditionState = SNOW NIGHT 29592 Model = None 29593 TransitionKey = DOWN_DEFAULT 29594 End 29595 ConditionState = SOLD 29596 Model = NONE 29597 End 29598 29599 ConditionState = ACTIVELY_BEING_CONSTRUCTED 29600 Model = NBBunker_A5 29601 Animation = NBBunker_A5.NBBunker_A5 29602 AnimationMode = LOOP 29603 TransitionKey = UP_DAY 29604 End 29605 29606 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 29607 Model = NBBunker_A5N 29608 Animation = NBBunker_A5N.NBBunker_A5N 29609 AnimationMode = LOOP 29610 TransitionKey = UP_NIGHT 29611 End 29612 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 29613 Model = NBBunker_A5S 29614 Animation = NBBunker_A5S.NBBunker_A5S 29615 AnimationMode = LOOP 29616 TransitionKey = UP_SNOW 29617 End 29618 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 29619 Model = NBBunker_A5SN 29620 Animation = NBBunker_A5SN.NBBunker_A5SN 29621 AnimationMode = LOOP 29622 TransitionKey = UP_SNOWNIGHT 29623 End 29624 TransitionState = DOWN_DEFAULT UP_DAY 29625 Model = NBBunker_AB 29626 Animation = NBBunker_AB.NBBunker_AB 29627 AnimationMode = ONCE 29628 AnimationSpeedFactorRange = 1.0 1.0 29629 Flags = START_FRAME_FIRST 29630 End 29631 29632 TransitionState = DOWN_DEFAULT UP_NIGHT 29633 Model = NBBunker_ABN 29634 Animation = NBBunker_ABN.NBBunker_ABN 29635 AnimationMode = ONCE 29636 AnimationSpeedFactorRange = 1.0 1.0 29637 Flags = START_FRAME_FIRST 29638 End 29639 TransitionState = DOWN_DEFAULT UP_SNOW 29640 Model = NBBunker_ABS 29641 Animation = NBBunker_ABS.NBBunker_ABS 29642 AnimationMode = ONCE 29643 AnimationSpeedFactorRange = 1.0 1.0 29644 Flags = START_FRAME_FIRST 29645 End 29646 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 29647 Model = NBBunker_ABSN 29648 Animation = NBBunker_ABSN.NBBunker_ABSN 29649 AnimationMode = ONCE 29650 AnimationSpeedFactorRange = 1.0 1.0 29651 Flags = START_FRAME_FIRST 29652 End 29653 TransitionState = UP_DAY DOWN_DEFAULT 29654 Model = NBBunker_AB 29655 Animation = NBBunker_AB.NBBunker_AB 29656 AnimationMode = ONCE_BACKWARDS 29657 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29658 Flags = START_FRAME_LAST 29659 End 29660 TransitionState = UP_NIGHT DOWN_DEFAULT 29661 Model = NBBunker_ABN 29662 Animation = NBBunker_ABN.NBBunker_ABN 29663 AnimationMode = ONCE_BACKWARDS 29664 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29665 Flags = START_FRAME_LAST 29666 End 29667 TransitionState = UP_SNOW DOWN_DEFAULT 29668 Model = NBBunker_ABS 29669 Animation = NBBunker_ABS.NBBunker_ABS 29670 AnimationMode = ONCE_BACKWARDS 29671 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29672 Flags = START_FRAME_LAST 29673 End 29674 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 29675 Model = NBBunker_ABSN 29676 Animation = NBBunker_ABSN.NBBunker_ABSN 29677 AnimationMode = ONCE_BACKWARDS 29678 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 29679 Flags = START_FRAME_LAST 29680 End 29681 End 29682 29683 PlacementViewAngle = -135 29684 29685 ; ***DESIGN parameters *** 29686 DisplayName = OBJECT:Bunker 29687 Side = China 29688 EditorSorting = STRUCTURE 29689 Prerequisites 29690 Object = ChinaBarracks 29691 End 29692 BuildCost = 400 29693 BuildTime = 5.0 ; in seconds 29694 EnergyProduction = 0 29695 VisionRange = 300.0 ; Shroud clearing distance 29696 ShroudClearingRange = 200 29697 ArmorSet 29698 Conditions = None 29699 Armor = StructureArmor 29700 DamageFX = StructureDamageFXNoShake 29701 End 29702 CommandSet = ChinaBunkerCommandSet 29703 29704 ; *** AUDIO Parameters *** 29705 VoiceSelect = BunkerSelect 29706 SoundOnDamaged = BuildingDamagedStateLight 29707 SoundOnReallyDamaged = BuildingDestroy 29708 29709 UnitSpecificSounds 29710 UnderConstruction = UnderConstructionLoop 29711 End 29712 29713 ; *** ENGINEERING Parameters *** 29714 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE 29715 Body = StructureBody ModuleTag_05 29716 MaxHealth = 1000.0 29717 InitialHealth = 1000.0 29718 29719 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 29720 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 29721 SubdualDamageCap = 1200 29722 SubdualDamageHealRate = 500 29723 SubdualDamageHealAmount = 100 29724 29725 End 29726 ; Behavior = FXListDie ModuleTag_07 29727 ; DeathFX = FX_SmallStructureDeath 29728 ; End 29729 29730 ExperienceValue = 20 20 20 20 ; Experience point value at each level 29731 29732 Behavior = GarrisonContain ModuleTag_08 29733 ContainMax = 5 29734 EnterSound = GarrisonEnter 29735 ExitSound = GarrisonExit 29736 ImmuneToClearBuildingAttacks = Yes 29737 End 29738 29739 Behavior = GenerateMinefieldBehavior ModuleTag_09 29740 TriggeredBy = Upgrade_ChinaMines 29741 MineName = ChinaStandardMine 29742 SmartBorder = Yes 29743 AlwaysCircular = Yes 29744 29745 Upgradable = Yes 29746 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 29747 UpgradedMineName = ChinaEMPMine 29748 End 29749 29750 Behavior = ProductionUpdate ModuleTag_10 29751 ; nothing, but is required if we have any Object-level Upgrades! 29752 End 29753 29754 Behavior = FlammableUpdate ModuleTag_12 29755 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 29756 AflameDamageAmount = 5 ; taking this much damage... 29757 AflameDamageDelay = 500 ; this often. 29758 End 29759 29760 Behavior = CreateObjectDie ModuleTag_13 29761 CreationList = OCL_LargeStructureDebris 29762 End 29763 Behavior = FXListDie ModuleTag_14 29764 DeathFX = FX_StructureSmallDeath 29765 End 29766 Behavior = DestroyDie ModuleTag_06 29767 ;nothing 29768 End 29769 29770 Behavior = TransitionDamageFX ModuleTag_15 29771 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 29772 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 29773 ;--------------------------------------------------------------------------------------- 29774 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 29775 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 29776 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 29777 End 29778 29779 Behavior = CommandSetUpgrade ModuleTag_25 29780 CommandSet = ChinaBunkerCommandSetUpgrade 29781 TriggeredBy = Upgrade_ChinaMines 29782 End 29783 Behavior = ArmorUpgrade ModuleTag_26 29784 TriggeredBy = Upgrade_ChinaEMPMines 29785 End 29786 29787 Geometry = BOX 29788 GeometryMajorRadius = 16.0 29789 GeometryMinorRadius = 16.0 29790 GeometryHeight = 20.0 29791 GeometryIsSmall = No 29792 Shadow = SHADOW_VOLUME 29793 BuildCompletion = PLACED_BY_PLAYER 29794 29795 End 29796 29797 ;------------------------------------------------------------------------------ 29798 Object ChinaPropagandaCenter 29799 29800 ; *** ART Parameters *** 29801 SelectPortrait = SNPropCentr_L 29802 ButtonImage = SNPropCentr 29803 Draw = W3DModelDraw ModuleTag_01 29804 OkToChangeModelColor = Yes 29805 ;day 29806 ConditionState = NONE 29807 Model = NBPCenter 29808 Animation = NBPCenter.NBPCenter 29809 AnimationMode = LOOP 29810 End 29811 ConditionState = DAMAGED 29812 Model = NBPCenter_D 29813 Animation = NBPCenter_D.NBPCenter_D 29814 AnimationMode = LOOP 29815 ParticleSysBone = Smoke01 SmolderingSmoke 29816 ParticleSysBone = Smoke02 SmolderingSmoke 29817 ParticleSysBone = Smoke03 SmolderingSmoke 29818 ParticleSysBone = Fire01 SmolderingFire 29819 End 29820 ConditionState = REALLYDAMAGED RUBBLE 29821 Model = NBPCenter_E 29822 Animation = NBPCenter_E.NBPCenter_E 29823 AnimationMode = LOOP 29824 ParticleSysBone = Smoke01 SmolderingSmoke 29825 ParticleSysBone = Smoke02 SmolderingSmoke 29826 ; ParticleSysBone = Smoke03 SmolderingSmoke 29827 ParticleSysBone = Smoke04 SmolderingSmoke 29828 ParticleSysBone = Smoke05 SmolderingSmoke 29829 ParticleSysBone = Smoke06 SmolderingSmoke 29830 ParticleSysBone = Fire01 SmolderingFire 29831 ParticleSysBone = Fire02 SmolderingFire 29832 ParticleSysBone = Fire03 SmolderingFire 29833 ; ParticleSysBone = Spark01 29834 End 29835 29836 ;night 29837 ConditionState = NIGHT 29838 Model = NBPCenter_N 29839 Animation = NBPCenter_N.NBPCenter_N 29840 AnimationMode = LOOP 29841 End 29842 ;damaged 29843 ConditionState = DAMAGED NIGHT 29844 Model = NBPCenter_DN 29845 Animation = NBPCenter_DN.NBPCenter_DN 29846 AnimationMode = LOOP 29847 ParticleSysBone = Smoke01 SmolderingSmoke 29848 ParticleSysBone = Smoke02 SmolderingSmoke 29849 ParticleSysBone = Smoke03 SmolderingSmoke 29850 ParticleSysBone = Fire01 SmolderingFire 29851 End 29852 ;reallydamaged 29853 ConditionState = REALLYDAMAGED RUBBLE NIGHT 29854 Model = NBPCenter_EN 29855 Animation = NBPCenter_EN.NBPCenter_EN 29856 AnimationMode = LOOP 29857 ParticleSysBone = Smoke01 SmolderingSmoke 29858 ParticleSysBone = Smoke02 SmolderingSmoke 29859 ; ParticleSysBone = Smoke03 SmolderingSmoke 29860 ParticleSysBone = Smoke04 SmolderingSmoke 29861 ParticleSysBone = Smoke05 SmolderingSmoke 29862 ParticleSysBone = Smoke06 SmolderingSmoke 29863 ParticleSysBone = Fire01 SmolderingFire 29864 ParticleSysBone = Fire02 SmolderingFire 29865 ParticleSysBone = Fire03 SmolderingFire 29866 ; ParticleSysBone = Spark01 29867 End 29868 29869 ConditionState = SNOW 29870 Model = NBPCenter_S 29871 Animation = NBPCenter_S.NBPCenter_S 29872 AnimationMode = LOOP 29873 End 29874 ;damaged 29875 ConditionState = DAMAGED SNOW 29876 Model = NBPCenter_DS 29877 Animation = NBPCenter_DS.NBPCenter_DS 29878 AnimationMode = LOOP 29879 ParticleSysBone = Smoke01 SmolderingSmoke 29880 ParticleSysBone = Smoke02 SmolderingSmoke 29881 ParticleSysBone = Smoke03 SmolderingSmoke 29882 ParticleSysBone = Fire01 SmolderingFire 29883 End 29884 ;reallydamaged 29885 ConditionState = REALLYDAMAGED RUBBLE SNOW 29886 Model = NBPCenter_ES 29887 Animation = NBPCenter_ES.NBPCenter_ES 29888 AnimationMode = LOOP 29889 ParticleSysBone = Smoke01 SmolderingSmoke 29890 ParticleSysBone = Smoke02 SmolderingSmoke 29891 ; ParticleSysBone = Smoke03 SmolderingSmoke 29892 ParticleSysBone = Smoke04 SmolderingSmoke 29893 ParticleSysBone = Smoke05 SmolderingSmoke 29894 ParticleSysBone = Smoke06 SmolderingSmoke 29895 ParticleSysBone = Fire01 SmolderingFire 29896 ParticleSysBone = Fire02 SmolderingFire 29897 ParticleSysBone = Fire03 SmolderingFire 29898 ; ParticleSysBone = Spark01 29899 End 29900 29901 ;night 29902 ConditionState = NIGHT SNOW 29903 Model = NBPCenter_NS 29904 Animation = NBPCenter_NS.NBPCenter_NS 29905 AnimationMode = LOOP 29906 End 29907 ;damaged 29908 ConditionState = DAMAGED NIGHT SNOW 29909 Model = NBPCenter_DNS 29910 Animation = NBPCenter_DNS.NBPCenter_DNS 29911 AnimationMode = LOOP 29912 ParticleSysBone = Smoke01 SmolderingSmoke 29913 ParticleSysBone = Smoke02 SmolderingSmoke 29914 ParticleSysBone = Smoke03 SmolderingSmoke 29915 ParticleSysBone = Fire01 SmolderingFire 29916 End 29917 ;reallydamaged 29918 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 29919 Model = NBPCenter_ENS 29920 Animation = NBPCenter_ENS.NBPCenter_ENS 29921 AnimationMode = LOOP 29922 ParticleSysBone = Smoke01 SmolderingSmoke 29923 ParticleSysBone = Smoke02 SmolderingSmoke 29924 ; ParticleSysBone = Smoke03 SmolderingSmoke 29925 ParticleSysBone = Smoke04 SmolderingSmoke 29926 ParticleSysBone = Smoke05 SmolderingSmoke 29927 ParticleSysBone = Smoke06 SmolderingSmoke 29928 ParticleSysBone = Fire01 SmolderingFire 29929 ParticleSysBone = Fire02 SmolderingFire 29930 ParticleSysBone = Fire03 SmolderingFire 29931 ; ParticleSysBone = Spark01 29932 End 29933 29934 29935 29936 ;************************************************************************************************************************** 29937 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 29938 ;for this draw module 29939 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 29940 Model = NBPCenter 29941 Animation = NBPCenter.NBPCenter 29942 AnimationMode = LOOP 29943 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29944 End 29945 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 29946 Model = NBPCenter_D 29947 Animation = NBPCenter_D.NBPCenter_D 29948 AnimationMode = LOOP 29949 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29950 End 29951 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 29952 Model = NBPCenter_E 29953 Animation = NBPCenter_E.NBPCenter_E 29954 AnimationMode = LOOP 29955 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29956 End 29957 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 29958 Model = NBPCenter_N 29959 Animation = NBPCenter_N.NBPCenter_N 29960 AnimationMode = LOOP 29961 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29962 End 29963 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 29964 Model = NBPCenter_DN 29965 Animation = NBPCenter_DN.NBPCenter_DN 29966 AnimationMode = LOOP 29967 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29968 End 29969 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 29970 Model = NBPCenter_EN 29971 Animation = NBPCenter_EN.NBPCenter_EN 29972 AnimationMode = LOOP 29973 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29974 End 29975 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 29976 Model = NBPCenter_S 29977 Animation = NBPCenter_S.NBPCenter_S 29978 AnimationMode = LOOP 29979 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29980 End 29981 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 29982 Model = NBPCenter_DS 29983 Animation = NBPCenter_DS.NBPCenter_DS 29984 AnimationMode = LOOP 29985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29986 End 29987 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 29988 Model = NBPCenter_ES 29989 Animation = NBPCenter_ES.NBPCenter_ES 29990 AnimationMode = LOOP 29991 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29992 End 29993 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 29994 Model = NBPCenter_NS 29995 Animation = NBPCenter_NS.NBPCenter_NS 29996 AnimationMode = LOOP 29997 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 29998 End 29999 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 30000 Model = NBPCenter_DNS 30001 Animation = NBPCenter_DNS.NBPCenter_DNS 30002 AnimationMode = LOOP 30003 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30004 End 30005 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 30006 Model = NBPCenter_ENS 30007 Animation = NBPCenter_ENS.NBPCenter_ENS 30008 AnimationMode = LOOP 30009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30010 End 30011 30012 ConditionState = AWAITING_CONSTRUCTION 30013 Model = NONE 30014 End 30015 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 30016 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 30017 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 30018 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 30019 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 30020 AliasConditionState = AWAITING_CONSTRUCTION SNOW 30021 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 30022 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 30023 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 30024 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 30025 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 30026 AliasConditionState = SOLD 30027 AliasConditionState = SOLD DAMAGED 30028 AliasConditionState = SOLD REALLYDAMAGED 30029 AliasConditionState = SOLD NIGHT 30030 AliasConditionState = SOLD NIGHT DAMAGED 30031 AliasConditionState = SOLD NIGHT REALLYDAMAGED 30032 AliasConditionState = SOLD SNOW 30033 AliasConditionState = SOLD SNOW DAMAGED 30034 AliasConditionState = SOLD SNOW REALLYDAMAGED 30035 AliasConditionState = SOLD NIGHT SNOW 30036 AliasConditionState = SOLD NIGHT SNOW DAMAGED 30037 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 30038 ;************************************************************************************************************************** 30039 30040 30041 30042 30043 End 30044 30045 ; ----------------- the factory door ------------------- 30046 Draw = W3DModelDraw ModuleTag_02 30047 DefaultConditionState 30048 Model = NBPCenter_A1 30049 Animation = NBPCenter_A1.NBPCenter_A1 30050 AnimationMode = MANUAL 30051 Flags = START_FRAME_FIRST 30052 End 30053 AliasConditionState = NIGHT 30054 AliasConditionState = SNOW 30055 AliasConditionState = NIGHT SNOW 30056 AliasConditionState = NIGHT DAMAGED 30057 AliasConditionState = SNOW DAMAGED 30058 AliasConditionState = NIGHT SNOW DAMAGED 30059 AliasConditionState = NIGHT REALLYDAMAGED 30060 AliasConditionState = SNOW REALLYDAMAGED 30061 AliasConditionState = NIGHT SNOW REALLYDAMAGED 30062 30063 30064 ConditionState = AWAITING_CONSTRUCTION 30065 Model = NONE 30066 End 30067 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 30068 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE 30069 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 30070 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 30071 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE 30072 AliasConditionState = AWAITING_CONSTRUCTION SNOW 30073 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 30074 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE 30075 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 30076 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 30077 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE 30078 AliasConditionState = SOLD 30079 AliasConditionState = SOLD DAMAGED 30080 AliasConditionState = SOLD REALLYDAMAGED 30081 AliasConditionState = SOLD NIGHT 30082 AliasConditionState = SOLD NIGHT DAMAGED 30083 AliasConditionState = SOLD NIGHT REALLYDAMAGED 30084 AliasConditionState = SOLD SNOW 30085 AliasConditionState = SOLD SNOW DAMAGED 30086 AliasConditionState = SOLD SNOW REALLYDAMAGED 30087 AliasConditionState = SOLD NIGHT SNOW 30088 AliasConditionState = SOLD NIGHT SNOW DAMAGED 30089 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 30090 30091 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30092 Model = NBPCenter_A1 30093 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 30094 End 30095 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30096 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30097 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30098 AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30099 AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30100 AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30101 AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30102 AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30103 AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30104 30105 ; ConditionState = DAMAGED 30106 ; Model = NBPCenter_A1D 30107 ; Animation = NBPCenter_A1D.NBPCenter_A1D 30108 ; AnimationMode = MANUAL 30109 ; Flags = START_FRAME_FIRST 30110 ; End 30111 ; ConditionState = REALLYDAMAGED RUBBLE 30112 ; Model = NBPCenter_A1E 30113 ; Animation = NBPCenter_A1E.NBPCenter_A1E 30114 ; AnimationMode = MANUAL 30115 ; Flags = START_FRAME_FIRST 30116 ; End 30117 30118 ConditionState = DOOR_1_OPENING 30119 Model = NBPCenter_A1 30120 Animation = NBPCenter_A1.NBPCenter_A1 30121 AnimationMode = ONCE 30122 Flags = START_FRAME_FIRST 30123 End 30124 AliasConditionState = NIGHT DOOR_1_OPENING 30125 AliasConditionState = SNOW DOOR_1_OPENING 30126 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 30127 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 30128 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 30129 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 30130 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING 30131 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING 30132 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING 30133 30134 30135 ; ConditionState = DOOR_1_OPENING DAMAGED 30136 ; Model = NBPCenter_A1D 30137 ; Animation = NBPCenter_A1D.NBPCenter_A1D 30138 ; AnimationMode = ONCE 30139 ; Flags = START_FRAME_FIRST 30140 ; End 30141 ; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 30142 ; Model = NBPCenter_A1E 30143 ; Animation = NBPCenter_A1E.NBPCenter_A1E 30144 ; AnimationMode = ONCE 30145 ; Flags = START_FRAME_FIRST 30146 ; End 30147 30148 ConditionState = DOOR_1_CLOSING 30149 Model = NBPCenter_A1 30150 Animation = NBPCenter_A1.NBPCenter_A1 30151 AnimationMode = ONCE_BACKWARDS 30152 Flags = START_FRAME_LAST 30153 End 30154 AliasConditionState = NIGHT DOOR_1_CLOSING 30155 AliasConditionState = SNOW DOOR_1_CLOSING 30156 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 30157 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 30158 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 30159 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 30160 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING 30161 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING 30162 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING 30163 30164 ; ConditionState = DOOR_1_CLOSING DAMAGED 30165 ; Model = NBPCenter_A1D 30166 ; Animation = NBPCenter_A1D.NBPCenter_A1D 30167 ; AnimationMode = ONCE_BACKWARDS 30168 ; Flags = START_FRAME_LAST 30169 ; End 30170 ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 30171 ; Model = NBPCenter_A1E 30172 ; Animation = NBPCenter_A1E.NBPCenter_A1E 30173 ; AnimationMode = ONCE_BACKWARDS 30174 ; Flags = START_FRAME_LAST 30175 ; End 30176 30177 ConditionState = DOOR_1_WAITING_OPEN 30178 Model = NBPCenter_A1 30179 Animation = NBPCenter_A1.NBPCenter_A1 30180 AnimationMode = MANUAL 30181 Flags = START_FRAME_LAST 30182 End 30183 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 30184 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 30185 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 30186 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 30187 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 30188 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 30189 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN 30190 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 30191 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 30192 30193 ; ConditionState = DOOR_1_WAITING_OPEN DAMAGED 30194 ; Model = NBPCenter_A1D 30195 ; Animation = NBPCenter_A1D.NBPCenter_A1D 30196 ; AnimationMode = MANUAL 30197 ; Flags = START_FRAME_LAST 30198 ; End 30199 ; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 30200 ; Model = NBPCenter_A1E 30201 ; Animation = NBPCenter_A1E.NBPCenter_A1E 30202 ; AnimationMode = MANUAL 30203 ; Flags = START_FRAME_LAST 30204 ; End 30205 End 30206 30207 ; -------- spreading propaganda flashing lights ---------- 30208 Draw = W3DModelDraw ModuleTag_03 30209 DefaultConditionState 30210 Model = None 30211 End 30212 ConditionState = SOLD 30213 Model = NONE 30214 End 30215 ConditionState = SOLD SNOW 30216 Model = NONE 30217 End 30218 ConditionState = SOLD NIGHT 30219 Model = NONE 30220 End 30221 ConditionState = SOLD NIGHT SNOW 30222 Model = NONE 30223 End 30224 ConditionState = CONSTRUCTION_COMPLETE 30225 Model = NBPCenter_A2 30226 Animation = NBPCenter_A2.NBPCenter_A2 30227 AnimationMode = LOOP 30228 Flags = START_FRAME_FIRST 30229 End 30230 End 30231 30232 ; ------------ construction-zone fence ----------------- 30233 Draw = W3DModelDraw ModuleTag_04 30234 AnimationsRequirePower = No 30235 DefaultConditionState 30236 Model = None 30237 TransitionKey = DOWN_DEFAULT 30238 End 30239 ConditionState = NIGHT 30240 Model = None 30241 TransitionKey = DOWN_DEFAULT 30242 End 30243 ConditionState = SNOW 30244 Model = None 30245 TransitionKey = DOWN_DEFAULT 30246 End 30247 ConditionState = SNOW NIGHT 30248 Model = None 30249 TransitionKey = DOWN_DEFAULT 30250 End 30251 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30252 Model = NBPCenter_A4 30253 Animation = NBPCenter_A4.NBPCenter_A4 30254 AnimationMode = MANUAL 30255 Flags = START_FRAME_LAST 30256 TransitionKey = UP_DAY 30257 End 30258 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30259 Model = NBPCenter_A4N 30260 Animation = NBPCenter_A4N.NBPCenter_A4N 30261 AnimationMode = MANUAL 30262 Flags = START_FRAME_LAST 30263 TransitionKey = UP_NIGHT 30264 End 30265 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30266 Model = NBPCenter_A4S 30267 Animation = NBPCenter_A4S.NBPCenter_A4S 30268 AnimationMode = MANUAL 30269 Flags = START_FRAME_LAST 30270 TransitionKey = UP_SNOW 30271 End 30272 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 30273 Model = NBPCenter_A4SN 30274 Animation = NBPCenter_A4SN.NBPCenter_A4SN 30275 AnimationMode = MANUAL 30276 Flags = START_FRAME_LAST 30277 TransitionKey = UP_SNOWNIGHT 30278 End 30279 TransitionState = DOWN_DEFAULT UP_DAY 30280 Model = NBPCenter_A4 30281 Animation = NBPCenter_A4.NBPCenter_A4 30282 AnimationMode = ONCE 30283 AnimationSpeedFactorRange = 1.0 1.0 30284 Flags = START_FRAME_FIRST 30285 End 30286 TransitionState = DOWN_DEFAULT UP_NIGHT 30287 Model = NBPCenter_A4N 30288 Animation = NBPCenter_A4N.NBPCenter_A4N 30289 AnimationMode = ONCE 30290 AnimationSpeedFactorRange = 1.0 1.0 30291 Flags = START_FRAME_FIRST 30292 End 30293 30294 TransitionState = DOWN_DEFAULT UP_SNOW 30295 Model = NBPCenter_A4S 30296 Animation = NBPCenter_A4S.NBPCenter_A4S 30297 AnimationMode = ONCE 30298 AnimationSpeedFactorRange = 1.0 1.0 30299 Flags = START_FRAME_FIRST 30300 End 30301 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30302 Model = NBPCenter_A4SN 30303 Animation = NBPCenter_A4SN.NBPCenter_A4SN 30304 AnimationMode = ONCE 30305 AnimationSpeedFactorRange = 1.0 1.0 30306 Flags = START_FRAME_FIRST 30307 End 30308 TransitionState = UP_DAY DOWN_DEFAULT 30309 Model = NBPCenter_A4 30310 Animation = NBPCenter_A4.NBPCenter_A4 30311 AnimationMode = ONCE_BACKWARDS 30312 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30313 Flags = START_FRAME_LAST 30314 End 30315 TransitionState = UP_NIGHT DOWN_DEFAULT 30316 Model = NBPCenter_A4N 30317 Animation = NBPCenter_A4N.NBPCenter_A4N 30318 AnimationMode = ONCE_BACKWARDS 30319 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30320 Flags = START_FRAME_LAST 30321 End 30322 TransitionState = UP_SNOW DOWN_DEFAULT 30323 Model = NBPCenter_A4S 30324 Animation = NBPCenter_A4S.NBPCenter_A4S 30325 AnimationMode = ONCE_BACKWARDS 30326 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30327 Flags = START_FRAME_LAST 30328 End 30329 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30330 Model = NBPCenter_A4SN 30331 Animation = NBPCenter_A4SN.NBPCenter_A4SN 30332 AnimationMode = ONCE_BACKWARDS 30333 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30334 Flags = START_FRAME_LAST 30335 End 30336 End 30337 30338 ; ------------ under-construction scaffolding ----------------- 30339 Draw = W3DModelDraw ModuleTag_05 30340 AnimationsRequirePower = No 30341 MinLODRequired = MEDIUM 30342 DefaultConditionState 30343 Model = None 30344 TransitionKey = DOWN_DEFAULT 30345 End 30346 ConditionState = NIGHT 30347 Model = None 30348 TransitionKey = DOWN_DEFAULT 30349 End 30350 ConditionState = SNOW 30351 Model = None 30352 TransitionKey = DOWN_DEFAULT 30353 End 30354 ConditionState = SNOW NIGHT 30355 Model = None 30356 TransitionKey = DOWN_DEFAULT 30357 End 30358 ConditionState = PARTIALLY_CONSTRUCTED 30359 Model = NBPCenter_A6 30360 Animation = NBPCenter_A6.NBPCenter_A6 30361 AnimationMode = MANUAL 30362 Flags = START_FRAME_LAST 30363 TransitionKey = UP_DAY 30364 ParticleSysBone = Dust01 BuildingDustChina 30365 ParticleSysBone = Smoke01 BuildUpSmokeChina 30366 ParticleSysBone = Smoke02 BuildUpSmokeChina 30367 ParticleSysBone = Smoke03 BuildUpSmokeChina 30368 ParticleSysBone = Smoke04 BuildUpSmokeChina 30369 End 30370 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 30371 Model = NBPCenter_A6N 30372 Animation = NBPCenter_A6N.NBPCenter_A6N 30373 AnimationMode = MANUAL 30374 Flags = START_FRAME_LAST 30375 TransitionKey = UP_NIGHT 30376 ParticleSysBone = Dust01 BuildingDustChina 30377 ParticleSysBone = Smoke01 BuildUpSmokeChina 30378 ParticleSysBone = Smoke02 BuildUpSmokeChina 30379 ParticleSysBone = Smoke03 BuildUpSmokeChina 30380 ParticleSysBone = Smoke04 BuildUpSmokeChina 30381 End 30382 ConditionState = SNOW PARTIALLY_CONSTRUCTED 30383 Model = NBPCenter_A6S 30384 Animation = NBPCenter_A6S.NBPCenter_A6S 30385 AnimationMode = MANUAL 30386 Flags = START_FRAME_LAST 30387 TransitionKey = UP_SNOW 30388 ParticleSysBone = Dust01 BuildingSnowDust 30389 ParticleSysBone = Smoke01 BuildUpSnowSmoke 30390 ParticleSysBone = Smoke02 BuildUpSnowSmoke 30391 ParticleSysBone = Smoke03 BuildUpSnowSmoke 30392 ParticleSysBone = Smoke04 BuildUpSnowSmoke 30393 End 30394 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 30395 Model = NBPCenter_A6SN 30396 Animation = NBPCenter_A6SN.NBPCenter_A6SN 30397 AnimationMode = MANUAL 30398 Flags = START_FRAME_LAST 30399 TransitionKey = UP_SNOWNIGHT 30400 ParticleSysBone = Dust01 BuildingNightSnowDust 30401 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 30402 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 30403 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 30404 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 30405 End 30406 TransitionState = DOWN_DEFAULT UP_DAY 30407 Model = NBPCenter_A6 30408 Animation = NBPCenter_A6.NBPCenter_A6 30409 AnimationMode = ONCE 30410 AnimationSpeedFactorRange = 1.0 1.0 30411 Flags = START_FRAME_FIRST 30412 End 30413 TransitionState = DOWN_DEFAULT UP_NIGHT 30414 Model = NBPCenter_A6N 30415 Animation = NBPCenter_A6N.NBPCenter_A6N 30416 AnimationMode = ONCE 30417 AnimationSpeedFactorRange = 1.0 1.0 30418 Flags = START_FRAME_FIRST 30419 End 30420 TransitionState = DOWN_DEFAULT UP_SNOW 30421 Model = NBPCenter_A6S 30422 Animation = NBPCenter_A6S.NBPCenter_A6S 30423 AnimationMode = ONCE 30424 AnimationSpeedFactorRange = 1.0 1.0 30425 Flags = START_FRAME_FIRST 30426 End 30427 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30428 Model = NBPCenter_A6SN 30429 Animation = NBPCenter_A6SN.NBPCenter_A6SN 30430 AnimationMode = ONCE 30431 AnimationSpeedFactorRange = 1.0 1.0 30432 Flags = START_FRAME_FIRST 30433 End 30434 TransitionState = UP_DAY DOWN_DEFAULT 30435 Model = NBPCenter_A6 30436 Animation = NBPCenter_A6.NBPCenter_A6 30437 AnimationMode = ONCE_BACKWARDS 30438 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30439 Flags = START_FRAME_LAST 30440 End 30441 TransitionState = UP_NIGHT DOWN_DEFAULT 30442 Model = NBPCenter_A6N 30443 Animation = NBPCenter_A6N.NBPCenter_A6N 30444 AnimationMode = ONCE_BACKWARDS 30445 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30446 Flags = START_FRAME_LAST 30447 End 30448 TransitionState = UP_SNOW DOWN_DEFAULT 30449 Model = NBPCenter_A6S 30450 Animation = NBPCenter_A6S.NBPCenter_A6S 30451 AnimationMode = ONCE_BACKWARDS 30452 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30453 Flags = START_FRAME_LAST 30454 End 30455 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30456 Model = NBPCenter_A6SN 30457 Animation = NBPCenter_A6SN.NBPCenter_A6SN 30458 AnimationMode = ONCE_BACKWARDS 30459 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30460 Flags = START_FRAME_LAST 30461 End 30462 End 30463 30464 ; ------------ being-constructed crane ----------------- 30465 Draw = W3DModelDraw ModuleTag_06 30466 AnimationsRequirePower = No 30467 DefaultConditionState 30468 Model = None 30469 TransitionKey = DOWN_DEFAULT 30470 End 30471 ConditionState = NIGHT 30472 Model = None 30473 TransitionKey = DOWN_DEFAULT 30474 End 30475 ConditionState = SNOW 30476 Model = None 30477 TransitionKey = DOWN_DEFAULT 30478 End 30479 ConditionState = SNOW NIGHT 30480 Model = None 30481 TransitionKey = DOWN_DEFAULT 30482 End 30483 ConditionState = SOLD 30484 Model = NONE 30485 End 30486 30487 ConditionState = ACTIVELY_BEING_CONSTRUCTED 30488 Model = NBPCenter_A5 30489 Animation = NBPCenter_A5.NBPCenter_A5 30490 AnimationMode = LOOP 30491 TransitionKey = UP_DAY 30492 End 30493 30494 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 30495 Model = NBPCenter_A5N 30496 Animation = NBPCenter_A5N.NBPCenter_A5N 30497 AnimationMode = LOOP 30498 TransitionKey = UP_NIGHT 30499 End 30500 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 30501 Model = NBPCenter_A5S 30502 Animation = NBPCenter_A5S.NBPCenter_A5S 30503 AnimationMode = LOOP 30504 TransitionKey = UP_SNOW 30505 End 30506 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 30507 Model = NBPCenter_A5SN 30508 Animation = NBPCenter_A5SN.NBPCenter_A5SN 30509 AnimationMode = LOOP 30510 TransitionKey = UP_SNOWNIGHT 30511 End 30512 TransitionState = DOWN_DEFAULT UP_DAY 30513 Model = NBPCenter_AB 30514 Animation = NBPCenter_AB.NBPCenter_AB 30515 AnimationMode = ONCE 30516 AnimationSpeedFactorRange = 1.0 1.0 30517 Flags = START_FRAME_FIRST 30518 End 30519 30520 TransitionState = DOWN_DEFAULT UP_NIGHT 30521 Model = NBPCenter_ABN 30522 Animation = NBPCenter_ABN.NBPCenter_ABN 30523 AnimationMode = ONCE 30524 AnimationSpeedFactorRange = 1.0 1.0 30525 Flags = START_FRAME_FIRST 30526 End 30527 TransitionState = DOWN_DEFAULT UP_SNOW 30528 Model = NBPCenter_ABS 30529 Animation = NBPCenter_ABS.NBPCenter_ABS 30530 AnimationMode = ONCE 30531 AnimationSpeedFactorRange = 1.0 1.0 30532 Flags = START_FRAME_FIRST 30533 End 30534 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 30535 Model = NBPCenter_ABSN 30536 Animation = NBPCenter_ABSN.NBPCenter_ABSN 30537 AnimationMode = ONCE 30538 AnimationSpeedFactorRange = 1.0 1.0 30539 Flags = START_FRAME_FIRST 30540 End 30541 TransitionState = UP_DAY DOWN_DEFAULT 30542 Model = NBPCenter_AB 30543 Animation = NBPCenter_AB.NBPCenter_AB 30544 AnimationMode = ONCE_BACKWARDS 30545 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30546 Flags = START_FRAME_LAST 30547 End 30548 TransitionState = UP_NIGHT DOWN_DEFAULT 30549 Model = NBPCenter_ABN 30550 Animation = NBPCenter_ABN.NBPCenter_ABN 30551 AnimationMode = ONCE_BACKWARDS 30552 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30553 Flags = START_FRAME_LAST 30554 End 30555 TransitionState = UP_SNOW DOWN_DEFAULT 30556 Model = NBPCenter_ABS 30557 Animation = NBPCenter_ABS.NBPCenter_ABS 30558 AnimationMode = ONCE_BACKWARDS 30559 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30560 Flags = START_FRAME_LAST 30561 End 30562 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 30563 Model = NBPCenter_ABSN 30564 Animation = NBPCenter_ABSN.NBPCenter_ABSN 30565 AnimationMode = ONCE_BACKWARDS 30566 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 30567 Flags = START_FRAME_LAST 30568 End 30569 End 30570 30571 PlacementViewAngle = -45 30572 30573 ; ***DESIGN parameters *** 30574 DisplayName = OBJECT:PropagandaCenter 30575 Side = China 30576 EditorSorting = STRUCTURE 30577 Prerequisites 30578 Object = ChinaWarFactory 30579 End 30580 BuildCost = 2000 30581 BuildTime = 45.0 ; in seconds 30582 EnergyProduction = -2 30583 VisionRange = 200.0 ; Shroud clearing distance 30584 ShroudClearingRange = 200 30585 ArmorSet 30586 Conditions = None 30587 Armor = StructureArmor 30588 DamageFX = StructureDamageFXNoShake 30589 End 30590 CommandSet = ChinaPropagandaCenterCommandSet 30591 ExperienceValue = 200 200 200 200 ; Experience point value at each level 30592 30593 30594 ; *** AUDIO Parameters *** 30595 VoiceSelect = PropagandaCenterSelect 30596 SoundOnDamaged = BuildingDamagedStateLight 30597 SoundOnReallyDamaged = BuildingDestroy 30598 30599 UnitSpecificSounds 30600 UnderConstruction = UnderConstructionLoop 30601 End 30602 30603 ; *** ENGINEERING Parameters *** 30604 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH 30605 Body = StructureBody ModuleTag_07 30606 MaxHealth = 1000.0 30607 InitialHealth = 1000.0 30608 30609 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 30610 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 30611 SubdualDamageCap = 1200 30612 SubdualDamageHealRate = 500 30613 SubdualDamageHealAmount = 100 30614 End 30615 Behavior = ProductionUpdate ModuleTag_10 30616 ;<NO DATA> 30617 End 30618 Behavior = DestroyDie ModuleTag_12 30619 ;<NO DATA> 30620 End 30621 Behavior = FXListDie ModuleTag_14 30622 DeathFX = FX_StructureMediumDeath 30623 End 30624 Behavior = GenerateMinefieldBehavior ModuleTag_15 30625 TriggeredBy = Upgrade_ChinaMines 30626 MineName = ChinaStandardMine 30627 SmartBorder = Yes 30628 AlwaysCircular = Yes 30629 30630 Upgradable = Yes 30631 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 30632 UpgradedMineName = ChinaEMPMine 30633 End 30634 30635 Behavior = FlammableUpdate ModuleTag_17 30636 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30637 AflameDamageAmount = 5 ; taking this much damage... 30638 AflameDamageDelay = 500 ; this often. 30639 End 30640 30641 Behavior = TransitionDamageFX ModuleTag_18 30642 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 30643 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 30644 ;--------------------------------------------------------------------------------------- 30645 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 30646 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 30647 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 30648 End 30649 30650 Behavior = CommandSetUpgrade ModuleTag_25 30651 CommandSet = ChinaPropagandaCenterCommandSetUpgrade 30652 TriggeredBy = Upgrade_ChinaMines 30653 End 30654 Behavior = ArmorUpgrade ModuleTag_26 30655 TriggeredBy = Upgrade_ChinaEMPMines 30656 End 30657 30658 Geometry = BOX 30659 GeometryMajorRadius = 33.0 30660 GeometryMinorRadius = 57.0 30661 GeometryHeight = 40.0 30662 GeometryIsSmall = No 30663 Shadow = SHADOW_VOLUME 30664 BuildCompletion = PLACED_BY_PLAYER 30665 30666 End 30667 30668 ;------------------------------------------------------------------------------ 30669 Object ChinaGattlingCannon 30670 30671 ; *** ART Parameters *** 30672 SelectPortrait = SNGatTower_L 30673 ButtonImage = SNGatTower 30674 UpgradeCameo1 = Upgrade_ChinaChainGuns 30675 Draw = W3DModelDraw ModuleTag_01 30676 OkToChangeModelColor = Yes 30677 30678 ;--------------------- IDLE -------------------------------------------------- 30679 ;------------------------------------------------------------------------------- 30680 30681 ; DAY 30682 DefaultConditionState 30683 Model = NBGattling 30684 Animation = NBGattling_A2.NBGattling_A2 30685 AnimationMode = MANUAL 30686 Turret = TURRET 30687 TurretPitch = TURRETEL 30688 WeaponFireFXBone = PRIMARY Muzzle 30689 WeaponMuzzleFlash = PRIMARY MuzzleFX 30690 WeaponFireFXBone = SECONDARY Muzzle 30691 WeaponMuzzleFlash = SECONDARY MuzzleFX 30692 End 30693 ConditionState = DAMAGED 30694 Model = NBGattling_D 30695 Animation = NBGattling_A2.NBGattling_A2 30696 AnimationMode = MANUAL 30697 Turret = TURRET 30698 TurretPitch = TURRETEL 30699 WeaponFireFXBone = PRIMARY Muzzle 30700 WeaponMuzzleFlash = PRIMARY MuzzleFX 30701 WeaponFireFXBone = SECONDARY Muzzle 30702 WeaponMuzzleFlash = SECONDARY MuzzleFX 30703 ParticleSysBone = SmokeM01 SmokeFactionMedium 30704 ParticleSysBone = SparkM01 SparksMedium 30705 End 30706 ConditionState = REALLYDAMAGED RUBBLE 30707 Model = NBGattling_E 30708 Animation = NBGattling_A2.NBGattling_A2 30709 AnimationMode = MANUAL 30710 Turret = TURRET 30711 TurretPitch = TURRETEL 30712 WeaponFireFXBone = PRIMARY Muzzle 30713 WeaponMuzzleFlash = PRIMARY MuzzleFX 30714 WeaponFireFXBone = SECONDARY Muzzle 30715 WeaponMuzzleFlash = SECONDARY MuzzleFX 30716 ParticleSysBone = Smoke01 SmokeFactionMedium 30717 ParticleSysBone = Smoke02 SmokeFactionMedium 30718 ParticleSysBone = Smoke03 SmokeFactionMedium 30719 ParticleSysBone = SparkM01 SparksMedium 30720 ParticleSysBone = SparkM02 SparksMedium 30721 End 30722 30723 30724 30725 ; NIGHT --------------------------------------------------------------- 30726 ConditionState = NIGHT 30727 Model = NBGattling_N 30728 Animation = NBGattling_A2.NBGattling_A2 30729 AnimationMode = MANUAL 30730 Turret = TURRET 30731 TurretPitch = TURRETEL 30732 WeaponFireFXBone = PRIMARY Muzzle 30733 WeaponMuzzleFlash = PRIMARY MuzzleFX 30734 WeaponFireFXBone = SECONDARY Muzzle 30735 WeaponMuzzleFlash = SECONDARY MuzzleFX 30736 End 30737 ConditionState = DAMAGED NIGHT 30738 Model = NBGattling_DN 30739 Animation = NBGattling_A2.NBGattling_A2 30740 AnimationMode = MANUAL 30741 Turret = TURRET 30742 TurretPitch = TURRETEL 30743 WeaponFireFXBone = PRIMARY Muzzle 30744 WeaponMuzzleFlash = PRIMARY MuzzleFX 30745 WeaponFireFXBone = SECONDARY Muzzle 30746 WeaponMuzzleFlash = SECONDARY MuzzleFX 30747 ParticleSysBone = SmokeM01 SmokeFactionMedium 30748 ParticleSysBone = SparkM01 SparksMedium 30749 End 30750 ConditionState = REALLYDAMAGED RUBBLE NIGHT 30751 Model = NBGattling_EN 30752 Animation = NBGattling_A2.NBGattling_A2 30753 AnimationMode = MANUAL 30754 Turret = TURRET 30755 TurretPitch = TURRETEL 30756 WeaponFireFXBone = PRIMARY Muzzle 30757 WeaponMuzzleFlash = PRIMARY MuzzleFX 30758 WeaponFireFXBone = SECONDARY Muzzle 30759 WeaponMuzzleFlash = SECONDARY MuzzleFX 30760 ParticleSysBone = Smoke01 SmokeFactionMedium 30761 ParticleSysBone = Smoke02 SmokeFactionMedium 30762 ParticleSysBone = Smoke03 SmokeFactionMedium 30763 ParticleSysBone = SparkM01 SparksMedium 30764 ParticleSysBone = SparkM02 SparksMedium 30765 End 30766 30767 30768 ;SNOW --------------------------------------------------------------- 30769 ConditionState = SNOW 30770 Model = NBGattling_S 30771 Animation = NBGattling_A2.NBGattling_A2 30772 AnimationMode = MANUAL 30773 Turret = TURRET 30774 TurretPitch = TURRETEL 30775 WeaponFireFXBone = PRIMARY Muzzle 30776 WeaponMuzzleFlash = PRIMARY MuzzleFX 30777 WeaponFireFXBone = SECONDARY Muzzle 30778 WeaponMuzzleFlash = SECONDARY MuzzleFX 30779 End 30780 30781 ConditionState = DAMAGED SNOW 30782 Model = NBGattling_DS 30783 Animation = NBGattling_A2.NBGattling_A2 30784 AnimationMode = MANUAL 30785 Turret = TURRET 30786 TurretPitch = TURRETEL 30787 WeaponFireFXBone = PRIMARY Muzzle 30788 WeaponMuzzleFlash = PRIMARY MuzzleFX 30789 WeaponFireFXBone = SECONDARY Muzzle 30790 WeaponMuzzleFlash = SECONDARY MuzzleFX 30791 ParticleSysBone = SmokeM01 SmokeFactionMedium 30792 ParticleSysBone = SparkM01 SparksMedium 30793 End 30794 30795 ConditionState = REALLYDAMAGED RUBBLE SNOW 30796 Model = NBGattling_ES 30797 Animation = NBGattling_A2.NBGattling_A2 30798 AnimationMode = MANUAL 30799 Turret = TURRET 30800 TurretPitch = TURRETEL 30801 WeaponFireFXBone = PRIMARY Muzzle 30802 WeaponMuzzleFlash = PRIMARY MuzzleFX 30803 WeaponFireFXBone = SECONDARY Muzzle 30804 WeaponMuzzleFlash = SECONDARY MuzzleFX 30805 ParticleSysBone = Smoke01 SmokeFactionMedium 30806 ParticleSysBone = Smoke02 SmokeFactionMedium 30807 ParticleSysBone = Smoke03 SmokeFactionMedium 30808 ParticleSysBone = SparkM01 SparksMedium 30809 ParticleSysBone = SparkM02 SparksMedium 30810 End 30811 30812 30813 ; NIGHT SNOW --------------------------------------------------------------- 30814 ConditionState = NIGHT SNOW 30815 Model = NBGattling_NS 30816 Animation = NBGattling_A2.NBGattling_A2 30817 AnimationMode = MANUAL 30818 Turret = TURRET 30819 TurretPitch = TURRETEL 30820 WeaponFireFXBone = PRIMARY Muzzle 30821 WeaponMuzzleFlash = PRIMARY MuzzleFX 30822 WeaponFireFXBone = SECONDARY Muzzle 30823 WeaponMuzzleFlash = SECONDARY MuzzleFX 30824 End 30825 30826 ConditionState = DAMAGED NIGHT SNOW 30827 Model = NBGattling_DNS 30828 Animation = NBGattling_A2.NBGattling_A2 30829 AnimationMode = MANUAL 30830 Turret = TURRET 30831 TurretPitch = TURRETEL 30832 WeaponFireFXBone = PRIMARY Muzzle 30833 WeaponMuzzleFlash = PRIMARY MuzzleFX 30834 WeaponFireFXBone = SECONDARY Muzzle 30835 WeaponMuzzleFlash = SECONDARY MuzzleFX 30836 ParticleSysBone = SmokeM01 SmokeFactionMedium 30837 ParticleSysBone = SparkM01 SparksMedium 30838 End 30839 30840 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 30841 Model = NBGattling_ENS 30842 Animation = NBGattling_A2.NBGattling_A2 30843 AnimationMode = MANUAL 30844 Turret = TURRET 30845 TurretPitch = TURRETEL 30846 WeaponFireFXBone = PRIMARY Muzzle 30847 WeaponMuzzleFlash = PRIMARY MuzzleFX 30848 WeaponFireFXBone = SECONDARY Muzzle 30849 WeaponMuzzleFlash = SECONDARY MuzzleFX 30850 ParticleSysBone = Smoke01 SmokeFactionMedium 30851 ParticleSysBone = Smoke02 SmokeFactionMedium 30852 ParticleSysBone = Smoke03 SmokeFactionMedium 30853 ParticleSysBone = SparkM01 SparksMedium 30854 ParticleSysBone = SparkM02 SparksMedium 30855 End 30856 30857 30858 30859 ;---------------- ATTACKING ---------------------------------- 30860 ;------------------------------------------------------------- 30861 ; DAY 30862 ConditionState = ATTACKING 30863 Model = NBGattling 30864 Animation = NBGattling_A2.NBGattling_A2 30865 AnimationMode = LOOP 30866 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30867 End 30868 ConditionState = ATTACKING DAMAGED 30869 Model = NBGattling_D 30870 Animation = NBGattling_A2.NBGattling_A2 30871 AnimationMode = LOOP 30872 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30873 End 30874 ConditionState = ATTACKING REALLYDAMAGED 30875 Model = NBGattling_E 30876 Animation = NBGattling_A2.NBGattling_A2 30877 AnimationMode = LOOP 30878 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30879 End 30880 30881 30882 30883 ;NIGHT --------------------------------------------------------------- 30884 ConditionState = ATTACKING NIGHT 30885 Model = NBGattling_N 30886 Animation = NBGattling_A2.NBGattling_A2 30887 AnimationMode = LOOP 30888 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30889 End 30890 30891 ConditionState = ATTACKING DAMAGED NIGHT 30892 Model = NBGattling_DN 30893 Animation = NBGattling_A2.NBGattling_A2 30894 AnimationMode = LOOP 30895 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30896 End 30897 30898 ConditionState = ATTACKING REALLYDAMAGED NIGHT 30899 Model = NBGattling_EN 30900 Animation = NBGattling_A2.NBGattling_A2 30901 AnimationMode = LOOP 30902 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30903 End 30904 30905 30906 30907 30908 ;SNOW --------------------------------------------------------------- 30909 ConditionState = ATTACKING SNOW 30910 Model = NBGattling_S 30911 Animation = NBGattling_A2.NBGattling_A2 30912 AnimationMode = LOOP 30913 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30914 End 30915 30916 ConditionState = ATTACKING DAMAGED SNOW 30917 Model = NBGattling_DS 30918 Animation = NBGattling_A2.NBGattling_A2 30919 AnimationMode = LOOP 30920 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30921 End 30922 30923 ConditionState = ATTACKING REALLYDAMAGED SNOW 30924 Model = NBGattling_ES 30925 Animation = NBGattling_A2.NBGattling_A2 30926 AnimationMode = LOOP 30927 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30928 End 30929 30930 30931 30932 ;SNOW NIGHT --------------------------------------------------------------- 30933 ConditionState = ATTACKING NIGHT SNOW 30934 Model = NBGattling_NS 30935 Animation = NBGattling_A2.NBGattling_A2 30936 AnimationMode = LOOP 30937 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30938 End 30939 30940 ConditionState = ATTACKING DAMAGED SNOW NIGHT 30941 Model = NBGattling_DNS 30942 Animation = NBGattling_A2.NBGattling_A2 30943 AnimationMode = LOOP 30944 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30945 End 30946 30947 ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW 30948 Model = NBGattling_ENS 30949 Animation = NBGattling_A2.NBGattling_A2 30950 AnimationMode = LOOP 30951 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 30952 End 30953 30954 ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- 30955 ;------------------------------------------------------------- 30956 ; DAY 30957 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 30958 Model = NBGattling 30959 Animation = NBGattling_A2.NBGattling_A2 30960 AnimationMode = LOOP 30961 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 30962 End 30963 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING 30964 Model = NBGattling_D 30965 Animation = NBGattling_A2.NBGattling_A2 30966 AnimationMode = LOOP 30967 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 30968 End 30969 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 30970 Model = NBGattling_E 30971 Animation = NBGattling_A2.NBGattling_A2 30972 AnimationMode = LOOP 30973 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 30974 End 30975 30976 30977 30978 ;NIGHT --------------------------------------------------------------- 30979 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING 30980 Model = NBGattling_N 30981 Animation = NBGattling_A2.NBGattling_A2 30982 AnimationMode = LOOP 30983 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 30984 End 30985 30986 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING 30987 Model = NBGattling_DN 30988 Animation = NBGattling_A2.NBGattling_A2 30989 AnimationMode = LOOP 30990 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 30991 End 30992 30993 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING 30994 Model = NBGattling_EN 30995 Animation = NBGattling_A2.NBGattling_A2 30996 AnimationMode = LOOP 30997 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 30998 End 30999 31000 31001 31002 31003 ;SNOW --------------------------------------------------------------- 31004 ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING 31005 Model = NBGattling_S 31006 Animation = NBGattling_A2.NBGattling_A2 31007 AnimationMode = LOOP 31008 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 31009 End 31010 31011 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING 31012 Model = NBGattling_DS 31013 Animation = NBGattling_A2.NBGattling_A2 31014 AnimationMode = LOOP 31015 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 31016 End 31017 31018 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING 31019 Model = NBGattling_ES 31020 Animation = NBGattling_A2.NBGattling_A2 31021 AnimationMode = LOOP 31022 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 31023 End 31024 31025 31026 31027 ;SNOW NIGHT --------------------------------------------------------------- 31028 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING 31029 Model = NBGattling_NS 31030 Animation = NBGattling_A2.NBGattling_A2 31031 AnimationMode = LOOP 31032 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 31033 End 31034 31035 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING 31036 Model = NBGattling_DNS 31037 Animation = NBGattling_A2.NBGattling_A2 31038 AnimationMode = LOOP 31039 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 31040 End 31041 31042 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING 31043 Model = NBGattling_ENS 31044 Animation = NBGattling_A2.NBGattling_A2 31045 AnimationMode = LOOP 31046 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 31047 End 31048 31049 31050 31051 31052 ;------------- CONTINUOUS_FIRE_MEAN ------------------------ 31053 ;----------------------------------------------------------- 31054 ;DAY 31055 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 31056 Model = NBGattling 31057 Animation = NBGattling_A2.NBGattling_A2 31058 AnimationMode = LOOP 31059 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31060 End 31061 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING 31062 Model = NBGattling_D 31063 Animation = NBGattling_A2.NBGattling_A2 31064 AnimationMode = LOOP 31065 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31066 End 31067 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 31068 Model = NBGattling_E 31069 Animation = NBGattling_A2.NBGattling_A2 31070 AnimationMode = LOOP 31071 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31072 End 31073 31074 31075 31076 ;NIGHT --------------------------------------------------------------- 31077 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING 31078 Model = NBGattling_N 31079 Animation = NBGattling_A2.NBGattling_A2 31080 AnimationMode = LOOP 31081 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31082 End 31083 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING 31084 Model = NBGattling_DN 31085 Animation = NBGattling_A2.NBGattling_A2 31086 AnimationMode = LOOP 31087 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31088 End 31089 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING 31090 Model = NBGattling_EN 31091 Animation = NBGattling_A2.NBGattling_A2 31092 AnimationMode = LOOP 31093 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 31094 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31095 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31096 End 31097 31098 31099 ;SNOW --------------------------------------------------------------- 31100 ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING 31101 Model = NBGattling_S 31102 Animation = NBGattling_A2.NBGattling_A2 31103 AnimationMode = LOOP 31104 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31105 End 31106 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING 31107 Model = NBGattling_DS 31108 Animation = NBGattling_A2.NBGattling_A2 31109 AnimationMode = LOOP 31110 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31111 End 31112 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING 31113 Model = NBGattling_ES 31114 Animation = NBGattling_A2.NBGattling_A2 31115 AnimationMode = LOOP 31116 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 31117 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31118 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31119 End 31120 31121 31122 ;NIGHT SNOW --------------------------------------------------------------- 31123 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING 31124 Model = NBGattling_NS 31125 Animation = NBGattling_A2.NBGattling_A2 31126 AnimationMode = LOOP 31127 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31128 End 31129 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING 31130 Model = NBGattling_DNS 31131 Animation = NBGattling_A2.NBGattling_A2 31132 AnimationMode = LOOP 31133 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31134 End 31135 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING 31136 Model = NBGattling_ENS 31137 Animation = NBGattling_A2.NBGattling_A2 31138 AnimationMode = LOOP 31139 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 31140 End 31141 31142 31143 31144 31145 31146 31147 ;------------- CONTINUOUS_FIRE_FAST ------------------------ 31148 ;DAY 31149 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 31150 Model = NBGattling 31151 Animation = NBGattling_A2.NBGattling_A2 31152 AnimationMode = LOOP 31153 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31154 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31155 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31156 End 31157 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING 31158 Model = NBGattling_D 31159 Animation = NBGattling_A2.NBGattling_A2 31160 AnimationMode = LOOP 31161 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31162 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31163 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31164 End 31165 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 31166 Model = NBGattling_E 31167 Animation = NBGattling_A2.NBGattling_A2 31168 AnimationMode = LOOP 31169 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31170 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31171 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31172 End 31173 31174 31175 31176 ;NIGHT --------------------------------------------------------------- 31177 ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING 31178 Model = NBGattling_N 31179 Animation = NBGattling_A2.NBGattling_A2 31180 AnimationMode = LOOP 31181 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31182 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31183 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31184 End 31185 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING 31186 Model = NBGattling_DN 31187 Animation = NBGattling_A2.NBGattling_A2 31188 AnimationMode = LOOP 31189 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31190 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31191 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31192 End 31193 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING 31194 Model = NBGattling_EN 31195 Animation = NBGattling_A2.NBGattling_A2 31196 AnimationMode = LOOP 31197 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31198 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31199 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31200 End 31201 31202 31203 ;SNOW --------------------------------------------------------------- 31204 ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING 31205 Model = NBGattling_S 31206 Animation = NBGattling_A2.NBGattling_A2 31207 AnimationMode = LOOP 31208 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31209 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31210 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31211 End 31212 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING 31213 Model = NBGattling_NS 31214 Animation = NBGattling_A2.NBGattling_A2 31215 AnimationMode = LOOP 31216 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31217 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31218 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31219 End 31220 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING 31221 Model = NBGattling_ES 31222 Animation = NBGattling_A2.NBGattling_A2 31223 AnimationMode = LOOP 31224 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31225 End 31226 31227 31228 ;NIGHT SNOW --------------------------------------------------------------- 31229 ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING 31230 Model = NBGattling_NS 31231 Animation = NBGattling_A2.NBGattling_A2 31232 31233 AnimationMode = LOOP 31234 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31235 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31236 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31237 End 31238 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING 31239 Model = NBGattling_DNS 31240 Animation = NBGattling_A2.NBGattling_A2 31241 AnimationMode = LOOP 31242 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31243 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31244 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31245 End 31246 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING 31247 Model = NBGattling_ENS 31248 Animation = NBGattling_A2.NBGattling_A2 31249 AnimationMode = LOOP 31250 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 31251 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 31252 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 31253 End 31254 31255 31256 31257 31258 ;************************************************************************************************************************** 31259 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 31260 ;for this draw module 31261 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31262 Model = NBGattling 31263 Animation = NBGattling_A2.NBGattling_A2 31264 AnimationMode = LOOP 31265 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31266 End 31267 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 31268 Model = NBGattling_D 31269 Animation = NBGattling_A2.NBGattling_A2 31270 AnimationMode = LOOP 31271 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31272 End 31273 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 31274 Model = NBGattling_E 31275 Animation = NBGattling_A2.NBGattling_A2 31276 AnimationMode = LOOP 31277 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31278 End 31279 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 31280 Model = NBGattling_N 31281 Animation = NBGattling_A2.NBGattling_A2 31282 AnimationMode = LOOP 31283 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31284 End 31285 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 31286 Model = NBGattling_DN 31287 Animation = NBGattling_A2.NBGattling_A2 31288 AnimationMode = LOOP 31289 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31290 End 31291 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 31292 Model = NBGattling_EN 31293 Animation = NBGattling_A2.NBGattling_A2 31294 AnimationMode = LOOP 31295 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31296 End 31297 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 31298 Model = NBGattling_S 31299 Animation = NBGattling_A2.NBGattling_A2 31300 AnimationMode = LOOP 31301 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31302 End 31303 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 31304 Model = NBGattling_DS 31305 Animation = NBGattling_A2.NBGattling_A2 31306 AnimationMode = LOOP 31307 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31308 End 31309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 31310 Model = NBGattling_ES 31311 Animation = NBGattling_A2.NBGattling_A2 31312 AnimationMode = LOOP 31313 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31314 End 31315 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 31316 Model = NBGattling_NS 31317 Animation = NBGattling_A2.NBGattling_A2 31318 AnimationMode = LOOP 31319 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31320 End 31321 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 31322 Model = NBGattling_DNS 31323 Animation = NBGattling_A2.NBGattling_A2 31324 AnimationMode = LOOP 31325 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31326 End 31327 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 31328 Model = NBGattling_ENS 31329 Animation = NBGattling_A2.NBGattling_A2 31330 AnimationMode = LOOP 31331 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31332 End 31333 31334 ConditionState = AWAITING_CONSTRUCTION 31335 Model = NONE 31336 End 31337 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 31338 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 31339 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 31340 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 31341 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 31342 AliasConditionState = AWAITING_CONSTRUCTION SNOW 31343 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 31344 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 31345 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 31346 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 31347 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 31348 AliasConditionState = SOLD 31349 AliasConditionState = SOLD DAMAGED 31350 AliasConditionState = SOLD REALLYDAMAGED 31351 AliasConditionState = SOLD NIGHT 31352 AliasConditionState = SOLD NIGHT DAMAGED 31353 AliasConditionState = SOLD NIGHT REALLYDAMAGED 31354 AliasConditionState = SOLD SNOW 31355 AliasConditionState = SOLD SNOW DAMAGED 31356 AliasConditionState = SOLD SNOW REALLYDAMAGED 31357 AliasConditionState = SOLD NIGHT SNOW 31358 AliasConditionState = SOLD NIGHT SNOW DAMAGED 31359 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 31360 ;************************************************************************************************************************** 31361 31362 End 31363 31364 31365 31366 31367 ; ------------ construction-zone fence ----------------- 31368 Draw = W3DModelDraw ModuleTag_02 31369 AnimationsRequirePower = No 31370 31371 DefaultConditionState 31372 Model = None 31373 TransitionKey = DOWN_DEFAULT 31374 End 31375 ConditionState = NIGHT 31376 Model = None 31377 TransitionKey = DOWN_DEFAULT 31378 End 31379 ConditionState = SNOW 31380 Model = None 31381 TransitionKey = DOWN_DEFAULT 31382 End 31383 ConditionState = SNOW NIGHT 31384 Model = None 31385 TransitionKey = DOWN_DEFAULT 31386 End 31387 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31388 Model = NBGattling_A4 31389 Animation = NBGattling_A4.NBGattling_A4 31390 AnimationMode = MANUAL 31391 Flags = START_FRAME_LAST 31392 TransitionKey = UP_DAY 31393 End 31394 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31395 Model = NBGattling_A4N 31396 Animation = NBGattling_A4N.NBGattling_A4N 31397 AnimationMode = MANUAL 31398 Flags = START_FRAME_LAST 31399 TransitionKey = UP_NIGHT 31400 End 31401 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31402 Model = NBGattling_A4S 31403 Animation = NBGattling_A4S.NBGattling_A4S 31404 AnimationMode = MANUAL 31405 Flags = START_FRAME_LAST 31406 TransitionKey = UP_SNOW 31407 End 31408 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31409 Model = NBGattling_A4SN 31410 Animation = NBGattling_A4SN.NBGattling_A4SN 31411 AnimationMode = MANUAL 31412 Flags = START_FRAME_LAST 31413 TransitionKey = UP_SNOWNIGHT 31414 End 31415 TransitionState = DOWN_DEFAULT UP_DAY 31416 Model = NBGattling_A4 31417 Animation = NBGattling_A4.NBGattling_A4 31418 AnimationMode = ONCE 31419 AnimationSpeedFactorRange = 1.0 1.0 31420 Flags = START_FRAME_FIRST 31421 End 31422 TransitionState = DOWN_DEFAULT UP_NIGHT 31423 Model = NBGattling_A4N 31424 Animation = NBGattling_A4N.NBGattling_A4N 31425 AnimationMode = ONCE 31426 AnimationSpeedFactorRange = 1.0 1.0 31427 Flags = START_FRAME_FIRST 31428 End 31429 TransitionState = DOWN_DEFAULT UP_SNOW 31430 Model = NBGattling_A4S 31431 Animation = NBGattling_A4S.NBGattling_A4S 31432 AnimationMode = ONCE 31433 AnimationSpeedFactorRange = 1.0 1.0 31434 Flags = START_FRAME_FIRST 31435 End 31436 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 31437 Model = NBGattling_A4SN 31438 Animation = NBGattling_A4SN.NBGattling_A4SN 31439 AnimationMode = ONCE 31440 AnimationSpeedFactorRange = 1.0 1.0 31441 Flags = START_FRAME_FIRST 31442 End 31443 TransitionState = UP_DAY DOWN_DEFAULT 31444 Model = NBGattling_A4 31445 Animation = NBGattling_A4.NBGattling_A4 31446 AnimationMode = ONCE_BACKWARDS 31447 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31448 Flags = START_FRAME_LAST 31449 End 31450 TransitionState = UP_NIGHT DOWN_DEFAULT 31451 Model = NBGattling_A4N 31452 Animation = NBGattling_A4N.NBGattling_A4N 31453 AnimationMode = ONCE_BACKWARDS 31454 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31455 Flags = START_FRAME_LAST 31456 End 31457 TransitionState = UP_SNOW DOWN_DEFAULT 31458 Model = NBGattling_A4S 31459 Animation = NBGattling_A4S.NBGattling_A4S 31460 AnimationMode = ONCE_BACKWARDS 31461 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31462 Flags = START_FRAME_LAST 31463 End 31464 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 31465 Model = NBGattling_A4SN 31466 Animation = NBGattling_A4SN.NBGattling_A4SN 31467 AnimationMode = ONCE_BACKWARDS 31468 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31469 Flags = START_FRAME_LAST 31470 End 31471 End 31472 31473 ; ------------ under-construction scaffolding ----------------- 31474 Draw = W3DModelDraw ModuleTag_03 31475 AnimationsRequirePower = No 31476 MinLODRequired = MEDIUM 31477 DefaultConditionState 31478 Model = None 31479 TransitionKey = DOWN_DEFAULT 31480 End 31481 ConditionState = NIGHT 31482 Model = None 31483 TransitionKey = DOWN_DEFAULT 31484 End 31485 ConditionState = SNOW 31486 Model = None 31487 TransitionKey = DOWN_DEFAULT 31488 End 31489 ConditionState = SNOW NIGHT 31490 Model = None 31491 TransitionKey = DOWN_DEFAULT 31492 End 31493 ConditionState = PARTIALLY_CONSTRUCTED 31494 Model = NBGattling_A6 31495 Animation = NBGattling_A6.NBGattling_A6 31496 AnimationMode = MANUAL 31497 Flags = START_FRAME_LAST 31498 TransitionKey = UP_DAY 31499 ParticleSysBone = Smoke01 BuildUpSmokeChina 31500 ParticleSysBone = Smoke02 BuildUpSmokeChina 31501 ParticleSysBone = Smoke03 BuildUpSmokeChina 31502 End 31503 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 31504 Model = NBGattling_A6N 31505 Animation = NBGattling_A6N.NBGattling_A6N 31506 AnimationMode = MANUAL 31507 Flags = START_FRAME_LAST 31508 TransitionKey = UP_NIGHT 31509 ParticleSysBone = Smoke01 BuildUpSmokeChina 31510 ParticleSysBone = Smoke02 BuildUpSmokeChina 31511 ParticleSysBone = Smoke03 BuildUpSmokeChina 31512 End 31513 ConditionState = SNOW PARTIALLY_CONSTRUCTED 31514 Model = NBGattling_A6S 31515 Animation = NBGattling_A6S.NBGattling_A6S 31516 AnimationMode = MANUAL 31517 Flags = START_FRAME_LAST 31518 TransitionKey = UP_SNOW 31519 ParticleSysBone = Smoke01 BuildUpSnowSmoke 31520 ParticleSysBone = Smoke02 BuildUpSnowSmoke 31521 ParticleSysBone = Smoke03 BuildUpSnowSmoke 31522 End 31523 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 31524 Model = NBGattling_A6SN 31525 Animation = NBGattling_A6SN.NBGattling_A6SN 31526 AnimationMode = MANUAL 31527 Flags = START_FRAME_LAST 31528 TransitionKey = UP_SNOWNIGHT 31529 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 31530 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 31531 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 31532 End 31533 TransitionState = DOWN_DEFAULT UP_DAY 31534 Model = NBGattling_A6 31535 Animation = NBGattling_A6.NBGattling_A6 31536 AnimationMode = ONCE 31537 AnimationSpeedFactorRange = 1.0 1.0 31538 Flags = START_FRAME_FIRST 31539 End 31540 TransitionState = DOWN_DEFAULT UP_NIGHT 31541 Model = NBGattling_A6N 31542 Animation = NBGattling_A6N.NBGattling_A6N 31543 AnimationMode = ONCE 31544 AnimationSpeedFactorRange = 1.0 1.0 31545 Flags = START_FRAME_FIRST 31546 End 31547 TransitionState = DOWN_DEFAULT UP_SNOW 31548 Model = NBGattling_A6S 31549 Animation = NBGattling_A6S.NBGattling_A6S 31550 AnimationMode = ONCE 31551 AnimationSpeedFactorRange = 1.0 1.0 31552 Flags = START_FRAME_FIRST 31553 End 31554 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 31555 Model = NBGattling_A6SN 31556 Animation = NBGattling_A6SN.NBGattling_A6SN 31557 AnimationMode = ONCE 31558 AnimationSpeedFactorRange = 1.0 1.0 31559 Flags = START_FRAME_FIRST 31560 End 31561 TransitionState = UP_DAY DOWN_DEFAULT 31562 Model = NBGattling_A6 31563 Animation = NBGattling_A6.NBGattling_A6 31564 AnimationMode = ONCE_BACKWARDS 31565 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31566 Flags = START_FRAME_LAST 31567 End 31568 TransitionState = UP_NIGHT DOWN_DEFAULT 31569 Model = NBGattling_A6N 31570 Animation = NBGattling_A6N.NBGattling_A6N 31571 AnimationMode = ONCE_BACKWARDS 31572 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31573 Flags = START_FRAME_LAST 31574 End 31575 TransitionState = UP_SNOW DOWN_DEFAULT 31576 Model = NBGattling_A6S 31577 Animation = NBGattling_A6S.NBGattling_A6S 31578 AnimationMode = ONCE_BACKWARDS 31579 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31580 Flags = START_FRAME_LAST 31581 End 31582 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 31583 Model = NBGattling_A6SN 31584 Animation = NBGattling_A6SN.NBGattling_A6SN 31585 AnimationMode = ONCE_BACKWARDS 31586 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 31587 Flags = START_FRAME_LAST 31588 End 31589 End 31590 31591 PlacementViewAngle = -45 31592 31593 ; ***DESIGN parameters *** 31594 DisplayName = OBJECT:GattlingCannon 31595 Side = China 31596 EditorSorting = STRUCTURE 31597 Prerequisites 31598 Object = ChinaPowerPlant 31599 End 31600 BuildCost = 1200 31601 BuildTime = 25.0 ; in seconds 31602 EnergyProduction = -3 31603 31604 ExperienceValue = 200 200 200 200 ; Experience point value at each level 31605 31606 WeaponSet 31607 Conditions = None 31608 Weapon = PRIMARY GattlingBuildingGun 31609 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 31610 Weapon = SECONDARY GattlingBuildingGunAir 31611 AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT 31612 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 31613 End 31614 31615 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 31616 ShroudClearingRange = 360 31617 31618 ArmorSet 31619 Conditions = None 31620 Armor = BaseDefenseArmor 31621 DamageFX = StructureDamageFXNoShake 31622 End 31623 CommandSet = ChinaGattlingCannonCommandSet 31624 31625 ;Behavior = AIUpdateInterface ModuleTag_20 31626 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 31627 ; MoodAttackCheckRate = 250 31628 ;End 31629 31630 ; *** AUDIO Parameters *** 31631 VoiceSelect = GattlingCannonSelect 31632 SoundOnDamaged = BuildingDamagedStateLight 31633 SoundOnReallyDamaged = BuildingDestroy 31634 31635 UnitSpecificSounds 31636 UnderConstruction = UnderConstructionLoop 31637 VoiceRapidFire = NoSound 31638 End 31639 31640 UnitSpecificSounds 31641 TurretMoveStart = NoSound 31642 TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud 31643 End 31644 31645 ; *** ENGINEERING Parameters *** 31646 RadarPriority = STRUCTURE 31647 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE 31648 Body = StructureBody ModuleTag_05 31649 MaxHealth = 1000.0 31650 InitialHealth = 1000.0 31651 31652 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 31653 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 31654 SubdualDamageCap = 1200 31655 SubdualDamageHealRate = 500 31656 SubdualDamageHealAmount = 100 31657 End 31658 31659 Behavior = StealthDetectorUpdate ModuleTag_13 31660 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 31661 DetectionRange = 200 ;Dustin, enable this for independant balancing! 31662 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 31663 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 31664 End 31665 31666 Behavior = GenerateMinefieldBehavior ModuleTag_04 31667 TriggeredBy = Upgrade_ChinaMines 31668 MineName = ChinaStandardMine 31669 SmartBorder = Yes 31670 AlwaysCircular = Yes 31671 31672 Upgradable = Yes 31673 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 31674 UpgradedMineName = ChinaEMPMine 31675 End 31676 31677 Behavior = AIUpdateInterface ModuleTag_06 31678 Turret 31679 ControlledWeaponSlots = PRIMARY SECONDARY 31680 TurretTurnRate = 180 // turn rate, in degrees per sec 31681 TurretPitchRate = 180 31682 AllowsPitch = Yes 31683 FiresWhileTurning = Yes 31684 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 31685 MinIdleScanInterval = 250 ; in milliseconds 31686 MaxIdleScanInterval = 250 ; in milliseconds 31687 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 31688 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 31689 End 31690 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 31691 MoodAttackCheckRate = 250 31692 End 31693 31694 Behavior = ProductionUpdate ModuleTag_07 31695 ; nothing, but is required if we have any Object-level Upgrades! 31696 End 31697 31698 Behavior = DestroyDie ModuleTag_08 31699 ;nothing 31700 End 31701 Behavior = FXListDie ModuleTag_09 31702 DeathFX = FX_StructureTinyDeath 31703 End 31704 31705 Behavior = ProductionUpdate ModuleTag_10 31706 ; nothing 31707 End 31708 31709 Behavior = CreateObjectDie ModuleTag_11 31710 CreationList = OCL_LargeStructureDebris 31711 End 31712 31713 Behavior = FlammableUpdate ModuleTag_12 31714 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31715 AflameDamageAmount = 5 ; taking this much damage... 31716 AflameDamageDelay = 500 ; this often. 31717 End 31718 31719 Behavior = TransitionDamageFX ModuleTag_14 31720 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 31721 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 31722 ;--------------------------------------------------------------------------------------- 31723 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 31724 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 31725 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 31726 End 31727 31728 Behavior = WeaponBonusUpgrade ModuleTag_15 31729 TriggeredBy = Upgrade_ChinaChainGuns 31730 End 31731 31732 Behavior = CommandSetUpgrade ModuleTag_25 31733 CommandSet = ChinaGattlingCannonCommandSetUpgrade 31734 TriggeredBy = Upgrade_ChinaMines 31735 End 31736 Behavior = ArmorUpgrade ModuleTag_26 31737 TriggeredBy = Upgrade_ChinaEMPMines 31738 End 31739 31740 Geometry = BOX 31741 GeometryMajorRadius = 8.0 31742 GeometryMinorRadius = 8.0 31743 GeometryHeight = 20.0 31744 GeometryIsSmall = No 31745 Shadow = SHADOW_VOLUME 31746 BuildCompletion = PLACED_BY_PLAYER 31747 31748 End 31749 31750 ;------------------------------------------------------------------------------ 31751 Object GLABurningBarrier 31752 31753 ; *** ART Parameters *** 31754 SelectPortrait = SUBarricade_L 31755 ButtonImage = SUBarricade 31756 Draw = W3DModelDraw ModuleTag_01 31757 OkToChangeModelColor = Yes 31758 31759 ; day 31760 ConditionState = NONE 31761 Model = UBBurnBarr 31762 End 31763 ConditionState = ENEMYNEAR 31764 Model = UBBurnBarr 31765 ParticleSysBone = Fire01 FireBurningBarricade01 31766 ParticleSysBone = Fire02 FireBurningBarricade01 31767 ParticleSysBone = Fire03 FireBurningBarricade01 31768 ParticleSysBone = Fire04 FireBurningBarricade01 31769 ParticleSysBone = Smoke01 SmokeBurningBarricade01 31770 ParticleSysBone = Smoke02 SmokeBurningBarricade01 31771 ParticleSysBone = Smoke03 SmokeBurningBarricade01 31772 ParticleSysBone = Smoke04 SmokeBurningBarricade01 31773 End 31774 31775 ConditionState = DAMAGED 31776 Model = UBBurnBarr_D 31777 End 31778 ConditionState = DAMAGED ENEMYNEAR 31779 Model = UBBurnBarr_D 31780 ParticleSysBone = Fire01 FireBurningBarricade01 31781 ParticleSysBone = Fire02 FireBurningBarricade01 31782 ParticleSysBone = Fire03 FireBurningBarricade01 31783 ParticleSysBone = Fire04 FireBurningBarricade01 31784 ParticleSysBone = Fire05 FireBurningBarricade01 31785 ParticleSysBone = Fire06 FireBurningBarricade01 31786 ParticleSysBone = Fire07 FireBurningBarricade01 31787 ParticleSysBone = Smoke01 SmokeBurningBarricade01 31788 ParticleSysBone = Smoke02 SmokeBurningBarricade01 31789 ParticleSysBone = Smoke03 SmokeBurningBarricade01 31790 ParticleSysBone = Smoke04 SmokeBurningBarricade01 31791 ParticleSysBone = Smoke05 SmokeBurningBarricade01 31792 ParticleSysBone = Smoke06 SmokeBurningBarricade01 31793 ParticleSysBone = Smoke07 SmokeBurningBarricade01 31794 End 31795 31796 ConditionState = REALLYDAMAGED RUBBLE 31797 Model = UBBurnBarr_E 31798 End 31799 ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR 31800 Model = UBBurnBarr_E 31801 ParticleSysBone = Fire01 FireBurningBarricade01 31802 ParticleSysBone = Fire02 FireBurningBarricade01 31803 ParticleSysBone = Fire03 FireBurningBarricade01 31804 ParticleSysBone = Fire04 FireBurningBarricade01 31805 ParticleSysBone = Fire05 FireBurningBarricade01 31806 ParticleSysBone = Fire06 FireBurningBarricade01 31807 ParticleSysBone = Fire07 FireBurningBarricade01 31808 ParticleSysBone = Smoke01 SmokeBurningBarricade01 31809 ParticleSysBone = Smoke02 SmokeBurningBarricade01 31810 ParticleSysBone = Smoke03 SmokeBurningBarricade01 31811 ParticleSysBone = Smoke04 SmokeBurningBarricade01 31812 ParticleSysBone = Smoke05 SmokeBurningBarricade01 31813 ParticleSysBone = Smoke06 SmokeBurningBarricade01 31814 ParticleSysBone = Smoke07 SmokeBurningBarricade01 31815 End 31816 End 31817 31818 ; ***DESIGN parameters *** 31819 DisplayName = OBJECT:BurningBarricade 31820 Side = GLA 31821 EditorSorting = STRUCTURE 31822 Prerequisites 31823 Object = GLABarracks 31824 End 31825 BuildCost = 50 31826 BuildTime = 2.0 ; in seconds 31827 VisionRange = 50.0 ; Shroud clearing distance 31828 ShroudClearingRange = 50 31829 ArmorSet 31830 Conditions = None 31831 Armor = WallArmor 31832 DamageFX = StructureDamageFXNoShake 31833 End 31834 31835 FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder. 31836 FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. 31837 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 31838 31839 ; *** AUDIO Parameters *** 31840 VoiceSelect = NoSound 31841 31842 ; *** ENGINEERING Parameters *** 31843 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL 31844 Body = StructureBody ModuleTag_02 31845 MaxHealth = 1000.0 31846 InitialHealth = 1000.0 31847 End 31848 31849 Behavior = EnemyNearUpdate ModuleTag_03 31850 ;nothing 31851 End 31852 31853 Behavior = DestroyDie ModuleTag_04 31854 ;nothing 31855 End 31856 Behavior = CreateObjectDie ModuleTag_05 31857 CreationList = OCL_SmallStructureDebris 31858 End 31859 Behavior = FXListDie ModuleTag_06 31860 DeathFX = FX_SmallStructureDeath 31861 End 31862 Geometry = BOX 31863 GeometryMajorRadius = 21.0 31864 GeometryMinorRadius = 7.0 31865 GeometryHeight = 4.0 31866 GeometryIsSmall = No 31867 Shadow = SHADOW_VOLUME 31868 BuildCompletion = PLACED_BY_PLAYER 31869 31870 End 31871 31872 ;------------------------------------------------------------------------------ 31873 Object AmericaCheckpoint 31874 31875 ; *** ART Parameters *** 31876 Draw = W3DModelDraw ModuleTag_01 31877 OkToChangeModelColor = Yes 31878 31879 ConditionState = NONE 31880 Model = PMChkPnt02 31881 End 31882 31883 31884 ConditionState = DOOR_1_OPENING 31885 Model = PMChkPnt02 ;REAL THING 31886 Animation = PMChkPnt02.PMChkPnt02 ;REAL THING 31887 AnimationMode = ONCE 31888 Flags = START_FRAME_FIRST 31889 End 31890 31891 ConditionState = DOOR_1_CLOSING 31892 Model = PMChkPnt02 31893 Animation = PMChkPnt02.PMChkPnt02 31894 AnimationMode = ONCE_BACKWARDS 31895 Flags = START_FRAME_LAST 31896 End 31897 31898 31899 End 31900 31901 ; ***DESIGN parameters *** 31902 DisplayName = OBJECT:Checkpoint 31903 Side = America 31904 EditorSorting = STRUCTURE 31905 31906 Prerequisites 31907 Object = AmericaCommandCenter 31908 Object = AmericaBarracks 31909 Object = AmericaPowerPlant 31910 End 31911 31912 BuildCost = 100 31913 BuildTime = 5.0 ; in seconds 31914 VisionRange = 100.0 ; Shroud clearing distance 31915 ShroudClearingRange = 100 31916 31917 ArmorSet 31918 Conditions = None 31919 Armor = WallArmor 31920 DamageFX = StructureDamageFXNoShake 31921 End 31922 31923 ; *** AUDIO Parameters *** 31924 VoiceSelect = NoSound 31925 31926 ; *** ENGINEERING Parameters *** 31927 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE 31928 Body = StructureBody ModuleTag_02 31929 MaxHealth = 1000.0 31930 InitialHealth = 1000.0 31931 End 31932 31933 Behavior = CheckpointUpdate ModuleTag_03 31934 ;nothing 31935 End 31936 31937 Behavior = DestroyDie ModuleTag_04 31938 ;nothing 31939 End 31940 31941 Behavior = CreateObjectDie ModuleTag_05 31942 CreationList = OCL_SmallStructureDebris 31943 End 31944 31945 Behavior = FXListDie ModuleTag_06 31946 DeathFX = FX_SmallStructureDeath 31947 End 31948 31949 Behavior = FlammableUpdate ModuleTag_08 31950 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31951 AflameDamageAmount = 5 ; taking this much damage... 31952 AflameDamageDelay = 500 ; this often. 31953 End 31954 31955 Geometry = BOX 31956 GeometryMajorRadius = 3.0 31957 GeometryMinorRadius = 26.0 31958 GeometryHeight = 20.0 31959 GeometryIsSmall = No 31960 Shadow = SHADOW_VOLUME 31961 BuildCompletion = PLACED_BY_PLAYER 31962 31963 End 31964 31965 ;--------------------------------------------------------------------- 31966 Object GLAStingerSiteNoHole 31967 31968 ; *** ART Parameters *** 31969 SelectPortrait = SUStinger_L 31970 ButtonImage = SUStinger 31971 Draw = W3DModelDraw ModuleTag_01 31972 OkToChangeModelColor = Yes 31973 31974 ; day ************************************ 31975 ConditionState = NONE 31976 Model = UBStingerS 31977 End 31978 31979 ConditionState = DAMAGED 31980 Model = UBStingerS_D 31981 End 31982 31983 ConditionState = REALLYDAMAGED RUBBLE 31984 Model = UBStingerS_E 31985 End 31986 31987 ConditionState = AWAITING_CONSTRUCTION 31988 Model = None 31989 End 31990 31991 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 31992 Model = UBStingerS 31993 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 31994 End 31995 31996 31997 ; day snow ************************************ 31998 ConditionState = SNOW 31999 Model = UBStingerS_S 32000 End 32001 32002 ConditionState = DAMAGED SNOW 32003 Model = UBStingerS_DS 32004 End 32005 32006 ConditionState = REALLYDAMAGED RUBBLE SNOW 32007 Model = UBStingerS_ES 32008 End 32009 32010 ConditionState = AWAITING_CONSTRUCTION SNOW 32011 Model = None 32012 End 32013 32014 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 32015 Model = UBStingerS_S 32016 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32017 End 32018 32019 ; night ********************************** 32020 ConditionState = NIGHT 32021 Model = UBStingerS_N 32022 End 32023 32024 ConditionState = DAMAGED NIGHT 32025 Model = UBStingerS_DN 32026 End 32027 32028 ConditionState = REALLYDAMAGED RUBBLE NIGHT 32029 Model = UBStingerS_EN 32030 End 32031 32032 ConditionState = AWAITING_CONSTRUCTION NIGHT 32033 Model = None 32034 End 32035 32036 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 32037 Model = UBStingerS_N 32038 Animation = None 32039 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32040 End 32041 32042 32043 ; night snow ********************************** 32044 ConditionState = NIGHT SNOW 32045 Model = UBStingerS_NS 32046 End 32047 32048 ConditionState = DAMAGED NIGHT SNOW 32049 Model = UBStingerS_DNS 32050 End 32051 32052 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 32053 Model = UBStingerS_ENS 32054 End 32055 32056 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 32057 Model = None 32058 End 32059 32060 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 32061 Model = UBStingerS_NS 32062 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 32063 End 32064 32065 32066 32067 32068 ConditionState = SOLD 32069 Model = None 32070 End 32071 32072 ConditionState = SOLD SNOW 32073 Model = NONE 32074 End 32075 32076 ConditionState = SOLD NIGHT 32077 Model = NONE 32078 End 32079 32080 ConditionState = SOLD NIGHT SNOW 32081 Model = NONE 32082 End 32083 32084 End 32085 ; ------------ construction-zone fence ----------------- 32086 Draw = W3DModelDraw ModuleTag_02 32087 AnimationsRequirePower = No 32088 DefaultConditionState 32089 Model = None 32090 TransitionKey = DOWN_DEFAULT 32091 End 32092 ConditionState = NIGHT 32093 Model = None 32094 TransitionKey = DOWN_DEFAULT 32095 End 32096 ConditionState = SNOW 32097 Model = None 32098 TransitionKey = DOWN_DEFAULT 32099 End 32100 ConditionState = SNOW NIGHT 32101 Model = None 32102 TransitionKey = DOWN_DEFAULT 32103 End 32104 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32105 Model = UBStingerS_A4 32106 Animation = UBStingerS_A4.UBStingerS_A4 32107 AnimationMode = MANUAL 32108 Flags = START_FRAME_LAST 32109 TransitionKey = UP_DAY 32110 End 32111 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32112 Model = UBStingerS_A4N 32113 Animation = UBStingerS_A4N.UBStingerS_A4N 32114 AnimationMode = MANUAL 32115 Flags = START_FRAME_LAST 32116 TransitionKey = UP_NIGHT 32117 End 32118 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32119 Model = UBStingerS_A4S 32120 Animation = UBStingerS_A4S.UBStingerS_A4S 32121 AnimationMode = MANUAL 32122 Flags = START_FRAME_LAST 32123 TransitionKey = UP_SNOW 32124 End 32125 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 32126 Model = UBStingerS_A4SN 32127 Animation = UBStingerS_A4SN.UBStingerS_A4SN 32128 AnimationMode = MANUAL 32129 Flags = START_FRAME_LAST 32130 TransitionKey = UP_SNOWNIGHT 32131 End 32132 TransitionState = DOWN_DEFAULT UP_DAY 32133 Model = UBStingerS_A4 32134 Animation = UBStingerS_A4.UBStingerS_A4 32135 AnimationMode = ONCE 32136 AnimationSpeedFactorRange = 1.0 1.0 32137 Flags = START_FRAME_FIRST 32138 End 32139 TransitionState = DOWN_DEFAULT UP_NIGHT 32140 Model = UBStingerS_A4N 32141 Animation = UBStingerS_A4N.UBStingerS_A4N 32142 AnimationMode = ONCE 32143 AnimationSpeedFactorRange = 1.0 1.0 32144 Flags = START_FRAME_FIRST 32145 End 32146 TransitionState = DOWN_DEFAULT UP_SNOW 32147 Model = UBStingerS_A4S 32148 Animation = UBStingerS_A4S.UBStingerS_A4S 32149 AnimationMode = ONCE 32150 AnimationSpeedFactorRange = 1.0 1.0 32151 Flags = START_FRAME_FIRST 32152 End 32153 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 32154 Model = UBStingerS_A4SN 32155 Animation = UBStingerS_A4SN.UBStingerS_A4SN 32156 AnimationMode = ONCE 32157 AnimationSpeedFactorRange = 1.0 1.0 32158 Flags = START_FRAME_FIRST 32159 End 32160 TransitionState = UP_DAY DOWN_DEFAULT 32161 Model = UBStingerS_A4 32162 Animation = UBStingerS_A4.UBStingerS_A4 32163 AnimationMode = ONCE_BACKWARDS 32164 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32165 Flags = START_FRAME_LAST 32166 End 32167 TransitionState = UP_NIGHT DOWN_DEFAULT 32168 Model = UBStingerS_A4N 32169 Animation = UBStingerS_A4N.UBStingerS_A4N 32170 AnimationMode = ONCE_BACKWARDS 32171 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32172 Flags = START_FRAME_LAST 32173 End 32174 TransitionState = UP_SNOW DOWN_DEFAULT 32175 Model = UBStingerS_A4S 32176 Animation = UBStingerS_A4S.UBStingerS_A4S 32177 AnimationMode = ONCE_BACKWARDS 32178 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32179 Flags = START_FRAME_LAST 32180 End 32181 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 32182 Model = UBStingerS_A4SN 32183 Animation = UBStingerS_A4SN.UBStingerS_A4SN 32184 AnimationMode = ONCE_BACKWARDS 32185 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32186 Flags = START_FRAME_LAST 32187 End 32188 End 32189 32190 ; ------------ under-construction scaffolding ----------------- 32191 Draw = W3DModelDraw ModuleTag_03 32192 AnimationsRequirePower = No 32193 MinLODRequired = MEDIUM 32194 DefaultConditionState 32195 Model = None 32196 TransitionKey = DOWN_DEFAULT 32197 End 32198 ConditionState = NIGHT 32199 Model = None 32200 TransitionKey = DOWN_DEFAULT 32201 End 32202 ConditionState = SNOW 32203 Model = None 32204 TransitionKey = DOWN_DEFAULT 32205 End 32206 ConditionState = SNOW NIGHT 32207 Model = None 32208 TransitionKey = DOWN_DEFAULT 32209 End 32210 ConditionState = PARTIALLY_CONSTRUCTED 32211 Model = UBStingerS_A6 32212 Animation = UBStingerS_A6.UBStingerS_A6 32213 AnimationMode = MANUAL 32214 Flags = START_FRAME_LAST 32215 TransitionKey = UP_DAY 32216 ParticleSysBone = Smoke01 BuildUpSmoke 32217 ParticleSysBone = Smoke02 BuildUpSmoke 32218 ParticleSysBone = Smoke03 BuildUpSmoke 32219 End 32220 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 32221 Model = UBStingerS_A6N 32222 Animation = UBStingerS_A6N.UBStingerS_A6N 32223 AnimationMode = MANUAL 32224 Flags = START_FRAME_LAST 32225 TransitionKey = UP_NIGHT 32226 ParticleSysBone = Smoke01 BuildUpSmoke 32227 ParticleSysBone = Smoke02 BuildUpSmoke 32228 ParticleSysBone = Smoke03 BuildUpSmoke 32229 End 32230 ConditionState = SNOW PARTIALLY_CONSTRUCTED 32231 Model = UBStingerS_A6S 32232 Animation = UBStingerS_A6S.UBStingerS_A6S 32233 AnimationMode = MANUAL 32234 Flags = START_FRAME_LAST 32235 TransitionKey = UP_SNOW 32236 ParticleSysBone = Smoke01 BuildUpSnowSmoke 32237 ParticleSysBone = Smoke02 BuildUpSnowSmoke 32238 ParticleSysBone = Smoke03 BuildUpSnowSmoke 32239 End 32240 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 32241 Model = UBStingerS_A6SN 32242 Animation = UBStingerS_A6SN.UBStingerS_A6SN 32243 AnimationMode = MANUAL 32244 Flags = START_FRAME_LAST 32245 TransitionKey = UP_SNOWNIGHT 32246 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 32247 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 32248 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 32249 End 32250 TransitionState = DOWN_DEFAULT UP_DAY 32251 Model = UBStingerS_A6 32252 Animation = UBStingerS_A6.UBStingerS_A6 32253 AnimationMode = ONCE 32254 AnimationSpeedFactorRange = 1.0 1.0 32255 Flags = START_FRAME_FIRST 32256 End 32257 TransitionState = DOWN_DEFAULT UP_NIGHT 32258 Model = UBStingerS_A6N 32259 Animation = UBStingerS_A6N.UBStingerS_A6N 32260 AnimationMode = ONCE 32261 AnimationSpeedFactorRange = 1.0 1.0 32262 Flags = START_FRAME_FIRST 32263 End 32264 TransitionState = DOWN_DEFAULT UP_SNOW 32265 Model = UBStingerS_A6S 32266 Animation = UBStingerS_A6S.UBStingerS_A6S 32267 AnimationMode = ONCE 32268 AnimationSpeedFactorRange = 1.0 1.0 32269 Flags = START_FRAME_FIRST 32270 End 32271 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 32272 Model = UBStingerS_A6SN 32273 Animation = UBStingerS_A6SN.UBStingerS_A6SN 32274 AnimationMode = ONCE 32275 AnimationSpeedFactorRange = 1.0 1.0 32276 Flags = START_FRAME_FIRST 32277 End 32278 TransitionState = UP_DAY DOWN_DEFAULT 32279 Model = UBStingerS_A6 32280 Animation = UBStingerS_A6.UBStingerS_A6 32281 AnimationMode = ONCE_BACKWARDS 32282 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32283 Flags = START_FRAME_LAST 32284 End 32285 TransitionState = UP_NIGHT DOWN_DEFAULT 32286 Model = UBStingerS_A6N 32287 Animation = UBStingerS_A6N.UBStingerS_A6N 32288 AnimationMode = ONCE_BACKWARDS 32289 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32290 Flags = START_FRAME_LAST 32291 End 32292 TransitionState = UP_SNOW DOWN_DEFAULT 32293 Model = UBStingerS_A6S 32294 Animation = UBStingerS_A6S.UBStingerS_A6S 32295 AnimationMode = ONCE_BACKWARDS 32296 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32297 Flags = START_FRAME_LAST 32298 End 32299 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 32300 Model = UBStingerS_A6SN 32301 Animation = UBStingerS_A6SN.UBStingerS_A6SN 32302 AnimationMode = ONCE_BACKWARDS 32303 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 32304 Flags = START_FRAME_LAST 32305 End 32306 End 32307 32308 PlacementViewAngle = -45 32309 32310 ; ***DESIGN parameters *** 32311 DisplayName = OBJECT:StingerSite 32312 Side = GLA 32313 EditorSorting = STRUCTURE 32314 Prerequisites 32315 Object = GLABarracks 32316 End 32317 BuildCost = 900 32318 BuildTime = 25.0 ; in seconds 32319 EnergyProduction = 0 32320 VisionRange = 600.0 ; Shroud clearing distance 32321 ShroudClearingRange = 400 32322 ArmorSet 32323 Conditions = None 32324 Armor = StingerSiteArmor 32325 DamageFX = StructureDamageFXNoShake 32326 End 32327 CommandSet = GLAStingerSiteCommandSet 32328 ExperienceValue = 200 200 200 200 ; Experience point value at each level 32329 32330 ; *** AUDIO Parameters *** 32331 VoiceSelect = StingerSiteSelect 32332 SoundOnDamaged = BuildingDamagedStateLight 32333 SoundOnReallyDamaged = BuildingDestroy 32334 32335 UnitSpecificSounds 32336 UnderConstruction = UnderConstructionLoop 32337 End 32338 32339 ; *** ENGINEERING Parameters *** 32340 RadarPriority = STRUCTURE 32341 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE 32342 32343 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 32344 MaxHealth = 1000.0 32345 InitialHealth = 1000.0 32346 ;**Careful with these damage types -- because area damage types will already 32347 ;**damage slaves. 32348 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 32349 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 32350 32351 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 32352 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 32353 SubdualDamageCap = 1200 32354 SubdualDamageHealRate = 500 32355 SubdualDamageHealAmount = 100 32356 End 32357 32358 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 32359 SpawnPointBoneName = SpawnPoint 32360 End 32361 32362 Behavior = SpawnBehavior ModuleTag_06 32363 SpawnNumber = 3 32364 SpawnReplaceDelay = 30000 ;msec 32365 SpawnTemplateName = GLAInfantryStingerSoldier 32366 CanReclaimOrphans = No 32367 SpawnedRequireSpawner = Yes 32368 SlavesHaveFreeWill = No 32369 End 32370 32371 Behavior = DestroyDie ModuleTag_09 32372 ;<NO DATA> 32373 End 32374 Behavior = CreateObjectDie ModuleTag_10 32375 CreationList = OCL_ABStingerSiteDebris 32376 End 32377 Behavior = FXListDie ModuleTag_11 32378 DeathFX = FX_StructureSmallDeath 32379 End 32380 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 32381 DeathWeapon = StingerSiteDeathConcussion 32382 StartsActive = Yes 32383 End 32384 32385 Behavior = FlammableUpdate ModuleTag_15 32386 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32387 AflameDamageAmount = 5 ; taking this much damage... 32388 AflameDamageDelay = 500 ; this often. 32389 End 32390 32391 Behavior = TransitionDamageFX ModuleTag_16 32392 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 32393 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 32394 ;--------------------------------------------------------------------------------------- 32395 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 32396 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 32397 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 32398 End 32399 32400 Geometry = CYLINDER 32401 GeometryMajorRadius = 36.0 32402 GeometryHeight = 9.0 32403 GeometryIsSmall = No 32404 Shadow = SHADOW_VOLUME 32405 BuildCompletion = PLACED_BY_PLAYER 32406 32407 End 32408 32409 32410 32411 ;------------------------------------------------------------------------------ 32412 32413 Object AmericaAircraftCarrier 32414 ; *** ART Parameters *** 32415 SelectPortrait = SACarrier_L 32416 ButtonImage = SACarrier_L 32417 Draw = W3DModelDraw ModuleTag_01 32418 ReceivesDynamicLights = No 32419 32420 ExtraPublicBone = Runway1Prep1 32421 ExtraPublicBone = Runway1Prep2 32422 ExtraPublicBone = Runway1Prep3 32423 ExtraPublicBone = Runway1Prep4 32424 ExtraPublicBone = Runway1Prep5 32425 ExtraPublicBone = Runway1Prep6 32426 ExtraPublicBone = Runway1Prep7 32427 ExtraPublicBone = Runway1Prep8 32428 ExtraPublicBone = Runway1Prep9 32429 ExtraPublicBone = RunwayStart1 32430 ExtraPublicBone = RunwayEnd1 32431 ExtraPublicBone = RunwayLDEnd1 32432 ExtraPublicBone = RunwayLDStart1 32433 ExtraPublicBone = Runway2Prep1 32434 ExtraPublicBone = Runway2Prep2 32435 ExtraPublicBone = Runway2Prep3 32436 ExtraPublicBone = Runway2Prep4 32437 ExtraPublicBone = Runway2Prep5 32438 ExtraPublicBone = Runway2Prep6 32439 ExtraPublicBone = Runway2Prep7 32440 ExtraPublicBone = Runway2Prep8 32441 ExtraPublicBone = Runway2Prep9 32442 ExtraPublicBone = RunwayStart2 32443 ExtraPublicBone = RunwayEnd2 32444 ExtraPublicBone = RunwayLDEnd2 32445 ExtraPublicBone = RunwayLDStart2 32446 ExtraPublicBone = Taxi1 32447 ExtraPublicBone = Taxi2 32448 ExtraPublicBone = Taxi3 32449 ExtraPublicBone = Taxi4 32450 ExtraPublicBone = Taxi5 32451 ExtraPublicBone = Taxi6 32452 ExtraPublicBone = Hanger1 32453 32454 OkToChangeModelColor = Yes 32455 32456 ; day ******************************************** 32457 DefaultConditionState 32458 Model = PSAirCarrier 32459 Animation = PSAirCarrier.PSAirCarrier 32460 AnimationMode = LOOP 32461 ParticleSysBone = BOWWAKE AirCarrierWaterRipples 32462 ParticleSysBone = LEFTWAKE AirCarrierWaterRipples 32463 ParticleSysBone = RIGHTWAKE AirCarrierWaterRipples 32464 ParticleSysBone = BOWWAKEL AirCarrierWaterRipples 32465 ParticleSysBone = BOWWAKERB AirCarrierWaterRipples 32466 End 32467 32468 ; day moving******************************************** 32469 ConditionState = MOVING 32470 Model = PSAirCarrier 32471 Animation = PSAirCarrier.PSAirCarrier 32472 AnimationMode = LOOP 32473 ParticleSysBone = BOWWAKE AirCarrierBowWake 32474 ParticleSysBone = LEFTWAKE AirCarrierSideWake 32475 ParticleSysBone = RIGHTWAKE AirCarrierSideWake 32476 ParticleSysBone = PROPELLERWAKE AirCarrierPropWake 32477 ParticleSysBone = BOWWAKEL AirCarrierWaterWake 32478 ParticleSysBone = BOWWAKERB AirCarrierWaterWakePort 32479 End 32480 32481 ; night ****************************************** 32482 ConditionState = NIGHT 32483 Model = PSAirCarrier_N 32484 Animation = PSAirCarrier_N.PSAirCarrier_N 32485 AnimationMode = LOOP 32486 End 32487 32488 ConditionState = NIGHT SNOW 32489 Model = PSAirCarrier_NS 32490 Animation = PSAirCarrier_NS.PSAirCarrier_NS 32491 AnimationMode = LOOP 32492 End 32493 32494 End 32495 32496 ;Below deck hangar 32497 Draw = W3DModelDraw ModuleTag_02 32498 OkToChangeModelColor = Yes 32499 ReceivesDynamicLights = No 32500 DefaultConditionState 32501 Model = PSAirCarrier_A2 32502 Animation = PSAirCarrier_A2.PSAirCarrier_A2 32503 AnimationMode = ONCE_BACKWARDS 32504 Flags = START_FRAME_FIRST 32505 End 32506 ConditionState = DOOR_1_OPENING 32507 AnimationMode = ONCE 32508 Flags = START_FRAME_FIRST 32509 End 32510 ConditionState = DOOR_1_WAITING_OPEN 32511 AnimationMode = ONCE 32512 Flags = START_FRAME_LAST 32513 End 32514 32515 End 32516 32517 ;Launch blast blocks 32518 Draw = W3DModelDraw ModuleTag_03 32519 ReceivesDynamicLights = No 32520 DefaultConditionState 32521 Model = PSAirCarrier_A3 32522 Animation = PSAirCarrier_A3.PSAirCarrier_A3 32523 AnimationMode = ONCE_BACKWARDS 32524 Flags = START_FRAME_FIRST 32525 End 32526 32527 ConditionState = DOOR_2_OPENING 32528 AnimationMode = ONCE 32529 Flags = START_FRAME_FIRST 32530 End 32531 ConditionState = DOOR_2_CLOSING 32532 AnimationMode = ONCE_BACKWARDS 32533 Flags = START_FRAME_LAST 32534 End 32535 End 32536 Draw = W3DModelDraw ModuleTag_04 32537 ReceivesDynamicLights = No 32538 DefaultConditionState 32539 Model = PSAirCarrier_A1 32540 Animation = PSAirCarrier_A1.PSAirCarrier_A1 32541 AnimationMode = ONCE_BACKWARDS 32542 Flags = START_FRAME_FIRST 32543 End 32544 32545 ConditionState = DOOR_3_OPENING 32546 AnimationMode = ONCE 32547 Flags = START_FRAME_FIRST 32548 End 32549 ConditionState = DOOR_3_CLOSING 32550 AnimationMode = ONCE_BACKWARDS 32551 Flags = START_FRAME_LAST 32552 End 32553 End 32554 32555 32556 PlacementViewAngle = -45 32557 32558 ; ***DESIGN parameters *** 32559 DisplayName = OBJECT:AircraftCarrier 32560 Side = America 32561 EditorSorting = STRUCTURE 32562 Prerequisites 32563 ;None 32564 End 32565 BuildCost = 0 32566 BuildTime = 30.0 ; in seconds 32567 EnergyProduction = 0 32568 CommandSet = AmericaAircraftCarrierCommandSet 32569 VisionRange = 200.0 ; Shroud clearing distance 32570 ShroudClearingRange = 200 32571 WeaponSet 32572 Conditions = None 32573 Weapon = PRIMARY AircraftCarrierOrderLaunch 32574 End 32575 ArmorSet 32576 Conditions = None 32577 Armor = StructureArmor 32578 DamageFX = StructureDamageFXNoShake 32579 End 32580 ExperienceValue = 150 150 150 150 ; Experience point value at each level 32581 32582 ; *** AUDIO Parameters *** 32583 VoiceSelect = AircraftCarrierVoiceSelect 32584 VoiceAttack = AircraftCarrierVoiceAttack 32585 VoiceMove = AircraftCarrierVoiceMove 32586 SoundOnDamaged = BuildingDamagedStateLight 32587 SoundOnReallyDamaged = BuildingDestroy 32588 32589 UnitSpecificSounds 32590 UnderConstruction = UnderConstructionLoop 32591 End 32592 32593 ; *** ENGINEERING Parameters *** 32594 RadarPriority = STRUCTURE 32595 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK 32596 32597 Body = ImmortalBody ModuleTag_10 32598 MaxHealth = 1.0 32599 InitialHealth = 1.0 32600 End 32601 32602 Behavior = FlightDeckBehavior ModuleTag_11 32603 NumRunways = 2 32604 NumSpacesPerRunway = 10 32605 32606 Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9 32607 Runway1Takeoff = RunwayStart1 RunwayEnd1 32608 Runway1Landing = RunwayLDStart1 RunwayLDEnd1 32609 Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6 32610 Runway1Creation = Hanger1 Taxi4 Taxi6 32611 Runway1CatapultSystem = AircraftCarrierCatapultSteamParent 32612 32613 Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9 32614 Runway2Takeoff = RunwayStart2 RunwayEnd2 32615 Runway2Landing = RunwayLDStart2 RunwayLDEnd2 32616 Runway2Taxi = Taxi1 Taxi3 Taxi5 32617 Runway2Creation = Hanger1 Taxi4 32618 Runway2CatapultSystem = AircraftCarrierCatapultSteamParent 32619 32620 HealAmountPerSecond = 20 32621 ApproachHeight = 50 32622 LandingDeckHeightOffset = 45.0 32623 ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces 32624 HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves. 32625 32626 ;Template of payload, and how quickly destroyed ones get replaced. 32627 PayloadTemplate = AmericaJetAircraftCarrierRaptor 32628 ReplacementDelay = 4000 32629 DockAnimationDelay = 3000 32630 32631 ;How quickly a wave of fighters can be launched. 32632 LaunchWaveDelay = 3000 32633 LaunchRampDelay = 667 32634 LowerRampDelay = 600 32635 CatapultFireDelay = 750 32636 32637 End 32638 32639 Behavior = ProductionUpdate ModuleTag_12 32640 NumDoorAnimations = 1 32641 DoorOpeningTime = 3000 ;matches the dock animation timing. 32642 DoorWaitOpenTime = 33 ;add a single frame to hold the plane because there is a one frame delay before we see the new plane 32643 DoorCloseTime = 0 ;in mSeconds 32644 ConstructionCompleteDuration = 0 ;in mSeconds 32645 End 32646 Behavior = BaseRegenerateUpdate ModuleTag_13 32647 ;No data 32648 End 32649 32650 Behavior = DestroyDie ModuleTag_14 32651 ;nothing 32652 End 32653 Behavior = CreateObjectDie ModuleTag_15 32654 CreationList = OCL_ABPowerPlantExplode 32655 End 32656 Behavior = FXListDie ModuleTag_17 32657 DeathFX = FX_StructureMediumDeath 32658 End 32659 32660 Behavior = FlammableUpdate ModuleTag_19 32661 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32662 AflameDamageAmount = 5 ; taking this much damage... 32663 AflameDamageDelay = 500 ; this often. 32664 End 32665 32666 Behavior = TransitionDamageFX ModuleTag_31 32667 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 32668 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 32669 ;--------------------------------------------------------------------------------------- 32670 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 32671 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 32672 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 32673 End 32674 32675 Geometry = BOX 32676 GeometryMajorRadius = 112.0 32677 GeometryMinorRadius = 74.0 32678 GeometryHeight = 25.0 32679 GeometryIsSmall = No 32680 FactoryExitWidth = 25 32681 Shadow = SHADOW_VOLUME 32682 BuildCompletion = PLACED_BY_PLAYER 32683 32684 End 32685 32686 32687 ; ----------------------------------------------------------------------------- 32688 32689 Object GLASneakAttackTunnelNetworkStart 32690 32691 ; *** ART Parameters *** 32692 32693 SelectPortrait = SUTunnel_L 32694 ButtonImage = SUTunnel 32695 Draw = W3DModelDraw ModuleTag_01 32696 OkToChangeModelColor = Yes 32697 32698 ;***NONE 32699 32700 ConditionState = NONE 32701 Model = UBSNKATK_1ANM 32702 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 32703 AnimationMode = ONCE 32704 ParticleSysBone = DIRT SneakAttackCrackDust 32705 ;;; ParticleSysBone = DIRT SneakAttackDirt ;SteveM commeted out 8.4.03 32706 ParticleSysBone = DIRT SneakAttackCrackDust1 32707 ParticleSysBone = DIRT SneakAttackDebris 32708 ParticleSysBone = DIRT SneakAttackDebris0 32709 ParticleSysBone = DIRT SneakAttackDebris1 32710 ParticleSysBone = DIRT SneakAttackCrackDust0 32711 ParticleSysBone = DIRT SneakAttackSteamVent 32712 End 32713 32714 ; ConditionState 32715 ; Model = UBSNKATK_1ANM 32716 ; Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 32717 ; AnimationMode = ONCE 32718 ; End 32719 32720 ConditionState = DAMAGED 32721 Model = UBSNATK_E 32722 ParticleSysBone = DIRT SneakAttackCrackDust 32723 ParticleSysBone = DIRT SneakAttackDirt 32724 ParticleSysBone = DIRT SneakAttackCrackDust1 32725 ParticleSysBone = DIRT SneakAttackDebris 32726 ParticleSysBone = DIRT SneakAttackDebris0 32727 ParticleSysBone = DIRT SneakAttackDebris1 32728 ParticleSysBone = DIRT SneakAttackCrackDust0 32729 ParticleSysBone = DIRT SneakAttackSteamVent 32730 End 32731 ConditionState = REALLYDAMAGED RUBBLE 32732 Model = UBSNATK_R 32733 End 32734 ConditionState = SNOW 32735 Model = UBSNATK_Sanm 32736 Animation = UBSNATK_Sanm.UBSNATK_Sanm 32737 AnimationMode = ONCE 32738 ParticleSysBone = DIRT SneakAttackCrackDustSnow 32739 ParticleSysBone = DIRT SneakAttackDirtSnow 32740 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 32741 ParticleSysBone = DIRT SneakAttackDebrisSnow 32742 ParticleSysBone = DIRT SneakAttackDebris0Snow 32743 ParticleSysBone = DIRT SneakAttackDebris1Snow 32744 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 32745 ParticleSysBone = DIRT SneakAttackSteamVent 32746 End 32747 ConditionState = DAMAGED SNOW 32748 Model = UBSNATK_ES 32749 ParticleSysBone = DIRT SneakAttackCrackDustSnow 32750 ParticleSysBone = DIRT SneakAttackDirtSnow 32751 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 32752 ParticleSysBone = DIRT SneakAttackDebrisSnow 32753 ParticleSysBone = DIRT SneakAttackDebris0Snow 32754 ParticleSysBone = DIRT SneakAttackDebris1Snow 32755 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 32756 ParticleSysBone = DIRT SneakAttackSteamVent 32757 End 32758 ConditionState = REALLYDAMAGED RUBBLE SNOW 32759 Model = UBSNATK_RS 32760 ParticleSysBone = DIRT SneakAttackCrackDustSnow 32761 ParticleSysBone = DIRT SneakAttackDirtSnow 32762 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 32763 ParticleSysBone = DIRT SneakAttackDebrisSnow 32764 ParticleSysBone = DIRT SneakAttackDebris0Snow 32765 ParticleSysBone = DIRT SneakAttackDebris1Snow 32766 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 32767 ParticleSysBone = DIRT SneakAttackSteamVent 32768 End 32769 ConditionState = NIGHT 32770 Model = UBSNKATK_1ANM 32771 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 32772 AnimationMode = ONCE 32773 End 32774 ConditionState = DAMAGED NIGHT 32775 Model = UBSNATK_E 32776 End 32777 ConditionState = REALLYDAMAGED RUBBLE NIGHT 32778 Model = UBSNATK_R 32779 End 32780 ConditionState = SNOW NIGHT 32781 Model = UBSNATK_Sanm 32782 Animation = UBSNATK_Sanm.UBSNATK_Sanm 32783 AnimationMode = ONCE 32784 End 32785 ConditionState = DAMAGED SNOW NIGHT 32786 Model = UBSNATK_ES 32787 End 32788 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 32789 Model = UBSNATK_RS 32790 End 32791 End 32792 PlacementViewAngle = -44 32793 32794 ; ***DESIGN parameters *** 32795 DisplayName = OBJECT:TunnelNetwork 32796 Side = GLA 32797 EditorSorting = STRUCTURE 32798 Prerequisites 32799 ;None 32800 End 32801 EnergyProduction = 0 32802 VisionRange = 200.0 ; Shroud clearing distance 32803 ShroudClearingRange = 200 32804 32805 ArmorSet 32806 Conditions = None 32807 Armor = StructureArmor 32808 DamageFX = DamageFX_Empty 32809 End 32810 32811 ExperienceValue = 100 100 100 100 ; Experience point value at each level 32812 32813 ; *** AUDIO Parameters *** 32814 VoiceSelect = TunnelNetworkSelect 32815 SoundOnDamaged = BuildingDamagedStateLight 32816 SoundOnReallyDamaged = BuildingDestroy 32817 SoundEnter = GarrisonEnter 32818 SoundExit = GarrisonExit 32819 32820 ; *** ENGINEERING Parameters *** 32821 RadarPriority = STRUCTURE 32822 KindOf = SELECTABLE NO_SELECT PRELOAD STRUCTURE IMMOBILE IMMUNE_TO_CAPTURE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE 32823 Body = StructureBody ModuleTag_04 32824 MaxHealth = 1000.0 32825 InitialHealth = 1000.0 32826 32827 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 32828 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 32829 SubdualDamageCap = 1200 32830 SubdualDamageHealRate = 500 32831 SubdualDamageHealAmount = 100 32832 End 32833 32834 Behavior = DestroyDie ModuleTag_10 32835 ;nothing 32836 End 32837 Behavior = CreateObjectDie ModuleTag_11 32838 CreationList = OCL_CreateSneakAttackTunnel 32839 TransferPreviousHealth = Yes 32840 End 32841 32842 Behavior = FlammableUpdate ModuleTag_15 32843 32844 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32845 AflameDamageAmount = 5 ; taking this much damage... 32846 AflameDamageDelay = 500 ; this often. 32847 End 32848 32849 Behavior = LifetimeUpdate ModuleTag_16 32850 MinLifetime = 5000 ; min lifetime in msec 32851 MaxLifetime = 5000 ; max lifetime in msec 32852 End 32853 32854 Behavior = FireWeaponUpdate ModuleTag_17 32855 Weapon = SneakAttackShockwaveWeaponSmall 32856 InitialDelay = 10; 32857 End 32858 32859 Behavior = FireWeaponUpdate ModuleTag_18 32860 Weapon = SneakAttackShockwaveWeaponBig 32861 InitialDelay = 1000; 32862 End 32863 32864 Behavior = FireWeaponUpdate ModuleTag_19 32865 Weapon = SneakAttackShockwaveWeaponBig 32866 InitialDelay = 2500; 32867 End 32868 32869 32870 ; IMPORTANT: DO NOT GIVE THIS OBJECT ANY EXTENTS -ML 32871 32872 Geometry = CYLINDER 32873 GeometryMajorRadius = 25.0 32874 GeometryHeight = 20.0 32875 GeometryIsSmall = No 32876 FactoryExtraBibWidth = 25.0 32877 Shadow = SHADOW_VOLUME 32878 BuildCompletion = PLACED_BY_PLAYER 32879 32880 End 32881 32882 32883 ; ----------------------------------------------------------------------------- 32884 Object GLASneakAttackTunnelNetwork 32885 32886 ; *** ART Parameters *** 32887 SelectPortrait = SUSneakAttack_L 32888 ButtonImage = SUSneakAttack 32889 Draw = W3DModelDraw ModuleTag_01 32890 OkToChangeModelColor = Yes 32891 ;***DEFAULT 32892 ;DefaultConditionState 32893 ConditionState 32894 Model = UBSNATK_1 32895 End 32896 ConditionState = DAMAGED 32897 Model = UBSNATK_E 32898 End 32899 ConditionState = REALLYDAMAGED RUBBLE 32900 Model = UBSNATK_R 32901 ;ParticleSysBone = Mound SteamVent 32902 End 32903 ConditionState = SNOW 32904 Model = UBSNATK_S 32905 End 32906 ConditionState = DAMAGED SNOW 32907 Model = UBSNATK_ES 32908 End 32909 ConditionState = REALLYDAMAGED RUBBLE SNOW 32910 Model = UBSNATK_RS 32911 ;ParticleSysBone = Mound SteamVent 32912 End 32913 ConditionState = NIGHT 32914 Model = UBSNATK_N 32915 End 32916 ConditionState = DAMAGED NIGHT 32917 Model = UBSNATK_E 32918 End 32919 ConditionState = REALLYDAMAGED RUBBLE NIGHT 32920 Model = UBSNATK_R 32921 ;ParticleSysBone = Mound SteamVent 32922 End 32923 ConditionState = SNOW NIGHT 32924 Model = UBSNATK_NS 32925 End 32926 ConditionState = DAMAGED SNOW NIGHT 32927 Model = UBSNATK_ES 32928 End 32929 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 32930 Model = UBSNATK_RS 32931 ;ParticleSysBone = Mound SteamVent 32932 End 32933 End 32934 32935 PlacementViewAngle = -44 32936 32937 ; ***DESIGN parameters *** 32938 DisplayName = OBJECT:TunnelNetwork 32939 Side = GLA 32940 EditorSorting = STRUCTURE 32941 Prerequisites 32942 ;None 32943 End 32944 EnergyProduction = 0 32945 VisionRange = 200.0 ; Shroud clearing distance 32946 ShroudClearingRange = 200 32947 WeaponSet 32948 Conditions = None 32949 Weapon = PRIMARY TunnelNetworkGunDUMMY ;So AI can attack from it in guard mode. 32950 End 32951 ArmorSet 32952 Conditions = None 32953 Armor = StructureArmor 32954 DamageFX = StructureDamageFXNoShake 32955 End 32956 CommandSet = GLASneakAttackTunnelCommandSet 32957 ExperienceValue = 100 100 100 100 ; Experience point value at each level 32958 32959 ; *** AUDIO Parameters *** 32960 VoiceSelect = TunnelNetworkSelect 32961 SoundOnDamaged = BuildingDamagedStateLight 32962 SoundOnReallyDamaged = BuildingDestroy 32963 SoundEnter = GarrisonEnter 32964 SoundExit = GarrisonExit 32965 32966 ; *** ENGINEERING Parameters *** 32967 RadarPriority = STRUCTURE 32968 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 32969 Body = StructureBody ModuleTag_04 32970 MaxHealth = 1000.0 32971 InitialHealth = 1000.0 32972 32973 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 32974 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 32975 SubdualDamageCap = 1200 32976 SubdualDamageHealRate = 500 32977 SubdualDamageHealAmount = 100 32978 End 32979 32980 Behavior = StealthDetectorUpdate ModuleTag_13 32981 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 32982 DetectionRange = 150 ;Dustin, enable this for independant balancing! 32983 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 32984 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 32985 End 32986 32987 Behavior = TunnelContain ModuleTag_05 32988 TimeForFullHeal = 5000 ;(in milliseconds) 32989 End 32990 32991 Behavior = AIUpdateInterface ModuleTag_AI 32992 Turret 32993 TurretTurnRate = 180 // turn rate, in degrees per sec 32994 ControlledWeaponSlots = PRIMARY 32995 End 32996 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 32997 End 32998 32999 ;Kris: Removed this module because units exiting the container would extract information from 33000 ;the wrong exit interface. Because TunnelContain has the proper information for exiting properly 33001 ;we don't need this one. Plus sneak attack tunnels don't produce units anyway. 33002 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 33003 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 33004 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 33005 ;End 33006 33007 Behavior = DestroyDie ModuleTag_10 33008 ;nothing 33009 End 33010 Behavior = CreateObjectDie ModuleTag_11 33011 CreationList = OCL_ABTunnelNetworkDebris 33012 End 33013 Behavior = FXListDie ModuleTag_12 33014 DeathFX = FX_StructureSmallDeath 33015 End 33016 33017 Behavior = FlammableUpdate ModuleTag_15 33018 33019 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 33020 AflameDamageAmount = 5 ; taking this much damage... 33021 AflameDamageDelay = 500 ; this often. 33022 End 33023 33024 33025 Behavior = TransitionDamageFX ModuleTag_17 33026 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 33027 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 33028 ;--------------------------------------------------------------------------------------- 33029 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 33030 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 33031 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 33032 End 33033 33034 Geometry = CYLINDER 33035 GeometryMajorRadius = 25.0 33036 GeometryHeight = 20.0 33037 GeometryIsSmall = No 33038 FactoryExtraBibWidth = 25.0 33039 Shadow = SHADOW_VOLUME 33040 BuildCompletion = PLACED_BY_PLAYER 33041 33042 End 33043 33044 33045 33046 33047 ;------------------------------------------------------------------------------ 33048 Object ChinaInternetCenter 33049 33050 ; *** ART Parameters *** 33051 33052 ; ------------ the main building itself ----------------- 33053 SelectPortrait = SNIntCnt_L 33054 ButtonImage = SNIntCnt 33055 Draw = W3DModelDraw ModuleTag_01 33056 OkToChangeModelColor = Yes 33057 33058 ; DAY ************************************ 33059 DefaultConditionState 33060 Model = NBINTCNT 33061 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33062 End 33063 33064 ConditionState = USER_1 ; User 1 is set by an upgrade module. First doors opening 33065 Model = NBINTCNT_A2 33066 Animation = NBINTCNT_A2.NBINTCNT_A2 33067 AnimationMode = ONCE 33068 End 33069 33070 ConditionState = USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33071 Model = NBINTCNT_A2F 33072 Animation = NBINTCNT_A2F.NBINTCNT_A2F 33073 AnimationMode = ONCE 33074 End 33075 33076 ConditionState = DAMAGED 33077 Model = NBINTCNT_D 33078 End 33079 33080 ConditionState = DAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening 33081 Model = NBINTCNT_A2D 33082 Animation = NBINTCNT_A2D.NBINTCNT_A2D 33083 AnimationMode = ONCE 33084 End 33085 33086 ConditionState = DAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33087 Model = NBINTCNT_A2FD 33088 Animation = NBINTCNT_A2FD.NBINTCNT_A2FD 33089 AnimationMode = ONCE 33090 End 33091 33092 ConditionState = REALLYDAMAGED 33093 Model = NBINTCNT_E 33094 ParticleSysBone = Smoke01 SmolderingSmoke 33095 ParticleSysBone = Smoke02 SmolderingSmoke 33096 ParticleSysBone = Smoke03 SmolderingSmoke 33097 ParticleSysBone = Smoke04 SmolderingSmoke 33098 ParticleSysBone = Smoke05 SmokeFactionLarge 33099 ParticleSysBone = Smoke06 SmokeFactionLarge 33100 ParticleSysBone = Fire01 SmolderingFire 33101 ParticleSysBone = Fire02 SmolderingFire 33102 ParticleSysBone = Fire03 FireFactionLarge 33103 End 33104 AliasConditionState = RUBBLE 33105 33106 ConditionState = REALLYDAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening 33107 Model = NBINTCNT_A2E 33108 Animation = NBINTCNT_A2E.NBINTCNT_A2E 33109 AnimationMode = ONCE 33110 End 33111 AliasConditionState = RUBBLE USER_1 33112 33113 ConditionState = REALLYDAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33114 Model = NBINTCNT_A2FE 33115 Animation = NBINTCNT_A2FE.NBINTCNT_A2FE 33116 AnimationMode = ONCE 33117 End 33118 AliasConditionState = RUBBLE USER_1 USER_2 33119 33120 ;NIGHT *********************************** 33121 ConditionState = NIGHT 33122 Model = NBINTCNT_N 33123 End 33124 33125 ConditionState = NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 33126 Model = NBINTCNT_A2N 33127 Animation = NBINTCNT_A2N.NBINTCNT_A2N 33128 AnimationMode = ONCE 33129 End 33130 33131 ConditionState = NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33132 Model = NBINTCNT_A2FN 33133 Animation = NBINTCNT_A2FN.NBINTCNT_A2FN 33134 AnimationMode = ONCE 33135 End 33136 33137 ConditionState = DAMAGED NIGHT 33138 Model = NBINTCNT_DN 33139 End 33140 33141 ConditionState = DAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 33142 Model = NBINTCNT_A2DN 33143 Animation = NBINTCNT_A2DN.NBINTCNT_A2DN 33144 AnimationMode = ONCE 33145 End 33146 33147 ConditionState = DAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33148 Model = NBINTCNT_A2FDN 33149 Animation = NBINTCNT_A2FDN.NBINTCNT_A2FDN 33150 AnimationMode = ONCE 33151 End 33152 33153 ConditionState = REALLYDAMAGED NIGHT 33154 Model = NBINTCNT_EN 33155 ParticleSysBone = Smoke01 SmolderingSmoke 33156 ParticleSysBone = Smoke02 SmolderingSmoke 33157 ParticleSysBone = Smoke03 SmolderingSmoke 33158 ParticleSysBone = Smoke04 SmolderingSmoke 33159 ParticleSysBone = Smoke05 SmokeFactionLarge 33160 ParticleSysBone = Smoke06 SmokeFactionLarge 33161 ParticleSysBone = Fire01 SmolderingFire 33162 ParticleSysBone = Fire02 SmolderingFire 33163 ParticleSysBone = Fire03 FireFactionLarge 33164 End 33165 AliasConditionState = RUBBLE NIGHT 33166 33167 ConditionState = REALLYDAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 33168 Model = NBINTCNT_A2EN 33169 Animation = NBINTCNT_A2EN.NBINTCNT_A2EN 33170 AnimationMode = ONCE 33171 End 33172 AliasConditionState = RUBBLE NIGHT USER_1 33173 33174 ConditionState = REALLYDAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33175 Model = NBINTCNT_A2FEN 33176 Animation = NBINTCNT_A2FEN.NBINTCNT_A2FEN 33177 AnimationMode = ONCE 33178 End 33179 AliasConditionState = RUBBLE NIGHT USER_1 USER_2 33180 33181 ;SNOW ************************************* 33182 ConditionState = SNOW 33183 Model = NBINTCNT_S 33184 End 33185 33186 ConditionState = SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 33187 Model = NBINTCNT_A2S 33188 Animation = NBINTCNT_A2S.NBINTCNT_A2S 33189 AnimationMode = ONCE 33190 End 33191 33192 ConditionState = SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33193 Model = NBINTCNT_A2FS 33194 Animation = NBINTCNT_A2FS.NBINTCNT_A2FS 33195 AnimationMode = ONCE 33196 End 33197 33198 ConditionState = DAMAGED SNOW 33199 Model = NBINTCNT_DS 33200 End 33201 33202 ConditionState = DAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 33203 Model = NBINTCNT_A2DS 33204 Animation = NBINTCNT_A2DS.NBINTCNT_A2DS 33205 AnimationMode = ONCE 33206 End 33207 33208 ConditionState = DAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33209 Model = NBINTCNT_A2FDS 33210 Animation = NBINTCNT_A2FDS.NBINTCNT_A2FDS 33211 AnimationMode = ONCE 33212 End 33213 33214 ConditionState = REALLYDAMAGED SNOW 33215 Model = NBINTCNT_ES 33216 ParticleSysBone = Smoke01 SmolderingSmoke 33217 ParticleSysBone = Smoke02 SmolderingSmoke 33218 ParticleSysBone = Smoke03 SmolderingSmoke 33219 ParticleSysBone = Smoke04 SmolderingSmoke 33220 ParticleSysBone = Smoke05 SmokeFactionLarge 33221 ParticleSysBone = Smoke06 SmokeFactionLarge 33222 ParticleSysBone = Fire01 SmolderingFire 33223 ParticleSysBone = Fire02 SmolderingFire 33224 ParticleSysBone = Fire03 FireFactionLarge 33225 End 33226 AliasConditionState = RUBBLE SNOW 33227 33228 ConditionState = REALLYDAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 33229 Model = NBINTCNT_A2ES 33230 Animation = NBINTCNT_A2ES.NBINTCNT_A2ES 33231 AnimationMode = ONCE 33232 End 33233 AliasConditionState = RUBBLE SNOW USER_1 33234 33235 ConditionState = REALLYDAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33236 Model = NBINTCNT_A2FES 33237 Animation = NBINTCNT_A2FES.NBINTCNT_A2FES 33238 AnimationMode = ONCE 33239 End 33240 AliasConditionState = RUBBLE SNOW USER_1 USER_2 33241 33242 ;NIGHT SNOW ***************************** 33243 ConditionState = NIGHT SNOW 33244 Model = NBINTCNT_NS 33245 End 33246 33247 ConditionState = NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 33248 Model = NBINTCNT_A2NS 33249 Animation = NBINTCNT_A2NS.NBINTCNT_A2NS 33250 AnimationMode = ONCE 33251 End 33252 33253 ConditionState = NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33254 Model = NBINTCNT_A2FNS 33255 Animation = NBINTCNT_A2FNS.NBINTCNT_A2FNS 33256 AnimationMode = ONCE 33257 End 33258 33259 ConditionState = DAMAGED NIGHT SNOW 33260 Model = NBINTCNT_DNS 33261 End 33262 33263 ConditionState = DAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 33264 Model = NBINTCNT_A2DNS 33265 Animation = NBINTCNT_A2DNS.NBINTCNT_A2DNS 33266 AnimationMode = ONCE 33267 End 33268 33269 ConditionState = DAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33270 Model = NBINTCNT_A2FDNS 33271 Animation = NBINTCNT_A2FDNS.NBINTCNT_A2FDNS 33272 AnimationMode = ONCE 33273 End 33274 33275 ConditionState = REALLYDAMAGED NIGHT SNOW 33276 Model = NBINTCNT_ENS 33277 ParticleSysBone = Smoke01 SmolderingSmoke 33278 ParticleSysBone = Smoke02 SmolderingSmoke 33279 ParticleSysBone = Smoke03 SmolderingSmoke 33280 ParticleSysBone = Smoke04 SmolderingSmoke 33281 ParticleSysBone = Smoke05 SmokeFactionLarge 33282 ParticleSysBone = Smoke06 SmokeFactionLarge 33283 ParticleSysBone = Fire01 SmolderingFire 33284 ParticleSysBone = Fire02 SmolderingFire 33285 ParticleSysBone = Fire03 FireFactionLarge 33286 End 33287 AliasConditionState = RUBBLE NIGHT SNOW 33288 33289 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 33290 Model = NBINTCNT_A2ENS 33291 Animation = NBINTCNT_A2ENS.NBINTCNT_A2ENS 33292 AnimationMode = ONCE 33293 End 33294 AliasConditionState = RUBBLE NIGHT SNOW USER_1 33295 33296 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 33297 Model = NBINTCNT_A2FENS 33298 Animation = NBINTCNT_A2FENS.NBINTCNT_A2FENS 33299 AnimationMode = ONCE 33300 End 33301 AliasConditionState = RUBBLE NIGHT SNOW USER_1 USER_2 33302 33303 ;************************************************************************************************************************** 33304 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 33305 ;for this draw module 33306 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33307 Model = NBINTCNT 33308 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33309 End 33310 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 33311 Model = NBINTCNT_D 33312 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33313 End 33314 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 33315 Model = NBINTCNT_E 33316 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33317 End 33318 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 33319 Model = NBINTCNT_N 33320 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33321 End 33322 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 33323 Model = NBINTCNT_DN 33324 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33325 End 33326 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 33327 Model = NBINTCNT_EN 33328 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33329 End 33330 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 33331 Model = NBINTCNT_S 33332 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33333 End 33334 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 33335 Model = NBINTCNT_DS 33336 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33337 End 33338 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 33339 Model = NBINTCNT_ES 33340 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33341 End 33342 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 33343 Model = NBINTCNT_NS 33344 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33345 End 33346 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 33347 Model = NBINTCNT_DNS 33348 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33349 End 33350 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 33351 Model = NBINTCNT_ENS 33352 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33353 End 33354 33355 ConditionState = AWAITING_CONSTRUCTION 33356 Model = NONE 33357 End 33358 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 33359 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 33360 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 33361 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 33362 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 33363 AliasConditionState = AWAITING_CONSTRUCTION SNOW 33364 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 33365 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 33366 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 33367 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 33368 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 33369 AliasConditionState = SOLD 33370 AliasConditionState = SOLD DAMAGED 33371 AliasConditionState = SOLD REALLYDAMAGED 33372 AliasConditionState = SOLD NIGHT 33373 AliasConditionState = SOLD NIGHT DAMAGED 33374 AliasConditionState = SOLD NIGHT REALLYDAMAGED 33375 AliasConditionState = SOLD SNOW 33376 AliasConditionState = SOLD SNOW DAMAGED 33377 AliasConditionState = SOLD SNOW REALLYDAMAGED 33378 AliasConditionState = SOLD NIGHT SNOW 33379 AliasConditionState = SOLD NIGHT SNOW DAMAGED 33380 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 33381 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 USER_2 33382 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 USER_2 33383 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 USER_2 33384 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 USER_2 33385 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 USER_2 33386 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 USER_2 33387 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 USER_2 33388 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 USER_2 33389 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 USER_2 33390 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 USER_2 33391 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 USER_2 33392 AliasConditionState = SOLD USER_1 USER_2 33393 AliasConditionState = SOLD DAMAGED USER_1 USER_2 33394 AliasConditionState = SOLD REALLYDAMAGED USER_1 USER_2 33395 AliasConditionState = SOLD NIGHT USER_1 USER_2 33396 AliasConditionState = SOLD NIGHT DAMAGED USER_1 USER_2 33397 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 USER_2 33398 AliasConditionState = SOLD SNOW USER_1 USER_2 33399 AliasConditionState = SOLD SNOW DAMAGED USER_1 USER_2 33400 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 USER_2 33401 AliasConditionState = SOLD NIGHT SNOW USER_1 USER_2 33402 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 USER_2 33403 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 USER_2 33404 ;************************************************************************************************************************** 33405 End 33406 33407 ; ------------ Fan in back -------------- 33408 Draw = W3DModelDraw ModuleTag_02 33409 DefaultConditionState 33410 Model = NBINTCNT_F 33411 Animation = NBINTCNT_F.NBINTCNT_F 33412 AnimationMode = LOOP 33413 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 33414 End 33415 End 33416 33417 ; ------------- First Satellite ----------- 33418 Draw = W3DModelDraw ModuleTag_03 33419 ConditionState = NONE 33420 Model = None 33421 TransitionKey = Trans_Down 33422 End 33423 AliasConditionState = SOLD 33424 AliasConditionState = AWAITING_CONSTRUCTION 33425 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED 33426 AliasConditionState = AWAITING_CONSTRUCTION USER_1 33427 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 33428 33429 ConditionState = DAMAGED 33430 Model = None 33431 TransitionKey = Trans_Down_Damaged 33432 End 33433 AliasConditionState = SOLD DAMAGED 33434 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 33435 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED 33436 AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED 33437 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED 33438 33439 ConditionState = REALLYDAMAGED 33440 Model = None 33441 TransitionKey = Trans_Down_Really_Damaged 33442 End 33443 AliasConditionState = SOLD REALLYDAMAGED 33444 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 33445 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 33446 AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED 33447 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED 33448 33449 33450 TransitionState = Trans_Down Trans_Up 33451 Model = NBINTCNT_AB 33452 Animation = NBINTCNT_AB.NBINTCNT_AB 33453 AnimationMode = ONCE 33454 End 33455 TransitionState = Trans_Down_Damaged Trans_Up_Damaged 33456 Model = NBINTCNT_DAB 33457 Animation = NBINTCNT_DAB.NBINTCNT_DAB 33458 AnimationMode = ONCE 33459 End 33460 TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged 33461 Model = NBINTCNT_EAB 33462 Animation = NBINTCNT_EAB.NBINTCNT_EAB 33463 AnimationMode = ONCE 33464 End 33465 33466 33467 ConditionState = USER_1 33468 Model = NBINTCNT_AC 33469 Animation = NBINTCNT_AC.NBINTCNT_AC 33470 AnimationMode = LOOP 33471 TransitionKey = Trans_Up 33472 Flags = MAINTAIN_FRAME_ACROSS_STATES 33473 End 33474 33475 ConditionState = USER_1 DAMAGED 33476 Model = NBINTCNT_DAC 33477 Animation = NBINTCNT_DAC.NBINTCNT_DAC 33478 AnimationMode = LOOP 33479 TransitionKey = Trans_Up_Damaged 33480 Flags = MAINTAIN_FRAME_ACROSS_STATES 33481 End 33482 33483 ConditionState = USER_1 REALLYDAMAGED 33484 Model = NBINTCNT_EAC 33485 Animation = NBINTCNT_EAC.NBINTCNT_EAC 33486 AnimationMode = LOOP 33487 TransitionKey = Trans_Up_Really_Damaged 33488 Flags = MAINTAIN_FRAME_ACROSS_STATES 33489 End 33490 33491 33492 TransitionState = Trans_Up Trans_Down 33493 Model = NBINTCNT_AB 33494 Animation = NBINTCNT_AB.NBINTCNT_AB 33495 AnimationMode = ONCE_BACKWARDS 33496 End 33497 TransitionState = Trans_Up_Damaged Trans_Down_Damaged 33498 Model = NBINTCNT_DAB 33499 Animation = NBINTCNT_DAB.NBINTCNT_DAB 33500 AnimationMode = ONCE_BACKWARDS 33501 End 33502 TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged 33503 Model = NBINTCNT_EAB 33504 Animation = NBINTCNT_EAB.NBINTCNT_EAB 33505 AnimationMode = ONCE_BACKWARDS 33506 End 33507 End 33508 33509 ; ------------- Second Satellite ----------- 33510 Draw = W3DModelDraw ModuleTag_04 33511 ConditionState = NONE 33512 Model = None 33513 TransitionKey = Trans_Down 33514 End 33515 AliasConditionState = SOLD 33516 AliasConditionState = AWAITING_CONSTRUCTION 33517 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED 33518 AliasConditionState = AWAITING_CONSTRUCTION USER_1 33519 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 33520 33521 ConditionState = DAMAGED 33522 Model = None 33523 TransitionKey = Trans_Down_Damaged 33524 End 33525 AliasConditionState = SOLD DAMAGED 33526 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 33527 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED 33528 AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED 33529 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED 33530 33531 ConditionState = REALLYDAMAGED 33532 Model = None 33533 TransitionKey = Trans_Down_Really_Damaged 33534 End 33535 AliasConditionState = SOLD REALLYDAMAGED 33536 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 33537 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 33538 AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED 33539 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED 33540 33541 33542 TransitionState = Trans_Down Trans_Up 33543 Model = NBINTCNT_AF 33544 Animation = NBINTCNT_AF.NBINTCNT_AF 33545 AnimationMode = ONCE 33546 End 33547 TransitionState = Trans_Down_Damaged Trans_Up_Damaged 33548 Model = NBINTCNT_DAF 33549 Animation = NBINTCNT_DAF.NBINTCNT_DAF 33550 AnimationMode = ONCE 33551 End 33552 TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged 33553 Model = NBINTCNT_EAF 33554 Animation = NBINTCNT_EAF.NBINTCNT_EAF 33555 AnimationMode = ONCE 33556 End 33557 33558 ConditionState = USER_2 33559 Model = NBINTCNT_AG 33560 Animation = NBINTCNT_AG.NBINTCNT_AG 33561 AnimationMode = LOOP 33562 TransitionKey = Trans_Up 33563 Flags = MAINTAIN_FRAME_ACROSS_STATES 33564 End 33565 ConditionState = USER_2 DAMAGED 33566 Model = NBINTCNT_DAG 33567 Animation = NBINTCNT_DAG.NBINTCNT_DAG 33568 AnimationMode = LOOP 33569 TransitionKey = Trans_Up_Damaged 33570 Flags = MAINTAIN_FRAME_ACROSS_STATES 33571 End 33572 ConditionState = USER_2 REALLYDAMAGED 33573 Model = NBINTCNT_EAG 33574 Animation = NBINTCNT_EAG.NBINTCNT_EAG 33575 AnimationMode = LOOP 33576 TransitionKey = Trans_Up_Really_Damaged 33577 Flags = MAINTAIN_FRAME_ACROSS_STATES 33578 End 33579 33580 TransitionState = Trans_Up Trans_Down 33581 Model = NBINTCNT_AF 33582 Animation = NBINTCNT_AF.NBINTCNT_AF 33583 AnimationMode = ONCE_BACKWARDS 33584 End 33585 TransitionState = Trans_Up_Damaged Trans_Down_Damaged 33586 Model = NBINTCNT_DAF 33587 Animation = NBINTCNT_DAF.NBINTCNT_DAF 33588 AnimationMode = ONCE_BACKWARDS 33589 End 33590 TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged 33591 Model = NBINTCNT_EAF 33592 Animation = NBINTCNT_EAF.NBINTCNT_EAF 33593 AnimationMode = ONCE_BACKWARDS 33594 End 33595 33596 End 33597 33598 ; ------------ construction-zone fence ----------------- 33599 Draw = W3DModelDraw ModuleTag_05 33600 AnimationsRequirePower = No 33601 DefaultConditionState 33602 Model = None 33603 TransitionKey = DOWN_DEFAULT 33604 End 33605 ConditionState = NIGHT 33606 Model = None 33607 TransitionKey = DOWN_DEFAULT 33608 End 33609 ConditionState = SNOW 33610 Model = None 33611 TransitionKey = DOWN_DEFAULT 33612 End 33613 ConditionState = SNOW NIGHT 33614 Model = None 33615 TransitionKey = DOWN_DEFAULT 33616 End 33617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33618 Model = NBSupCent_A4 33619 Animation = NBSupCent_A4.NBSupCent_A4 33620 AnimationMode = MANUAL 33621 Flags = START_FRAME_LAST 33622 TransitionKey = UP_DAY 33623 End 33624 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33625 Model = NBSupCent_A4N 33626 Animation = NBSupCent_A4N.NBSupCent_A4N 33627 AnimationMode = MANUAL 33628 Flags = START_FRAME_LAST 33629 TransitionKey = UP_NIGHT 33630 End 33631 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33632 Model = NBSupCent_A4S 33633 Animation = NBSupCent_A4S.NBSupCent_A4S 33634 AnimationMode = MANUAL 33635 Flags = START_FRAME_LAST 33636 TransitionKey = UP_SNOW 33637 End 33638 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 33639 Model = NBSupCent_A4SN 33640 Animation = NBSupCent_A4SN.NBSupCent_A4SN 33641 AnimationMode = MANUAL 33642 Flags = START_FRAME_LAST 33643 TransitionKey = UP_SNOWNIGHT 33644 End 33645 TransitionState = DOWN_DEFAULT UP_DAY 33646 Model = NBSupCent_A4 33647 Animation = NBSupCent_A4.NBSupCent_A4 33648 AnimationMode = ONCE 33649 AnimationSpeedFactorRange = 1.0 1.0 33650 Flags = START_FRAME_FIRST 33651 End 33652 TransitionState = DOWN_DEFAULT UP_NIGHT 33653 Model = NBSupCent_A4N 33654 Animation = NBSupCent_A4N.NBSupCent_A4N 33655 AnimationMode = ONCE 33656 AnimationSpeedFactorRange = 1.0 1.0 33657 Flags = START_FRAME_FIRST 33658 End 33659 TransitionState = DOWN_DEFAULT UP_SNOW 33660 Model = NBSupCent_A4S 33661 Animation = NBSupCent_A4S.NBSupCent_A4S 33662 AnimationMode = ONCE 33663 AnimationSpeedFactorRange = 1.0 1.0 33664 Flags = START_FRAME_FIRST 33665 End 33666 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 33667 Model = NBSupCent_A4SN 33668 Animation = NBSupCent_A4SN.NBSupCent_A4SN 33669 AnimationMode = ONCE 33670 AnimationSpeedFactorRange = 1.0 1.0 33671 Flags = START_FRAME_FIRST 33672 End 33673 TransitionState = UP_DAY DOWN_DEFAULT 33674 Model = NBSupCent_A4 33675 Animation = NBSupCent_A4.NBSupCent_A4 33676 AnimationMode = ONCE_BACKWARDS 33677 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33678 Flags = START_FRAME_LAST 33679 End 33680 TransitionState = UP_NIGHT DOWN_DEFAULT 33681 Model = NBSupCent_A4N 33682 Animation = NBSupCent_A4N.NBSupCent_A4N 33683 AnimationMode = ONCE_BACKWARDS 33684 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33685 Flags = START_FRAME_LAST 33686 End 33687 TransitionState = UP_SNOW DOWN_DEFAULT 33688 Model = NBSupCent_A4S 33689 Animation = NBSupCent_A4S.NBSupCent_A4S 33690 AnimationMode = ONCE_BACKWARDS 33691 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33692 Flags = START_FRAME_LAST 33693 End 33694 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 33695 Model = NBSupCent_A4SN 33696 Animation = NBSupCent_A4SN.NBSupCent_A4SN 33697 AnimationMode = ONCE_BACKWARDS 33698 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33699 Flags = START_FRAME_LAST 33700 End 33701 End 33702 33703 ; ------------ under-construction scaffolding ----------------- 33704 Draw = W3DModelDraw ModuleTag_06 33705 AnimationsRequirePower = No 33706 MinLODRequired = MEDIUM 33707 DefaultConditionState 33708 Model = None 33709 TransitionKey = DOWN_DEFAULT 33710 End 33711 ConditionState = NIGHT 33712 Model = None 33713 TransitionKey = DOWN_DEFAULT 33714 End 33715 ConditionState = SNOW 33716 Model = None 33717 TransitionKey = DOWN_DEFAULT 33718 End 33719 ConditionState = SNOW NIGHT 33720 Model = None 33721 TransitionKey = DOWN_DEFAULT 33722 End 33723 ConditionState = PARTIALLY_CONSTRUCTED 33724 Model = NBSupCent_A6 33725 Animation = NBSupCent_A6.NBSupCent_A6 33726 AnimationMode = MANUAL 33727 Flags = START_FRAME_LAST 33728 TransitionKey = UP_DAY 33729 ParticleSysBone = Dust01 BuildingDustChina 33730 ParticleSysBone = Smoke01 BuildUpSmokeChina 33731 ParticleSysBone = Smoke02 BuildUpSmokeChina 33732 ParticleSysBone = Smoke03 BuildUpSmokeChina 33733 ParticleSysBone = Smoke04 BuildUpSmokeChina 33734 ParticleSysBone = Smoke05 BuildUpSmokeChina 33735 End 33736 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 33737 Model = NBSupCent_A6N 33738 Animation = NBSupCent_A6N.NBSupCent_A6N 33739 AnimationMode = MANUAL 33740 Flags = START_FRAME_LAST 33741 TransitionKey = UP_NIGHT 33742 ParticleSysBone = Dust01 BuildingDustChina 33743 ParticleSysBone = Smoke01 BuildUpSmokeChina 33744 ParticleSysBone = Smoke02 BuildUpSmokeChina 33745 ParticleSysBone = Smoke03 BuildUpSmokeChina 33746 ParticleSysBone = Smoke04 BuildUpSmokeChina 33747 ParticleSysBone = Smoke05 BuildUpSmokeChina 33748 End 33749 ConditionState = SNOW PARTIALLY_CONSTRUCTED 33750 Model = NBSupCent_A6S 33751 Animation = NBSupCent_A6S.NBSupCent_A6S 33752 AnimationMode = MANUAL 33753 Flags = START_FRAME_LAST 33754 TransitionKey = UP_SNOW 33755 ParticleSysBone = Dust01 BuildingSnowDust 33756 ParticleSysBone = Smoke01 BuildUpSnowSmoke 33757 ParticleSysBone = Smoke02 BuildUpSnowSmoke 33758 ParticleSysBone = Smoke03 BuildUpSnowSmoke 33759 ParticleSysBone = Smoke04 BuildUpSnowSmoke 33760 ParticleSysBone = Smoke05 BuildUpSnowSmoke 33761 End 33762 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 33763 Model = NBSupCent_A6SN 33764 Animation = NBSupCent_A6SN.NBSupCent_A6SN 33765 AnimationMode = MANUAL 33766 Flags = START_FRAME_LAST 33767 TransitionKey = UP_SNOWNIGHT 33768 ParticleSysBone = Dust01 BuildingNightSnowDust 33769 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 33770 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 33771 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 33772 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 33773 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 33774 End 33775 TransitionState = DOWN_DEFAULT UP_DAY 33776 Model = NBSupCent_A6 33777 Animation = NBSupCent_A6.NBSupCent_A6 33778 AnimationMode = ONCE 33779 AnimationSpeedFactorRange = 1.0 1.0 33780 Flags = START_FRAME_FIRST 33781 End 33782 TransitionState = DOWN_DEFAULT UP_NIGHT 33783 Model = NBSupCent_A6N 33784 Animation = NBSupCent_A6N.NBSupCent_A6N 33785 AnimationMode = ONCE 33786 AnimationSpeedFactorRange = 1.0 1.0 33787 Flags = START_FRAME_FIRST 33788 End 33789 TransitionState = DOWN_DEFAULT UP_SNOW 33790 Model = NBSupCent_A6S 33791 Animation = NBSupCent_A6S.NBSupCent_A6S 33792 AnimationMode = ONCE 33793 AnimationSpeedFactorRange = 1.0 1.0 33794 Flags = START_FRAME_FIRST 33795 End 33796 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 33797 Model = NBSupCent_A6SN 33798 Animation = NBSupCent_A6SN.NBSupCent_A6SN 33799 AnimationMode = ONCE 33800 AnimationSpeedFactorRange = 1.0 1.0 33801 Flags = START_FRAME_FIRST 33802 End 33803 TransitionState = UP_DAY DOWN_DEFAULT 33804 Model = NBSupCent_A6 33805 Animation = NBSupCent_A6.NBSupCent_A6 33806 AnimationMode = ONCE_BACKWARDS 33807 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33808 Flags = START_FRAME_LAST 33809 End 33810 TransitionState = UP_NIGHT DOWN_DEFAULT 33811 Model = NBSupCent_A6N 33812 Animation = NBSupCent_A6N.NBSupCent_A6N 33813 AnimationMode = ONCE_BACKWARDS 33814 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33815 Flags = START_FRAME_LAST 33816 End 33817 TransitionState = UP_SNOW DOWN_DEFAULT 33818 Model = NBSupCent_A6S 33819 Animation = NBSupCent_A6S.NBSupCent_A6S 33820 AnimationMode = ONCE_BACKWARDS 33821 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33822 Flags = START_FRAME_LAST 33823 End 33824 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 33825 Model = NBSupCent_A6SN 33826 Animation = NBSupCent_A6SN.NBSupCent_A6SN 33827 AnimationMode = ONCE_BACKWARDS 33828 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33829 Flags = START_FRAME_LAST 33830 End 33831 End 33832 ; ------------ being-constructed crane ----------------- 33833 Draw = W3DModelDraw ModuleTag_07 33834 AnimationsRequirePower = No 33835 DefaultConditionState 33836 Model = None 33837 TransitionKey = DOWN_DEFAULT 33838 End 33839 ConditionState = NIGHT 33840 Model = None 33841 TransitionKey = DOWN_DEFAULT 33842 End 33843 ConditionState = SNOW 33844 Model = None 33845 TransitionKey = DOWN_DEFAULT 33846 End 33847 ConditionState = SNOW NIGHT 33848 Model = None 33849 TransitionKey = DOWN_DEFAULT 33850 End 33851 ConditionState = SOLD 33852 Model = NONE 33853 End 33854 33855 ConditionState = ACTIVELY_BEING_CONSTRUCTED 33856 Model = NBSupCent_A5 33857 Animation = NBSupCent_A5.NBSupCent_A5 33858 AnimationMode = LOOP 33859 TransitionKey = UP_DAY 33860 End 33861 33862 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 33863 Model = NBSupCent_A5N 33864 Animation = NBSupCent_A5N.NBSupCent_A5N 33865 AnimationMode = LOOP 33866 TransitionKey = UP_NIGHT 33867 End 33868 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 33869 Model = NBSupCent_A5S 33870 Animation = NBSupCent_A5S.NBSupCent_A5S 33871 AnimationMode = LOOP 33872 TransitionKey = UP_SNOW 33873 End 33874 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 33875 Model = NBSupCent_A5SN 33876 Animation = NBSupCent_A5SN.NBSupCent_A5SN 33877 AnimationMode = LOOP 33878 TransitionKey = UP_SNOWNIGHT 33879 End 33880 TransitionState = DOWN_DEFAULT UP_DAY 33881 Model = NBSupCent_AB 33882 Animation = NBSupCent_AB.NBSupCent_AB 33883 AnimationMode = ONCE 33884 AnimationSpeedFactorRange = 1.0 1.0 33885 Flags = START_FRAME_FIRST 33886 End 33887 33888 TransitionState = DOWN_DEFAULT UP_NIGHT 33889 Model = NBSupCent_ABN 33890 Animation = NBSupCent_ABN.NBSupCent_ABN 33891 AnimationMode = ONCE 33892 AnimationSpeedFactorRange = 1.0 1.0 33893 Flags = START_FRAME_FIRST 33894 End 33895 TransitionState = DOWN_DEFAULT UP_SNOW 33896 Model = NBSupCent_ABS 33897 Animation = NBSupCent_ABS.NBSupCent_ABS 33898 AnimationMode = ONCE 33899 AnimationSpeedFactorRange = 1.0 1.0 33900 Flags = START_FRAME_FIRST 33901 End 33902 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 33903 Model = NBSupCent_ABSN 33904 Animation = NBSupCent_ABSN.NBSupCent_ABSN 33905 AnimationMode = ONCE 33906 AnimationSpeedFactorRange = 1.0 1.0 33907 Flags = START_FRAME_FIRST 33908 End 33909 TransitionState = UP_DAY DOWN_DEFAULT 33910 Model = NBSupCent_AB 33911 Animation = NBSupCent_AB.NBSupCent_AB 33912 AnimationMode = ONCE_BACKWARDS 33913 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33914 Flags = START_FRAME_LAST 33915 End 33916 TransitionState = UP_NIGHT DOWN_DEFAULT 33917 Model = NBSupCent_ABN 33918 Animation = NBSupCent_ABN.NBSupCent_ABN 33919 AnimationMode = ONCE_BACKWARDS 33920 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33921 Flags = START_FRAME_LAST 33922 End 33923 TransitionState = UP_SNOW DOWN_DEFAULT 33924 Model = NBSupCent_ABS 33925 Animation = NBSupCent_ABS.NBSupCent_ABS 33926 AnimationMode = ONCE_BACKWARDS 33927 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33928 Flags = START_FRAME_LAST 33929 End 33930 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 33931 Model = NBSupCent_ABSN 33932 Animation = NBSupCent_ABSN.NBSupCent_ABSN 33933 AnimationMode = ONCE_BACKWARDS 33934 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 33935 Flags = START_FRAME_LAST 33936 End 33937 End 33938 PlacementViewAngle = -45 33939 33940 ; ***DESIGN parameters *** 33941 DisplayName = OBJECT:InternetCenter 33942 Side = China 33943 EditorSorting = STRUCTURE 33944 Prerequisites 33945 Object = ChinaWarFactory 33946 End 33947 BuildCost = 2500 33948 BuildTime = 30.0 ; in seconds 33949 EnergyProduction = 0 33950 CommandSet = ChinaInternetCenterCommandSetOne 33951 VisionRange = 200.0 ; Shroud clearing distance 33952 ShroudClearingRange = 200 33953 ArmorSet 33954 Conditions = None 33955 Armor = StructureArmorInternetCenter 33956 DamageFX = StructureDamageFXNoShake 33957 End 33958 ExperienceValue = 200 200 200 200 ; Experience point value at each level 33959 33960 ;******************************************************************************************************************* 33961 MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** 33962 ;******************************************************************************************************************* 33963 33964 ; *** AUDIO Parameters *** 33965 VoiceSelect = InternetCenterSelect 33966 SoundOnDamaged = BuildingDamagedStateLight 33967 SoundOnReallyDamaged = BuildingDestroy 33968 33969 UnitSpecificSounds 33970 UnderConstruction = UnderConstructionLoop 33971 End 33972 33973 ; *** ENGINEERING Parameters *** 33974 RadarPriority = STRUCTURE 33975 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY FS_INTERNET_CENTER 33976 33977 Body = StructureBody ModuleTag_08 33978 MaxHealth = 2500.0 33979 InitialHealth = 2500.0 33980 33981 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 33982 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 33983 SubdualDamageCap = 2700 33984 SubdualDamageHealRate = 500 33985 SubdualDamageHealAmount = 100 33986 End 33987 33988 Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives aiHackInternet command to passengers 33989 PassengersAllowedToFire = No 33990 Slots = 8 33991 ScatterNearbyOnExit = No 33992 HealthRegen%PerSec = 10 33993 DamagePercentToUnits = 50% 33994 AllowInsideKindOf = MONEY_HACKER 33995 ExitDelay = 500 33996 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 33997 GoAggressiveOnExit = No ; AI Will tell people to set their mood to Aggressive on exiting 33998 End 33999 34000 Behavior = DestroyDie ModuleTag_12 34001 ;nothing 34002 End 34003 Behavior = CreateObjectDie ModuleTag_13 34004 CreationList = OCL_LargeStructureDebris 34005 End 34006 Behavior = FXListDie ModuleTag_14 34007 DeathFX = FX_StructureMediumDeath 34008 End 34009 34010 Behavior = SpyVisionUpdate ModuleTag_15 34011 NeedsUpgrade = Yes 34012 SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers (No timers means always on) 34013 SpyOnKindof = COMMANDCENTER ; Defaults to ALL 34014 TriggeredBy = Upgrade_ChinaSatelliteHackOne 34015 End 34016 34017 Behavior = SpyVisionUpdate ModuleTag_16 34018 NeedsUpgrade = Yes 34019 SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers 34020 SelfPoweredDuration = 20000 34021 SelfPoweredInterval = 240000 34022 TriggeredBy = Upgrade_ChinaSatelliteHackTwo 34023 End 34024 34025 Behavior = ArmorUpgrade ModuleTag_30 34026 TriggeredBy = Upgrade_ChinaEMPMines 34027 End 34028 Behavior = CommandSetUpgrade ModuleTag_31 34029 CommandSet = ChinaInternetCenterCommandSetOneUpgrade 34030 TriggeredBy = Upgrade_ChinaMines 34031 34032 CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade 34033 TriggerAlt = Upgrade_ChinaSatelliteHackOne 34034 End 34035 Behavior = CommandSetUpgrade ModuleTag_32 34036 CommandSet = ChinaInternetCenterCommandSetTwo 34037 TriggeredBy = Upgrade_ChinaSatelliteHackOne 34038 34039 CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade 34040 TriggerAlt = Upgrade_ChinaMines 34041 End 34042 34043 Behavior = ModelConditionUpgrade ModuleTag_18 34044 ConditionFlag = USER_1 34045 TriggeredBy = Upgrade_ChinaSatelliteHackOne 34046 End 34047 34048 Behavior = ModelConditionUpgrade ModuleTag_19 34049 ConditionFlag = USER_2 34050 TriggeredBy = Upgrade_ChinaSatelliteHackTwo 34051 End 34052 34053 Behavior = ProductionUpdate ModuleTag_22 34054 End 34055 34056 Behavior = GenerateMinefieldBehavior ModuleTag_23 34057 TriggeredBy = Upgrade_ChinaMines 34058 MineName = ChinaStandardMine 34059 SmartBorder = Yes 34060 AlwaysCircular = Yes 34061 34062 Upgradable = Yes 34063 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 34064 UpgradedMineName = ChinaEMPMine 34065 End 34066 34067 34068 Behavior = FlammableUpdate ModuleTag_24 34069 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 34070 AflameDamageAmount = 5 ; taking this much damage... 34071 AflameDamageDelay = 500 ; this often. 34072 End 34073 34074 Behavior = TransitionDamageFX ModuleTag_25 34075 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 34076 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 34077 ;--------------------------------------------------------------------------------------- 34078 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 34079 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 34080 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 34081 End 34082 34083 Geometry = BOX 34084 GeometryMajorRadius = 50.0 34085 GeometryMinorRadius = 50.0 34086 GeometryHeight = 36.0 34087 GeometryIsSmall = No 34088 Shadow = SHADOW_VOLUME 34089 BuildCompletion = PLACED_BY_PLAYER 34090 34091 End 34092 34093 34094 34095 34096 34097 34098 34099 34100 34101 34102 34103 34104 34105 34106 34107 34108 34109 34110 34111 34112 34113 ;------------------------------------------------------------------------------ 34114 Object AmericaFireBase 34115 34116 ; *** ART Parameters *** 34117 SelectPortrait = SAFirebase_L 34118 ButtonImage = SAFirebase 34119 Draw = W3DModelDraw ModuleTag_01 34120 34121 IgnoreConditionStates = NIGHT 34122 34123 OkToChangeModelColor = Yes 34124 34125 ExtraPublicBone = STATION01 34126 ExtraPublicBone = STATION02 34127 ExtraPublicBone = STATION03 34128 ExtraPublicBone = STATION04 34129 34130 34131 DefaultConditionState 34132 Model = ABFIREBASE 34133 WeaponMuzzleFlash = PRIMARY MuzzleFX 34134 WeaponRecoilBone = PRIMARY Barrel 34135 Turret = TURRET01 34136 TurretPitch = TURRETEL 34137 WeaponLaunchBone = PRIMARY MUZZLE01 34138 WeaponFireFXBone = PRIMARY MUZZLEFX 34139 End 34140 34141 ConditionState = DAMAGED 34142 Model = ABFIREBASE_D 34143 End 34144 34145 ConditionState = REALLYDAMAGED RUBBLE 34146 Model = ABFIREBASE_E 34147 End 34148 34149 ConditionState = SNOW 34150 Model = ABFIREBASE_S 34151 End 34152 34153 ConditionState = DAMAGED SNOW 34154 Model = ABFIREBASE_DS 34155 End 34156 34157 ConditionState = REALLYDAMAGED RUBBLE SNOW 34158 Model = ABFIREBASE_ES 34159 End 34160 34161 ;************************************************************************************************************************** 34162 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 34163 ;for this draw module 34164 34165 ConditionState = AWAITING_CONSTRUCTION 34166 Model = NONE 34167 End 34168 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 34169 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 34170 AliasConditionState = AWAITING_CONSTRUCTION SNOW 34171 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 34172 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 34173 AliasConditionState = SOLD 34174 AliasConditionState = SOLD DAMAGED 34175 AliasConditionState = SOLD REALLYDAMAGED 34176 AliasConditionState = SOLD SNOW 34177 AliasConditionState = SOLD SNOW DAMAGED 34178 AliasConditionState = SOLD SNOW REALLYDAMAGED 34179 ;************************************************************************************************************************** 34180 34181 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34182 Model = ABFIREBASE 34183 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34184 End 34185 34186 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 34187 Model = ABFIREBASE_S 34188 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34189 End 34190 34191 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 34192 Model = ABFIREBASE_D 34193 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34194 End 34195 34196 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 34197 Model = ABFIREBASE_DS 34198 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34199 End 34200 34201 ;************************************************************************************************************************** 34202 End 34203 34204 34205 34206 34207 ; ------------ construction-zone fence ----------------- 34208 Draw = W3DModelDraw ModuleTag_02 34209 AnimationsRequirePower = No 34210 DefaultConditionState 34211 Model = None 34212 TransitionKey = DOWN_DEFAULT 34213 End 34214 ConditionState = NIGHT 34215 Model = None 34216 TransitionKey = DOWN_DEFAULT 34217 End 34218 ConditionState = SNOW 34219 Model = None 34220 TransitionKey = DOWN_DEFAULT 34221 End 34222 ConditionState = SNOW NIGHT 34223 Model = None 34224 TransitionKey = DOWN_DEFAULT 34225 End 34226 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34227 Model = ABSupDrop_A4 34228 Animation = ABSupDrop_A4.ABSupDrop_A4 34229 AnimationMode = MANUAL 34230 Flags = START_FRAME_LAST 34231 TransitionKey = UP_DAY 34232 End 34233 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34234 Model = ABSupDrop_A4N 34235 Animation = ABSupDrop_A4N.ABSupDrop_A4N 34236 AnimationMode = MANUAL 34237 Flags = START_FRAME_LAST 34238 TransitionKey = UP_NIGHT 34239 End 34240 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34241 Model = ABSupDrop_A4S 34242 Animation = ABSupDrop_A4S.ABSupDrop_A4S 34243 AnimationMode = MANUAL 34244 Flags = START_FRAME_LAST 34245 TransitionKey = UP_SNOW 34246 End 34247 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34248 Model = ABSupDrop_A4SN 34249 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 34250 AnimationMode = MANUAL 34251 Flags = START_FRAME_LAST 34252 TransitionKey = UP_SNOWNIGHT 34253 End 34254 TransitionState = DOWN_DEFAULT UP_DAY 34255 Model = ABSupDrop_A4 34256 Animation = ABSupDrop_A4.ABSupDrop_A4 34257 AnimationMode = ONCE 34258 AnimationSpeedFactorRange = 1.0 1.0 34259 Flags = START_FRAME_FIRST 34260 End 34261 TransitionState = DOWN_DEFAULT UP_NIGHT 34262 Model = ABSupDrop_A4N 34263 Animation = ABSupDrop_A4N.ABSupDrop_A4N 34264 AnimationMode = ONCE 34265 AnimationSpeedFactorRange = 1.0 1.0 34266 Flags = START_FRAME_FIRST 34267 End 34268 TransitionState = DOWN_DEFAULT UP_SNOW 34269 Model = ABSupDrop_A4S 34270 Animation = ABSupDrop_A4S.ABSupDrop_A4S 34271 AnimationMode = ONCE 34272 AnimationSpeedFactorRange = 1.0 1.0 34273 Flags = START_FRAME_FIRST 34274 End 34275 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34276 Model = ABSupDrop_A4SN 34277 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 34278 AnimationMode = ONCE 34279 AnimationSpeedFactorRange = 1.0 1.0 34280 Flags = START_FRAME_FIRST 34281 End 34282 TransitionState = UP_DAY DOWN_DEFAULT 34283 Model = ABSupDrop_A4 34284 Animation = ABSupDrop_A4.ABSupDrop_A4 34285 AnimationMode = ONCE_BACKWARDS 34286 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34287 Flags = START_FRAME_LAST 34288 End 34289 TransitionState = UP_NIGHT DOWN_DEFAULT 34290 Model = ABSupDrop_A4N 34291 Animation = ABSupDrop_A4N.ABSupDrop_A4N 34292 AnimationMode = ONCE_BACKWARDS 34293 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34294 Flags = START_FRAME_LAST 34295 End 34296 TransitionState = UP_SNOW DOWN_DEFAULT 34297 Model = ABSupDrop_A4S 34298 Animation = ABSupDrop_A4S.ABSupDrop_A4S 34299 AnimationMode = ONCE_BACKWARDS 34300 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34301 Flags = START_FRAME_LAST 34302 End 34303 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34304 Model = ABSupDrop_A4SN 34305 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 34306 AnimationMode = ONCE_BACKWARDS 34307 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34308 Flags = START_FRAME_LAST 34309 End 34310 End 34311 34312 ; ------------ under-construction scaffolding ----------------- 34313 Draw = W3DModelDraw ModuleTag_03 34314 AnimationsRequirePower = No 34315 MinLODRequired = MEDIUM 34316 DefaultConditionState 34317 Model = None 34318 TransitionKey = DOWN_DEFAULT 34319 End 34320 ConditionState = NIGHT 34321 Model = None 34322 TransitionKey = DOWN_DEFAULT 34323 End 34324 ConditionState = SNOW 34325 Model = None 34326 TransitionKey = DOWN_DEFAULT 34327 End 34328 ConditionState = SNOW NIGHT 34329 Model = None 34330 TransitionKey = DOWN_DEFAULT 34331 End 34332 ConditionState = PARTIALLY_CONSTRUCTED 34333 Model = ABSupDrop_A6 34334 Animation = ABSupDrop_A6.ABSupDrop_A6 34335 AnimationMode = MANUAL 34336 Flags = START_FRAME_LAST 34337 TransitionKey = UP_DAY 34338 ParticleSysBone = Sparks01 BuildUpBlueSpark 34339 ParticleSysBone = Sparks02 BuildUpBlueSpark 34340 ParticleSysBone = Sparks03 BuildUpBlueSpark 34341 ParticleSysBone = Sparks04 BuildUpBlueSpark 34342 ParticleSysBone = Sparks05 BuildUpBlueSpark 34343 ParticleSysBone = Sparks06 BuildUpBlueSpark 34344 End 34345 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 34346 Model = ABSupDrop_A6N 34347 Animation = ABSupDrop_A6N.ABSupDrop_A6N 34348 AnimationMode = MANUAL 34349 Flags = START_FRAME_LAST 34350 TransitionKey = UP_NIGHT 34351 ParticleSysBone = Sparks01 BuildUpBlueSpark 34352 ParticleSysBone = Sparks02 BuildUpBlueSpark 34353 ParticleSysBone = Sparks03 BuildUpBlueSpark 34354 ParticleSysBone = Sparks04 BuildUpBlueSpark 34355 ParticleSysBone = Sparks05 BuildUpBlueSpark 34356 ParticleSysBone = Sparks06 BuildUpBlueSpark 34357 End 34358 ConditionState = SNOW PARTIALLY_CONSTRUCTED 34359 Model = ABSupDrop_A6S 34360 Animation = ABSupDrop_A6S.ABSupDrop_A6S 34361 AnimationMode = MANUAL 34362 Flags = START_FRAME_LAST 34363 TransitionKey = UP_SNOW 34364 ParticleSysBone = Sparks01 BuildUpBlueSpark 34365 ParticleSysBone = Sparks02 BuildUpBlueSpark 34366 ParticleSysBone = Sparks03 BuildUpBlueSpark 34367 ParticleSysBone = Sparks04 BuildUpBlueSpark 34368 ParticleSysBone = Sparks05 BuildUpBlueSpark 34369 ParticleSysBone = Sparks06 BuildUpBlueSpark 34370 End 34371 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 34372 Model = ABSupDrop_A6SN 34373 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 34374 AnimationMode = MANUAL 34375 Flags = START_FRAME_LAST 34376 TransitionKey = UP_SNOWNIGHT 34377 ParticleSysBone = Sparks01 BuildUpBlueSpark 34378 ParticleSysBone = Sparks02 BuildUpBlueSpark 34379 ParticleSysBone = Sparks03 BuildUpBlueSpark 34380 ParticleSysBone = Sparks04 BuildUpBlueSpark 34381 ParticleSysBone = Sparks05 BuildUpBlueSpark 34382 ParticleSysBone = Sparks06 BuildUpBlueSpark 34383 End 34384 TransitionState = DOWN_DEFAULT UP_DAY 34385 Model = ABSupDrop_A6 34386 Animation = ABSupDrop_A6.ABSupDrop_A6 34387 AnimationMode = ONCE 34388 AnimationSpeedFactorRange = 1.0 1.0 34389 Flags = START_FRAME_FIRST 34390 End 34391 TransitionState = DOWN_DEFAULT UP_NIGHT 34392 Model = ABSupDrop_A6N 34393 Animation = ABSupDrop_A6N.ABSupDrop_A6N 34394 AnimationMode = ONCE 34395 AnimationSpeedFactorRange = 1.0 1.0 34396 Flags = START_FRAME_FIRST 34397 End 34398 TransitionState = DOWN_DEFAULT UP_SNOW 34399 Model = ABSupDrop_A6S 34400 Animation = ABSupDrop_A6S.ABSupDrop_A6S 34401 AnimationMode = ONCE 34402 AnimationSpeedFactorRange = 1.0 1.0 34403 Flags = START_FRAME_FIRST 34404 End 34405 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34406 Model = ABSupDrop_A6SN 34407 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 34408 AnimationMode = ONCE 34409 AnimationSpeedFactorRange = 1.0 1.0 34410 Flags = START_FRAME_FIRST 34411 End 34412 TransitionState = UP_DAY DOWN_DEFAULT 34413 Model = ABSupDrop_A6 34414 Animation = ABSupDrop_A6.ABSupDrop_A6 34415 AnimationMode = ONCE_BACKWARDS 34416 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34417 Flags = START_FRAME_LAST 34418 End 34419 TransitionState = UP_NIGHT DOWN_DEFAULT 34420 Model = ABSupDrop_A6N 34421 Animation = ABSupDrop_A6N.ABSupDrop_A6N 34422 AnimationMode = ONCE_BACKWARDS 34423 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34424 Flags = START_FRAME_LAST 34425 End 34426 TransitionState = UP_SNOW DOWN_DEFAULT 34427 Model = ABSupDrop_A6S 34428 Animation = ABSupDrop_A6S.ABSupDrop_A6S 34429 AnimationMode = ONCE_BACKWARDS 34430 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34431 Flags = START_FRAME_LAST 34432 End 34433 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34434 Model = ABSupDrop_A6SN 34435 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 34436 AnimationMode = ONCE_BACKWARDS 34437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34438 Flags = START_FRAME_LAST 34439 End 34440 End 34441 PlacementViewAngle = -45 34442 34443 34444 34445 ; ***DESIGN parameters *** 34446 DisplayName = OBJECT:FireBase 34447 Side = America 34448 EditorSorting = STRUCTURE 34449 Prerequisites 34450 Object = AmericaPowerPlant 34451 End 34452 BuildCost = 1000 34453 BuildTime = 25.0 ; in seconds 34454 EnergyProduction = 0 34455 WeaponSet 34456 Conditions = None 34457 Weapon = PRIMARY FireBaseHowitzerGun 34458 End 34459 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 34460 ShroudClearingRange = 360 34461 ArmorSet 34462 Conditions = None 34463 Armor = FireBaseArmor 34464 DamageFX = StructureDamageFXNoShake 34465 End 34466 CommandSet = AmericaFireBaseCommandSet 34467 ExperienceValue = 200 200 200 200 ; Experience point value at each level 34468 34469 ; *** AUDIO Parameters *** 34470 VoiceSelect = FireBaseSelect 34471 SoundOnDamaged = BuildingDamagedStateLight 34472 SoundOnReallyDamaged = BuildingDestroy 34473 34474 UnitSpecificSounds 34475 UnderConstruction = UnderConstructionLoop 34476 End 34477 34478 UnitSpecificSounds 34479 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 34480 TurretMoveStart = NoSound 34481 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 34482 End 34483 34484 ; *** ENGINEERING Parameters *** 34485 RadarPriority = STRUCTURE 34486 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED 34487 34488 34489 Body = HiveStructureBody ModuleTag_04; 34490 MaxHealth = 1000.0 34491 InitialHealth = 1000.0 34492 34493 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 34494 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 34495 SubdualDamageCap = 1200 34496 SubdualDamageHealRate = 500 34497 SubdualDamageHealAmount = 100 34498 ;**Careful with these damage types -- because area damage types will already 34499 ;**damage slaves. 34500 ;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 34501 ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 34502 End 34503 34504 34505 Behavior = BaseRegenerateUpdate ModuleTag_05 34506 ;No data 34507 End 34508 Behavior = AIUpdateInterface ModuleTag_06 34509 Turret 34510 TurretTurnRate = 60 // turn rate, in degrees per sec 34511 TurretPitchRate = 60 34512 AllowsPitch = Yes 34513 NaturalTurretPitch = 1 34514 GroundUnitPitch = 40 34515 MinPhysicalPitch = -20 34516 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 34517 MinIdleScanInterval = 550 ; in milliseconds 34518 MaxIdleScanInterval = 950 ; in milliseconds 34519 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 34520 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 34521 End 34522 34523 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 34524 MoodAttackCheckRate = 250 34525 End 34526 34527 Behavior = GarrisonContain ModuleTag_07 34528 ContainMax = 4 34529 EnterSound = GarrisonEnter 34530 ExitSound = GarrisonExit 34531 ImmuneToClearBuildingAttacks = Yes 34532 DamagePercentToUnits = 100% 34533 34534 IsEnclosingContainer = No 34535 34536 End 34537 34538 Behavior = DestroyDie ModuleTag_08 34539 ;nothing 34540 End 34541 34542 Behavior = FXListDie ModuleTag_10 34543 DeathFX = FX_StructureMediumDeath 34544 End 34545 34546 Behavior = FlammableUpdate ModuleTag_12 34547 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 34548 AflameDamageAmount = 5 ; taking this much damage... 34549 AflameDamageDelay = 500 ; this often. 34550 End 34551 34552 Behavior = CreateObjectDie ModuleTag_13 34553 CreationList = OCL_LargeStructureDebris 34554 End 34555 34556 Behavior = TransitionDamageFX ModuleTag_14 34557 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 34558 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 34559 ;--------------------------------------------------------------------------------------- 34560 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 34561 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 34562 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 34563 End 34564 34565 Geometry = BOX 34566 GeometryMajorRadius = 26.0 34567 GeometryMinorRadius = 26.0 34568 GeometryHeight = 15.0 34569 GeometryIsSmall = No 34570 Shadow = SHADOW_VOLUME 34571 BuildCompletion = PLACED_BY_PLAYER 34572 34573 End 34574 34575 ;------------------------------------------------------------------------------ 34576 ;******************** Gla Arms Dealer No Gla Hole ***************************** 34577 ;GLA Arms Dealer No Hole 34578 Object GLAArmsDealerNoHole 34579 34580 ; *** ART Parameters *** 34581 SelectPortrait = SUArmsDealer_L 34582 ButtonImage = SUArmsDealer 34583 34584 ; ----------------- Main Building ------------------- 34585 Draw = W3DModelDraw ModuleTag_01 34586 OkToChangeModelColor = Yes 34587 ; day 34588 ConditionState = NONE 34589 Model = UBArmDeal 34590 Animation = UBArmDeal.UBArmDeal 34591 AnimationMode = LOOP 34592 ParticleSysBone = Smoke01 SmolderingSmoke 34593 ParticleSysBone = Steam01 SteamVent 34594 End 34595 ;damaged 34596 ConditionState = DAMAGED 34597 Model = UBArmDeal_D 34598 Animation = UBArmDeal_D.UBArmDeal_D 34599 AnimationMode = LOOP 34600 ParticleSysBone = Smoke01 SmolderingSmoke 34601 ; ParticleSysBone = Smoke02 SmolderingSmoke 34602 ; ParticleSysBone = Smoke03 SmolderingSmoke 34603 ; ParticleSysBone = Smoke04 SmolderingSmoke 34604 ; ParticleSysBone = Smoke05 SmolderingSmoke 34605 ; ParticleSysBone = Smoke06 SmolderingSmoke 34606 ; ParticleSysBone = Fire02 SmolderingFire 34607 ; ParticleSysBone = Fire03 SmolderingFire 34608 ; ParticleSysBone = Fire04 SmolderingFire 34609 ; ParticleSysBone = Fire05 SmolderingFire 34610 ; ParticleSysBone = Fire06 SmolderingFire 34611 End 34612 ;really damaged 34613 ConditionState = REALLYDAMAGED RUBBLE 34614 Model = UBArmDeal_E 34615 Animation = UBArmDeal_E.UBArmDeal_E 34616 AnimationMode = LOOP 34617 ParticleSysBone = Smoke01 SmolderingSmoke 34618 ; ParticleSysBone = Smoke02 SmolderingSmoke 34619 ; ParticleSysBone = Smoke03 SmolderingSmoke 34620 ; ParticleSysBone = Smoke04 SmolderingSmoke 34621 ; ParticleSysBone = Smoke05 SmokeFactionLarge 34622 ; ParticleSysBone = Smoke06 SmolderingSmoke 34623 ; ParticleSysBone = Smoke07 SmolderingSmoke 34624 ; ParticleSysBone = Fire02 SmolderingFire 34625 ; ParticleSysBone = Fire03 SmolderingFire 34626 ; ParticleSysBone = Fire04 SmolderingFire 34627 ; ParticleSysBone = Fire05 FireFactionLarge 34628 ; ParticleSysBone = Fire06 SmolderingFire 34629 ; ParticleSysBone = Fire07 SmolderingFire 34630 End 34631 34632 34633 ConditionState = SNOW 34634 Model = UBArmDeal_S 34635 Animation = UBArmDeal_S.UBArmDeal_S 34636 AnimationMode = LOOP 34637 ParticleSysBone = Smoke01 SmolderingSmoke 34638 ParticleSysBone = Steam01 SteamVent 34639 End 34640 ;damaged 34641 ConditionState = DAMAGED SNOW 34642 Model = UBArmDeal_DS 34643 Animation = UBArmDeal_DS.UBArmDeal_DS 34644 AnimationMode = LOOP 34645 ParticleSysBone = Smoke01 SmolderingSmoke 34646 ; ParticleSysBone = Smoke02 SmolderingSmoke 34647 ; ParticleSysBone = Smoke03 SmolderingSmoke 34648 ; ParticleSysBone = Smoke04 SmolderingSmoke 34649 ; ParticleSysBone = Smoke05 SmolderingSmoke 34650 ; ParticleSysBone = Smoke06 SmolderingSmoke 34651 ; ParticleSysBone = Fire02 SmolderingFire 34652 ; ParticleSysBone = Fire03 SmolderingFire 34653 ; ParticleSysBone = Fire04 SmolderingFire 34654 ; ParticleSysBone = Fire05 SmolderingFire 34655 ; ParticleSysBone = Fire06 SmolderingFire 34656 End 34657 ;really damaged 34658 ConditionState = REALLYDAMAGED RUBBLE SNOW 34659 Model = UBArmDeal_ES 34660 Animation = UBArmDeal_ES.UBArmDeal_ES 34661 AnimationMode = LOOP 34662 ParticleSysBone = Smoke01 SmolderingSmoke 34663 ; ParticleSysBone = Smoke02 SmolderingSmoke 34664 ; ParticleSysBone = Smoke03 SmolderingSmoke 34665 ; ParticleSysBone = Smoke04 SmolderingSmoke 34666 ; ParticleSysBone = Smoke05 SmokeFactionLarge 34667 ; ParticleSysBone = Smoke06 SmolderingSmoke 34668 ; ParticleSysBone = Smoke07 SmolderingSmoke 34669 ; ParticleSysBone = Fire02 SmolderingFire 34670 ; ParticleSysBone = Fire03 SmolderingFire 34671 ; ParticleSysBone = Fire04 SmolderingFire 34672 ; ParticleSysBone = Fire05 FireFactionLarge 34673 ; ParticleSysBone = Fire06 SmolderingFire 34674 ; ParticleSysBone = Fire07 SmolderingFire 34675 End 34676 34677 34678 ; night 34679 ConditionState = NIGHT 34680 Model = UBArmDeal_N 34681 Animation = UBArmDeal_N.UBArmDeal_N 34682 AnimationMode = LOOP 34683 ParticleSysBone = Smoke01 SmolderingSmoke 34684 ParticleSysBone = Steam01 SteamVent 34685 End 34686 ConditionState = DAMAGED NIGHT 34687 Model = UBArmDeal_DN 34688 Animation = UBArmDeal_DN.UBArmDeal_DN 34689 AnimationMode = LOOP 34690 ParticleSysBone = Smoke01 SmolderingSmoke 34691 End 34692 ConditionState = REALLYDAMAGED RUBBLE NIGHT 34693 Model = UBArmDeal_EN 34694 Animation = UBArmDeal_EN.UBArmDeal_EN 34695 AnimationMode = LOOP 34696 ParticleSysBone = Smoke01 SmolderingSmoke 34697 End 34698 34699 ; night snow 34700 ConditionState = NIGHT SNOW 34701 Model = UBArmDeal_NS 34702 Animation = UBArmDeal_NS.UBArmDeal_NS 34703 AnimationMode = LOOP 34704 ParticleSysBone = Smoke01 SmolderingSmoke 34705 ParticleSysBone = Steam01 SteamVent 34706 End 34707 ConditionState = DAMAGED NIGHT SNOW 34708 Model = UBArmDeal_DNS 34709 Animation = UBArmDeal_DNS.UBArmDeal_DNS 34710 AnimationMode = LOOP 34711 ParticleSysBone = Smoke01 SmolderingSmoke 34712 End 34713 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 34714 Model = UBArmDeal_ENS 34715 Animation = UBArmDeal_ENS.UBArmDeal_ENS 34716 AnimationMode = LOOP 34717 ParticleSysBone = Smoke01 SmolderingSmoke 34718 End 34719 34720 34721 ;************************************************************************************************************************** 34722 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 34723 ;for this draw module 34724 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34725 Model = UBArmDeal 34726 Animation = UBArmDeal.UBArmDeal 34727 AnimationMode = LOOP 34728 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34729 End 34730 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 34731 Model = UBArmDeal_D 34732 Animation = UBArmDeal_D.UBArmDeal_D 34733 AnimationMode = LOOP 34734 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34735 End 34736 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 34737 Model = UBArmDeal_E 34738 Animation = UBArmDeal_E.UBArmDeal_E 34739 AnimationMode = LOOP 34740 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34741 End 34742 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 34743 Model = UBArmDeal_N 34744 Animation = UBArmDeal_N.UBArmDeal_N 34745 AnimationMode = LOOP 34746 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34747 End 34748 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 34749 Model = UBArmDeal_DN 34750 Animation = UBArmDeal_DN.UBArmDeal_DN 34751 AnimationMode = LOOP 34752 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34753 End 34754 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 34755 Model = UBArmDeal_EN 34756 Animation = UBArmDeal_EN.UBArmDeal_EN 34757 AnimationMode = LOOP 34758 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34759 End 34760 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 34761 Model = UBArmDeal_S 34762 Animation = UBArmDeal_S.UBArmDeal_S 34763 AnimationMode = LOOP 34764 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34765 End 34766 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 34767 Model = UBArmDeal_DS 34768 Animation = UBArmDeal_DS.UBArmDeal_DS 34769 AnimationMode = LOOP 34770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34771 End 34772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 34773 Model = UBArmDeal_ES 34774 Animation = UBArmDeal_ES.UBArmDeal_ES 34775 AnimationMode = LOOP 34776 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34777 End 34778 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 34779 Model = UBArmDeal_NS 34780 Animation = UBArmDeal_NS.UBArmDeal_NS 34781 AnimationMode = LOOP 34782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34783 End 34784 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 34785 Model = UBArmDeal_DNS 34786 Animation = UBArmDeal_DNS.UBArmDeal_DNS 34787 AnimationMode = LOOP 34788 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34789 End 34790 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 34791 Model = UBArmDeal_ENS 34792 Animation = UBArmDeal_ENS.UBArmDeal_ENS 34793 AnimationMode = LOOP 34794 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 34795 End 34796 34797 ConditionState = AWAITING_CONSTRUCTION 34798 Model = NONE 34799 End 34800 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 34801 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 34802 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 34803 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 34804 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 34805 AliasConditionState = AWAITING_CONSTRUCTION SNOW 34806 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 34807 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 34808 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 34809 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 34810 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 34811 AliasConditionState = SOLD 34812 AliasConditionState = SOLD DAMAGED 34813 AliasConditionState = SOLD REALLYDAMAGED 34814 AliasConditionState = SOLD NIGHT 34815 AliasConditionState = SOLD NIGHT DAMAGED 34816 AliasConditionState = SOLD NIGHT REALLYDAMAGED 34817 AliasConditionState = SOLD SNOW 34818 AliasConditionState = SOLD SNOW DAMAGED 34819 AliasConditionState = SOLD SNOW REALLYDAMAGED 34820 AliasConditionState = SOLD NIGHT SNOW 34821 AliasConditionState = SOLD NIGHT SNOW DAMAGED 34822 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 34823 ;************************************************************************************************************************** 34824 34825 34826 End 34827 34828 ; ------------ construction-zone fence ----------------- 34829 Draw = W3DModelDraw ModuleTag_02 34830 AnimationsRequirePower = No 34831 DefaultConditionState 34832 Model = None 34833 TransitionKey = DOWN_DEFAULT 34834 End 34835 ConditionState = NIGHT 34836 Model = None 34837 TransitionKey = DOWN_DEFAULT 34838 End 34839 ConditionState = SNOW 34840 Model = None 34841 TransitionKey = DOWN_DEFAULT 34842 End 34843 ConditionState = SNOW NIGHT 34844 Model = None 34845 TransitionKey = DOWN_DEFAULT 34846 End 34847 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34848 Model = UBArmDeal_A4 34849 Animation = UBArmDeal_A4.UBArmDeal_A4 34850 AnimationMode = MANUAL 34851 Flags = START_FRAME_LAST 34852 TransitionKey = UP_DAY 34853 End 34854 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34855 Model = UBArmDeal_A4N 34856 Animation = UBArmDeal_A4N.UBArmDeal_A4N 34857 AnimationMode = MANUAL 34858 Flags = START_FRAME_LAST 34859 TransitionKey = UP_NIGHT 34860 End 34861 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34862 Model = UBArmDeal_A4S 34863 Animation = UBArmDeal_A4S.UBArmDeal_A4S 34864 AnimationMode = MANUAL 34865 Flags = START_FRAME_LAST 34866 TransitionKey = UP_SNOW 34867 End 34868 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 34869 Model = UBArmDeal_A4SN 34870 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 34871 AnimationMode = MANUAL 34872 Flags = START_FRAME_LAST 34873 TransitionKey = UP_SNOWNIGHT 34874 End 34875 TransitionState = DOWN_DEFAULT UP_DAY 34876 Model = UBArmDeal_A4 34877 Animation = UBArmDeal_A4.UBArmDeal_A4 34878 AnimationMode = ONCE 34879 AnimationSpeedFactorRange = 1.0 1.0 34880 Flags = START_FRAME_FIRST 34881 End 34882 TransitionState = DOWN_DEFAULT UP_NIGHT 34883 Model = UBArmDeal_A4N 34884 Animation = UBArmDeal_A4N.UBArmDeal_A4N 34885 AnimationMode = ONCE 34886 AnimationSpeedFactorRange = 1.0 1.0 34887 Flags = START_FRAME_FIRST 34888 End 34889 TransitionState = DOWN_DEFAULT UP_SNOW 34890 Model = UBArmDeal_A4S 34891 ; @todo srj -- anim missing 34892 Animation = UBArmDeal_A4S.UBArmDeal_A4S 34893 AnimationMode = ONCE 34894 AnimationSpeedFactorRange = 1.0 1.0 34895 Flags = START_FRAME_FIRST 34896 End 34897 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 34898 Model = UBArmDeal_A4SN 34899 ; @todo srj -- anim missing 34900 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 34901 AnimationMode = ONCE 34902 AnimationSpeedFactorRange = 1.0 1.0 34903 Flags = START_FRAME_FIRST 34904 End 34905 TransitionState = UP_DAY DOWN_DEFAULT 34906 Model = UBArmDeal_A4 34907 Animation = UBArmDeal_A4.UBArmDeal_A4 34908 AnimationMode = ONCE_BACKWARDS 34909 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34910 Flags = START_FRAME_LAST 34911 End 34912 TransitionState = UP_NIGHT DOWN_DEFAULT 34913 Model = UBArmDeal_A4N 34914 Animation = UBArmDeal_A4N.UBArmDeal_A4N 34915 AnimationMode = ONCE_BACKWARDS 34916 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34917 Flags = START_FRAME_LAST 34918 End 34919 34920 TransitionState = UP_SNOW DOWN_DEFAULT 34921 Model = UBArmDeal_A4S 34922 ; @todo srj -- anim missing 34923 Animation = UBArmDeal_A4S.UBArmDeal_A4S 34924 AnimationMode = ONCE_BACKWARDS 34925 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34926 Flags = START_FRAME_LAST 34927 End 34928 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 34929 Model = UBArmDeal_A4SN 34930 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 34931 AnimationMode = ONCE_BACKWARDS 34932 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 34933 Flags = START_FRAME_LAST 34934 End 34935 End 34936 34937 ; ------------ under-construction scaffolding ----------------- 34938 Draw = W3DModelDraw ModuleTag_03 34939 AnimationsRequirePower = No 34940 MinLODRequired = MEDIUM 34941 DefaultConditionState 34942 Model = None 34943 TransitionKey = DOWN_DEFAULT 34944 End 34945 ConditionState = NIGHT 34946 Model = None 34947 TransitionKey = DOWN_DEFAULT 34948 End 34949 ConditionState = SNOW 34950 Model = None 34951 TransitionKey = DOWN_DEFAULT 34952 End 34953 ConditionState = SNOW NIGHT 34954 Model = None 34955 TransitionKey = DOWN_DEFAULT 34956 End 34957 ConditionState = PARTIALLY_CONSTRUCTED 34958 Model = UBArmDeal_A6 34959 Animation = UBArmDeal_A6.UBArmDeal_A6 34960 AnimationMode = MANUAL 34961 Flags = START_FRAME_LAST 34962 TransitionKey = UP_DAY 34963 ParticleSysBone = Dust01 BuildingDust 34964 ParticleSysBone = Smoke01 BuildUpSmoke 34965 ParticleSysBone = Smoke02 BuildUpSmoke 34966 ParticleSysBone = Smoke03 BuildUpSmoke 34967 ParticleSysBone = Smoke04 BuildUpSmoke 34968 End 34969 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 34970 Model = UBArmDeal_A6N 34971 Animation = UBArmDeal_A6N.UBArmDeal_A6N 34972 AnimationMode = MANUAL 34973 Flags = START_FRAME_LAST 34974 TransitionKey = UP_NIGHT 34975 ParticleSysBone = Dust01 BuildingDust 34976 ParticleSysBone = Smoke01 BuildUpSmoke 34977 ParticleSysBone = Smoke02 BuildUpSmoke 34978 ParticleSysBone = Smoke03 BuildUpSmoke 34979 ParticleSysBone = Smoke04 BuildUpSmoke 34980 End 34981 ConditionState = SNOW PARTIALLY_CONSTRUCTED 34982 Model = UBArmDeal_A6S 34983 Animation = UBArmDeal_A6S.UBArmDeal_A6S 34984 AnimationMode = MANUAL 34985 Flags = START_FRAME_LAST 34986 TransitionKey = UP_SNOW 34987 ParticleSysBone = Dust01 BuildingSnowDust 34988 ParticleSysBone = Smoke01 BuildUpSnowSmoke 34989 ParticleSysBone = Smoke02 BuildUpSnowSmoke 34990 ParticleSysBone = Smoke03 BuildUpSnowSmoke 34991 ParticleSysBone = Smoke04 BuildUpSnowSmoke 34992 End 34993 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 34994 Model = UBArmDeal_A6SN 34995 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 34996 AnimationMode = MANUAL 34997 Flags = START_FRAME_LAST 34998 TransitionKey = UP_SNOWNIGHT 34999 ParticleSysBone = Dust01 BuildingNightSnowDust 35000 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 35001 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 35002 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 35003 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 35004 End 35005 TransitionState = DOWN_DEFAULT UP_DAY 35006 Model = UBArmDeal_A6 35007 Animation = UBArmDeal_A6.UBArmDeal_A6 35008 AnimationMode = ONCE 35009 AnimationSpeedFactorRange = 1.0 1.0 35010 Flags = START_FRAME_FIRST 35011 End 35012 TransitionState = DOWN_DEFAULT UP_NIGHT 35013 Model = UBArmDeal_A6N 35014 Animation = UBArmDeal_A6N.UBArmDeal_A6N 35015 AnimationMode = ONCE 35016 AnimationSpeedFactorRange = 1.0 1.0 35017 Flags = START_FRAME_FIRST 35018 End 35019 TransitionState = DOWN_DEFAULT UP_SNOW 35020 Model = UBArmDeal_A6S 35021 Animation = UBArmDeal_A6S.UBArmDeal_A6S 35022 AnimationMode = ONCE 35023 AnimationSpeedFactorRange = 1.0 1.0 35024 Flags = START_FRAME_FIRST 35025 End 35026 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 35027 Model = UBArmDeal_A6SN 35028 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 35029 AnimationMode = ONCE 35030 AnimationSpeedFactorRange = 1.0 1.0 35031 Flags = START_FRAME_FIRST 35032 End 35033 TransitionState = UP_DAY DOWN_DEFAULT 35034 Model = UBArmDeal_A6 35035 Animation = UBArmDeal_A6.UBArmDeal_A6 35036 AnimationMode = ONCE_BACKWARDS 35037 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 35038 Flags = START_FRAME_LAST 35039 End 35040 TransitionState = UP_NIGHT DOWN_DEFAULT 35041 Model = UBArmDeal_A6N 35042 Animation = UBArmDeal_A6N.UBArmDeal_A6N 35043 AnimationMode = ONCE_BACKWARDS 35044 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 35045 Flags = START_FRAME_LAST 35046 End 35047 TransitionState = UP_SNOW DOWN_DEFAULT 35048 Model = UBArmDeal_A6S 35049 Animation = UBArmDeal_A6S.UBArmDeal_A6S 35050 AnimationMode = ONCE_BACKWARDS 35051 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 35052 Flags = START_FRAME_LAST 35053 End 35054 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 35055 Model = UBArmDeal_A6SN 35056 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 35057 AnimationMode = ONCE_BACKWARDS 35058 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 35059 Flags = START_FRAME_LAST 35060 End 35061 End 35062 35063 ; ----------------- the door ----------------------- 35064 Draw = W3DModelDraw ModuleTag_04 35065 DefaultConditionState 35066 Model = UBArmDeal_A7 35067 Animation = UBArmDeal_A7.UBArmDeal_A7 35068 AnimationMode = MANUAL 35069 Flags = START_FRAME_FIRST 35070 End 35071 AliasConditionState = NIGHT 35072 AliasConditionState = SNOW 35073 AliasConditionState = NIGHT SNOW 35074 35075 ConditionState = DAMAGED 35076 Model = UBArmDeal_A7D 35077 Animation = UBArmDeal_A7D.UBArmDeal_A7D 35078 AnimationMode = MANUAL 35079 Flags = START_FRAME_FIRST 35080 End 35081 AliasConditionState = NIGHT DAMAGED 35082 AliasConditionState = SNOW DAMAGED 35083 AliasConditionState = SNOW NIGHT DAMAGED 35084 35085 ConditionState = REALLYDAMAGED RUBBLE 35086 Model = UBArmDeal_A7E 35087 Animation = UBArmDeal_A7E.UBArmDeal_A7E 35088 AnimationMode = MANUAL 35089 Flags = START_FRAME_FIRST 35090 End 35091 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 35092 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 35093 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 35094 35095 35096 35097 ConditionState = DOOR_1_OPENING 35098 Model = UBArmDeal_A7 35099 Animation = UBArmDeal_A7.UBArmDeal_A7 35100 AnimationMode = ONCE 35101 Flags = START_FRAME_FIRST 35102 End 35103 AliasConditionState = NIGHT DOOR_1_OPENING 35104 AliasConditionState = SNOW DOOR_1_OPENING 35105 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 35106 35107 ConditionState = DOOR_1_OPENING DAMAGED 35108 Model = UBArmDeal_A7D 35109 Animation = UBArmDeal_A7D.UBArmDeal_A7D 35110 AnimationMode = ONCE 35111 Flags = START_FRAME_FIRST 35112 End 35113 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 35114 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 35115 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 35116 35117 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 35118 Model = UBArmDeal_A7E 35119 Animation = UBArmDeal_A7E.UBArmDeal_A7E 35120 AnimationMode = ONCE 35121 Flags = START_FRAME_FIRST 35122 End 35123 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 35124 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 35125 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 35126 35127 35128 35129 ConditionState = DOOR_1_CLOSING 35130 Model = UBArmDeal_A7 35131 Animation = UBArmDeal_A7.UBArmDeal_A7 35132 AnimationMode = ONCE_BACKWARDS 35133 Flags = START_FRAME_LAST 35134 End 35135 AliasConditionState = NIGHT DOOR_1_CLOSING 35136 AliasConditionState = SNOW DOOR_1_CLOSING 35137 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 35138 35139 ConditionState = DOOR_1_CLOSING DAMAGED 35140 Model = UBArmDeal_A7D 35141 Animation = UBArmDeal_A7D.UBArmDeal_A7D 35142 AnimationMode = ONCE_BACKWARDS 35143 Flags = START_FRAME_LAST 35144 End 35145 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 35146 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 35147 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 35148 35149 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 35150 Model = UBArmDeal_A7E 35151 Animation = UBArmDeal_A7E.UBArmDeal_A7E 35152 AnimationMode = ONCE_BACKWARDS 35153 Flags = START_FRAME_LAST 35154 End 35155 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 35156 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 35157 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 35158 35159 35160 35161 ConditionState = DOOR_1_WAITING_OPEN 35162 Model = UBArmDeal_A7 35163 Animation = UBArmDeal_A7.UBArmDeal_A7 35164 AnimationMode = MANUAL 35165 Flags = START_FRAME_LAST 35166 End 35167 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 35168 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 35169 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 35170 35171 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 35172 Model = UBArmDeal_A7D 35173 Animation = UBArmDeal_A7D.UBArmDeal_A7D 35174 AnimationMode = MANUAL 35175 Flags = START_FRAME_LAST 35176 End 35177 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 35178 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 35179 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 35180 35181 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 35182 Model = UBArmDeal_A7E 35183 Animation = UBArmDeal_A7E.UBArmDeal_A7E 35184 AnimationMode = MANUAL 35185 Flags = START_FRAME_LAST 35186 End 35187 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 35188 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 35189 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 35190 35191 ;************************************************************************************************************************** 35192 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 35193 ;for this draw module 35194 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 35195 Model = UBArmDeal_A7 35196 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 35197 End 35198 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 35199 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 35200 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 35201 35202 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 35203 Model = UBArmDeal_A7D 35204 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 35205 End 35206 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 35207 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 35208 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 35209 35210 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 35211 Model = UBArmDeal_A7E 35212 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 35213 End 35214 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 35215 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 35216 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 35217 35218 ConditionState = AWAITING_CONSTRUCTION 35219 Model = NONE 35220 End 35221 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 35222 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 35223 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 35224 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 35225 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 35226 AliasConditionState = AWAITING_CONSTRUCTION SNOW 35227 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 35228 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 35229 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 35230 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 35231 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 35232 AliasConditionState = SOLD DAMAGED 35233 AliasConditionState = SOLD REALLYDAMAGED 35234 AliasConditionState = SOLD NIGHT 35235 AliasConditionState = SOLD NIGHT DAMAGED 35236 AliasConditionState = SOLD NIGHT REALLYDAMAGED 35237 AliasConditionState = SOLD SNOW 35238 AliasConditionState = SOLD SNOW DAMAGED 35239 AliasConditionState = SOLD SNOW REALLYDAMAGED 35240 AliasConditionState = SOLD NIGHT SNOW 35241 AliasConditionState = SOLD NIGHT SNOW DAMAGED 35242 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 35243 ;************************************************************************************************************************** 35244 35245 35246 End 35247 35248 PlacementViewAngle = -135 35249 35250 ; ***DESIGN parameters *** 35251 DisplayName = OBJECT:ArmsDealer 35252 Side = GLA 35253 EditorSorting = STRUCTURE 35254 Prerequisites 35255 Object = GLASupplyStash 35256 End 35257 BuildCost = 2500 35258 BuildTime = 25.0 ; in seconds 35259 EnergyProduction = 0 35260 CommandSet = GLAArmsDealerCommandSet 35261 VisionRange = 200.0 ; Shroud clearing distance 35262 ShroudClearingRange = 200 35263 ArmorSet 35264 Conditions = None 35265 Armor = StructureArmor 35266 DamageFX = StructureDamageFXNoShake 35267 End 35268 ExperienceValue = 200 200 200 200 ; Experience point value at each level 35269 35270 ; *** AUDIO Parameters *** 35271 VoiceSelect = WarFactoryGLASelect 35272 SoundOnDamaged = BuildingDamagedStateLight 35273 SoundOnReallyDamaged = BuildingDestroy 35274 35275 UnitSpecificSounds 35276 UnderConstruction = UnderConstructionLoop 35277 End 35278 35279 ; *** ENGINEERING Parameters *** 35280 RadarPriority = STRUCTURE 35281 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY 35282 Body = StructureBody ModuleTag_05 35283 MaxHealth = 2000.0 35284 InitialHealth = 2000.0 35285 35286 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 35287 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 35288 SubdualDamageCap = 2200 35289 SubdualDamageHealRate = 500 35290 SubdualDamageHealAmount = 100 35291 End 35292 35293 Behavior = DestroyDie ModuleTag_07 35294 ;nothing 35295 End 35296 Behavior = CreateObjectDie ModuleTag_08 35297 CreationList = OCL_LargeStructureDebris 35298 End 35299 Behavior = FXListDie ModuleTag_09 35300 DeathFX = FX_StructureMediumDeath 35301 End 35302 Behavior = ProductionUpdate ModuleTag_10 35303 NumDoorAnimations = 1 35304 DoorOpeningTime = 2000 ;in mSeconds 35305 DoorWaitOpenTime = 3000 ;in mSeconds 35306 DoorCloseTime = 2000 ;in mSeconds 35307 ConstructionCompleteDuration = 1500 ;in mSeconds 35308 End 35309 Behavior = DefaultProductionExitUpdate ModuleTag_11 35310 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 35311 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML 35312 End 35313 Behavior = RepairDockUpdate ModuleTag_12 35314 TimeForFullHeal = 5000 ;(in milliseconds) 35315 NumberApproachPositions = 5 35316 End 35317 35318 Behavior = FlammableUpdate ModuleTag_14 35319 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 35320 AflameDamageAmount = 5 ; taking this much damage... 35321 AflameDamageDelay = 500 ; this often. 35322 End 35323 35324 Behavior = TransitionDamageFX ModuleTag_31 35325 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 35326 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 35327 ;--------------------------------------------------------------------------------------- 35328 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 35329 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 35330 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 35331 End 35332 35333 Geometry = BOX 35334 GeometryMajorRadius = 40.0 35335 GeometryMinorRadius = 62.0 35336 GeometryHeight = 25.0 35337 GeometryIsSmall = No 35338 FactoryExitWidth = 25 35339 Shadow = SHADOW_VOLUME 35340 BuildCompletion = PLACED_BY_PLAYER 35341 35342 End 35343
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