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/Command and conquer Heure H/Light of five stars/INI/Object/ -> FactionBuilding.ini (source)

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


Generated: Sat Mar 28 08:18:23 2009 Cross-referenced by PHPXref 0.7