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1 2 3 4 ;------------------------------------------------------------------------------ 5 Object Infa_ChinaJetMIG 6 7 ; *** ART Parameters *** 8 SelectPortrait = T12 9 ButtonImage = T12 10 11 UpgradeCameo1 = Upgrade_ChinaAircraftArmor 12 UpgradeCameo2 = Upgrade_ChinaBlackNapalm 13 ;UpgradeCameo3 = NONE 14 ;UpgradeCameo4 = NONE 15 ;UpgradeCameo5 = NONE 16 17 Draw = W3DModelDraw ModuleTag_01 18 19 OkToChangeModelColor = Yes 20 21 DefaultConditionState 22 Model = NVMIG 23 HideSubObject = BurnerFX01 BurnerFX02 24 WeaponLaunchBone = PRIMARY WeaponA 25 End 26 27 ConditionState = JETEXHAUST 28 ParticleSysBone = Wingtip01 JetContrail 29 ParticleSysBone = Wingtip02 JetContrail 30 End 31 32 ConditionState = JETEXHAUST JETAFTERBURNER 33 ShowSubObject = BurnerFX01 BurnerFX02 34 ParticleSysBone = Exhaust01 JetExhaust 35 ParticleSysBone = Exhaust02 JetExhaust 36 ParticleSysBone = Wingtip01 JetContrail 37 ParticleSysBone = Wingtip02 JetContrail 38 End 39 40 ConditionState = REALLYDAMAGED 41 Model = NVMIG 42 ParticleSysBone = Wingtip01 JetContrail 43 ParticleSysBone = Wingtip02 JetContrail 44 End 45 46 ConditionState = RUBBLE 47 Model = NVMIG 48 End 49 50 ConditionState = REALLYDAMAGED JETEXHAUST 51 Model = NVMIG 52 ParticleSysBone = Wingtip01 JetContrail 53 ParticleSysBone = Wingtip02 JetContrail 54 End 55 56 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 57 Model = NVMIG 58 ShowSubObject = BurnerFX01 BurnerFX02 59 ParticleSysBone = Engine01 JetExhaust 60 ParticleSysBone = Engine02 JetExhaust 61 ParticleSysBone = Wingtip01 JetContrail 62 ParticleSysBone = Wingtip02 JetContrail 63 End 64 65 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 66 ; @todo srj -- model missing 67 ;Model = NVMIG 68 Model = NVMIG 69 ;HideSubObject is needed cause there're inherited from default condition state 70 HideSubObject = None 71 ShowSubObject = None 72 ParticleSysBone = Engine01 JetExhaust 73 ParticleSysBone = Engine02 JetExhaust 74 ParticleSysBone = Wingtip01 JetContrail 75 ParticleSysBone = Wingtip02 JetContrail 76 End 77 78 End 79 80 ; ***DESIGN parameters *** 81 DisplayName = OBJECT:MIG 82 EditorSorting = VEHICLE 83 Side = ChinaInfantryGeneral 84 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 85 VisionRange = 200.0 86 ShroudClearingRange = 300.0 87 88 Prerequisites 89 Object = Infa_ChinaAirfield 90 End 91 92 WeaponSet 93 Conditions = None 94 Weapon = PRIMARY NapalmMissileWeapon 95 ; AutoChooseSources = PRIMARY NONE 96 End 97 WeaponSet 98 Conditions = PLAYER_UPGRADE 99 Weapon = PRIMARY BlackNapalmMissileWeapon 100 ; AutoChooseSources = PRIMARY NONE 101 End 102 103 ArmorSet 104 Conditions = None 105 Armor = AirplaneArmor 106 DamageFX = None 107 End 108 109 BuildCost = 1200 110 BuildTime = 10 111 ExperienceValue = 50 50 100 150 ;Experience point value at each level 112 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 113 IsTrainable = Yes ;Can gain experience 114 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 115 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 116 CommandSet = ChinaJetMIGCommandSet 117 118 ; *** AUDIO Parameters *** 119 VoiceSelect = MigVoiceSelect 120 VoiceMove = MigVoiceMove 121 VoiceAttack = MigVoiceAttack 122 VoiceAttackAir = MigVoiceAttackAir 123 VoiceGuard = MigVoiceAirPatrol 124 SoundAmbient = MigAmbientLoop 125 UnitSpecificSounds 126 VoiceCreate = MigVoiceCreate 127 Afterburner = RaptorAfterburner 128 VoiceGarrison = MigVoiceMove 129 End 130 131 ; *** ENGINEERING Parameters *** 132 RadarPriority = UNIT 133 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 134 Body = ActiveBody ModuleTag_02 135 MaxHealth = 160.0 136 InitialHealth = 160.0 137 End 138 139 Behavior = JetSlowDeathBehavior ModuleTag_03 140 FXOnGroundDeath = FX_JetOnGroundDeath 141 OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp 142 DestructionDelay = 99999999 ; destruction will happen when we 143 RollRate = 0.2 144 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 145 PitchRate = 0.0 146 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 147 FXInitialDeath = FX_MigDeathInitial 148 OCLInitialDeath = OCL_MIGDeathInitial 149 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 150 FXSecondary = FX_JetDeathSecondary 151 OCLSecondary = OCL_MIGDeathSecondary 152 FXHitGround = FX_JetDeathHitGround 153 OCLHitGround = OCL_MIGDeathHitGround 154 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 155 FXFinalBlowUp = FX_JetDeathFinalBlowUp 156 OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp 157 End 158 159 Behavior = WeaponSetUpgrade ModuleTag_04 160 TriggeredBy = Upgrade_ChinaBlackNapalm 161 End 162 163 Behavior = PhysicsBehavior ModuleTag_05 164 Mass = 500.0 165 End 166 167 Behavior = JetAIUpdate ModuleTag_06 168 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 169 ; note that it's expressed as a percent of max health, not an absolute 170 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 171 TakeoffPause = 500 172 MinHeight = 5 173 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 174 End 175 176 Locomotor = SET_NORMAL MIGLocomotor 177 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 178 179 180 Behavior = FlammableUpdate ModuleTag_08 181 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 182 AflameDamageAmount = 3 ; taking this much damage... 183 AflameDamageDelay = 500 ; this often. 184 End 185 186 Behavior = TransitionDamageFX ModuleTag_09 187 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 188 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 189 End 190 191 Behavior = MaxHealthUpgrade ModuleTag_10 192 TriggeredBy = Upgrade_ChinaAircraftArmor 193 AddMaxHealth = 40.0 194 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 195 End 196 197 198 199 Geometry = Box 200 GeometryIsSmall = Yes 201 GeometryMajorRadius = 14.0 202 GeometryMinorRadius = 7.0 203 GeometryHeight = 5.0 204 Shadow = SHADOW_VOLUME 205 206 Shadow = SHADOW_VOLUME 207 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 208 209 End 210 211 212 213 214 ;------------------------------------------------------------------------------ 215 Object Infa_ChinaJetCargoPlane 216 217 ; *** ART Parameters *** 218 Draw = W3DModelDraw ModuleTag_01 219 DefaultConditionState 220 Model = NVCargoPln 221 Animation = NVCargoPln.NVCargoPln 222 AnimationMode = LOOP 223 ParticleSysBone = Propeller01 JetBlackTrailThin 224 ParticleSysBone = Propeller02 JetBlackTrailThin 225 ParticleSysBone = Propeller03 JetBlackTrailThin 226 ParticleSysBone = Propeller04 JetBlackTrailThin 227 ParticleSysBone = WingTip01 JetContrailThin 228 ParticleSysBone = WingTip02 JetContrailThin 229 End 230 ConditionState = DAMAGED 231 Model = NVCargoPln_D 232 Animation = NVCargoPln_D.NVCargoPln_D 233 AnimationMode = MANUAL 234 Flags = START_FRAME_FIRST 235 ParticleSysBone = Smoke01 JetFireLarge 236 ParticleSysBone = Smoke03 JetFireLarge 237 ParticleSysBone = Propeller01 JetBlackTrailThin 238 ParticleSysBone = Propeller02 JetBlackTrailThin 239 ParticleSysBone = Propeller03 JetBlackTrailThin 240 ParticleSysBone = Propeller04 JetBlackTrailThin 241 ParticleSysBone = Smoke01 JetSmokeLarge 242 ParticleSysBone = Smoke03 JetSmokeLarge 243 ParticleSysBone = WingTip01 JetContrailThin 244 ParticleSysBone = WingTip02 JetContrailThin 245 End 246 ConditionState = REALLYDAMAGED 247 Model = NVCargoPln_D 248 Animation = NVCargoPln_D.NVCargoPln_D 249 AnimationMode = MANUAL 250 Flags = START_FRAME_FIRST 251 ParticleSysBone = Smoke01 JetFireLarge 252 ParticleSysBone = Smoke03 JetFireLarge 253 ParticleSysBone = Smoke04 JetFireLarge 254 ParticleSysBone = Propeller03 JetBlackTrailThin 255 ParticleSysBone = Propeller04 JetBlackTrailThin 256 ParticleSysBone = Smoke01 JetSmokeLarge 257 ParticleSysBone = Smoke03 JetSmokeLarge 258 ParticleSysBone = Smoke04 JetSmokeLarge 259 ParticleSysBone = WingTip01 JetContrailThin 260 ParticleSysBone = WingTip02 JetContrailThin 261 End 262 ConditionState = RUBBLE 263 Model = NVCargoPln_D1 264 ParticleSysBone = Smoke01 JetFireLarge 265 ParticleSysBone = Smoke06 JetFireLarge 266 ParticleSysBone = Smoke03 JetFireLarge 267 ParticleSysBone = Smoke04 JetFireLarge 268 ParticleSysBone = Smoke01 JetSmokeLarge 269 ParticleSysBone = Smoke06 JetSmokeLarge 270 ParticleSysBone = Smoke03 JetSmokeLarge 271 ParticleSysBone = Smoke04 JetSmokeLarge 272 End 273 274 OkToChangeModelColor = Yes 275 ParticlesAttachedToAnimatedBones = Yes 276 277 End 278 279 Draw = W3DModelDraw ModuleTag_02 280 DefaultConditionState 281 Model = NVCargoPln_A2 282 Animation = NVCargoPln_A2.NVCargoPln_A2 283 AnimationMode = MANUAL 284 Flags = START_FRAME_FIRST 285 End 286 ConditionState = DOOR_1_OPENING 287 Model = NVCargoPln_A2 288 Animation = NVCargoPln_A2.NVCargoPln_A2 289 AnimationMode = ONCE 290 Flags = START_FRAME_FIRST 291 End 292 ConditionState = DOOR_1_CLOSING 293 Model = NVCargoPln_A2 294 Animation = NVCargoPln_A2.NVCargoPln_A2 295 AnimationMode = ONCE_BACKWARDS 296 Flags = START_FRAME_LAST 297 End 298 End 299 300 301 ; ***DESIGN parameters *** 302 DisplayName = OBJECT:CargoPlane 303 EditorSorting = VEHICLE 304 Side = ChinaInfantryGeneral 305 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 306 VisionRange = 0.0 307 ArmorSet 308 Conditions = None 309 Armor = AirplaneArmor 310 DamageFX = None 311 End 312 CommandSet = Command_ScriptedTransportDrops 313 314 ; *** AUDIO Parameters *** 315 SoundAmbient = C130AmbientLoop 316 SoundAmbientRubble = NoSound 317 318 ; *** ENGINEERING Parameters *** 319 RadarPriority = UNIT 320 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED 321 Body = ActiveBody ModuleTag_03 322 MaxHealth = 1000.0 323 InitialHealth = 1000.0 324 End 325 326 ExperienceValue = 40 40 40 40 ; Experience point value at each level 327 328 Behavior = PhysicsBehavior ModuleTag_04 329 Mass = 500.0 330 End 331 332 Behavior = DeliverPayloadAIUpdate ModuleTag_05 333 DoorDelay = 500 334 MaxAttempts = 4 335 DropOffset = X:0 Y:0 Z:-10 336 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) 337 PutInContainer = AmericaParachute 338 DeliveryDistance = 150 339 End 340 Locomotor = SET_NORMAL B52Locomotor 341 342 Behavior = TransportContain ModuleTag_06 343 Slots = 100 ; hey, it's a BIG transport 344 ScatterNearbyOnExit = No 345 OrientLikeContainerOnExit = Yes 346 KeepContainerVelocityOnExit = Yes 347 ExitPitchRate = 30 348 ExitBone = WeaponA01 349 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 350 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 351 NumberOfExitPaths = 0 352 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 353 End 354 355 ;SCRIPTED SUPPORT: These special powers are triggered directly 356 ;from the transport without creating a transport. This is done 357 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 358 ;which also prevents creating the payload transport. 359 Behavior = OCLSpecialPower ModuleTag_07 360 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 361 OCL = SUPERWEAPON_DaisyCutter 362 CreateLocation = USE_OWNER_OBJECT 363 ScriptedSpecialPowerOnly = Yes 364 End 365 Behavior = OCLSpecialPower ModuleTag_08 366 SpecialPowerTemplate = Infa_SuperweaponInfantryParadrop 367 UpgradeOCL = SCIENCE_Paradrop3 Infa_SUPERWEAPON_Paradrop3 368 UpgradeOCL = SCIENCE_Paradrop2 Infa_SUPERWEAPON_Paradrop2 369 OCL = Infa_SUPERWEAPON_Paradrop1 370 CreateLocation = USE_OWNER_OBJECT 371 ScriptedSpecialPowerOnly = Yes 372 End 373 Behavior = OCLSpecialPower ModuleTag_09 374 SpecialPowerTemplate = SuperweaponCarpetBomb 375 OCL = SUPERWEAPON_CarpetBomb 376 CreateLocation = USE_OWNER_OBJECT 377 ScriptedSpecialPowerOnly = Yes 378 End 379 Behavior = OCLSpecialPower ModuleTag_10 380 SpecialPowerTemplate = SuperweaponClusterMines 381 OCL = SUPERWEAPON_ClusterMines 382 CreateLocation = USE_OWNER_OBJECT 383 ScriptedSpecialPowerOnly = Yes 384 End 385 Behavior = OCLSpecialPower ModuleTag_11 386 SpecialPowerTemplate = SuperweaponEMPPulse 387 OCL = SUPERWEAPON_EMPPulse 388 CreateLocation = USE_OWNER_OBJECT 389 ScriptedSpecialPowerOnly = Yes 390 End 391 392 Behavior = JetSlowDeathBehavior ModuleTag_12 393 DestructionDelay = 2000 394 RollRate = 0.0 395 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 396 PitchRate = 0 397 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 398 FXInitialDeath = FX_JetBigDeathInitial 399 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 400 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 401 OCLSecondary = OCL_AmericaJetCargoHulkDeath 402 FXSecondary = FX_BigPlaneDeath 403 End 404 405 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13 406 ;;;;;;;; End 407 408 Behavior = TransitionDamageFX ModuleTag_14 409 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 410 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 411 End 412 413 Geometry = Box 414 GeometryIsSmall = No 415 GeometryMajorRadius = 40.0 416 GeometryMinorRadius = 10.0 417 GeometryHeight = 10.0 418 Shadow = SHADOW_VOLUME 419 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 420 421 End 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 ;------------¸ÄΪÎ侯------------------------------------------------------------------ 521 Object Infa_ChinaInfantryBlackLotus 522 523 ; *** ART Parameters *** 524 SelectPortrait = T23 525 ButtonImage = T23 526 UpgradeCameo1 = Upgrade_GLACamouflage 527 Draw = W3DModelDraw ModuleTag_01 528 OkToChangeModelColor = Yes 529 530 ;NORMAL STANDING 531 DefaultConditionState 532 Model = NIOFCR_SKN 533 IdleAnimation = NIOFCR_SKL.NIOFCR_STA 0 21 534 ;Regular spice animations 535 IdleAnimation = NIOFCR_SKL.NIOFCR_IDA 536 IdleAnimation = NIOFCR_SKL.NIOFCR_IDB 537 AnimationMode = ONCE 538 WeaponFireFXBone = PRIMARY Muzzle 539 WeaponMuzzleFlash = PRIMARY MuzzleFX 540 TransitionKey = TRANS_STAND 541 End 542 543 ConditionState = MOVING 544 Animation = NIOFCR_SKL.NIOFCR_RNA 545 AnimationMode = LOOP 546 ParticleSysBone = None InfantryDustTrails 547 End 548 549 ; NORMAL ATTACK 550 ;-------------------------------------------------------- 551 ; Drawing gun 552 ConditionState = PREATTACK_A 553 Animation = NIOFCR_SKL.NIOFCR_ATAST 554 AnimationMode = ONCE 555 End 556 AliasConditionState = PREATTACK_A MOVING 557 AliasConditionState = PREATTACK_A FIRING_A 558 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 559 560 ; Firing gun 561 ConditionState = FIRING_A 562 Animation = NIOFCR_SKL.NIOFCR_ATALP 563 AnimationMode = LOOP 564 TransitionKey = TRANS_FIRING_A 565 End 566 ConditionState = BETWEEN_FIRING_SHOTS_A 567 Animation = NIOFCR_SKL.NIOFCR_ATALP 568 AnimationMode = LOOP 569 TransitionKey = TRANS_FIRING_A 570 End 571 AliasConditionState = RELOADING_A 572 AliasConditionState = MOVING FIRING_A 573 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 574 AliasConditionState = MOVING RELOADING_A 575 576 ; This transition allows him to put his gun away when he's finished attacking. 577 TransitionState = TRANS_FIRING_A TRANS_STAND 578 Animation = NIOFCR_SKL.NIOFCR_ATAED 579 AnimationMode = ONCE 580 End 581 ;-------------------------------------------------------- 582 583 ConditionState = DYING 584 Animation = NIOFCR_SKL.NIOFCR_DTA 585 Animation = NIOFCR_SKL.NIOFCR_DTB 586 AnimationMode = ONCE 587 TransitionKey = TRANS_Dying 588 End 589 590 TransitionState = TRANS_Dying TRANS_Flailing 591 Animation = NIOFCR_SKL.NIOFCR_ADTE1 592 AnimationMode = ONCE 593 End 594 595 ConditionState = DYING EXPLODED_FLAILING 596 Animation = NIOFCR_SKL.NIOFCR_ADTE2 597 AnimationMode = LOOP 598 TransitionKey = TRANS_Flailing 599 End 600 601 ConditionState = DYING EXPLODED_BOUNCING 602 Animation = NIOFCR_SKL.NIOFCR_ADTE3 603 AnimationMode = ONCE 604 TransitionKey = None 605 End 606 607 ConditionState = SPECIAL_CHEERING 608 Animation = NIOFCR_SKL.NIOFCR_CHA 609 AnimationMode = LOOP 610 End 611 612 ;PARACHUTING ANIMATIONS 613 614 ;@TODO - MISSING ANIMATION FILE 615 ;ConditionState = FREEFALL 616 ; Animation = NIOFCR_SKL.NIOFCR_PFL 617 ; AnimationMode = LOOP 618 ; TransitionKey = TRANS_Falling 619 ;End 620 ;AliasConditionState = FREEFALL REALLYDAMAGED 621 ;AliasConditionState = FREEFALL DYING 622 ConditionState = PARACHUTING 623 Animation = NIOFCR_SKL.NIOFCR_PHG 624 AnimationMode = LOOP 625 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 626 TransitionKey = TRANS_Chute 627 End 628 AliasConditionState = PARACHUTING REALLYDAMAGED 629 AliasConditionState = PARACHUTING DYING 630 TransitionState = TRANS_Falling TRANS_Chute 631 Animation = NIOFCR_SKL.NIOFCR_POP 632 AnimationMode = ONCE 633 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 634 End 635 TransitionState = TRANS_Chute TRANS_STAND 636 Animation = NIOFCR_SKL.NIOFCR_PTD 637 AnimationMode = ONCE 638 End 639 640 End 641 642 ; ***DESIGN parameters *** 643 DisplayName = OBJECT:Officer 644 Side = ChinaInfantryGeneral 645 EditorSorting = INFANTRY 646 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 647 WeaponSet 648 Conditions = None 649 Weapon = PRIMARY Lazr_CrusaderTankGun 650 End 651 ArmorSet 652 Conditions = None 653 Armor = InfGen_HumanArmor 654 DamageFX = InfantryDamageFX 655 End 656 VisionRange = 150 657 ShroudClearingRange = 150 658 Prerequisites 659 Object = Infa_ChinaBarracks 660 Object = Infa_ChinaPropagandaCenter 661 End 662 663 BuildCost = 800 664 BuildTime = 15.0 ;in seconds 665 CommandSet = GLAInfantryTunnelDefenderCommandSet 666 ; *** AUDIO Parameters *** 667 VoiceSelect = RedGuardVoiceSelect 668 VoiceGroupSelect = BattleCrySound 669 VoiceMove = RedGuardVoiceMove 670 VoiceAttack = RedGuardVoiceAttack 671 672 ; *** ENGINEERING Parameters *** 673 RadarPriority = UNIT 674 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY 675 Body = ActiveBody ModuleTag_02 676 MaxHealth = 200.0 677 InitialHealth = 200.0 678 End 679 680 Behavior = AIUpdateInterface ModuleTag_03 681 AutoAcquireEnemiesWhenIdle = Yes 682 End 683 Locomotor = SET_NORMAL BasicHumanLocomotor 684 Behavior = PhysicsBehavior ModuleTag_04 685 Mass = 5.0 686 End 687 688 Behavior = SquishCollide ModuleTag_06 689 ;nothing 690 End 691 Behavior = StealthUpdate ModuleTag_07 692 StealthDelay = 2500 ; msec 693 StealthForbiddenConditions = ATTACKING USING_ABILITY 694 MoveThresholdSpeed = 3 695 InnateStealth = No ;Requires upgrade first 696 OrderIdleEnemiesToAttackMeUponReveal = Yes 697 End 698 699 Behavior = StealthUpgrade ModuleTag_08 700 TriggeredBy = Upgrade_GLACamouflage 701 End 702 703 ; --- begin Death modules --- 704 Behavior = SlowDeathBehavior ModuleTag_Death01 705 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED 706 SinkDelay = 3000 707 SinkRate = 0.5 ; in Dist/Sec 708 DestructionDelay = 8000 709 FX = INITIAL FX_RedGuardDie 710 End 711 Behavior = SlowDeathBehavior ModuleTag_Death02 712 DeathTypes = NONE +CRUSHED +SPLATTED 713 SinkDelay = 3000 714 SinkRate = 0.5 ; in Dist/Sec 715 DestructionDelay = 8000 716 FX = INITIAL FX_GIDieCrushed 717 End 718 Behavior = SlowDeathBehavior ModuleTag_Death03 719 DeathTypes = NONE +EXPLODED 720 SinkDelay = 3000 721 SinkRate = 0.5 ; in Dist/Sec 722 DestructionDelay = 8000 723 FX = INITIAL FX_RedGuardDie 724 FlingForce = 8 725 FlingForceVariance = 3 726 FlingPitch = 60 727 FlingPitchVariance = 10 728 End 729 Behavior = SlowDeathBehavior ModuleTag_Death04 730 DeathTypes = NONE +BURNED 731 DestructionDelay = 0 732 FX = INITIAL FX_DieByFireChina 733 OCL = INITIAL OCL_FlamingInfantry 734 End 735 Behavior = SlowDeathBehavior ModuleTag_Death05 736 DeathTypes = NONE +POISONED 737 DestructionDelay = 0 738 FX = INITIAL FX_DieByToxinChina 739 OCL = INITIAL OCL_ 740 End 741 ; --- end Death modules --- 742 743 Behavior = PoisonedBehavior ModuleTag_09 744 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 745 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 746 End 747 748 Geometry = CYLINDER 749 GeometryMajorRadius = 10.0 750 GeometryMinorRadius = 10.0 751 GeometryHeight = 12.0 752 GeometryIsSmall = Yes 753 Shadow = SHADOW_DECAL 754 ShadowSizeX = 14; 755 ShadowSizeY = 14; 756 ShadowTexture = ShadowI; 757 BuildCompletion = APPEARS_AT_RALLY_POINT 758 759 End 760 761 ;------------------------------------------------------------------------------ 762 Object Infa_ChinaInfantryTankHunter 763 764 ; *** ART Parameters *** 765 SelectPortrait = SNTankHunter_L 766 ButtonImage = SNTankHunter 767 768 UpgradeCameo1 = Upgrade_Nationalism 769 ;UpgradeCameo2 = NONE 770 ;UpgradeCameo3 = NONE 771 ;UpgradeCameo4 = NONE 772 ;UpgradeCameo5 = NONE 773 774 Draw = W3DModelDraw ModuleTag_01 775 OkToChangeModelColor = Yes 776 777 778 DefaultConditionState 779 Model = NIMSST_SKN 780 IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 781 IdleAnimation = NIMSST_SKL.NIMSST_IDA 782 IdleAnimation = NIMSST_SKL.NIMSST_IDB 783 AnimationMode = ONCE 784 AnimationSpeedFactorRange = 0.8 1.2 785 TransitionKey = TRANS_Stand 786 WeaponMuzzleFlash = PRIMARY MuzzleFX 787 WeaponFireFXBone = PRIMARY Muzzle 788 WeaponLaunchBone = PRIMARY Muzzle 789 WeaponLaunchBone = SECONDARY Muzzle 790 End 791 AliasConditionState = REALLYDAMAGED 792 793 ConditionState = FIRING_A 794 Animation = NIMSST_SKL.NIMSST_ATA 795 AnimationMode = ONCE 796 TransitionKey = TRANS_START_FIRING 797 End 798 AliasConditionState = REALLYDAMAGED FIRING_A 799 800 ConditionState = BETWEEN_FIRING_SHOTS_A 801 Animation = NIMSST_SKL.NIMSST_STA 802 AnimationMode = ONCE 803 ; this is basically a trick: this guy has a nontrivial animation for firing, 804 ; and a long recycle time between shots. we want him to finish his fire animation 805 ; (unless he's ordered to do something else), so this is just a handy trick that 806 ; says, "if the previous state had this transition key, allow it to finish before 807 ; switching to us, if possible". 808 WaitForStateToFinishIfPossible = TRANS_START_FIRING 809 End 810 AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 811 812 ConditionState = MOVING 813 Animation = NIMSST_SKL.NIMSST_RNA 20 814 AnimationMode = LOOP 815 Flags = RANDOMSTART 816 TransitionKey = None 817 ParticleSysBone = None InfantryDustTrails 818 End 819 AliasConditionState = REALLYDAMAGED MOVING 820 AliasConditionState = MOVING ATTACKING 821 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 822 823 ConditionState = RELOADING_A 824 Animation = NIMSST_SKL.NIMSST_ATA 10 825 AnimationMode = ONCE 826 ;WeaponLaunchBone = PRIMARY WeaponA 827 End 828 AliasConditionState = MOVING RELOADING_A 829 AliasConditionState = REALLYDAMAGED MOVING RELOADING_A 830 831 ConditionState = DYING 832 Animation = NIMSST_SKL.NIMSST_DTA 833 Animation = NIMSST_SKL.NIMSST_DTB 834 AnimationSpeedFactorRange = 0.9 1.25 835 AnimationMode = ONCE 836 TransitionKey = TRANS_Dying 837 End 838 AliasConditionState = DYING RUBBLE 839 840 TransitionState = TRANS_Dying TRANS_Flailing 841 Animation = NIMSST_SKL.NIMSST_ADTD1 842 AnimationMode = ONCE 843 End 844 845 ConditionState = DYING EXPLODED_FLAILING 846 Animation = NIMSST_SKL.NIMSST_ADTD2 847 AnimationMode = LOOP 848 TransitionKey = TRANS_Flailing 849 End 850 851 ConditionState = DYING EXPLODED_BOUNCING 852 Animation = NIMSST_SKL.NIMSST_ADTD3 853 AnimationMode = ONCE 854 TransitionKey = None 855 End 856 857 ;PARACHUTING ANIMATIONS 858 ConditionState = FREEFALL 859 Animation = NIMSST_SKL.NIMSST_POP 860 AnimationMode = ONCE 861 TransitionKey = TRANS_Falling 862 End 863 AliasConditionState = FREEFALL REALLYDAMAGED 864 AliasConditionState = FREEFALL DYING 865 866 ConditionState = PARACHUTING 867 Animation = NIMSST_SKL.NIMSST_PHG 868 AnimationMode = LOOP 869 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 870 TransitionKey = TRANS_Chute 871 End 872 AliasConditionState = PARACHUTING REALLYDAMAGED 873 AliasConditionState = PARACHUTING DYING 874 875 ; TransitionState = TRANS_Falling TRANS_Chute 876 ; Animation = NIMSST_SKL.NIMSST_POP 877 ; AnimationMode = ONCE 878 ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 879 ; End 880 881 TransitionState = TRANS_Chute TRANS_Stand 882 Animation = NIMSST_SKL.NIMSST_PDN 883 AnimationMode = ONCE 884 End 885 886 End 887 888 889 ; ***DESIGN parameters *** 890 DisplayName = OBJECT:TankHunter 891 Side = ChinaInfantryGeneral 892 EditorSorting = INFANTRY 893 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 894 WeaponSet 895 Conditions = None 896 Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher 897 End 898 ArmorSet 899 Conditions = None 900 Armor = InfGen_HumanArmor 901 DamageFX = InfantryDamageFX 902 End 903 VisionRange = 150 904 ShroudClearingRange = 400 905 Prerequisites 906 Object = Infa_ChinaBarracks 907 End 908 BuildCost = 300 909 BuildTime = 5.0 ;in seconds 910 911 ExperienceValue = 20 20 40 60 ;Experience point value at each level 912 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 913 IsTrainable = Yes ;Can gain experience 914 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 915 CommandSet = ChinaInfantryTankHunterCommandSet 916 917 ; *** AUDIO Parameters *** 918 VoiceSelect = TankHunterVoiceSelect 919 VoiceMove = TankHunterVoiceMove 920 VoiceAttack = TankHunterVoiceAttack 921 VoiceAttackAir = TankHunterVoiceAttack 922 VoiceGuard = TankHunterVoiceMove 923 VoiceFear = TankHunterVoiceFear 924 UnitSpecificSounds 925 VoiceCreate = TankHunterVoiceCreate 926 VoiceGarrison = TankHunterVoiceGarrison 927 VoiceEnter = TankHunterVoiceMove 928 VoiceEnterHostile = TankHunterVoiceMove 929 VoiceGetHealed = TankHunterVoiceMove 930 End 931 932 ; *** ENGINEERING Parameters *** 933 RadarPriority = UNIT 934 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE 935 936 Body = ActiveBody ModuleTag_02 937 MaxHealth = 100.0 938 InitialHealth = 100.0 939 End 940 941 Behavior = AIUpdateInterface ModuleTag_03 942 AutoAcquireEnemiesWhenIdle = Yes 943 End 944 Locomotor = SET_NORMAL MissileDefenderLocomotor 945 Behavior = HordeUpdate ModuleTag_04 946 UpdateRate = 1000 ; how often to recheck horde status (msec) 947 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 948 Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 949 KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness 950 AlliesOnly = Yes ; do we only count allies towards horde status? 951 ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) 952 Count = 5 ; how many units must be within Radius to grant us horde-ness 953 Action = HORDE ; when horde-ing, grant us the HORDE bonus 954 End 955 Behavior = PhysicsBehavior ModuleTag_05 956 Mass = 5.0 957 End 958 959 960 Behavior = SpecialAbility ModuleTag_07 961 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 962 UpdateModuleStartsAttack = Yes 963 InitiateSound = TankHunterVoiceTNT 964 End 965 Behavior = SpecialAbilityUpdate ModuleTag_08 966 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 967 StartAbilityRange = 5.0 968 PreparationTime = 0 969 SpecialObject = TNTStickyBomb 970 MaxSpecialObjects = 8 971 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 972 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 973 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 974 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 975 End 976 977 978 Behavior = SquishCollide ModuleTag_09 979 ;nothing 980 End 981 982 983 ; --- begin Death modules --- 984 Behavior = SlowDeathBehavior ModuleTag_Death01 985 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 986 SinkDelay = 3000 987 SinkRate = 0.5 ; in Dist/Sec 988 DestructionDelay = 8000 989 FX = INITIAL FX_TankHunterDie 990 End 991 Behavior = SlowDeathBehavior ModuleTag_Death02 992 DeathTypes = NONE +CRUSHED +SPLATTED 993 SinkDelay = 3000 994 SinkRate = 0.5 ; in Dist/Sec 995 DestructionDelay = 8000 996 FX = INITIAL FX_GIDieCrushed 997 End 998 Behavior = SlowDeathBehavior ModuleTag_Death03 999 DeathTypes = NONE +EXPLODED 1000 SinkDelay = 3000 1001 SinkRate = 0.5 ; in Dist/Sec 1002 DestructionDelay = 8000 1003 FX = INITIAL FX_TankHunterDie 1004 FlingForce = 8 1005 FlingForceVariance = 3 1006 FlingPitch = 60 1007 FlingPitchVariance = 10 1008 End 1009 Behavior = SlowDeathBehavior ModuleTag_Death04 1010 DeathTypes = NONE +BURNED 1011 DestructionDelay = 0 1012 FX = INITIAL FX_DieByFireChina 1013 OCL = INITIAL OCL_FlamingInfantry 1014 End 1015 Behavior = SlowDeathBehavior ModuleTag_Death05 1016 DeathTypes = NONE +POISONED 1017 DestructionDelay = 0 1018 FX = INITIAL FX_DieByToxinChina 1019 OCL = INITIAL OCL_ToxicInfantry 1020 End 1021 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 1022 DeathTypes = NONE +POISONED_BETA 1023 DestructionDelay = 0 1024 FX = INITIAL FX_DieByToxinChina 1025 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 1026 End 1027 Behavior = SlowDeathBehavior ModuleTag_Death07 1028 DeathTypes = NONE +POISONED_GAMMA 1029 DestructionDelay = 0 1030 FX = INITIAL FX_DieByToxinGLA 1031 OCL = INITIAL OCL_ToxicInfantryGamma 1032 End 1033 ; --- end Death modules --- 1034 1035 Behavior = PoisonedBehavior ModuleTag_12 1036 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 1037 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 1038 End 1039 1040 1041 Behavior = VeterancyGainCreate ModuleTag_13 1042 StartingLevel = VETERAN 1043 End 1044 1045 Geometry = CYLINDER 1046 GeometryMajorRadius = 10.0 1047 GeometryMinorRadius = 10.0 1048 GeometryHeight = 12.0 1049 GeometryIsSmall = Yes 1050 Shadow = SHADOW_DECAL 1051 ShadowSizeX = 14; 1052 ShadowSizeY = 14; 1053 ShadowTexture = ShadowI; 1054 BuildCompletion = APPEARS_AT_RALLY_POINT 1055 1056 End 1057 1058 1059 1060 ;------------------------------------------------------------------------------ 1061 Object Infa_ChinaInfantryHacker 1062 1063 ; *** ART Parameters *** 1064 SelectPortrait = SNHacker2_L 1065 ButtonImage = SNHacker2 1066 1067 ;UpgradeCameo1 = NONE 1068 ;UpgradeCameo2 = NONE 1069 ;UpgradeCameo3 = NONE 1070 ;UpgradeCameo4 = NONE 1071 ;UpgradeCameo5 = NONE 1072 1073 Draw = W3DModelDraw ModuleTag_01 1074 OkToChangeModelColor = Yes 1075 1076 ;NORMAL STANDING 1077 DefaultConditionState 1078 Model = NIHCKR_SKN 1079 IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 1080 ;Regular spice animations 1081 IdleAnimation = NIHCKR_SKL.NIHCKR_IDA 1082 IdleAnimation = NIHCKR_SKL.NIHCKR_IDB 1083 AnimationMode = ONCE 1084 WeaponFireFXBone = PRIMARY Bone_SatCom 1085 TransitionKey = TRANS_Stand 1086 End 1087 AliasConditionState = REALLYDAMAGED 1088 1089 ConditionState = MOVING 1090 Animation = NIHCKR_SKL.NIHCKR_RNA 14 1091 AnimationMode = LOOP 1092 Flags = RANDOMSTART 1093 TransitionKey = None 1094 ParticleSysBone = None InfantryDustTrails 1095 End 1096 AliasConditionState = MOVING UNPACKING 1097 AliasConditionState = MOVING UNPACKING REALLYDAMAGED 1098 1099 ConditionState = UNPACKING 1100 Animation = NIHCKR_SKL.NIHCKR_ATB1 1101 AnimationMode = ONCE 1102 End 1103 AliasConditionState = UNPACKING FIRING_A 1104 AliasConditionState = UNPACKING REALLYDAMAGED 1105 AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED 1106 1107 ;HACKING ATTACK 1108 ConditionState = FIRING_A 1109 Animation = NIHCKR_SKL.NIHCKR_ATB2 1110 AnimationMode = LOOP 1111 TransitionKey = TRANS_FiringA 1112 End 1113 AliasConditionState = FIRING_A REALLYDAMAGED 1114 1115 ConditionState = PACKING 1116 Animation = NIHCKR_SKL.NIHCKR_ATB3 1117 AnimationMode = ONCE 1118 End 1119 AliasConditionState = PACKING FIRING_A 1120 AliasConditionState = PACKING REALLYDAMAGED 1121 AliasConditionState = PACKING FIRING_A REALLYDAMAGED 1122 1123 1124 1125 TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state 1126 Animation = NIHCKR_SKL.NIHCKR_ATB3 1127 AnimationMode = ONCE 1128 End 1129 1130 1131 ConditionState = FREEFALL 1132 Animation = NIHCKR_SKL.NIHCKR_PFL 1133 AnimationMode = LOOP 1134 TransitionKey = TRANS_Falling 1135 End 1136 AliasConditionState = FREEFALL REALLYDAMAGED 1137 AliasConditionState = FREEFALL DYING 1138 1139 ConditionState = PARACHUTING 1140 Animation = NIHCKR_SKL.NIHCKR_PHG 1141 AnimationMode = LOOP 1142 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 1143 TransitionKey = TRANS_Chute 1144 End 1145 AliasConditionState = PARACHUTING REALLYDAMAGED 1146 AliasConditionState = PARACHUTING DYING 1147 1148 1149 ConditionState = DYING 1150 Animation = NIHCKR_SKL.NIHCKR_DTA 1151 Animation = NIHCKR_SKL.NIHCKR_DTB 1152 AnimationMode = ONCE 1153 TransitionKey = TRANS_Dying 1154 End 1155 1156 TransitionState = TRANS_Dying TRANS_Flailing 1157 Animation = NIHCKR_SKL.NIHCKR_ADTG1 1158 AnimationMode = ONCE 1159 End 1160 1161 ConditionState = DYING EXPLODED_FLAILING 1162 Animation = NIHCKR_SKL.NIHCKR_ADTG2 1163 AnimationMode = LOOP 1164 TransitionKey = TRANS_Flailing 1165 End 1166 1167 ConditionState = DYING EXPLODED_BOUNCING 1168 Animation = NIHCKR_SKL.NIHCKR_ADTG3 1169 AnimationMode = ONCE 1170 TransitionKey = None 1171 End 1172 1173 ConditionState = SPECIAL_CHEERING 1174 Animation = NIHCKR_SKL.NIHCKR_CHA 1175 AnimationMode = LOOP 1176 End 1177 1178 TransitionState = TRANS_Falling TRANS_Chute 1179 Animation = NIHCKR_SKL.NIHCKR_POP 1180 AnimationMode = ONCE 1181 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 1182 End 1183 1184 TransitionState = TRANS_Chute TRANS_Stand 1185 Animation = NIHCKR_SKL.NIHCKR_PTD 1186 AnimationMode = ONCE 1187 End 1188 1189 End 1190 1191 ; ***DESIGN parameters *** 1192 DisplayName = OBJECT:Hacker 1193 Side = ChinaInfantryGeneral 1194 EditorSorting = INFANTRY 1195 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1196 1197 ArmorSet 1198 Conditions = None 1199 Armor = InfGen_HumanArmor 1200 DamageFX = InfantryDamageFX 1201 End 1202 ArmorSet 1203 Conditions = PLAYER_UPGRADE 1204 Armor = HazMatHumanArmor 1205 DamageFX = InfantryDamageFX 1206 End 1207 VisionRange = 150 1208 ShroudClearingRange = 300 1209 Prerequisites 1210 Object = Infa_ChinaBarracks 1211 Object = Infa_ChinaPropagandaCenter 1212 End 1213 BuildCost = 625 1214 BuildTime = 20.0 ;in seconds 1215 ExperienceValue = 50 100 150 400 ;Experience point value at each level 1216 ExperienceRequired = 0 100 300 500 ;Experience points needed to gain each level 1217 IsTrainable = Yes ;Can gain experience 1218 1219 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1220 CommandSet = Infa_ChinaInfantryHackerCommandSet 1221 1222 ; *** AUDIO Parameters *** 1223 VoiceSelect = SuperHackerVoiceSelect 1224 VoiceMove = HackerVoiceMove 1225 VoiceAttack = NoSound 1226 VoiceGuard = HackerVoiceMove 1227 VoiceFear = HackerVoiceFear 1228 VoiceTaskComplete = HackerVoiceHackComplete 1229 UnitSpecificSounds 1230 VoiceGarrison = HackerVoiceGarrison 1231 VoiceCreate = SuperHackerVoiceCreate 1232 UnitPack = HackerPack 1233 UnitUnpack = HackerUnpack 1234 UnitCashPing = HackerCashPing 1235 VoiceEnter = HackerVoiceMove 1236 ;VoiceStealCashComplete = SuperHackerVoiceCashComplete 1237 VoiceDisableVehicleComplete = SuperHackerVoiceDisableComplete 1238 ;VoiceCaptureBuildingComplete = SuperHackerVoiceCaptureComplete 1239 VoiceEnterHostile = HackerVoiceMove 1240 VoiceGetHealed = HackerVoiceMove 1241 VoiceHackInternet = HackerVoiceModeInternet 1242 End 1243 1244 ; *** ENGINEERING Parameters *** 1245 RadarPriority = UNIT 1246 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER 1247 1248 Body = ActiveBody ModuleTag_02 1249 MaxHealth = 100.0 1250 InitialHealth = 100.0 1251 End 1252 1253 1254 Behavior = HackInternetAIUpdate ModuleTag_03 1255 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) 1256 PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) 1257 CashUpdateDelay = 2000 1258 CashUpdateDelayFast = 1600 ; Fast speed used inside a container (can only hack inside an Internet Center) 1259 RegularCashAmount = 5 1260 VeteranCashAmount = 6 1261 EliteCashAmount = 8 1262 HeroicCashAmount = 10 1263 XpPerCashUpdate = 1 1264 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. 1265 End 1266 Locomotor = SET_NORMAL BasicHumanLocomotor 1267 1268 Behavior = SpecialAbility ModuleTag_04 1269 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding 1270 UpdateModuleStartsAttack = Yes 1271 InitiateSound = HackerVoiceHack 1272 End 1273 1274 Behavior = SpecialAbilityUpdate ModuleTag_05 1275 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding 1276 StartAbilityRange = 150.0 1277 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) 1278 PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) 1279 PreparationTime = 3000 1280 1281 ;PersistentPrepTime = 500 ; old setting 1282 PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered 1283 ; This is also how often a new particle system effect is spawned 1284 EffectDuration = 2000 1285 SpecialObject = BinaryDataStream 1286 DisableFXParticleSystem = DisabledEffectBinaryShower0 1287 PackSound = HackerPack 1288 UnpackSound = HackerUnpack 1289 PrepSoundLoop = HackerPrepLoop 1290 AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! 1291 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 1292 End 1293 1294 1295 Behavior = PhysicsBehavior ModuleTag_06 1296 Mass = 5.0 1297 End 1298 1299 Behavior = SquishCollide ModuleTag_08 1300 ;nothing 1301 End 1302 1303 1304 ; --- begin Death modules --- 1305 Behavior = SlowDeathBehavior ModuleTag_Death01 1306 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 1307 SinkDelay = 3000 1308 SinkRate = 0.5 ; in Dist/Sec 1309 DestructionDelay = 8000 1310 FX = INITIAL FX_HackerDie 1311 End 1312 Behavior = SlowDeathBehavior ModuleTag_Death02 1313 DeathTypes = NONE +CRUSHED +SPLATTED 1314 SinkDelay = 3000 1315 SinkRate = 0.5 ; in Dist/Sec 1316 DestructionDelay = 8000 1317 FX = INITIAL FX_GIDieCrushed 1318 End 1319 Behavior = SlowDeathBehavior ModuleTag_Death03 1320 DeathTypes = NONE +EXPLODED 1321 SinkDelay = 3000 1322 SinkRate = 0.5 ; in Dist/Sec 1323 DestructionDelay = 8000 1324 FX = INITIAL FX_HackerDie 1325 FlingForce = 8 1326 FlingForceVariance = 3 1327 FlingPitch = 60 1328 FlingPitchVariance = 10 1329 End 1330 Behavior = SlowDeathBehavior ModuleTag_Death04 1331 DeathTypes = NONE +BURNED 1332 DestructionDelay = 0 1333 FX = INITIAL FX_DieByFireChina 1334 OCL = INITIAL OCL_FlamingInfantry 1335 End 1336 Behavior = SlowDeathBehavior ModuleTag_Death05 1337 DeathTypes = NONE +POISONED 1338 DestructionDelay = 0 1339 FX = INITIAL FX_DieByToxinChina 1340 OCL = INITIAL OCL_ToxicInfantry 1341 End 1342 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 1343 DeathTypes = NONE +POISONED_BETA 1344 DestructionDelay = 0 1345 FX = INITIAL FX_DieByToxinChina 1346 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 1347 End 1348 Behavior = SlowDeathBehavior ModuleTag_Death07 1349 DeathTypes = NONE +POISONED_GAMMA 1350 DestructionDelay = 0 1351 FX = INITIAL FX_DieByToxinGLA 1352 OCL = INITIAL OCL_ToxicInfantryGamma 1353 End 1354 ; --- end Death modules --- 1355 1356 Behavior = PoisonedBehavior ModuleTag_11 1357 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 1358 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 1359 End 1360 Behavior = SpecialAbility ModuleTag_12 1361 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack 1362 UpdateModuleStartsAttack = Yes 1363 InitiateSound = SuperHackerVoiceHackVehicle 1364 End 1365 Behavior = SpecialAbilityUpdate ModuleTag_13 1366 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack 1367 StartAbilityRange = 150.0 1368 UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed) 1369 PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed) 1370 PreparationTime = 2000 ;time to complete hack once prepared (unpacked) 1371 EffectDuration = 15000 ;duration vehicle is disabled (30 seconds) 1372 DisableFXParticleSystem = DisabledEffectBinaryShower0 1373 SpecialObject = BinaryDataStream 1374 PackSound = BlackLotusPack 1375 UnpackSound = BlackLotusUnpack 1376 TriggerSound = BlackLotusTrigger 1377 PrepSoundLoop = BlackLotusPrepLoop 1378 AwardXPForTriggering = 0 1379 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 1380 End 1381 Behavior = StealthUpdate ModuleTag_14 1382 StealthDelay = 2500 ; msec 1383 StealthForbiddenConditions = USING_ABILITY 1384 HintDetectableConditions = USING_ABILITY 1385 InnateStealth = Yes 1386 OrderIdleEnemiesToAttackMeUponReveal = Yes 1387 End 1388 1389 Behavior = VeterancyGainCreate ModuleTag_15 1390 StartingLevel = VETERAN 1391 End 1392 1393 Geometry = CYLINDER 1394 GeometryMajorRadius = 10.0 1395 GeometryMinorRadius = 10.0 1396 GeometryHeight = 12.0 1397 GeometryIsSmall = Yes 1398 Shadow = SHADOW_DECAL 1399 ShadowSizeX = 14; 1400 ShadowSizeY = 14; 1401 ShadowTexture = ShadowI; 1402 BuildCompletion = APPEARS_AT_RALLY_POINT 1403 1404 End 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 ;------------------------------------------------------------------------------ 1458 ;China Dragon Tank 1459 Object Infa_ChinaTankDragon 1460 1461 ; *** ART Parameters *** 1462 SelectPortrait = SNDragonTank_L 1463 ButtonImage = SNDragonTank 1464 1465 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 1466 ;UpgradeCameo2 = NONE 1467 ;UpgradeCameo3 = NONE 1468 ;UpgradeCameo4 = NONE 1469 ;UpgradeCameo5 = NONE 1470 1471 Draw = W3DTankDraw ModuleTag_01 1472 OkToChangeModelColor = Yes 1473 1474 DefaultConditionState 1475 Model = NVDragon 1476 Turret = Turret 1477 TurretPitch = TURRETEL 1478 WeaponFireFXBone = PRIMARY WeaponA 1479 WeaponLaunchBone = PRIMARY WeaponA 1480 WeaponFireFXBone = SECONDARY WeaponA 1481 WeaponLaunchBone = SECONDARY WeaponA 1482 End 1483 ConditionState = REALLYDAMAGED 1484 Model = NVDragon_D 1485 Turret = Turret 1486 TurretPitch = TURRETEL 1487 WeaponFireFXBone = PRIMARY WeaponA 1488 WeaponLaunchBone = PRIMARY WeaponA 1489 WeaponFireFXBone = SECONDARY WeaponA 1490 WeaponLaunchBone = SECONDARY WeaponA 1491 End 1492 ConditionState = RUBBLE 1493 Model = NVDragon_D 1494 Turret = Turret 1495 TurretPitch = TURRETEL 1496 WeaponFireFXBone = PRIMARY WeaponA 1497 WeaponLaunchBone = PRIMARY WeaponA 1498 WeaponFireFXBone = SECONDARY WeaponA 1499 WeaponLaunchBone = SECONDARY WeaponA 1500 End 1501 1502 TrackMarks = EXTnkTrack.tga 1503 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 1504 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 1505 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 1506 End 1507 1508 ; ***DESIGN parameters *** 1509 DisplayName = OBJECT:Dragon 1510 Side = ChinaInfantryGeneral 1511 EditorSorting = VEHICLE 1512 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1513 1514 WeaponSet 1515 Conditions = None 1516 Weapon = PRIMARY DragonTankFlameWeapon 1517 Weapon = SECONDARY DragonTankFireWallWeapon 1518 AutoChooseSources = SECONDARY NONE 1519 End 1520 WeaponSet 1521 Conditions = PLAYER_UPGRADE 1522 Weapon = PRIMARY DragonTankFlameWeaponUpgraded 1523 Weapon = SECONDARY DragonTankFireWallWeaponUpgraded 1524 AutoChooseSources = SECONDARY NONE 1525 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 1526 End 1527 1528 ArmorSet 1529 Conditions = None 1530 Armor = DragonTankArmor 1531 DamageFX = TankDamageFX 1532 End 1533 BuildCost = 900 1534 BuildTime = 10.0 ;in seconds 1535 VisionRange = 100 1536 ShroudClearingRange = 200 1537 Prerequisites 1538 Object = Infa_ChinaWarFactory 1539 End 1540 1541 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1542 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 1543 IsTrainable = Yes ;Can gain experience 1544 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1545 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1546 CommandSet = ChinaTankDragonCommandSet 1547 1548 ; *** AUDIO Parameters *** 1549 VoiceSelect = DragonTankVoiceSelect 1550 VoiceMove = DragonTankVoiceMove 1551 VoiceGuard = DragonTankVoiceMove 1552 VoiceAttack = DragonTankVoiceAttack 1553 SoundMoveStart = DragonTankMoveStart 1554 SoundMoveStartDamaged = DragonTankMoveStart 1555 1556 UnitSpecificSounds 1557 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1558 VoiceCreate = DragonTankVoiceCreate 1559 TurretMoveStart = NoSound 1560 TurretMoveLoop = TurretMoveLoop 1561 VoiceEnter = DragonTankVoiceMove 1562 VoiceFlameLocation = DragonTankVoiceFireStorm 1563 End 1564 1565 1566 ; *** ENGINEERING Parameters *** 1567 RadarPriority = UNIT 1568 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 1569 1570 Body = ActiveBody ModuleTag_02 1571 MaxHealth = 280.0 1572 InitialHealth = 280.0 1573 1574 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1575 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1576 SubdualDamageCap = 560 1577 SubdualDamageHealRate = 500 1578 SubdualDamageHealAmount = 50 1579 End 1580 Behavior = AIUpdateInterface ModuleTag_03 1581 Turret 1582 TurretTurnRate = 120 1583 TurretPitchRate = 120 1584 AllowsPitch = Yes 1585 MinPhysicalPitch = -15 1586 1587 TurretFireAngleSweep = PRIMARY 10 1588 TurretFireAngleSweep = SECONDARY 60 1589 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) 1590 TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn 1591 ControlledWeaponSlots = PRIMARY SECONDARY 1592 End 1593 AutoAcquireEnemiesWhenIdle = Yes 1594 End 1595 Locomotor = SET_NORMAL DragonLocomotor 1596 Behavior = PhysicsBehavior ModuleTag_04 1597 Mass = 50.0 1598 End 1599 1600 1601 Behavior = WeaponSetUpgrade ModuleTag_05 1602 TriggeredBy = Upgrade_ChinaBlackNapalm 1603 End 1604 1605 ; A crushing defeat 1606 Behavior = DestroyDie ModuleTag_06 1607 DeathTypes = NONE +CRUSHED +SPLATTED 1608 End 1609 Behavior = FXListDie ModuleTag_07 1610 DeathTypes = NONE +CRUSHED +SPLATTED 1611 DeathFX = FX_CarCrush 1612 End 1613 Behavior = CreateObjectDie ModuleTag_08 1614 DeathTypes = NONE +CRUSHED +SPLATTED 1615 CreationList = OCL_CrusaderTank_CrushEffect 1616 End 1617 Behavior = CreateCrateDie ModuleTag_09 1618 CrateData = SalvageCrateData 1619 ;CrateData = EliteTankCrateData 1620 ;CrateData = HeroicTankCrateData 1621 End 1622 1623 1624 ; just explode death 1625 Behavior = SlowDeathBehavior ModuleTag_10 1626 DeathTypes = ALL -CRUSHED -SPLATTED 1627 ; ProbabilityModifier = 33 1628 DestructionDelay = 500 1629 DestructionDelayVariance = 500 1630 FX = INITIAL FX_BattleMasterExplosionOneFinal 1631 OCL = FINAL OCL_DragonDebris 1632 FX = FINAL FX_DragonTankDeathExplosionFinal 1633 End 1634 1635 ; Catch fire, and explode death 1636 ; Behavior = SlowDeathBehavior 1637 ; DeathTypes = ALL -CRUSHED -SPLATTED 1638 ;; ProbabilityModifier = 33 1639 ; DestructionDelay = 2000 1640 ; DestructionDelayVariance = 300 1641 ; FX = INITIAL FX_CrusaderCatchFire 1642 ; OCL = FINAL OCL_DragonDebris 1643 ; FX = FINAL FX_GenericTankDeathExplosion 1644 ; End 1645 1646 ; Napalm spills out, and explode death 1647 ; Behavior = SlowDeathBehavior 1648 ; DeathTypes = ALL -CRUSHED -SPLATTED 1649 ;; ProbabilityModifier = 34 1650 ; DestructionDelay = 2000 1651 ; DestructionDelayVariance = 300 1652 ; FX = INITIAL FX_DragonNapalmSpill 1653 ; OCL = FINAL OCL_DragonDebris 1654 ; FX = FINAL FX_DragonTankDeathExplosionFinal 1655 ; End 1656 1657 ; Turret fly off death 1658 ; Behavior = SlowDeathBehavior 1659 ; DeathTypes = ALL -CRUSHED -SPLATTED 1660 ;; ProbabilityModifier = 25 1661 ; DestructionDelay = 500 1662 ; DestructionDelayVariance = 100 1663 ; FX = INITIAL FX_GenericTankDeathEffect 1664 ; OCL = MIDPOINT OCL_DragonDebris 1665 ; FX = FINAL FX_GenericTankDeathExplosionFinal 1666 ; End 1667 1668 1669 Behavior = FlammableUpdate ModuleTag_12 1670 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1671 AflameDamageAmount = 3 ; taking this much damage... 1672 AflameDamageDelay = 500 ; this often. 1673 End 1674 1675 Behavior = TransitionDamageFX ModuleTag_13 1676 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1677 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire 1678 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition 1679 End 1680 1681 Geometry = BOX 1682 GeometryMajorRadius = 15.0 1683 GeometryMinorRadius = 10.0 1684 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream 1685 GeometryIsSmall = Yes 1686 Shadow = SHADOW_VOLUME 1687 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1688 1689 End 1690 1691 1692 1693 1694 1695 1696 1697 ;------------------------------------------------------------------------------ 1698 Object Infa_ChinaVehicleInfernoCannon 1699 1700 ; *** ART Parameters *** 1701 SelectPortrait = SNInferno_L 1702 ButtonImage = SNInferno 1703 1704 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 1705 ;UpgradeCameo2 = NONE 1706 ;UpgradeCameo3 = NONE 1707 ;UpgradeCameo4 = NONE 1708 ;UpgradeCameo5 = NONE 1709 1710 Draw = W3DTankDraw ModuleTag_01 1711 OkToChangeModelColor = Yes 1712 ConditionState = NONE 1713 Model = NVInferno 1714 Turret = Turret 1715 TurretPitch = TurretEL 1716 WeaponFireFXBone = PRIMARY Muzzle 1717 WeaponRecoilBone = PRIMARY Barrel 1718 WeaponMuzzleFlash = PRIMARY MuzzleFX 1719 WeaponLaunchBone = PRIMARY Muzzle 1720 End 1721 1722 ConditionState = RUBBLE REALLYDAMAGED 1723 Model = NVInferno_D 1724 Turret = Turret 1725 TurretPitch = TurretEL 1726 WeaponFireFXBone = PRIMARY Muzzle 1727 WeaponRecoilBone = PRIMARY Barrel 1728 WeaponMuzzleFlash = PRIMARY MuzzleFX 1729 WeaponLaunchBone = PRIMARY Muzzle 1730 End 1731 1732 TrackMarks = EXTnkTrack.tga 1733 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 1734 End 1735 1736 ; ***DESIGN parameters *** 1737 DisplayName = OBJECT:InfernoCannon 1738 Side = ChinaInfantryGeneral 1739 EditorSorting = VEHICLE 1740 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1741 WeaponSet 1742 Conditions = None 1743 Weapon = PRIMARY InfernoCannonGun 1744 End 1745 WeaponSet 1746 Conditions = PLAYER_UPGRADE 1747 Weapon = PRIMARY InfernoCannonGunUpgraded 1748 End 1749 ArmorSet 1750 Conditions = None 1751 Armor = TankArmor 1752 DamageFX = TankDamageFX 1753 End 1754 BuildCost = 1100 1755 BuildTime = 15.0 ;in seconds 1756 VisionRange = 180 1757 ShroudClearingRange = 300 1758 Prerequisites 1759 Object = Infa_ChinaWarFactory 1760 Object = Infa_ChinaPropagandaCenter 1761 End 1762 1763 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1764 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 1765 IsTrainable = Yes ;Can gain experience 1766 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1767 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1768 CommandSet = ChinaVehicleInfernoCannonCommandSet 1769 1770 ; *** AUDIO Parameters *** 1771 VoiceSelect = InfernoCannonVoiceSelect 1772 VoiceMove = InfernoCannonVoiceMove 1773 VoiceGuard = InfernoCannonVoiceMove 1774 VoiceAttack = InfernoCannonVoiceAttack 1775 SoundMoveStart = InfernoCannonMoveStart 1776 SoundMoveStartDamaged = InfernoCannonMoveStart 1777 UnitSpecificSounds 1778 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1779 VoiceCreate = InfernoCannonVoiceCreate 1780 TurretMoveStart = NoSound 1781 TurretMoveLoop = NoSound 1782 VoiceCrush = InfernoCannonVoiceCrush 1783 VoiceEnter = InfernoCannonVoiceMove 1784 End 1785 1786 1787 ; *** ENGINEERING Parameters *** 1788 RadarPriority = UNIT 1789 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 1790 1791 Body = ActiveBody ModuleTag_02 1792 MaxHealth = 120.0 1793 InitialHealth = 120.0 1794 1795 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1796 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1797 SubdualDamageCap = 240 1798 SubdualDamageHealRate = 500 1799 SubdualDamageHealAmount = 50 1800 End 1801 1802 Behavior = VeterancyGainCreate ModuleTag_03 1803 StartingLevel = VETERAN 1804 ScienceRequired = SCIENCE_ArtilleryTraining 1805 End 1806 1807 Behavior = AIUpdateInterface ModuleTag_04 1808 Turret 1809 TurretTurnRate = 100 1810 TurretPitchRate = 100 1811 AllowsPitch = Yes 1812 FirePitch = 45 1813 ControlledWeaponSlots = PRIMARY 1814 End 1815 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 1816 End 1817 Locomotor = SET_NORMAL InfernoLocomotor 1818 Behavior = PhysicsBehavior ModuleTag_05 1819 Mass = 50.0 1820 End 1821 1822 ; A crushing defeat 1823 Behavior = FXListDie ModuleTag_06 1824 DeathTypes = NONE +CRUSHED +SPLATTED 1825 DeathFX = FX_CarCrush 1826 End 1827 Behavior = CreateObjectDie ModuleTag_07 1828 DeathTypes = NONE +CRUSHED +SPLATTED 1829 CreationList = OCL_CrusaderTank_CrushEffect 1830 End 1831 Behavior = SlowDeathBehavior ModuleTag_08 1832 DeathTypes = ALL -CRUSHED -SPLATTED 1833 ProbabilityModifier = 50 1834 DestructionDelay = 2000 1835 DestructionDelayVariance = 300 1836 FX = INITIAL FX_CrusaderCatchFire 1837 FX = FINAL FX_GenericTankDeathExplosion 1838 OCL = FINAL OCL_InfernoCannonDeathEffect 1839 End 1840 1841 Behavior = TransitionDamageFX ModuleTag_09 1842 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 1843 ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 1844 End 1845 1846 Behavior = CreateCrateDie ModuleTag_10 1847 CrateData = SalvageCrateData 1848 ;CrateData = EliteTankCrateData 1849 ;CrateData = HeroicTankCrateData 1850 End 1851 1852 Behavior = WeaponSetUpgrade ModuleTag_11 1853 TriggeredBy = Upgrade_ChinaBlackNapalm 1854 End 1855 1856 Behavior = FlammableUpdate ModuleTag_21 1857 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1858 AflameDamageAmount = 3 ; taking this much damage... 1859 AflameDamageDelay = 500 ; this often. 1860 End 1861 1862 Behavior = DestroyDie ModuleTag_22 1863 DeathTypes = NONE +CRUSHED +SPLATTED 1864 End 1865 1866 Geometry = BOX 1867 GeometryMajorRadius = 15.0 1868 GeometryMinorRadius = 10.0 1869 GeometryHeight = 15.0 1870 GeometryIsSmall = Yes 1871 Shadow = SHADOW_VOLUME 1872 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1873 1874 End 1875 1876 1877 1878 1879 1880 1881 1882 ;------------------------------------------------------------------------------ 1883 ;Also called NukeCannon 1884 Object Infa_ChinaVehicleNukeLauncher 1885 1886 ; *** ART Parameters *** 1887 SelectPortrait = SNNukeCannon_L 1888 ButtonImage = SNNukeCannon 1889 1890 UpgradeCameo1 = Upgrade_ChinaNeutronShells 1891 ;UpgradeCameo2 = NONE 1892 ;UpgradeCameo3 = NONE 1893 ;UpgradeCameo4 = NONE 1894 ;UpgradeCameo5 = NONE 1895 1896 Draw = W3DTankDraw ModuleTag_01 1897 1898 InitialRecoilSpeed = 120 1899 MaxRecoilDistance = 8 1900 RecoilSettleSpeed = 6 1901 1902 OkToChangeModelColor = Yes 1903 1904 ExtraPublicBone = Turret01 1905 1906 DefaultConditionState 1907 Model = NVNukeCn 1908 WeaponLaunchBone = PRIMARY Muzzle 1909 WeaponMuzzleFlash = PRIMARY MuzzleFX 1910 WeaponFireFXBone = PRIMARY Muzzle 1911 WeaponRecoilBone = PRIMARY Barrel 1912 WeaponLaunchBone = SECONDARY Muzzle 1913 WeaponMuzzleFlash = SECONDARY MuzzleFX 1914 WeaponFireFXBone = SECONDARY Muzzle 1915 WeaponRecoilBone = SECONDARY Barrel 1916 HideSubObject = TURRET01 ;Hide controlled turret 1917 ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret 1918 Turret = Turret01 1919 TurretPitch = TurretEL 1920 End 1921 1922 ConditionState = RUBBLE 1923 Model = NVNukeCn_D1 1924 WeaponLaunchBone = PRIMARY Muzzle 1925 WeaponMuzzleFlash = PRIMARY MuzzleFX 1926 WeaponRecoilBone = PRIMARY Barrel 1927 WeaponLaunchBone = SECONDARY Muzzle 1928 WeaponMuzzleFlash = SECONDARY MuzzleFX 1929 WeaponRecoilBone = SECONDARY Barrel 1930 HideSubObject = TURRET01 ;Hide controlled turret 1931 ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret 1932 Turret = Turret01 1933 TurretPitch = TurretEL 1934 End 1935 1936 ;*** PACKED STATE -- ready to move *** 1937 ConditionState = MOVING 1938 Animation = NVNukeCn.NVNukeCn 1939 AnimationMode = ONCE_BACKWARDS 1940 Flags = START_FRAME_FIRST 1941 End 1942 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 1943 AliasConditionState = BETWEEN_FIRING_SHOTS_A 1944 ;*** 1945 ConditionState = REALLYDAMAGED MOVING 1946 Model = NVNukeCn_D 1947 Animation = NVNukeCn_D.NVNukeCn_D 1948 AnimationMode = ONCE_BACKWARDS 1949 Flags = START_FRAME_FIRST 1950 End 1951 AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 1952 1953 1954 ;*** UNPACKING STATE -- preparing to fire *** 1955 ConditionState = UNPACKING 1956 Animation = NVNukeCn.NVNukeCn 1957 AnimationMode = MANUAL 1958 End 1959 AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1960 ;*** 1961 ConditionState = REALLYDAMAGED UNPACKING 1962 Model = NVNukeCn_D 1963 Animation = NVNukeCn_D.NVNukeCn_D 1964 AnimationMode = MANUAL 1965 End 1966 AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1967 1968 ;*** PACKING STATE -- preparing to move *** 1969 ConditionState = PACKING 1970 Animation = NVNukeCn.NVNukeCn 1971 AnimationMode = MANUAL 1972 End 1973 AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1974 ;*** 1975 ConditionState = REALLYDAMAGED PACKING 1976 Model = NVNukeCn_D 1977 Animation = NVNukeCn_D.NVNukeCn_D 1978 AnimationMode = MANUAL 1979 End 1980 AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1981 1982 ;*** DEPLOYED STATE -- ready to fire *** 1983 ConditionState = DEPLOYED 1984 Animation = NVNukeCn.NVNukeCn 1985 AnimationMode = ONCE 1986 Flags = START_FRAME_LAST 1987 TransitionKey = TRANS_FIRING_A 1988 HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret 1989 ShowSubObject = TURRET01 ;Show controlled turret 1990 End 1991 AliasConditionState = DEPLOYED FIRING_A 1992 AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A 1993 AliasConditionState = DEPLOYED RELOADING_A 1994 AliasConditionState = DEPLOYED MOVING 1995 1996 ConditionState = DEPLOYED REALLYDAMAGED 1997 Model = NVNukeCn_D 1998 Animation = NVNukeCn_D.NVNukeCn_D 1999 AnimationMode = ONCE 2000 Flags = START_FRAME_LAST 2001 TransitionKey = TRANS_FIRING_A 2002 HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret 2003 ShowSubObject = TURRET01 ;Show controlled turret 2004 End 2005 AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A 2006 AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 2007 AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A 2008 AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 2009 2010 TrackMarks = EXTnkTrack.tga 2011 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 2012 End 2013 2014 ; ***DESIGN parameters *** 2015 DisplayName = OBJECT:NukeLauncher 2016 Side = ChinaInfantryGeneral 2017 EditorSorting = VEHICLE 2018 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 2019 WeaponSet 2020 Conditions = None 2021 Weapon = PRIMARY NukeCannonGun 2022 Weapon = SECONDARY NukeCannonNeutronWeapon 2023 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 2024 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 2025 ShareWeaponReloadTime = Yes 2026 End 2027 2028 2029 ArmorSet 2030 Conditions = None 2031 Armor = TankArmor 2032 DamageFX = TankDamageFX 2033 End 2034 BuildCost = 1600 2035 BuildTime = 20.0 ;in seconds 2036 VisionRange = 180 2037 ShroudClearingRange = 350 2038 Prerequisites 2039 Object = Infa_ChinaWarFactory 2040 Object = Infa_ChinaPropagandaCenter 2041 Science = SCIENCE_NukeLauncher 2042 End 2043 2044 ExperienceValue = 50 100 200 400 ;Experience point value at each level 2045 ExperienceRequired = 0 400 600 1000 ;Experience points needed to gain each level 2046 IsTrainable = Yes ;Can gain experience 2047 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2048 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2049 CommandSet = ChinaVehicleNukeCannonCommandSet 2050 2051 ; *** AUDIO Parameters *** 2052 VoiceSelect = NukeCannonVoiceSelect 2053 VoiceMove = NukeCannonVoiceMove 2054 VoiceGuard = NukeCannonVoiceMove 2055 VoiceAttack = NukeCannonVoiceAttack 2056 SoundMoveStart = NukeCannonMoveStart 2057 SoundMoveStartDamaged = NukeCannonMoveStart 2058 UnitSpecificSounds 2059 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2060 VoiceCreate = NukeCannonVoiceCreate 2061 TurretMoveStart = NoSound 2062 TurretMoveLoop = NukeCannonTurretMoveLoop 2063 VoiceEnter = NukeCannonVoiceMove 2064 Deploy = NukeCannonDeploy 2065 Undeploy = NukeCannonUnDeploy 2066 End 2067 2068 2069 ; *** ENGINEERING Parameters *** 2070 RadarPriority = UNIT 2071 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 2072 2073 Body = ActiveBody ModuleTag_02 2074 MaxHealth = 240.0 2075 InitialHealth = 240.0 2076 2077 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2078 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2079 SubdualDamageCap = 480 2080 SubdualDamageHealRate = 500 2081 SubdualDamageHealAmount = 50 2082 End 2083 2084 Behavior = VeterancyGainCreate ModuleTag_03 2085 StartingLevel = VETERAN 2086 ScienceRequired = SCIENCE_ArtilleryTraining 2087 End 2088 2089 Behavior = DeployStyleAIUpdate ModuleTag_04 2090 Turret 2091 TurretTurnRate = 80 2092 TurretPitchRate = 80 2093 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 2094 AllowsPitch = Yes 2095 RecenterTime = 5000 ; how long to wait during idle before recentering 2096 ControlledWeaponSlots = PRIMARY SECONDARY 2097 NaturalTurretAngle = 0 2098 InitiallyDisabled = Yes 2099 End 2100 AutoAcquireEnemiesWhenIdle = No 2101 PackTime = 3333 2102 UnpackTime = 3333 2103 TurretsFunctionOnlyWhenDeployed = Yes 2104 TurretsMustCenterBeforePacking = Yes 2105 ManualDeployAnimations = Yes 2106 End 2107 2108 Locomotor = SET_NORMAL ChinaNukeCannonLocomotor 2109 Behavior = PhysicsBehavior ModuleTag_05 2110 Mass = 50.0 2111 End 2112 2113 Behavior = SlowDeathBehavior ModuleTag_06 2114 DeathTypes = ALL -CRUSHED -SPLATTED 2115 DestructionDelay = 500 2116 DestructionDelayVariance = 100 2117 FX = INITIAL FX_BattleMasterExplosionOneFinal 2118 OCL = INITIAL OCL_RadiationFieldSmall 2119 OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie 2120 OCL = FINAL OCL_RadiationFieldSmall 2121 FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion 2122 End 2123 2124 ; A crushing defeat 2125 Behavior = FXListDie ModuleTag_07 2126 DeathTypes = NONE +CRUSHED +SPLATTED 2127 DeathFX = FX_CarCrush 2128 End 2129 Behavior = CreateObjectDie ModuleTag_08 2130 DeathTypes = NONE +CRUSHED +SPLATTED 2131 CreationList = OCL_CrusaderTank_CrushEffect 2132 End 2133 Behavior = CreateCrateDie ModuleTag_09 2134 CrateData = SalvageCrateData 2135 ;CrateData = EliteTankCrateData 2136 ;CrateData = HeroicTankCrateData 2137 End 2138 2139 Behavior = TransitionDamageFX ModuleTag_10 2140 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2141 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 2142 End 2143 2144 Behavior = DestroyDie ModuleTag_11 2145 DeathTypes = NONE +CRUSHED +SPLATTED 2146 End 2147 2148 Behavior = FlammableUpdate ModuleTag_21 2149 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2150 AflameDamageAmount = 3 ; taking this much damage... 2151 AflameDamageDelay = 500 ; this often. 2152 End 2153 2154 Behavior = ProductionUpdate ModuleTag_12 2155 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 2156 End 2157 2158 Geometry = BOX 2159 GeometryMajorRadius = 32.0 2160 GeometryMinorRadius = 10.0 2161 GeometryHeight = 17.0 2162 GeometryIsSmall = No 2163 Shadow = SHADOW_VOLUME 2164 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2165 2166 End 2167 2168 2169 2170 2171 2172 ;------------------------------------------------------------------------------ 2173 Object Infa_ChinaTankGattling 2174 2175 ; *** ART Parameters *** 2176 SelectPortrait = SNGatlingTank_L 2177 ButtonImage = SNGatlingTank 2178 2179 ;UpgradeCameo1 = Upgrade_Nationalism 2180 UpgradeCameo1 = Upgrade_ChinaChainGuns 2181 ;UpgradeCameo3 = NONE 2182 ;UpgradeCameo4 = NONE 2183 ;UpgradeCameo5 = NONE 2184 2185 Draw = W3DTankDraw ModuleTag_01 2186 OkToChangeModelColor = Yes 2187 2188 DefaultConditionState 2189 Model = NVGattTank 2190 Animation = NVGattTank.NVGattTank 2191 AnimationMode = MANUAL 2192 Turret = TURRET01 2193 TurretPitch = TURRETEL01 2194 WeaponMuzzleFlash = PRIMARY MuzzleFX 2195 WeaponFireFXBone = PRIMARY Muzzle 2196 WeaponMuzzleFlash = SECONDARY MuzzleFX 2197 WeaponFireFXBone = SECONDARY Muzzle 2198 End 2199 2200 ConditionState = REALLYDAMAGED RUBBLE 2201 Model = NVGattTank_D 2202 End 2203 2204 2205 ;-----pristine attacking---------------------- 2206 ConditionState = ATTACKING 2207 Model = NVGattTank 2208 Animation = NVGattTank.NVGattTank 2209 AnimationMode = LOOP 2210 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 2211 End 2212 2213 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 2214 Model = NVGattTank 2215 Animation = NVGattTank.NVGattTank 2216 AnimationMode = LOOP 2217 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 2218 End 2219 2220 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 2221 Model = NVGattTank 2222 Animation = NVGattTank.NVGattTank 2223 AnimationMode = LOOP 2224 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 2225 End 2226 2227 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 2228 Model = NVGattTank 2229 Animation = NVGattTank.NVGattTank 2230 AnimationMode = LOOP 2231 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 2232 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 2233 End 2234 2235 ;-----damaged attacking---------------------- 2236 ConditionState REALLYDAMAGED ATTACKING 2237 Model = NVGattTank_D 2238 Animation = NVGattTank_D.NVGattTank_D 2239 AnimationMode = LOOP 2240 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly 2241 End 2242 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 2243 Model = NVGattTank_D 2244 Animation = NVGattTank_D.NVGattTank_D 2245 AnimationMode = LOOP 2246 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 2247 End 2248 2249 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 2250 Model = NVGattTank_D 2251 Animation = NVGattTank_D.NVGattTank_D 2252 AnimationMode = LOOP 2253 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 2254 End 2255 2256 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 2257 Model = NVGattTank_D 2258 Animation = NVGattTank_D.NVGattTank_D 2259 AnimationMode = LOOP 2260 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 2261 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 2262 End 2263 2264 2265 2266 2267 TrackMarks = EXTnkTrack.tga 2268 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 2269 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 2270 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 2271 End 2272 2273 ; ***DESIGN parameters *** 2274 DisplayName = OBJECT:GattlingTank 2275 Side = ChinaTankGeneral 2276 EditorSorting = VEHICLE 2277 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2278 2279 WeaponSet 2280 Conditions = None 2281 Weapon = PRIMARY GattlingTankGun 2282 PreferredAgainst = PRIMARY AIRCRAFT 2283 Weapon = SECONDARY GattlingTankGunAir 2284 End 2285 2286 ArmorSet 2287 Conditions = None 2288 Armor = AntiAirVehicle 2289 DamageFX = TankDamageFX 2290 End 2291 BuildCost = 800 2292 BuildTime = 10.0 ;in seconds 2293 VisionRange = 150 2294 ShroudClearingRange = 360 2295 Prerequisites 2296 Object = Infa_ChinaWarFactory 2297 End 2298 2299 ExperienceValue = 50 50 100 150 ;Experience point value at each level 2300 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 2301 IsTrainable = Yes ;Can gain experience 2302 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2303 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2304 CommandSet = Tank_ChinaVehicleGattlingTankCommandSet 2305 2306 2307 ; *** AUDIO Parameters *** 2308 VoiceSelect = GattlingTankVoiceSelect 2309 VoiceMove = GattlingTankVoiceMove 2310 VoiceGuard = GattlingTankVoiceMove 2311 VoiceAttack = GattlingTankVoiceAttack 2312 SoundMoveStart = GattlingTankMoveStart 2313 SoundMoveStartDamaged = GattlingTankMoveStart 2314 2315 UnitSpecificSounds 2316 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2317 VoiceCreate = GattlingTankVoiceCreate 2318 TurretMoveStart = NoSound 2319 TurretMoveLoop = TurretMoveLoopLoud 2320 VoiceCrush = GattlingTankVoiceCrush 2321 VoiceEnter = GattlingTankVoiceMove 2322 VoiceRapidFire = GattlingTankVoiceRapid 2323 End 2324 2325 ; *** ENGINEERING Parameters *** 2326 RadarPriority = UNIT 2327 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 2328 2329 Body = ActiveBody ModuleTag_02 2330 MaxHealth = 300.0 2331 InitialHealth = 300.0 2332 2333 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2334 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2335 SubdualDamageCap = 600 2336 SubdualDamageHealRate = 500 2337 SubdualDamageHealAmount = 50 2338 End 2339 Behavior = AIUpdateInterface ModuleTag_03 2340 Turret 2341 ControlledWeaponSlots = PRIMARY SECONDARY 2342 TurretTurnRate = 180 // turn rate, in degrees per sec 2343 TurretPitchRate = 180 2344 AllowsPitch = Yes 2345 FiresWhileTurning = Yes 2346 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 2347 ; since you never know from whence cometh danger 2348 End 2349 AutoAcquireEnemiesWhenIdle = Yes 2350 MoodAttackCheckRate = 250 2351 End 2352 Locomotor = SET_NORMAL GattlingTankLocomotor 2353 Behavior = PhysicsBehavior ModuleTag_04 2354 Mass = 40.0 2355 End 2356 2357 ; Behavior = DestroyDie 2358 ; ;nothing 2359 ; End 2360 2361 ; Just explode death 2362 Behavior = SlowDeathBehavior ModuleTag_05 2363 ProbabilityModifier = 19 2364 DestructionDelay = 200 2365 DestructionDelayVariance = 100 2366 2367 SinkRate = 0.5 ; in Dist/Sec 2368 2369 OCL = FINAL OCL_ChinaTankGattlingDebris 2370 FX = FINAL FX_GattlingExplosionOneFinal 2371 End 2372 2373 Behavior = VeterancyGainCreate ModuleTag_23 2374 StartingLevel = VETERAN 2375 End 2376 2377 2378 Behavior = CreateCrateDie ModuleTag_06 2379 CrateData = SalvageCrateData 2380 ;CrateData = EliteTankCrateData 2381 ;CrateData = HeroicTankCrateData 2382 End 2383 2384 Behavior = TransitionDamageFX ModuleTag_07 2385 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 2386 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2387 End 2388 2389 Behavior = FlammableUpdate ModuleTag_21 2390 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2391 AflameDamageAmount = 3 ; taking this much damage... 2392 AflameDamageDelay = 500 ; this often. 2393 End 2394 2395 Behavior = WeaponBonusUpgrade ModuleTag_22 2396 TriggeredBy = Upgrade_ChinaChainGuns 2397 End 2398 2399 Geometry = BOX 2400 GeometryMajorRadius = 15.0 2401 GeometryMinorRadius = 10.0 2402 2403 GeometryHeight = 15.0 2404 GeometryIsSmall = Yes 2405 Shadow = SHADOW_VOLUME 2406 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2407 2408 End 2409 2410 2411 ;------------------------------------------------------------------------------ 2412 ;China Supply Truck 2413 Object Infa_ChinaVehicleSupplyTruck 2414 2415 ; *** ART Parameters *** 2416 2417 SelectPortrait = SNSupplyTruck_L 2418 ButtonImage = SNSupplyTruck 2419 2420 ;UpgradeCameo1 = NONE 2421 ;UpgradeCameo2 = NONE 2422 ;UpgradeCameo3 = NONE 2423 ;UpgradeCameo4 = NONE 2424 ;UpgradeCameo5 = NONE 2425 2426 Draw = W3DTruckDraw ModuleTag_01 2427 OkToChangeModelColor = Yes 2428 2429 DefaultConditionState 2430 Model = NVSSUPPLYTK 2431 HideSubObject = Cargo01 2432 End 2433 2434 ConditionState = REALLYDAMAGED 2435 Model = NVSSUPPLYTK_D 2436 End 2437 2438 ConditionState = RUBBLE 2439 Model = NVSSUPPLYTK_D 2440 End 2441 2442 ConditionState = CARRYING 2443 ShowSubObject = Cargo01 2444 End 2445 2446 ConditionState = REALLYDAMAGED CARRYING 2447 Model = NVSSUPPLYTK_D 2448 ShowSubObject = Cargo01 2449 End 2450 2451 ConditionState = RUBBLE CARRYING 2452 Model = NVSSUPPLYTK_D 2453 ShowSubObject = Cargo01 2454 End 2455 2456 TrackMarks = EXTireTrack.tga 2457 2458 LeftFrontTireBone = Tire01 2459 RightFrontTireBone = Tire02 2460 MidLeftRearTireBone = Tire03 2461 MidRightRearTireBone = Tire04 2462 LeftRearTireBone = Tire05 2463 RightRearTireBone = Tire06 2464 TireRotationMultiplier = 0.2 ; this * speed = rotation. 2465 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 2466 2467 Dust = RocketBuggyDust 2468 DirtSpray = RocketBuggyDirtSpray 2469 PowerslideSpray = RocketBuggyDirtPowerSlide 2470 2471 End 2472 2473 ; ***DESIGN parameters *** 2474 DisplayName = OBJECT:SupplyTruck 2475 Side = ChinaInfantryGeneral 2476 EditorSorting = VEHICLE 2477 TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) 2478 BuildCost = 600 2479 BuildTime = 10.0 ;in seconds 2480 VisionRange = 150 2481 ShroudClearingRange = 300 2482 Prerequisites 2483 Object = Infa_ChinaSupplyCenter 2484 End 2485 2486 ArmorSet 2487 Conditions = None 2488 Armor = TruckArmor 2489 DamageFX = TankDamageFX 2490 End 2491 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2492 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2493 CommandSet = ChinaSupplyTruckCommandSet 2494 ; *** AUDIO Parameters *** 2495 VoiceSelect = SupplyTruckVoiceSelect 2496 VoiceMove = SupplyTruckVoiceMove 2497 VoiceAttack = NoSound 2498 SoundMoveStart = SupplyTruckMoveStart 2499 SoundMoveStartDamaged = SupplyTruckMoveStart 2500 UnitSpecificSounds 2501 VoiceCreate = SupplyTruckVoiceCreate 2502 TruckLandingSound = NoSound 2503 TruckPowerslideSound = NoSound 2504 VoiceSupply = SupplyTruckVoiceSupply 2505 VoiceCrush = SupplyTruckVoiceCrush 2506 VoiceEnter = SupplyTruckVoiceMove 2507 2508 End 2509 2510 ; *** ENGINEERING Parameters *** 2511 RadarPriority = UNIT 2512 ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? 2513 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE 2514 2515 Body = ActiveBody ModuleTag_02 2516 MaxHealth = 300.0 2517 InitialHealth = 300.0 2518 2519 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2520 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2521 SubdualDamageCap = 600 2522 SubdualDamageHealRate = 500 2523 SubdualDamageHealAmount = 50 2524 End 2525 Behavior = SupplyTruckAIUpdate ModuleTag_03 2526 MaxBoxes = 4 2527 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) 2528 SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) 2529 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 2530 SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted 2531 End 2532 Locomotor = SET_NORMAL SupplyTruckLocomotor 2533 Behavior = PhysicsBehavior ModuleTag_04 2534 Mass = 5.0 2535 End 2536 2537 ExperienceValue = 50 50 50 50 ;Experience point value at each level 2538 2539 Behavior = SlowDeathBehavior ModuleTag_05 2540 DeathTypes = ALL -CRUSHED -SPLATTED 2541 DestructionDelay = 200 2542 DestructionDelayVariance = 100 2543 FX = FINAL FX_SupplyTruckExplosionOneFinal 2544 OCL = FINAL OCL_ChinaSupplyTruckDeathEffect 2545 End 2546 2547 Behavior = FXListDie ModuleTag_06 2548 DeathTypes = NONE +CRUSHED +SPLATTED 2549 DeathFX = FX_CarCrush 2550 End 2551 2552 Behavior = CreateObjectDie ModuleTag_07 2553 DeathTypes = NONE +CRUSHED +SPLATTED 2554 CreationList = OCL_ChinaSupplyTruck_CrushEffect 2555 End 2556 2557 Behavior = TransitionDamageFX ModuleTag_08 2558 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2559 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 2560 End 2561 2562 Behavior = FlammableUpdate ModuleTag_10 2563 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2564 AflameDamageAmount = 3 ; taking this much damage... 2565 AflameDamageDelay = 500 ; this often. 2566 End 2567 2568 ; A crushing defeat 2569 Behavior = DestroyDie ModuleTag_11 2570 DeathTypes = NONE +CRUSHED +SPLATTED 2571 End 2572 2573 Behavior = CreateCrateDie ModuleTag_12 2574 CrateData = SalvageCrateData 2575 End 2576 2577 Geometry = BOX 2578 GeometryMajorRadius = 17.0 2579 GeometryMinorRadius = 7.0 2580 GeometryHeight = 14.0 2581 GeometryIsSmall = No 2582 Shadow = SHADOW_VOLUME 2583 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2584 2585 End 2586 2587 2588 2589 ;------------------------------------------------------------------------------ 2590 ;China Construction Dozer 2591 Object Infa_ChinaVehicleDozer 2592 2593 ; *** ART Parameters *** 2594 SelectPortrait = SNDozer_L 2595 ButtonImage = SNDozer 2596 2597 ;UpgradeCameo1 = NONE 2598 ;UpgradeCameo2 = NONE 2599 ;UpgradeCameo3 = NONE 2600 ;UpgradeCameo4 = NONE 2601 ;UpgradeCameo5 = NONE 2602 2603 Draw = W3DTankDraw ModuleTag_01 2604 2605 OkToChangeModelColor = Yes 2606 2607 DefaultConditionState 2608 Model = NVCONSTDOZ_A 2609 ParticleSysBone = EXHAUST01 DozerSmokeLight 2610 End 2611 ConditionState = MOVING 2612 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2613 End 2614 ConditionState = FIRING_A MOVING PREATTACK_A 2615 Model = NVCONSTDOZ_A 2616 Animation = NVCONSTDOZ_A.NVCONSTDOZ_A 2617 AnimationMode = ONCE 2618 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2619 ParticleSysBone = DIRTFX01 DozerDirtFall 2620 End 2621 AliasConditionState = ATTACKING FIRING_A MOVING 2622 2623 ConditionState = REALLYDAMAGED RUBBLE 2624 Model = NVCONSTDOZ_AD 2625 End 2626 ConditionState = MOVING REALLYDAMAGED RUBBLE 2627 Model = NVCONSTDOZ_AD 2628 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2629 End 2630 ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE 2631 Model = NVCONSTDOZ_AD 2632 Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD 2633 AnimationMode = ONCE 2634 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2635 ParticleSysBone = DIRTFX01 DozerDirtFall 2636 End 2637 AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE 2638 2639 TrackMarks = EXTnkTrack.tga 2640 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 2641 End 2642 2643 ; ***DESIGN parameters *** 2644 DisplayName = OBJECT:Dozer 2645 Side = ChinaInfantryGeneral 2646 EditorSorting = VEHICLE 2647 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 2648 BuildCost = 1000 2649 BuildTime = 5.0 ;in seconds 2650 VisionRange = 150 2651 ShroudClearingRange = 300 2652 2653 WeaponSet 2654 Conditions = None 2655 Weapon = PRIMARY None 2656 End 2657 WeaponSet 2658 Conditions = MINE_CLEARING_DETAIL 2659 Weapon = PRIMARY DozerMineDisarmingWeapon 2660 End 2661 2662 ArmorSet 2663 Conditions = None 2664 Armor = DozerArmor ;Special Explosion-Proof Armor 2665 DamageFX = TankDamageFX 2666 End 2667 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2668 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2669 CommandSet = Infa_ChinaDozerCommandSet 2670 2671 ; *** AUDIO Parameters *** 2672 VoiceSelect = DozerChinaVoiceSelect 2673 VoiceMove = DozerChinaVoiceMove 2674 VoiceEnter = DozerChinaVoiceMove 2675 VoiceTaskComplete = DozerChinaVoiceBuildComplete 2676 SoundMoveStart = DozerChinaMoveStart 2677 SoundMoveStartDamaged = DozerChinaMoveStart 2678 2679 UnitSpecificSounds 2680 VoiceCreate = DozerChinaVoiceCreate 2681 VoiceCrush = DozerChinaVoiceCrush 2682 VoiceNoBuild = DozerChinaVoiceBuildNot 2683 VoiceRepair = DozerChinaVoiceRepair 2684 VoiceDisarm = DozerChinaVoiceClearMine 2685 VoiceEnter = DozerChinaVoiceMove 2686 VoiceBuildResponse = DozerChinaVoiceBuild 2687 End 2688 2689 2690 2691 ; *** ENGINEERING Parameters *** 2692 RadarPriority = UNIT 2693 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 2694 2695 Body = ActiveBody ModuleTag_02 2696 MaxHealth = 250.0 2697 InitialHealth = 250.0 2698 2699 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2700 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2701 SubdualDamageCap = 500 2702 SubdualDamageHealRate = 500 2703 SubdualDamageHealAmount = 50 2704 End 2705 Behavior = DozerAIUpdate ModuleTag_03 2706 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 2707 BoredTime = 5000 ; in milliseconds 2708 BoredRange = 150 ; when bored, we look this far away to do something 2709 ; the only "enemies" that workers can acquire are mines, to be disarmed... 2710 AutoAcquireEnemiesWhenIdle = Yes 2711 End 2712 Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor 2713 Behavior = PhysicsBehavior ModuleTag_04 2714 Mass = 75.0 2715 End 2716 2717 Behavior = StealthDetectorUpdate ModuleTag_05 2718 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 2719 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 2720 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 2721 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 2722 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 2723 End 2724 2725 Behavior = TransitionDamageFX ModuleTag_06 2726 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2727 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2728 End 2729 2730 ; Catch fire, and explode death 2731 Behavior = SlowDeathBehavior ModuleTag_07 2732 DeathTypes = ALL -CRUSHED -SPLATTED 2733 ProbabilityModifier = 100 2734 DestructionDelay = 1500 2735 DestructionDelayVariance = 600 2736 FX = INITIAL FX_CrusaderCatchFire 2737 OCL = FINAL OCL_ChinaDozerExplode 2738 FX = FINAL FX_BattleMasterExplosionOneFinal 2739 End 2740 2741 Behavior = CreateCrateDie ModuleTag_09 2742 CrateData = SalvageCrateData 2743 End 2744 2745 Behavior = FlammableUpdate ModuleTag_21 2746 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2747 AflameDamageAmount = 3 ; taking this much damage... 2748 AflameDamageDelay = 500 ; this often. 2749 End 2750 2751 Behavior = FXListDie ModuleTag_22 2752 DeathTypes = NONE +CRUSHED +SPLATTED 2753 DeathFX = FX_CarCrush 2754 End 2755 2756 Behavior = DestroyDie ModuleTag_23 2757 DeathTypes = NONE +CRUSHED +SPLATTED 2758 End 2759 2760 Geometry = BOX 2761 GeometryMajorRadius = 17.0;new radius to align mine sweeping position 2762 ;GeometryMajorRadius = 21.0;old radius 2763 GeometryMinorRadius = 10.0 2764 GeometryHeight = 15.0 2765 GeometryIsSmall = NO 2766 Shadow = SHADOW_VOLUME 2767 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2768 2769 End 2770 2771 ;-------------------¸ÄΪS300-------------------------------------------------------------- 2772 2773 Object Infa_ChinaTankECM 2774 ; *** ART Parameters *** 2775 SelectPortrait = T19 2776 ButtonImage = T19 2777 2778 Draw = W3DTankDraw ModuleTag_01 2779 2780 OkToChangeModelColor = Yes 2781 2782 DefaultConditionState 2783 Model = s300_rdy 2784 Turret = Turret 2785 TurretPitch = TURRETEL 2786 WeaponFireFXBone = PRIMARY WEAPONA01 2787 WeaponLaunchBone = PRIMARY WEAPONA01 2788 WeaponFireFXBone = SECONDARY WEAPONA02 2789 WeaponLaunchBone = SECONDARY WEAPONA02 2790 End 2791 2792 ConditionState = REALLYDAMAGED 2793 Model = s300_rdy 2794 Turret = Turret 2795 TurretPitch = TURRETEL 2796 End 2797 ConditionState = RUBBLE 2798 Model = s300_rdy 2799 Turret = Turret 2800 TurretPitch = TURRETEL 2801 End 2802 2803 ;*** PACKED STATE -- ready to move *** 2804 ConditionState = MOVING 2805 Animation = s300_rdy.s300_rdy 2806 AnimationMode = ONCE_BACKWARDS 2807 Flags = START_FRAME_FIRST 2808 End 2809 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 2810 AliasConditionState = BETWEEN_FIRING_SHOTS_A 2811 ;*** 2812 ConditionState = REALLYDAMAGED MOVING 2813 Model = s300_rdy 2814 Animation = s300_rdy.s300_rdy 2815 AnimationMode = ONCE_BACKWARDS 2816 Flags = START_FRAME_FIRST 2817 End 2818 AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 2819 2820 2821 ;*** UNPACKING STATE -- preparing to fire *** 2822 ConditionState = UNPACKING 2823 Animation = s300_rdy.s300_rdy 2824 AnimationMode = ONCE 2825 End 2826 AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 2827 ;*** 2828 ConditionState = REALLYDAMAGED UNPACKING 2829 Model = s300_rdy 2830 Animation = s300_rdy.s300_rdy 2831 AnimationMode = ONCE 2832 End 2833 AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 2834 2835 ;*** PACKING STATE -- preparing to move *** 2836 ConditionState = PACKING 2837 Animation = s300_rdy.s300_rdy 2838 AnimationMode = ONCE_BACKWARDS 2839 Flags = START_FRAME_LAST 2840 End 2841 2842 AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 2843 ;*** 2844 ConditionState = REALLYDAMAGED PACKING 2845 Model = s300_rdy.s300_rdy 2846 Animation = s300_f.s300_f 2847 AnimationMode = ONCE_BACKWARDS 2848 Flags = START_FRAME_LAST 2849 End 2850 AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 2851 2852 ;*** DEPLOYED STATE -- ready to fire *** 2853 ConditionState = DEPLOYED 2854 Animation = s300_rdy.s300_rdy 2855 AnimationMode = ONCE 2856 Flags = START_FRAME_LAST 2857 TransitionKey = TRANS_FIRING_A 2858 End 2859 AliasConditionState = DEPLOYED FIRING_A 2860 AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A 2861 AliasConditionState = DEPLOYED RELOADING_A 2862 AliasConditionState = DEPLOYED MOVING 2863 2864 ConditionState = DEPLOYED REALLYDAMAGED 2865 Model = s300_rdy 2866 Animation = s300_rdy.s300_rdy 2867 AnimationMode = ONCE 2868 Flags = START_FRAME_LAST 2869 TransitionKey = TRANS_FIRING_A 2870 End 2871 AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A 2872 AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 2873 AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A 2874 AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 2875 2876 TrackMarks = EXTnkTrack.tga 2877 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 2878 2879 End 2880 2881 ; ***DESIGN parameters *** 2882 DisplayName = OBJECT:ECMTank 2883 Side = ChinaInfantryGeneral 2884 EditorSorting = VEHICLE 2885 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2886 WeaponSet 2887 Conditions = None 2888 Weapon = PRIMARY ChinaMLRSRocket 2889 Weapon = SECONDARY ChinaMLRSRocket 2890 End 2891 ArmorSet 2892 Conditions = None 2893 Armor = TruckArmor 2894 DamageFX = TankDamageFX 2895 End 2896 BuildCost = 1200 2897 BuildTime = 12.0 ;in seconds 2898 VisionRange = 300 2899 ShroudClearingRange = 400 2900 Prerequisites 2901 Object = Infa_ChinaWarFactory 2902 2903 End 2904 2905 2906 ; *** ENGINEERING Parameters *** 2907 RadarPriority = UNIT 2908 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 2909 2910 Body = ActiveBody ModuleTag_02 2911 MaxHealth = 1000.0 2912 InitialHealth = 1000.0 2913 End 2914 2915 ExperienceValue = 100 100 200 400 ;Experience point value at each level 2916 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 2917 IsTrainable = Yes ;Can gain experience 2918 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2919 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2920 CommandSet = ChinaVehicleBattleMasterCommandSet 2921 2922 Behavior = HordeUpdate ModuleTag_04 2923 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 2924 UpdateRate = 1000 ; how often to recheck horde status (msec) 2925 Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 2926 KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness 2927 AlliesOnly = Yes ; do we only count allies towards horde status? 2928 ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 2929 Count = 5 ; how many units must be within Radius to grant us horde-ness 2930 Action = HORDE ; when horde-ing, grant us the HORDE bonus 2931 End 2932 2933 Behavior = DeployStyleAIUpdate ModuleTag_24 2934 Turret 2935 TurretTurnRate = 0 2936 TurretPitchRate = 0 2937 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here 2938 AllowsPitch = Yes 2939 RecenterTime = 5000 ; how long to wait during idle before recentering 2940 ControlledWeaponSlots = PRIMARY 2941 NaturalTurretAngle = 0 2942 InitiallyDisabled = Yes 2943 End 2944 AutoAcquireEnemiesWhenIdle = No 2945 PackTime = 3333 2946 UnpackTime = 3333 2947 TurretsFunctionOnlyWhenDeployed = Yes 2948 TurretsMustCenterBeforePacking = Yes 2949 AutoAcquireEnemiesWhenIdle = No 2950 PackTime = 3333 2951 UnpackTime = 3333 2952 TurretsFunctionOnlyWhenDeployed = Yes 2953 TurretsMustCenterBeforePacking = Yes 2954 End 2955 2956 Locomotor = SET_NORMAL ChinaNukeCannonLocomotor 2957 Behavior = PhysicsBehavior ModuleTag_03 2958 Mass = 50.0 2959 End 2960 2961 Behavior = SlowDeathBehavior ModuleTag_05 2962 DeathTypes = ALL -CRUSHED -SPLATTED 2963 DestructionDelay = 200 2964 DestructionDelayVariance = 100 2965 FX = FINAL FX_SupplyTruckExplosionOneFinal 2966 OCL = FINAL OCL_ChinaSupplyTruckDeathEffect 2967 End 2968 2969 Behavior = FXListDie ModuleTag_06 2970 DeathTypes = NONE +CRUSHED +SPLATTED 2971 DeathFX = FX_CarCrush 2972 End 2973 2974 Behavior = CreateObjectDie ModuleTag_07 2975 DeathTypes = NONE +CRUSHED +SPLATTED 2976 CreationList = OCL_ChinaSupplyTruck_CrushEffect 2977 End 2978 2979 2980 Behavior = TransitionDamageFX ModuleTag_13 2981 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 2982 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2983 End 2984 2985 Behavior = FlammableUpdate ModuleTag_21 2986 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2987 AflameDamageAmount = 3 ; taking this much damage... 2988 AflameDamageDelay = 500 ; this often. 2989 End 2990 2991 Geometry = BOX 2992 GeometryMajorRadius = 13.0 2993 GeometryMinorRadius = 9.0 2994 GeometryHeight = 10 2995 GeometryIsSmall = Yes 2996 Shadow = SHADOW_VOLUME 2997 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2998 2999 End 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 ;------------------------------------------------------------------------------ 3054 Object Infa_ChinaCommandCenter 3055 3056 ; *** ART Parameters *** 3057 3058 ; ------------ the main building itself ----------------- 3059 SelectPortrait = SNComCentr_L 3060 ButtonImage = SNComCentr 3061 Draw = W3DModelDraw ModuleTag_01 3062 OkToChangeModelColor = Yes 3063 3064 ; DAY ************************************ 3065 DefaultConditionState 3066 Model = NBConYardI 3067 Animation = NBConYardI.NBConYardI 3068 AnimationMode = LOOP 3069 End 3070 ConditionState = DAMAGED 3071 Model = NBConYardI_D 3072 Animation = NBConYardI_D.NBConYardI_D 3073 AnimationMode = LOOP 3074 ParticleSysBone = Fire01 SmolderingFire 3075 ParticleSysBone = Fire02 SmolderingFire 3076 ParticleSysBone = Fire03 SmolderingFire 3077 ParticleSysBone = Smoke01 SmolderingSmoke 3078 ParticleSysBone = Smoke02 SmolderingSmoke 3079 ParticleSysBone = Smoke03 SmolderingSmoke 3080 End 3081 ConditionState = REALLYDAMAGED RUBBLE 3082 Model = NBConYardI_E 3083 Animation = NBConYardI_E.NBConYardI_E 3084 AnimationMode = LOOP 3085 ParticleSysBone = Fire01 SmolderingFire 3086 ParticleSysBone = Fire02 SmolderingFire 3087 ParticleSysBone = Fire03 SmolderingFire 3088 ParticleSysBone = Fire04 SmolderingFire 3089 ParticleSysBone = Fire05 SmolderingFire 3090 ParticleSysBone = Fire06 SmolderingFire 3091 ParticleSysBone = Fire07 SmolderingFire 3092 ParticleSysBone = Smoke01 SmolderingSmoke 3093 ParticleSysBone = Smoke02 SmolderingSmoke 3094 ParticleSysBone = Smoke03 SmolderingSmoke 3095 End 3096 3097 3098 ;NIGHT *********************************** 3099 ConditionState = NIGHT 3100 Model = NBConYardI_N 3101 Animation = NBConYardI_N.NBConYardI_N 3102 AnimationMode = LOOP 3103 End 3104 ConditionState = DAMAGED NIGHT 3105 Model = NBConYardI_DN 3106 Animation = NBConYardI_DN.NBConYardI_DN 3107 AnimationMode = LOOP 3108 ParticleSysBone = Fire01 SmolderingFire 3109 ParticleSysBone = Fire02 SmolderingFire 3110 ParticleSysBone = Fire03 SmolderingFire 3111 ParticleSysBone = Smoke01 SmolderingSmoke 3112 ParticleSysBone = Smoke02 SmolderingSmoke 3113 ParticleSysBone = Smoke03 SmolderingSmoke 3114 End 3115 ConditionState = REALLYDAMAGED RUBBLE NIGHT 3116 Model = NBConYardI_EN 3117 Animation = NBConYardI_EN.NBConYardI_EN 3118 AnimationMode = LOOP 3119 ParticleSysBone = Fire01 SmolderingFire 3120 ParticleSysBone = Fire02 SmolderingFire 3121 ParticleSysBone = Fire03 SmolderingFire 3122 ParticleSysBone = Fire04 SmolderingFire 3123 ParticleSysBone = Fire05 SmolderingFire 3124 ParticleSysBone = Fire06 SmolderingFire 3125 ParticleSysBone = Fire07 SmolderingFire 3126 ParticleSysBone = Smoke01 SmolderingSmoke 3127 ParticleSysBone = Smoke02 SmolderingSmoke 3128 ParticleSysBone = Smoke03 SmolderingSmoke 3129 End 3130 3131 3132 ;SNOW ************************************* 3133 ConditionState = SNOW 3134 Model = NBConYardI_S 3135 Animation = NBConYardI_S.NBConYardI_S 3136 AnimationMode = LOOP 3137 End 3138 ConditionState = DAMAGED SNOW 3139 Model = NBConYardI_DS 3140 Animation = NBConYardI_DS.NBConYardI_DS 3141 AnimationMode = LOOP 3142 ParticleSysBone = Fire01 SmolderingFire 3143 ParticleSysBone = Fire02 SmolderingFire 3144 ParticleSysBone = Fire03 SmolderingFire 3145 ParticleSysBone = Smoke01 SmolderingSmoke 3146 ParticleSysBone = Smoke02 SmolderingSmoke 3147 ParticleSysBone = Smoke03 SmolderingSmoke 3148 End 3149 ConditionState = REALLYDAMAGED RUBBLE SNOW 3150 Model = NBConYardI_ES 3151 Animation = NBConYardI_ES.NBConYardI_ES 3152 AnimationMode = LOOP 3153 ParticleSysBone = Fire01 SmolderingFire 3154 ParticleSysBone = Fire02 SmolderingFire 3155 ParticleSysBone = Fire03 SmolderingFire 3156 ParticleSysBone = Fire04 SmolderingFire 3157 ParticleSysBone = Fire05 SmolderingFire 3158 ParticleSysBone = Fire06 SmolderingFire 3159 ParticleSysBone = Fire07 SmolderingFire 3160 ParticleSysBone = Smoke01 SmolderingSmoke 3161 ParticleSysBone = Smoke02 SmolderingSmoke 3162 ParticleSysBone = Smoke03 SmolderingSmoke 3163 End 3164 3165 ;NIGHT SNOW ***************************** 3166 ConditionState = NIGHT SNOW 3167 Model = NBConYardI_NS 3168 Animation = NBConYardI_NS.NBConYardI_NS 3169 AnimationMode = LOOP 3170 End 3171 ConditionState = DAMAGED NIGHT SNOW 3172 Model = NBConYardI_DNS 3173 Animation = NBConYardI_DNS.NBConYardI_DNS 3174 AnimationMode = LOOP 3175 ParticleSysBone = Fire01 SmolderingFire 3176 ParticleSysBone = Fire02 SmolderingFire 3177 ParticleSysBone = Fire03 SmolderingFire 3178 ParticleSysBone = Smoke01 SmolderingSmoke 3179 ParticleSysBone = Smoke02 SmolderingSmoke 3180 ParticleSysBone = Smoke03 SmolderingSmoke 3181 End 3182 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 3183 Model = NBConYardI_ENS 3184 Animation = NBConYardI_ENS.NBConYardI_ENS 3185 AnimationMode = LOOP 3186 ParticleSysBone = Fire01 SmolderingFire 3187 ParticleSysBone = Fire02 SmolderingFire 3188 ParticleSysBone = Fire03 SmolderingFire 3189 ParticleSysBone = Fire04 SmolderingFire 3190 ParticleSysBone = Fire05 SmolderingFire 3191 ParticleSysBone = Fire06 SmolderingFire 3192 ParticleSysBone = Fire07 SmolderingFire 3193 ParticleSysBone = Smoke01 SmolderingSmoke 3194 ParticleSysBone = Smoke02 SmolderingSmoke 3195 ParticleSysBone = Smoke03 SmolderingSmoke 3196 End 3197 3198 ;************************************************************************************************************************** 3199 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3200 ;for this draw module 3201 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3202 Model = NBConYardI 3203 Animation = NBConYardI.NBConYardI 3204 AnimationMode = LOOP 3205 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3206 End 3207 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3208 Model = NBConYardI_D 3209 Animation = NBConYardI_D.NBConYardI_D 3210 AnimationMode = LOOP 3211 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3212 End 3213 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3214 Model = NBConYardI_E 3215 Animation = NBConYardI_E.NBConYardI_E 3216 AnimationMode = LOOP 3217 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3218 End 3219 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3220 Model = NBConYardI_N 3221 Animation = NBConYardI_N.NBConYardI_N 3222 AnimationMode = LOOP 3223 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3224 End 3225 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 3226 Model = NBConYardI_DN 3227 Animation = NBConYardI_DN.NBConYardI_DN 3228 AnimationMode = LOOP 3229 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3230 End 3231 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 3232 Model = NBConYardI_EN 3233 Animation = NBConYardI_EN.NBConYardI_EN 3234 AnimationMode = LOOP 3235 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3236 End 3237 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3238 Model = NBConYardI_S 3239 Animation = NBConYardI_S.NBConYardI_S 3240 AnimationMode = LOOP 3241 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3242 End 3243 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 3244 Model = NBConYardI_DS 3245 Animation = NBConYardI_DS.NBConYardI_DS 3246 AnimationMode = LOOP 3247 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3248 End 3249 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 3250 Model = NBConYardI_ES 3251 Animation = NBConYardI_ES.NBConYardI_ES 3252 AnimationMode = LOOP 3253 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3254 End 3255 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3256 Model = NBConYardI_NS 3257 Animation = NBConYardI_NS.NBConYardI_NS 3258 AnimationMode = LOOP 3259 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3260 End 3261 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 3262 Model = NBConYardI_DNS 3263 Animation = NBConYardI_DNS.NBConYardI_DNS 3264 AnimationMode = LOOP 3265 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3266 End 3267 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 3268 Model = NBConYardI_ENS 3269 Animation = NBConYardI_ENS.NBConYardI_ENS 3270 AnimationMode = LOOP 3271 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3272 End 3273 3274 ConditionState = AWAITING_CONSTRUCTION 3275 Model = NONE 3276 End 3277 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3278 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3279 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3280 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3281 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3282 AliasConditionState = AWAITING_CONSTRUCTION SNOW 3283 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 3284 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 3285 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3286 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3287 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3288 AliasConditionState = SOLD 3289 AliasConditionState = SOLD DAMAGED 3290 AliasConditionState = SOLD REALLYDAMAGED 3291 AliasConditionState = SOLD NIGHT 3292 AliasConditionState = SOLD NIGHT DAMAGED 3293 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3294 AliasConditionState = SOLD SNOW 3295 AliasConditionState = SOLD SNOW DAMAGED 3296 AliasConditionState = SOLD SNOW REALLYDAMAGED 3297 AliasConditionState = SOLD NIGHT SNOW 3298 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3299 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3300 ;************************************************************************************************************************** 3301 End 3302 3303 ; ------------ Radar Extending ----------------- 3304 Draw = W3DModelDraw ModuleTag_02 3305 3306 DefaultConditionState 3307 Model = None 3308 End 3309 AliasConditionState = DAMAGED 3310 AliasConditionState = REALLYDAMAGED RUBBLE 3311 3312 ConditionState = RADAR_EXTENDING RADAR_UPGRADED 3313 Model = NBConYard_A2 3314 Animation = NBConYard_A2.NBConYard_A2 3315 AnimationMode = ONCE 3316 Flags = START_FRAME_FIRST 3317 End 3318 3319 ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 3320 Model = NBConYard_A2D 3321 Animation = NBConYard_A2D.NBConYard_A2D 3322 AnimationMode = ONCE 3323 Flags = START_FRAME_FIRST 3324 End 3325 3326 ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 3327 Model = NBConYard_A2E 3328 Animation = NBConYard_A2E.NBConYard_A2E 3329 AnimationMode = ONCE 3330 Flags = START_FRAME_FIRST 3331 End 3332 3333 ConditionState = RADAR_UPGRADED 3334 Model = NBConYard_A2 3335 Animation = NBConYard_A2.NBConYard_A2 3336 AnimationMode = MANUAL 3337 Flags = START_FRAME_LAST 3338 End 3339 3340 ConditionState = RADAR_UPGRADED DAMAGED 3341 Model = NBConYard_A2D 3342 Animation = NBConYard_A2D.NBConYard_A2D 3343 AnimationMode = MANUAL 3344 Flags = START_FRAME_LAST 3345 End 3346 3347 ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE 3348 Model = NBConYard_A2E 3349 Animation = NBConYard_A2E.NBConYard_A2E 3350 AnimationMode = MANUAL 3351 Flags = START_FRAME_LAST 3352 End 3353 3354 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3355 Model = NBConYard_A2 3356 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3357 End 3358 3359 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3360 Model = NBConYard_A2D 3361 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3362 End 3363 3364 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 3365 Model = NBConYard_A2E 3366 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3367 End 3368 3369 End 3370 PlacementViewAngle = -135 3371 3372 ; ------------ construction-zone fence ----------------- 3373 Draw = W3DModelDraw ModuleTag_03 3374 AnimationsRequirePower = No 3375 DefaultConditionState 3376 Model = None 3377 TransitionKey = DOWN_DEFAULT 3378 End 3379 ConditionState = NIGHT 3380 Model = None 3381 TransitionKey = DOWN_DEFAULT 3382 End 3383 ConditionState = SNOW 3384 Model = None 3385 TransitionKey = DOWN_DEFAULT 3386 End 3387 ConditionState = SNOW NIGHT 3388 Model = None 3389 TransitionKey = DOWN_DEFAULT 3390 End 3391 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3392 Model = NBConYard_A4 3393 Animation = NBConYard_A4.NBConYard_A4 3394 AnimationMode = MANUAL 3395 Flags = START_FRAME_LAST 3396 TransitionKey = UP_DAY 3397 ParticleSysBone = Pit SmolderingFire 3398 ParticleSysBone = Pit01 SmolderingFire 3399 ParticleSysBone = Pit SmolderingSmoke 3400 ParticleSysBone = Pit01 SmolderingSmoke 3401 End 3402 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3403 Model = NBConYard_A4N 3404 Animation = NBConYard_A4N.NBConYard_A4N 3405 AnimationMode = MANUAL 3406 Flags = START_FRAME_LAST 3407 TransitionKey = UP_NIGHT 3408 ParticleSysBone = Pit SmolderingFire 3409 ParticleSysBone = Pit01 SmolderingFire 3410 ParticleSysBone = Pit SmolderingSmoke 3411 ParticleSysBone = Pit01 SmolderingSmoke 3412 End 3413 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3414 Model = NBConYard_A4S 3415 Animation = NBConYard_A4S.NBConYard_A4S 3416 AnimationMode = MANUAL 3417 Flags = START_FRAME_LAST 3418 TransitionKey = UP_SNOW 3419 ParticleSysBone = Pit SmolderingFire 3420 ParticleSysBone = Pit01 SmolderingFire 3421 ParticleSysBone = Pit SmolderingSmoke 3422 ParticleSysBone = Pit01 SmolderingSmoke 3423 End 3424 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3425 Model = NBConYard_A4SN 3426 Animation = NBConYard_A4SN.NBConYard_A4SN 3427 AnimationMode = MANUAL 3428 Flags = START_FRAME_LAST 3429 TransitionKey = UP_SNOWNIGHT 3430 ParticleSysBone = Pit SmolderingFire 3431 ParticleSysBone = Pit01 SmolderingFire 3432 ParticleSysBone = Pit SmolderingSmoke 3433 ParticleSysBone = Pit01 SmolderingSmoke 3434 End 3435 TransitionState = DOWN_DEFAULT UP_DAY 3436 Model = NBConYard_A4 3437 Animation = NBConYard_A4.NBConYard_A4 3438 AnimationMode = ONCE 3439 AnimationSpeedFactorRange = 1.0 1.0 3440 Flags = START_FRAME_FIRST 3441 ParticleSysBone = Pit SmolderingFire 3442 ParticleSysBone = Pit01 SmolderingFire 3443 ParticleSysBone = Pit SmolderingSmoke 3444 ParticleSysBone = Pit01 SmolderingSmoke 3445 End 3446 TransitionState = DOWN_DEFAULT UP_NIGHT 3447 Model = NBConYard_A4N 3448 Animation = NBConYard_A4N.NBConYard_A4N 3449 AnimationMode = ONCE 3450 AnimationSpeedFactorRange = 1.0 1.0 3451 Flags = START_FRAME_FIRST 3452 ParticleSysBone = Pit SmolderingFire 3453 ParticleSysBone = Pit01 SmolderingFire 3454 ParticleSysBone = Pit SmolderingSmoke 3455 ParticleSysBone = Pit01 SmolderingSmoke 3456 End 3457 TransitionState = DOWN_DEFAULT UP_SNOW 3458 Model = NBConYard_A4S 3459 Animation = NBConYard_A4S.NBConYard_A4S 3460 AnimationMode = ONCE 3461 AnimationSpeedFactorRange = 1.0 1.0 3462 Flags = START_FRAME_FIRST 3463 ParticleSysBone = Pit SmolderingFire 3464 ParticleSysBone = Pit01 SmolderingFire 3465 ParticleSysBone = Pit SmolderingSmoke 3466 ParticleSysBone = Pit01 SmolderingSmoke 3467 End 3468 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3469 Model = NBConYard_A4SN 3470 Animation = NBConYard_A4SN.NBConYard_A4SN 3471 AnimationMode = ONCE 3472 AnimationSpeedFactorRange = 1.0 1.0 3473 Flags = START_FRAME_FIRST 3474 ParticleSysBone = Pit SmolderingFire 3475 ParticleSysBone = Pit01 SmolderingFire 3476 ParticleSysBone = Pit SmolderingSmoke 3477 ParticleSysBone = Pit01 SmolderingSmoke 3478 End 3479 TransitionState = UP_DAY DOWN_DEFAULT 3480 Model = NBConYard_A4 3481 Animation = NBConYard_A4.NBConYard_A4 3482 AnimationMode = ONCE_BACKWARDS 3483 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3484 Flags = START_FRAME_LAST 3485 ParticleSysBone = Pit SmolderingFire 3486 ParticleSysBone = Pit01 SmolderingFire 3487 ParticleSysBone = Pit SmolderingSmoke 3488 ParticleSysBone = Pit01 SmolderingSmoke 3489 End 3490 TransitionState = UP_NIGHT DOWN_DEFAULT 3491 Model = NBConYard_A4N 3492 Animation = NBConYard_A4N.NBConYard_A4N 3493 AnimationMode = ONCE_BACKWARDS 3494 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3495 Flags = START_FRAME_LAST 3496 ParticleSysBone = Pit SmolderingFire 3497 ParticleSysBone = Pit01 SmolderingFire 3498 ParticleSysBone = Pit SmolderingSmoke 3499 ParticleSysBone = Pit01 SmolderingSmoke 3500 End 3501 TransitionState = UP_SNOW DOWN_DEFAULT 3502 Model = NBConYard_A4S 3503 Animation = NBConYard_A4S.NBConYard_A4S 3504 AnimationMode = ONCE_BACKWARDS 3505 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3506 Flags = START_FRAME_LAST 3507 ParticleSysBone = Pit SmolderingFire 3508 ParticleSysBone = Pit01 SmolderingFire 3509 ParticleSysBone = Pit SmolderingSmoke 3510 ParticleSysBone = Pit01 SmolderingSmoke 3511 End 3512 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3513 Model = NBConYard_A4SN 3514 Animation = NBConYard_A4SN.NBConYard_A4SN 3515 AnimationMode = ONCE_BACKWARDS 3516 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3517 Flags = START_FRAME_LAST 3518 ParticleSysBone = Pit SmolderingFire 3519 ParticleSysBone = Pit01 SmolderingFire 3520 ParticleSysBone = Pit SmolderingSmoke 3521 ParticleSysBone = Pit01 SmolderingSmoke 3522 End 3523 End 3524 3525 ; ------------ under-construction scaffolding ----------------- 3526 Draw = W3DModelDraw ModuleTag_04 3527 AnimationsRequirePower = No 3528 MinLODRequired = MEDIUM 3529 DefaultConditionState 3530 Model = None 3531 TransitionKey = DOWN_DEFAULT 3532 End 3533 ConditionState = NIGHT 3534 Model = None 3535 TransitionKey = DOWN_DEFAULT 3536 End 3537 ConditionState = SNOW 3538 Model = None 3539 TransitionKey = DOWN_DEFAULT 3540 End 3541 ConditionState = SNOW NIGHT 3542 Model = None 3543 TransitionKey = DOWN_DEFAULT 3544 End 3545 ConditionState = PARTIALLY_CONSTRUCTED 3546 Model = NBConYard_A6 3547 Animation = NBConYard_A6.NBConYard_A6 3548 AnimationMode = MANUAL 3549 Flags = START_FRAME_LAST 3550 TransitionKey = UP_DAY 3551 ParticleSysBone = Dust01 BuildingDustChina 3552 ParticleSysBone = SmokeM01 BuildUpSmokeChina 3553 ParticleSysBone = SmokeS02 BuildUpSmokeChina 3554 ParticleSysBone = SparksM01 BuildUpSmokeChina 3555 ParticleSysBone = SparksM02 BuildUpSmokeChina 3556 ParticleSysBone = SparksS01 BuildUpSmokeChina 3557 ParticleSysBone = SparksS02 BuildUpSmokeChina 3558 End 3559 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 3560 Model = NBConYard_A6N 3561 Animation = NBConYard_A6N.NBConYard_A6N 3562 AnimationMode = MANUAL 3563 Flags = START_FRAME_LAST 3564 TransitionKey = UP_NIGHT 3565 3566 ParticleSysBone = Dust01 BuildingDustChina 3567 ParticleSysBone = SmokeM01 BuildUpSmokeChina 3568 ParticleSysBone = SmokeS02 BuildUpSmokeChina 3569 ParticleSysBone = SparksM01 BuildUpSmokeChina 3570 ParticleSysBone = SparksM02 BuildUpSmokeChina 3571 ParticleSysBone = SparksS01 BuildUpSmokeChina 3572 ParticleSysBone = SparksS02 BuildUpSmokeChina 3573 End 3574 ConditionState = SNOW PARTIALLY_CONSTRUCTED 3575 Model = NBConYard_A6S 3576 Animation = NBConYard_A6S.NBConYard_A6S 3577 AnimationMode = MANUAL 3578 Flags = START_FRAME_LAST 3579 TransitionKey = UP_SNOW 3580 ParticleSysBone = Dust01 BuildingSnowDust 3581 ParticleSysBone = SmokeM01 BuildUpSnowSmoke 3582 ParticleSysBone = SmokeS02 BuildUpSnowSmoke 3583 ParticleSysBone = SparksM01 BuildUpSnowSmoke 3584 ParticleSysBone = SparksM02 BuildUpSnowSmoke 3585 ParticleSysBone = SparksS01 BuildUpSnowSmoke 3586 ParticleSysBone = SparksS02 BuildUpSnowSmoke 3587 End 3588 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 3589 Model = NBConYard_A6SN 3590 Animation = NBConYard_A6SN.NBConYard_A6SN 3591 AnimationMode = MANUAL 3592 Flags = START_FRAME_LAST 3593 TransitionKey = UP_SNOWNIGHT 3594 ParticleSysBone = Dust01 BuildingNightSnowDust 3595 ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke 3596 ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke 3597 ParticleSysBone = SparksM01 BuildUpNightSnowSmoke 3598 ParticleSysBone = SparksM02 BuildUpNightSnowSmoke 3599 ParticleSysBone = SparksS01 BuildUpNightSnowSmoke 3600 ParticleSysBone = SparksS02 BuildUpNightSnowSmoke 3601 End 3602 TransitionState = DOWN_DEFAULT UP_DAY 3603 Model = NBConYard_A6 3604 Animation = NBConYard_A6.NBConYard_A6 3605 AnimationMode = ONCE 3606 AnimationSpeedFactorRange = 1.0 1.0 3607 Flags = START_FRAME_FIRST 3608 End 3609 TransitionState = DOWN_DEFAULT UP_NIGHT 3610 Model = NBConYard_A6N 3611 Animation = NBConYard_A6N.NBConYard_A6N 3612 AnimationMode = ONCE 3613 AnimationSpeedFactorRange = 1.0 1.0 3614 Flags = START_FRAME_FIRST 3615 End 3616 TransitionState = DOWN_DEFAULT UP_SNOW 3617 Model = NBConYard_A6S 3618 Animation = NBConYard_A6S.NBConYard_A6S 3619 AnimationMode = ONCE 3620 AnimationSpeedFactorRange = 1.0 1.0 3621 Flags = START_FRAME_FIRST 3622 End 3623 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3624 Model = NBConYard_A6SN 3625 Animation = NBConYard_A6SN.NBConYard_A6SN 3626 AnimationMode = ONCE 3627 AnimationSpeedFactorRange = 1.0 1.0 3628 Flags = START_FRAME_FIRST 3629 End 3630 TransitionState = UP_DAY DOWN_DEFAULT 3631 Model = NBConYard_A6 3632 Animation = NBConYard_A6.NBConYard_A6 3633 AnimationMode = ONCE_BACKWARDS 3634 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3635 Flags = START_FRAME_LAST 3636 End 3637 TransitionState = UP_NIGHT DOWN_DEFAULT 3638 Model = NBConYard_A6N 3639 Animation = NBConYard_A6N.NBConYard_A6N 3640 AnimationMode = ONCE_BACKWARDS 3641 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3642 Flags = START_FRAME_LAST 3643 End 3644 TransitionState = UP_SNOW DOWN_DEFAULT 3645 Model = NBConYard_A6S 3646 Animation = NBConYard_A6S.NBConYard_A6S 3647 AnimationMode = ONCE_BACKWARDS 3648 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3649 Flags = START_FRAME_LAST 3650 End 3651 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3652 Model = NBConYard_A6SN 3653 Animation = NBConYard_A6SN.NBConYard_A6SN 3654 AnimationMode = ONCE_BACKWARDS 3655 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3656 Flags = START_FRAME_LAST 3657 End 3658 End 3659 3660 ; ------------ being-constructed crane ----------------- 3661 Draw = W3DModelDraw ModuleTag_05 3662 AnimationsRequirePower = No 3663 DefaultConditionState 3664 Model = None 3665 TransitionKey = DOWN_DEFAULT 3666 End 3667 ConditionState = NIGHT 3668 Model = None 3669 TransitionKey = DOWN_DEFAULT 3670 End 3671 ConditionState = SNOW 3672 Model = None 3673 TransitionKey = DOWN_DEFAULT 3674 End 3675 ConditionState = SNOW NIGHT 3676 Model = None 3677 TransitionKey = DOWN_DEFAULT 3678 End 3679 3680 ConditionState = ACTIVELY_BEING_CONSTRUCTED 3681 Model = NBConYard_A5 3682 Animation = NBConYard_A5.NBConYard_A5 3683 AnimationMode = LOOP 3684 TransitionKey = UP_DAY 3685 End 3686 3687 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 3688 Model = NBConYard_A5N 3689 Animation = NBConYard_A5N.NBConYard_A5N 3690 AnimationMode = LOOP 3691 TransitionKey = UP_NIGHT 3692 End 3693 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 3694 Model = NBConYard_A5S 3695 Animation = NBConYard_A5S.NBConYard_A5S 3696 AnimationMode = LOOP 3697 TransitionKey = UP_SNOW 3698 End 3699 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 3700 Model = NBConYard_A5SN 3701 Animation = NBConYard_A5SN.NBConYard_A5SN 3702 AnimationMode = LOOP 3703 TransitionKey = UP_SNOWNIGHT 3704 End 3705 TransitionState = DOWN_DEFAULT UP_DAY 3706 Model = NBConYard_AB 3707 Animation = NBConYard_AB.NBConYard_AB 3708 AnimationMode = ONCE 3709 AnimationSpeedFactorRange = 1.0 1.0 3710 Flags = START_FRAME_FIRST 3711 End 3712 3713 TransitionState = DOWN_DEFAULT UP_NIGHT 3714 Model = NBConYard_ABN 3715 Animation = NBConYard_ABN.NBConYard_ABN 3716 AnimationMode = ONCE 3717 AnimationSpeedFactorRange = 1.0 1.0 3718 Flags = START_FRAME_FIRST 3719 End 3720 TransitionState = DOWN_DEFAULT UP_SNOW 3721 Model = NBConYard_ABS 3722 Animation = NBConYard_ABS.NBConYard_ABS 3723 AnimationMode = ONCE 3724 AnimationSpeedFactorRange = 1.0 1.0 3725 Flags = START_FRAME_FIRST 3726 End 3727 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3728 Model = NBConYard_ABSN 3729 Animation = NBConYard_ABSN.NBConYard_ABSN 3730 AnimationMode = ONCE 3731 AnimationSpeedFactorRange = 1.0 1.0 3732 Flags = START_FRAME_FIRST 3733 End 3734 TransitionState = UP_DAY DOWN_DEFAULT 3735 Model = NBConYard_AB 3736 Animation = NBConYard_AB.NBConYard_AB 3737 AnimationMode = ONCE_BACKWARDS 3738 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3739 Flags = START_FRAME_LAST 3740 End 3741 TransitionState = UP_NIGHT DOWN_DEFAULT 3742 Model = NBConYard_ABN 3743 Animation = NBConYard_ABN.NBConYard_ABN 3744 AnimationMode = ONCE_BACKWARDS 3745 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3746 Flags = START_FRAME_LAST 3747 End 3748 TransitionState = UP_SNOW DOWN_DEFAULT 3749 Model = NBConYard_ABS 3750 Animation = NBConYard_ABS.NBConYard_ABS 3751 AnimationMode = ONCE_BACKWARDS 3752 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3753 Flags = START_FRAME_LAST 3754 End 3755 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3756 Model = NBConYard_ABSN 3757 Animation = NBConYard_ABSN.NBConYard_ABSN 3758 AnimationMode = ONCE_BACKWARDS 3759 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3760 Flags = START_FRAME_LAST 3761 End 3762 End 3763 3764 ; ----------------- the factory door ------------------- 3765 Draw = W3DModelDraw ModuleTag_06 3766 DefaultConditionState 3767 Model = NBConYard_A7 3768 Animation = NBConYard_A7.NBConYard_A7 3769 AnimationMode = MANUAL 3770 Flags = START_FRAME_FIRST 3771 End 3772 AliasConditionState = NIGHT 3773 AliasConditionState = SNOW 3774 AliasConditionState = NIGHT SNOW 3775 3776 ConditionState = DAMAGED 3777 Model = NBConYard_A7D 3778 Animation = NBConYard_A7D.NBConYard_A7D 3779 AnimationMode = MANUAL 3780 Flags = START_FRAME_FIRST 3781 End 3782 AliasConditionState = NIGHT DAMAGED 3783 AliasConditionState = SNOW DAMAGED 3784 AliasConditionState = NIGHT SNOW DAMAGED 3785 3786 ConditionState = REALLYDAMAGED RUBBLE 3787 Model = NBConYard_A7D 3788 Animation = NBConYard_A7D.NBConYard_A7D 3789 AnimationMode = MANUAL 3790 Flags = START_FRAME_FIRST 3791 End 3792 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 3793 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 3794 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 3795 3796 ConditionState = DOOR_1_OPENING 3797 Model = NBConYard_A7 3798 Animation = NBConYard_A7.NBConYard_A7 3799 AnimationMode = ONCE 3800 Flags = START_FRAME_FIRST 3801 End 3802 AliasConditionState = NIGHT DOOR_1_OPENING 3803 AliasConditionState = SNOW DOOR_1_OPENING 3804 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 3805 3806 ConditionState = DOOR_1_OPENING DAMAGED 3807 Model = NBConYard_A7D 3808 Animation = NBConYard_A7D.NBConYard_A7D 3809 AnimationMode = ONCE 3810 Flags = START_FRAME_FIRST 3811 End 3812 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 3813 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 3814 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 3815 3816 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 3817 Model = NBConYard_A7D 3818 Animation = NBConYard_A7D.NBConYard_A7D 3819 AnimationMode = ONCE 3820 Flags = START_FRAME_FIRST 3821 End 3822 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 3823 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 3824 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 3825 3826 ConditionState = DOOR_1_CLOSING 3827 Model = NBConYard_A7 3828 Animation = NBConYard_A7.NBConYard_A7 3829 AnimationMode = ONCE_BACKWARDS 3830 Flags = START_FRAME_LAST 3831 End 3832 AliasConditionState = NIGHT DOOR_1_CLOSING 3833 AliasConditionState = SNOW DOOR_1_CLOSING 3834 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 3835 3836 ConditionState = DOOR_1_CLOSING DAMAGED 3837 Model = NBConYard_A7D 3838 Animation = NBConYard_A7D.NBConYard_A7D 3839 AnimationMode = ONCE_BACKWARDS 3840 Flags = START_FRAME_LAST 3841 End 3842 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 3843 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 3844 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 3845 3846 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3847 Model = NBConYard_A7D 3848 Animation = NBConYard_A7D.NBConYard_A7D 3849 AnimationMode = ONCE_BACKWARDS 3850 Flags = START_FRAME_LAST 3851 End 3852 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3853 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3854 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 3855 3856 ConditionState = DOOR_1_WAITING_OPEN 3857 Model = NBConYard_A7 3858 Animation = NBConYard_A7.NBConYard_A7 3859 AnimationMode = MANUAL 3860 Flags = START_FRAME_LAST 3861 End 3862 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 3863 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 3864 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 3865 3866 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 3867 Model = NBConYard_A7D 3868 Animation = NBConYard_A7D.NBConYard_A7D 3869 AnimationMode = MANUAL 3870 Flags = START_FRAME_LAST 3871 End 3872 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 3873 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 3874 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 3875 3876 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3877 Model = NBConYard_A7D 3878 Animation = NBConYard_A7D.NBConYard_A7D 3879 AnimationMode = MANUAL 3880 Flags = START_FRAME_LAST 3881 End 3882 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3883 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3884 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 3885 3886 ;************************************************************************************************************************** 3887 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 3888 ;for this draw module 3889 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3890 Model = NBConYard_A7 3891 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3892 End 3893 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3894 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3895 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3896 3897 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3898 Model = NBConYard_A7D 3899 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3900 End 3901 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3902 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3903 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3904 3905 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3906 Model = NBConYard_A7D 3907 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3908 End 3909 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3910 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3911 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3912 3913 ConditionState = AWAITING_CONSTRUCTION 3914 Model = NONE 3915 End 3916 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 3917 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 3918 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 3919 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 3920 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 3921 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 3922 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 3923 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 3924 AliasConditionState = SOLD DAMAGED 3925 AliasConditionState = SOLD REALLYDAMAGED 3926 AliasConditionState = SOLD NIGHT 3927 AliasConditionState = SOLD NIGHT DAMAGED 3928 AliasConditionState = SOLD NIGHT REALLYDAMAGED 3929 AliasConditionState = SOLD NIGHT SNOW 3930 AliasConditionState = SOLD NIGHT SNOW DAMAGED 3931 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 3932 ;************************************************************************************************************************** 3933 3934 End 3935 3936 ; Officers club flag 3937 Draw = W3DModelDraw ModuleTag_OfficersClub 3938 OkToChangeModelColor = No 3939 3940 ConditionState = NONE 3941 Model = None 3942 End 3943 AliasConditionState = DAMAGED 3944 AliasConditionState = REALLYDAMAGED 3945 AliasConditionState = RUBBLE 3946 AliasConditionState = REALLYDAMAGED RUBBLE 3947 ConditionState = PREORDER 3948 Model = OCFlagCHA 3949 Animation = OCFlagCHA.OCFlagCHA 3950 AnimationMode = LOOP 3951 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3952 End 3953 ; ConditionState = PREORDER DAMAGED 3954 ; Model = OCFlagCHA_D 3955 ; Animation = OCFlagCHA_D.OCFlagCHA_D 3956 ; AnimationMode = LOOP 3957 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3958 ; End 3959 ; ConditionState = PREORDER REALLYDAMAGED 3960 ; Model = OCFlagCHA_E 3961 ; Animation = OCFlagCHA_E.OCFlagCHA_E 3962 ; AnimationMode = LOOP 3963 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3964 ; End 3965 End 3966 3967 PlacementViewAngle = -135 3968 3969 ; ***DESIGN parameters *** 3970 DisplayName = OBJECT:CommandCenter 3971 Side = ChinaInfantryGeneral 3972 EditorSorting = STRUCTURE 3973 BuildCost = 2000 3974 BuildTime = 45.0 ; in seconds 3975 EnergyProduction = 0 ;Command center should be free 3976 CommandSet = Infa_ChinaCommandCenterCommandSet 3977 VisionRange = 300.0 ; Shroud clearing distance 3978 ShroudClearingRange = 300 3979 ArmorSet 3980 Conditions = None 3981 Armor = StructureArmorTough 3982 DamageFX = StructureDamageFXNoShake 3983 End 3984 ExperienceValue = 200 200 200 200 ; Experience point value at each level 3985 3986 ; *** AUDIO Parameters *** 3987 VoiceSelect = CommandCenterChinaSelect 3988 SoundOnDamaged = BuildingDamagedStateLight 3989 SoundOnReallyDamaged = BuildingDestroy 3990 3991 UnitSpecificSounds 3992 UnderConstruction = UnderConstructionLoop 3993 End 3994 3995 ; *** ENGINEERING Parameters *** 3996 RadarPriority = STRUCTURE 3997 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 3998 3999 Body = StructureBody ModuleTag_07 4000 MaxHealth = 5000.0 4001 InitialHealth = 5000.0 4002 4003 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4004 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4005 SubdualDamageCap = 5200 4006 SubdualDamageHealRate = 500 4007 SubdualDamageHealAmount = 100 4008 End 4009 4010 Behavior = PreorderCreate ModuleTag_PreorderCreate 4011 End 4012 4013 Behavior = ProductionUpdate ModuleTag_08 4014 NumDoorAnimations = 1 4015 DoorOpeningTime = 3000 ;in mSeconds 4016 DoorWaitOpenTime = 3000 ;in mSeconds 4017 DoorCloseTime = 3000 ;in mSeconds 4018 ConstructionCompleteDuration = 1500 ;in mSeconds 4019 End 4020 Behavior = DefaultProductionExitUpdate ModuleTag_09 4021 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 4022 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 4023 End 4024 Behavior = RadarUpdate ModuleTag_10 4025 RadarExtendTime = 4000 ;in mSeconds 4026 End 4027 4028 Behavior = DestroyDie ModuleTag_11 4029 ;nothing 4030 End 4031 Behavior = CreateObjectDie ModuleTag_12 4032 CreationList = OCL_LargeStructureDebris 4033 End 4034 Behavior = FXListDie ModuleTag_13 4035 DeathFX = FX_StructureMediumDeath 4036 End 4037 4038 Behavior = RadarUpgrade ModuleTag_14 4039 TriggeredBy = Upgrade_ChinaRadar 4040 End 4041 4042 Behavior = GenerateMinefieldBehavior ModuleTag_15 4043 TriggeredBy = Upgrade_ChinaMines 4044 MineName = ChinaStandardMine 4045 SmartBorder = Yes 4046 AlwaysCircular = Yes 4047 4048 Upgradable = Yes 4049 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 4050 UpgradedMineName = ChinaEMPMine 4051 End 4052 4053 Behavior = OCLSpecialPower ModuleTag_16 4054 SpecialPowerTemplate = SuperweaponNapalmStrike 4055 OCL = SUPERWEAPON_NapalmStrike 4056 End 4057 4058 Behavior = OCLSpecialPower ModuleTag_17 4059 SpecialPowerTemplate = SuperweaponArtilleryBarrage 4060 UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 4061 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 4062 OCL = SUPERWEAPON_ArtilleryBarrage1 4063 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 4064 End 4065 4066 Behavior = OCLSpecialPower ModuleTag_18 4067 SpecialPowerTemplate = SuperweaponClusterMines 4068 OCL = SUPERWEAPON_ClusterMines 4069 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4070 End 4071 4072 Behavior = OCLSpecialPower ModuleTag_19 4073 SpecialPowerTemplate = SuperweaponEMPPulse 4074 OCL = SUPERWEAPON_EMPPulse 4075 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4076 End 4077 4078 Behavior = CashHackSpecialPower ModuleTag_20 4079 SpecialPowerTemplate = SuperweaponCashHack 4080 UpgradeMoneyAmount = SCIENCE_CashHack3 4000 4081 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 4082 MoneyAmount = 1000 ; amount of money to steal 4083 End 4084 Behavior = OCLSpecialPower ModuleTag_21 4085 SpecialPowerTemplate = SuperweaponEmergencyRepair 4086 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 4087 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 4088 OCL = SUPERWEAPON_RepairVehicles1 4089 CreateLocation = CREATE_AT_LOCATION 4090 End 4091 Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 4092 SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb 4093 OCL = SUPERWEAPON_ChinaCarpetBomb 4094 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4095 End 4096 4097 Behavior = FlammableUpdate ModuleTag_23 4098 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4099 AflameDamageAmount = 5 ; taking this much damage... 4100 AflameDamageDelay = 500 ; this often. 4101 End 4102 4103 Behavior = TransitionDamageFX ModuleTag_24 4104 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 4105 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4106 ;--------------------------------------------------------------------------------------- 4107 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4108 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 4109 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 4110 End 4111 4112 Behavior = CommandSetUpgrade ModuleTag_25 4113 CommandSet = Infa_ChinaCommandCenterCommandSetUpgrade 4114 TriggeredBy = Upgrade_ChinaMines 4115 End 4116 Behavior = ArmorUpgrade ModuleTag_26 4117 TriggeredBy = Upgrade_ChinaEMPMines 4118 End 4119 4120 Behavior = OCLSpecialPower ModuleTag_27 4121 SpecialPowerTemplate = Infa_SuperweaponInfantryParadrop 4122 UpgradeOCL = Infa_SCIENCE_InfantryParadrop3 Infa_SUPERWEAPON_Paradrop3 4123 UpgradeOCL = Infa_SCIENCE_InfantryParadrop2 Infa_SUPERWEAPON_Paradrop2 4124 OCL = Infa_SUPERWEAPON_Paradrop1 4125 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 4126 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 4127 End 4128 4129 Behavior = GrantUpgradeCreate ModuleTag_28 4130 UpgradeToGrant = Upgrade_Nationalism 4131 ExemptStatus = UNDER_CONSTRUCTION 4132 End 4133 4134 Behavior = OCLSpecialPower ModuleTag_29 4135 SpecialPowerTemplate = Early_SuperweaponFrenzy 4136 UpgradeOCL = Early_SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 4137 UpgradeOCL = Early_SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 4138 OCL = SUPERWEAPON_Frenzy1 4139 CreateLocation = CREATE_AT_LOCATION 4140 End 4141 4142 4143 Geometry = BOX 4144 FactoryExitWidth = 25 4145 GeometryMajorRadius = 60.0 4146 GeometryMinorRadius = 63.0 4147 GeometryHeight = 36.0 4148 GeometryIsSmall = No 4149 Shadow = SHADOW_VOLUME 4150 BuildCompletion = PLACED_BY_PLAYER 4151 4152 End 4153 4154 4155 4156 ;------------------------------------------------------------------------------ 4157 4158 Object Infa_ChinaAirfield 4159 4160 ; *** ART Parameters *** 4161 SelectPortrait = SNAirfield_L 4162 ButtonImage = SNAirfield 4163 Draw = W3DModelDraw ModuleTag_01 4164 4165 OkToChangeModelColor = Yes 4166 4167 ExtraPublicBone = Runway1Parking1 4168 ExtraPublicBone = Runway1Parking2 4169 ExtraPublicBone = Runway2Parking1 4170 ExtraPublicBone = Runway2Parking2 4171 ExtraPublicBone = Runway1Park1Han 4172 ExtraPublicBone = Runway1Park2Han 4173 ExtraPublicBone = Runway2Park1Han 4174 ExtraPublicBone = Runway2Park2Han 4175 ExtraPublicBone = Runway1Prep1 4176 ExtraPublicBone = Runway1Prep2 4177 ExtraPublicBone = Runway2Prep1 4178 ExtraPublicBone = Runway2Prep2 4179 ExtraPublicBone = RunwayStart1 4180 ExtraPublicBone = RunwayStart2 4181 ExtraPublicBone = RunwayEnd1 4182 ExtraPublicBone = RunwayEnd2 4183 4184 ExtraPublicBone = HeliPark01 4185 4186 ; ------------- DAY ------------------ 4187 4188 DefaultConditionState 4189 Model = NBAirfield 4190 Animation = NBAirfield.NBAirfield 4191 AnimationMode = LOOP 4192 End 4193 ConditionState = DAMAGED 4194 Model = NBAirfield_D 4195 Animation = NBAirfield_D.NBAirfield_D 4196 AnimationMode = LOOP 4197 End 4198 ConditionState = REALLYDAMAGED RUBBLE 4199 Model = NBAirfield_E 4200 Animation = NBAirfield_E.NBAirfield_E 4201 AnimationMode = LOOP 4202 End 4203 4204 ; ------------- SNOW ------------------ 4205 ConditionState = SNOW 4206 Model = NBAirfield_S 4207 Animation = NBAirfield_S.NBAirfield_S 4208 AnimationMode = LOOP 4209 End 4210 ConditionState = DAMAGED SNOW 4211 Model = NBAirfield_DS 4212 Animation = NBAirfield_DS.NBAirfield_DS 4213 AnimationMode = LOOP 4214 End 4215 ConditionState = REALLYDAMAGED RUBBLE SNOW 4216 Model = NBAirfield_ES 4217 Animation = NBAirfield_ES.NBAirfield_ES 4218 AnimationMode = LOOP 4219 End 4220 4221 ; ------------- NIGHT ------------------ 4222 4223 ConditionState = NIGHT 4224 Model = NBAirfield_N 4225 Animation = NBAirfield_N.NBAirfield_N 4226 AnimationMode = LOOP 4227 End 4228 ConditionState = DAMAGED NIGHT 4229 Model = NBAirfield_DN 4230 Animation = NBAirfield_DN.NBAirfield_DN 4231 AnimationMode = LOOP 4232 End 4233 ConditionState = REALLYDAMAGED RUBBLE NIGHT 4234 Model = NBAirfield_EN 4235 Animation = NBAirfield_EN.NBAirfield_EN 4236 AnimationMode = LOOP 4237 End 4238 4239 ; ------------- NIGHT SNOW------------------ 4240 4241 ConditionState = NIGHT SNOW 4242 Model = NBAirfield_NS 4243 Animation = NBAirfield_NS.NBAirfield_NS 4244 AnimationMode = LOOP 4245 End 4246 ConditionState = DAMAGED NIGHT SNOW 4247 Model = NBAirfield_DNS 4248 Animation = NBAirfield_DNS.NBAirfield_DNS 4249 AnimationMode = LOOP 4250 End 4251 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 4252 Model = NBAirfield_ENS 4253 Animation = NBAirfield_ENS.NBAirfield_ENS 4254 AnimationMode = LOOP 4255 End 4256 4257 ;************************************************************************************************************************** 4258 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4259 ;for this draw module 4260 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4261 Model = NBAirfield 4262 Animation = NBAirfield.NBAirfield 4263 AnimationMode = LOOP 4264 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4265 End 4266 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4267 Model = NBAirfield_D 4268 Animation = NBAirfield_D.NBAirfield_D 4269 AnimationMode = LOOP 4270 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4271 End 4272 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4273 Model = NBAirfield_E 4274 Animation = NBAirfield_E.NBAirfield_E 4275 AnimationMode = LOOP 4276 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4277 End 4278 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4279 Model = NBAirfield_N 4280 Animation = NBAirfield_N.NBAirfield_N 4281 AnimationMode = LOOP 4282 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4283 End 4284 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4285 Model = NBAirfield_DN 4286 Animation = NBAirfield_DN.NBAirfield_DN 4287 AnimationMode = LOOP 4288 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4289 End 4290 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4291 Model = NBAirfield_EN 4292 Animation = NBAirfield_EN.NBAirfield_EN 4293 AnimationMode = LOOP 4294 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4295 End 4296 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4297 Model = NBAirfield_S 4298 Animation = NBAirfield_S.NBAirfield_S 4299 AnimationMode = LOOP 4300 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4301 End 4302 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4303 Model = NBAirfield_DS 4304 Animation = NBAirfield_DS.NBAirfield_DS 4305 AnimationMode = LOOP 4306 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4307 End 4308 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4309 Model = NBAirfield_ES 4310 Animation = NBAirfield_ES.NBAirfield_ES 4311 AnimationMode = LOOP 4312 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4313 End 4314 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4315 Model = NBAirfield_NS 4316 Animation = NBAirfield_NS.NBAirfield_NS 4317 AnimationMode = LOOP 4318 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4319 End 4320 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4321 Model = NBAirfield_DNS 4322 Animation = NBAirfield_DNS.NBAirfield_DNS 4323 AnimationMode = LOOP 4324 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4325 End 4326 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4327 Model = NBAirfield_ENS 4328 Animation = NBAirfield_ENS.NBAirfield_ENS 4329 AnimationMode = LOOP 4330 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4331 End 4332 4333 ConditionState = AWAITING_CONSTRUCTION 4334 Model = NONE 4335 End 4336 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4337 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4338 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4339 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4340 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4341 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4342 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4343 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4344 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4345 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4346 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4347 AliasConditionState = SOLD 4348 AliasConditionState = SOLD DAMAGED 4349 AliasConditionState = SOLD REALLYDAMAGED 4350 AliasConditionState = SOLD NIGHT 4351 AliasConditionState = SOLD NIGHT DAMAGED 4352 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4353 AliasConditionState = SOLD SNOW 4354 AliasConditionState = SOLD SNOW DAMAGED 4355 AliasConditionState = SOLD SNOW REALLYDAMAGED 4356 AliasConditionState = SOLD NIGHT SNOW 4357 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4358 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4359 ;************************************************************************************************************************** 4360 4361 4362 End 4363 4364 4365 Draw = W3DModelDraw ModuleTag_02 4366 DefaultConditionState 4367 Model = None 4368 End 4369 End 4370 4371 ; ----------------- door #1 ------------------- 4372 Draw = W3DModelDraw ModuleTag_03 4373 DefaultConditionState 4374 Model = NBAirfield_A9 4375 Animation = NBAirfield_A9.NBAirfield_A9 4376 AnimationMode = MANUAL 4377 Flags = START_FRAME_FIRST 4378 End 4379 AliasConditionState = NIGHT 4380 AliasConditionState = SNOW 4381 AliasConditionState = SNOW NIGHT 4382 AliasConditionState = NIGHT DAMAGED 4383 AliasConditionState = SNOW DAMAGED 4384 AliasConditionState = SNOW NIGHT DAMAGED 4385 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4386 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4387 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 4388 4389 ConditionState = DOOR_1_OPENING 4390 Model = NBAirfield_A9 4391 Animation = NBAirfield_A9.NBAirfield_A9 4392 AnimationMode = ONCE 4393 Flags = START_FRAME_FIRST 4394 End 4395 AliasConditionState = NIGHT DOOR_1_OPENING 4396 AliasConditionState = SNOW DOOR_1_OPENING 4397 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 4398 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 4399 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 4400 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING 4401 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 4402 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 4403 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 4404 4405 ConditionState = DOOR_1_CLOSING 4406 Model = NBAirfield_A9 4407 Animation = NBAirfield_A9.NBAirfield_A9 4408 AnimationMode = ONCE_BACKWARDS 4409 Flags = START_FRAME_LAST 4410 End 4411 AliasConditionState = NIGHT DOOR_1_CLOSING 4412 AliasConditionState = SNOW DOOR_1_CLOSING 4413 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 4414 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 4415 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 4416 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING 4417 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 4418 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 4419 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 4420 4421 ConditionState = DOOR_1_WAITING_OPEN 4422 Model = NBAirfield_A9 4423 Animation = NBAirfield_A9.NBAirfield_A9 4424 AnimationMode = MANUAL 4425 Flags = START_FRAME_LAST 4426 End 4427 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 4428 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 4429 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 4430 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 4431 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 4432 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN 4433 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 4434 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 4435 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 4436 4437 ;************************************************************************************************************************** 4438 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4439 ;for this draw module 4440 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4441 Model = NBAirfield_A9 4442 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4443 End 4444 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4445 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4446 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4447 4448 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4449 Model = NBAirfield_A9 4450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4451 End 4452 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4453 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4454 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4455 4456 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4457 Model = NBAirfield_A9 4458 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4459 End 4460 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4461 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4462 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4463 4464 ConditionState = AWAITING_CONSTRUCTION 4465 Model = NONE 4466 End 4467 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4468 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4469 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4470 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4471 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4472 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4473 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4474 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4475 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4476 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4477 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4478 AliasConditionState = SOLD 4479 AliasConditionState = SOLD DAMAGED 4480 AliasConditionState = SOLD REALLYDAMAGED 4481 AliasConditionState = SOLD NIGHT 4482 AliasConditionState = SOLD NIGHT DAMAGED 4483 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4484 AliasConditionState = SOLD SNOW 4485 AliasConditionState = SOLD SNOW DAMAGED 4486 AliasConditionState = SOLD SNOW REALLYDAMAGED 4487 AliasConditionState = SOLD NIGHT SNOW 4488 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4489 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4490 ;************************************************************************************************************************** 4491 4492 4493 End 4494 4495 ; ----------------- door #2 ------------------- 4496 ; this one has no door #2... (srj) 4497 ; Draw = W3DModelDraw 4498 ; DefaultConditionState 4499 ; Model = NBAirfield_A10 4500 ; Animation = NBAirfield_A10.NBAirfield_A10 4501 ; AnimationMode = MANUAL 4502 ; Flags = START_FRAME_FIRST 4503 ; End 4504 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4505 ; Model = NBAirfield_A10 4506 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4507 ; End 4508 ; ConditionState = DOOR_2_OPENING 4509 ; Model = NBAirfield_A10 4510 ; Animation = NBAirfield_A10.NBAirfield_A10 4511 ; AnimationMode = ONCE 4512 ; Flags = START_FRAME_FIRST 4513 ; End 4514 ; ConditionState = DOOR_2_CLOSING 4515 ; Model = NBAirfield_A10 4516 ; Animation = NBAirfield_A10.NBAirfield_A10 4517 ; AnimationMode = ONCE_BACKWARDS 4518 ; Flags = START_FRAME_LAST 4519 ; End 4520 ; ConditionState = DOOR_2_WAITING_OPEN 4521 ; Model = NBAirfield_A10 4522 ; Animation = NBAirfield_A10.NBAirfield_A10 4523 ; AnimationMode = MANUAL 4524 ; Flags = START_FRAME_LAST 4525 ; End 4526 ; End 4527 4528 ; ----------------- door #3 ------------------- 4529 Draw = W3DModelDraw ModuleTag_04 4530 DefaultConditionState 4531 Model = NBAirfield_A10 4532 Animation = NBAirfield_A10.NBAirfield_A10 4533 AnimationMode = MANUAL 4534 Flags = START_FRAME_FIRST 4535 End 4536 AliasConditionState = NIGHT 4537 AliasConditionState = SNOW 4538 AliasConditionState = SNOW NIGHT 4539 AliasConditionState = NIGHT DAMAGED 4540 AliasConditionState = SNOW DAMAGED 4541 AliasConditionState = SNOW NIGHT DAMAGED 4542 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4543 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4544 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 4545 4546 4547 4548 ConditionState = DOOR_3_OPENING 4549 Model = NBAirfield_A10 4550 Animation = NBAirfield_A10.NBAirfield_A10 4551 AnimationMode = ONCE 4552 Flags = START_FRAME_FIRST 4553 End 4554 AliasConditionState = NIGHT DOOR_3_OPENING 4555 AliasConditionState = SNOW DOOR_3_OPENING 4556 AliasConditionState = SNOW NIGHT DOOR_3_OPENING 4557 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 4558 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 4559 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING 4560 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 4561 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 4562 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 4563 4564 ConditionState = DOOR_3_CLOSING 4565 Model = NBAirfield_A10 4566 Animation = NBAirfield_A10.NBAirfield_A10 4567 AnimationMode = ONCE_BACKWARDS 4568 Flags = START_FRAME_LAST 4569 End 4570 AliasConditionState = NIGHT DOOR_3_CLOSING 4571 AliasConditionState = SNOW DOOR_3_CLOSING 4572 AliasConditionState = SNOW NIGHT DOOR_3_CLOSING 4573 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 4574 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 4575 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING 4576 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 4577 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 4578 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 4579 4580 ConditionState = DOOR_3_WAITING_OPEN 4581 Model = NBAirfield_A10 4582 Animation = NBAirfield_A10.NBAirfield_A10 4583 AnimationMode = MANUAL 4584 Flags = START_FRAME_LAST 4585 End 4586 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 4587 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 4588 AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN 4589 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 4590 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 4591 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN 4592 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 4593 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 4594 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 4595 4596 ;************************************************************************************************************************** 4597 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4598 ;for this draw module 4599 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4600 Model = NBAirfield_A10 4601 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4602 End 4603 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4604 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4605 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4606 4607 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4608 Model = NBAirfield_A10 4609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4610 End 4611 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4612 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4613 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4614 4615 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4616 Model = NBAirfield_A10 4617 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4618 End 4619 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4620 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4621 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4622 4623 ConditionState = AWAITING_CONSTRUCTION 4624 Model = NONE 4625 End 4626 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4627 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4628 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4629 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4630 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4631 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4632 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4633 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4634 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4635 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4636 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4637 AliasConditionState = SOLD 4638 AliasConditionState = SOLD DAMAGED 4639 AliasConditionState = SOLD REALLYDAMAGED 4640 AliasConditionState = SOLD NIGHT 4641 AliasConditionState = SOLD NIGHT DAMAGED 4642 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4643 AliasConditionState = SOLD SNOW 4644 AliasConditionState = SOLD SNOW DAMAGED 4645 AliasConditionState = SOLD SNOW REALLYDAMAGED 4646 AliasConditionState = SOLD NIGHT SNOW 4647 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4648 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4649 ;************************************************************************************************************************** 4650 4651 4652 End 4653 4654 ; ----------------- door #4 ------------------- 4655 Draw = W3DModelDraw ModuleTag_05 4656 DefaultConditionState 4657 Model = NBAirfield_A8 4658 Animation = NBAirfield_A8.NBAirfield_A8 4659 AnimationMode = MANUAL 4660 Flags = START_FRAME_FIRST 4661 End 4662 AliasConditionState = NIGHT 4663 AliasConditionState = SNOW 4664 AliasConditionState = SNOW NIGHT 4665 AliasConditionState = NIGHT DAMAGED 4666 AliasConditionState = SNOW DAMAGED 4667 AliasConditionState = SNOW NIGHT DAMAGED 4668 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4669 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4670 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 4671 4672 ConditionState = DOOR_4_OPENING 4673 Model = NBAirfield_A8 4674 Animation = NBAirfield_A8.NBAirfield_A8 4675 AnimationMode = ONCE 4676 Flags = START_FRAME_FIRST 4677 End 4678 AliasConditionState = NIGHT DOOR_4_OPENING 4679 AliasConditionState = SNOW DOOR_4_OPENING 4680 AliasConditionState = SNOW NIGHT DOOR_4_OPENING 4681 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 4682 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 4683 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING 4684 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 4685 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 4686 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 4687 4688 ConditionState = DOOR_4_CLOSING 4689 Model = NBAirfield_A8 4690 Animation = NBAirfield_A8.NBAirfield_A8 4691 AnimationMode = ONCE_BACKWARDS 4692 Flags = START_FRAME_LAST 4693 End 4694 AliasConditionState = NIGHT DOOR_4_CLOSING 4695 AliasConditionState = SNOW DOOR_4_CLOSING 4696 AliasConditionState = SNOW NIGHT DOOR_4_CLOSING 4697 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 4698 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 4699 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING 4700 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 4701 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 4702 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 4703 4704 ConditionState = DOOR_4_WAITING_OPEN 4705 Model = NBAirfield_A8 4706 Animation = NBAirfield_A8.NBAirfield_A8 4707 AnimationMode = MANUAL 4708 Flags = START_FRAME_LAST 4709 End 4710 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 4711 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 4712 AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN 4713 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 4714 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 4715 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN 4716 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 4717 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 4718 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 4719 4720 4721 ;************************************************************************************************************************** 4722 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4723 ;for this draw module 4724 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4725 Model = NBAirfield_A8 4726 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4727 End 4728 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4729 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4730 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4731 4732 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4733 Model = NBAirfield_A8 4734 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4735 End 4736 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4737 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4738 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4739 4740 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4741 Model = NBAirfield_A8 4742 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4743 End 4744 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4745 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4746 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4747 4748 ConditionState = AWAITING_CONSTRUCTION 4749 Model = NONE 4750 End 4751 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4752 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4753 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4754 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4755 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4756 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4757 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4758 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4759 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4760 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4761 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4762 AliasConditionState = SOLD 4763 AliasConditionState = SOLD DAMAGED 4764 AliasConditionState = SOLD REALLYDAMAGED 4765 AliasConditionState = SOLD NIGHT 4766 AliasConditionState = SOLD NIGHT DAMAGED 4767 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4768 AliasConditionState = SOLD SNOW 4769 AliasConditionState = SOLD SNOW DAMAGED 4770 AliasConditionState = SOLD SNOW REALLYDAMAGED 4771 AliasConditionState = SOLD NIGHT SNOW 4772 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4773 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4774 ;************************************************************************************************************************** 4775 End 4776 4777 ; ------------ construction-zone fence ----------------- 4778 Draw = W3DModelDraw ModuleTag_06 4779 AnimationsRequirePower = No 4780 DefaultConditionState 4781 Model = None 4782 TransitionKey = DOWN_DEFAULT 4783 End 4784 ConditionState = NIGHT 4785 Model = None 4786 TransitionKey = DOWN_DEFAULT 4787 End 4788 ConditionState = SNOW 4789 Model = None 4790 TransitionKey = DOWN_DEFAULT 4791 End 4792 ConditionState = SNOW NIGHT 4793 Model = None 4794 TransitionKey = DOWN_DEFAULT 4795 End 4796 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4797 Model = NBAirfield_A4 4798 Animation = NBAirfield_A4.NBAirfield_A4 4799 AnimationMode = MANUAL 4800 Flags = START_FRAME_LAST 4801 TransitionKey = UP_DAY 4802 End 4803 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4804 Model = NBAirfield_A4N 4805 Animation = NBAirfield_A4N.NBAirfield_A4N 4806 AnimationMode = MANUAL 4807 Flags = START_FRAME_LAST 4808 TransitionKey = UP_NIGHT 4809 End 4810 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4811 Model = NBAirfield_A4S 4812 Animation = NBAirfield_A4S.NBAirfield_A4S 4813 AnimationMode = MANUAL 4814 Flags = START_FRAME_LAST 4815 TransitionKey = UP_SNOW 4816 End 4817 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4818 Model = NBAirfield_A4SN 4819 Animation = NBAirfield_A4SN.NBAirfield_A4SN 4820 AnimationMode = MANUAL 4821 Flags = START_FRAME_LAST 4822 TransitionKey = UP_SNOWNIGHT 4823 End 4824 TransitionState = DOWN_DEFAULT UP_DAY 4825 Model = NBAirfield_A4 4826 Animation = NBAirfield_A4.NBAirfield_A4 4827 AnimationMode = ONCE 4828 AnimationSpeedFactorRange = 1.0 1.0 4829 Flags = START_FRAME_FIRST 4830 End 4831 TransitionState = DOWN_DEFAULT UP_NIGHT 4832 Model = NBAirfield_A4N 4833 Animation = NBAirfield_A4N.NBAirfield_A4N 4834 AnimationMode = ONCE 4835 AnimationSpeedFactorRange = 1.0 1.0 4836 Flags = START_FRAME_FIRST 4837 End 4838 TransitionState = DOWN_DEFAULT UP_SNOW 4839 Model = NBAirfield_A4S 4840 Animation = NBAirfield_A4S.NBAirfield_A4S 4841 AnimationMode = ONCE 4842 AnimationSpeedFactorRange = 1.0 1.0 4843 Flags = START_FRAME_FIRST 4844 End 4845 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4846 Model = NBAirfield_A4SN 4847 Animation = NBAirfield_A4SN.NBAirfield_A4SN 4848 AnimationMode = ONCE 4849 AnimationSpeedFactorRange = 1.0 1.0 4850 Flags = START_FRAME_FIRST 4851 End 4852 TransitionState = UP_DAY DOWN_DEFAULT 4853 Model = NBAirfield_A4 4854 Animation = NBAirfield_A4.NBAirfield_A4 4855 AnimationMode = ONCE_BACKWARDS 4856 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4857 Flags = START_FRAME_LAST 4858 End 4859 TransitionState = UP_NIGHT DOWN_DEFAULT 4860 Model = NBAirfield_A4N 4861 Animation = NBAirfield_A4N.NBAirfield_A4N 4862 AnimationMode = ONCE_BACKWARDS 4863 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4864 Flags = START_FRAME_LAST 4865 End 4866 TransitionState = UP_SNOW DOWN_DEFAULT 4867 Model = NBAirfield_A4S 4868 Animation = NBAirfield_A4S.NBAirfield_A4S 4869 AnimationMode = ONCE_BACKWARDS 4870 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4871 Flags = START_FRAME_LAST 4872 End 4873 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4874 Model = NBAirfield_A4SN 4875 Animation = NBAirfield_A4SN.NBAirfield_A4SN 4876 AnimationMode = ONCE_BACKWARDS 4877 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4878 Flags = START_FRAME_LAST 4879 End 4880 End 4881 4882 ; ------------ under-construction scaffolding ----------------- 4883 Draw = W3DModelDraw ModuleTag_07 4884 AnimationsRequirePower = No 4885 MinLODRequired = MEDIUM 4886 DefaultConditionState 4887 Model = None 4888 TransitionKey = DOWN_DEFAULT 4889 End 4890 ConditionState = NIGHT 4891 Model = None 4892 TransitionKey = DOWN_DEFAULT 4893 End 4894 ConditionState = SNOW 4895 Model = None 4896 TransitionKey = DOWN_DEFAULT 4897 End 4898 ConditionState = SNOW NIGHT 4899 Model = None 4900 TransitionKey = DOWN_DEFAULT 4901 End 4902 ConditionState = PARTIALLY_CONSTRUCTED 4903 Model = NBAirfield_A6 4904 Animation = NBAirfield_A6.NBAirfield_A6 4905 AnimationMode = MANUAL 4906 Flags = START_FRAME_LAST 4907 TransitionKey = UP_DAY 4908 ParticleSysBone = Dust01 BuildingDustChina 4909 ParticleSysBone = Smoke01 BuildUpSmokeChina 4910 ParticleSysBone = Smoke02 BuildUpSmokeChina 4911 ParticleSysBone = Smoke03 BuildUpSmokeChina 4912 ParticleSysBone = Smoke04 BuildUpSmokeChina 4913 ParticleSysBone = Smoke05 BuildUpSmokeChina 4914 End 4915 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4916 Model = NBAirfield_A6N 4917 Animation = NBAirfield_A6N.NBAirfield_A6N 4918 AnimationMode = MANUAL 4919 Flags = START_FRAME_LAST 4920 TransitionKey = UP_NIGHT 4921 ParticleSysBone = Dust01 BuildingDustChina 4922 ParticleSysBone = Smoke01 BuildUpSmokeChina 4923 ParticleSysBone = Smoke02 BuildUpSmokeChina 4924 ParticleSysBone = Smoke03 BuildUpSmokeChina 4925 ParticleSysBone = Smoke04 BuildUpSmokeChina 4926 ParticleSysBone = Smoke05 BuildUpSmokeChina 4927 End 4928 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4929 Model = NBAirfield_A6S 4930 Animation = NBAirfield_A6S.NBAirfield_A6S 4931 AnimationMode = MANUAL 4932 Flags = START_FRAME_LAST 4933 TransitionKey = UP_SNOW 4934 ParticleSysBone = Dust01 BuildingSnowDust 4935 ParticleSysBone = Smoke01 BuildUpSnowSmoke 4936 ParticleSysBone = Smoke02 BuildUpSnowSmoke 4937 ParticleSysBone = Smoke03 BuildUpSnowSmoke 4938 ParticleSysBone = Smoke04 BuildUpSnowSmoke 4939 ParticleSysBone = Smoke05 BuildUpSnowSmoke 4940 End 4941 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4942 Model = NBAirfield_A6SN 4943 Animation = NBAirfield_A6SN.NBAirfield_A6SN 4944 AnimationMode = MANUAL 4945 Flags = START_FRAME_LAST 4946 TransitionKey = UP_SNOWNIGHT 4947 ParticleSysBone = Dust01 BuildingNightSnowDust 4948 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 4949 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 4950 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 4951 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 4952 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 4953 End 4954 TransitionState = DOWN_DEFAULT UP_DAY 4955 Model = NBAirfield_A6 4956 Animation = NBAirfield_A6.NBAirfield_A6 4957 4958 AnimationMode = ONCE 4959 AnimationSpeedFactorRange = 1.0 1.0 4960 Flags = START_FRAME_FIRST 4961 End 4962 TransitionState = DOWN_DEFAULT UP_NIGHT 4963 Model = NBAirfield_A6N 4964 Animation = NBAirfield_A6N.NBAirfield_A6N 4965 AnimationMode = ONCE 4966 AnimationSpeedFactorRange = 1.0 1.0 4967 Flags = START_FRAME_FIRST 4968 End 4969 TransitionState = DOWN_DEFAULT UP_SNOW 4970 Model = NBAirfield_A6S 4971 Animation = NBAirfield_A6S.NBAirfield_A6S 4972 AnimationMode = ONCE 4973 AnimationSpeedFactorRange = 1.0 1.0 4974 Flags = START_FRAME_FIRST 4975 End 4976 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4977 Model = NBAirfield_A6SN 4978 Animation = NBAirfield_A6SN.NBAirfield_A6SN 4979 AnimationMode = ONCE 4980 AnimationSpeedFactorRange = 1.0 1.0 4981 Flags = START_FRAME_FIRST 4982 End 4983 TransitionState = UP_DAY DOWN_DEFAULT 4984 Model = NBAirfield_A6 4985 Animation = NBAirfield_A6.NBAirfield_A6 4986 AnimationMode = ONCE_BACKWARDS 4987 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4988 Flags = START_FRAME_LAST 4989 End 4990 TransitionState = UP_NIGHT DOWN_DEFAULT 4991 Model = NBAirfield_A6N 4992 Animation = NBAirfield_A6N.NBAirfield_A6N 4993 AnimationMode = ONCE_BACKWARDS 4994 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4995 Flags = START_FRAME_LAST 4996 End 4997 TransitionState = UP_SNOW DOWN_DEFAULT 4998 Model = NBAirfield_A6S 4999 Animation = NBAirfield_A6S.NBAirfield_A6S 5000 AnimationMode = ONCE_BACKWARDS 5001 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5002 Flags = START_FRAME_LAST 5003 End 5004 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5005 Model = NBAirfield_A6SN 5006 Animation = NBAirfield_A6SN.NBAirfield_A6SN 5007 AnimationMode = ONCE_BACKWARDS 5008 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5009 Flags = START_FRAME_LAST 5010 End 5011 End 5012 5013 5014 ; ------------ being-constructed crane ----------------- 5015 Draw = W3DModelDraw ModuleTag_08 5016 AnimationsRequirePower = No 5017 DefaultConditionState 5018 Model = None 5019 TransitionKey = DOWN_DEFAULT 5020 End 5021 ConditionState = NIGHT 5022 Model = None 5023 TransitionKey = DOWN_DEFAULT 5024 End 5025 ConditionState = SNOW 5026 Model = None 5027 TransitionKey = DOWN_DEFAULT 5028 End 5029 ConditionState = SNOW NIGHT 5030 Model = None 5031 TransitionKey = DOWN_DEFAULT 5032 End 5033 ConditionState = SOLD 5034 Model = NONE 5035 End 5036 5037 ConditionState = ACTIVELY_BEING_CONSTRUCTED 5038 Model = NBAirfield_A5 5039 Animation = NBAirfield_A5.NBAirfield_A5 5040 AnimationMode = LOOP 5041 TransitionKey = UP_DAY 5042 End 5043 5044 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 5045 Model = NBAirfield_A5N 5046 Animation = NBAirfield_A5N.NBAirfield_A5N 5047 AnimationMode = LOOP 5048 TransitionKey = UP_NIGHT 5049 End 5050 5051 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 5052 Model = NBAirfield_A5S 5053 Animation = NBAirfield_A5S.NBAirfield_A5S 5054 AnimationMode = LOOP 5055 TransitionKey = UP_SNOW 5056 End 5057 5058 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 5059 Model = NBAirfield_A5SN 5060 Animation = NBAirfield_A5SN.NBAirfield_A5SN 5061 AnimationMode = LOOP 5062 TransitionKey = UP_SNOWNIGHT 5063 End 5064 TransitionState = DOWN_DEFAULT UP_DAY 5065 Model = NBAirfield_AB 5066 Animation = NBAirfield_AB.NBAirfield_AB 5067 AnimationMode = ONCE 5068 AnimationSpeedFactorRange = 1.0 1.0 5069 Flags = START_FRAME_FIRST 5070 End 5071 5072 TransitionState = DOWN_DEFAULT UP_NIGHT 5073 Model = NBAirfield_ABN 5074 Animation = NBAirfield_ABN.NBAirfield_ABN 5075 AnimationMode = ONCE 5076 AnimationSpeedFactorRange = 1.0 1.0 5077 Flags = START_FRAME_FIRST 5078 End 5079 TransitionState = DOWN_DEFAULT UP_SNOW 5080 Model = NBAirfield_ABS 5081 Animation = NBAirfield_ABS.NBAirfield_ABS 5082 AnimationMode = ONCE 5083 AnimationSpeedFactorRange = 1.0 1.0 5084 Flags = START_FRAME_FIRST 5085 End 5086 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5087 Model = NBAirfield_ABSN 5088 Animation = NBAirfield_ABSN.NBAirfield_ABSN 5089 AnimationMode = ONCE 5090 AnimationSpeedFactorRange = 1.0 1.0 5091 Flags = START_FRAME_FIRST 5092 End 5093 TransitionState = UP_DAY DOWN_DEFAULT 5094 Model = NBAirfield_AB 5095 Animation = NBAirfield_AB.NBAirfield_AB 5096 AnimationMode = ONCE_BACKWARDS 5097 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5098 Flags = START_FRAME_LAST 5099 End 5100 5101 TransitionState = UP_NIGHT DOWN_DEFAULT 5102 Model = NBAirfield_ABN 5103 Animation = NBAirfield_ABN.NBAirfield_ABN 5104 AnimationMode = ONCE_BACKWARDS 5105 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5106 Flags = START_FRAME_LAST 5107 End 5108 TransitionState = UP_SNOW DOWN_DEFAULT 5109 Model = NBAirfield_ABS 5110 Animation = NBAirfield_ABS.NBAirfield_ABS 5111 AnimationMode = ONCE_BACKWARDS 5112 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5113 Flags = START_FRAME_LAST 5114 End 5115 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5116 Model = NBAirfield_ABSN 5117 Animation = NBAirfield_ABSN.NBAirfield_ABSN 5118 AnimationMode = ONCE_BACKWARDS 5119 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5120 Flags = START_FRAME_LAST 5121 End 5122 End 5123 5124 PlacementViewAngle = -45 5125 5126 ; ***DESIGN parameters *** 5127 DisplayName = OBJECT:Airfield 5128 Side = ChinaInfantryGeneral 5129 EditorSorting = STRUCTURE 5130 Prerequisites 5131 Object = Infa_ChinaSupplyCenter 5132 End 5133 BuildCost = 1000 5134 BuildTime = 30.0 ; in seconds 5135 EnergyProduction = -1 5136 CommandSet = Infa_ChinaAirfieldCommandSet 5137 VisionRange = 200.0 ; Shroud clearing distance 5138 ShroudClearingRange = 200 5139 ArmorSet 5140 Conditions = None 5141 Armor = StructureArmor 5142 DamageFX = StructureDamageFXNoShake 5143 End 5144 ExperienceValue = 150 150 150 150 ; Experience point value at each level 5145 5146 ; *** AUDIO Parameters *** 5147 VoiceSelect = AirfieldChinaSelect 5148 SoundOnDamaged = BuildingDamagedStateLight 5149 SoundOnReallyDamaged = BuildingDestroy 5150 5151 UnitSpecificSounds 5152 UnderConstruction = UnderConstructionLoop 5153 End 5154 5155 ; *** ENGINEERING Parameters *** 5156 RadarPriority = STRUCTURE 5157 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT 5158 Body = StructureBody ModuleTag_09 5159 MaxHealth = 1500.0 5160 InitialHealth = 1500.0 5161 5162 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5163 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5164 SubdualDamageCap = 1700 5165 SubdualDamageHealRate = 500 5166 SubdualDamageHealAmount = 100 5167 End 5168 5169 Behavior = ParkingPlaceBehavior ModuleTag_10 5170 HealAmountPerSecond = 10 5171 NumRows = 2 5172 NumCols = 2 5173 HasRunways = Yes 5174 ApproachHeight = 50 5175 ParkInHangars = Yes 5176 End 5177 5178 Behavior = ProductionUpdate ModuleTag_11 5179 NumDoorAnimations = 4 5180 DoorOpeningTime = 2000 ;in mSeconds 5181 DoorWaitOpenTime = 3000 ;in mSeconds 5182 DoorCloseTime = 2000 ;in mSeconds 5183 ConstructionCompleteDuration = 1000 ;in mSeconds 5184 End 5185 5186 Behavior = DestroyDie ModuleTag_12 5187 ;nothing 5188 End 5189 Behavior = CreateObjectDie ModuleTag_13 5190 CreationList = OCL_ABPowerPlantExplode 5191 End 5192 Behavior = FXListDie ModuleTag_14 5193 DeathFX = FX_StructureMediumDeath 5194 End 5195 5196 Behavior = GenerateMinefieldBehavior ModuleTag_15 5197 TriggeredBy = Upgrade_ChinaMines 5198 MineName = ChinaStandardMine 5199 SmartBorder = Yes 5200 AlwaysCircular = Yes 5201 5202 Upgradable = Yes 5203 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 5204 UpgradedMineName = ChinaEMPMine 5205 End 5206 5207 Behavior = FlammableUpdate ModuleTag_17 5208 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5209 AflameDamageAmount = 5 ; taking this much damage... 5210 AflameDamageDelay = 500 ; this often. 5211 End 5212 5213 Behavior = TransitionDamageFX ModuleTag_18 5214 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 5215 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5216 ;--------------------------------------------------------------------------------------- 5217 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5218 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5219 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5220 End 5221 5222 Behavior = CommandSetUpgrade ModuleTag_25 5223 CommandSet = Infa_ChinaAirfieldCommandSetUpgrade 5224 TriggeredBy = Upgrade_ChinaMines 5225 End 5226 Behavior = ArmorUpgrade ModuleTag_26 5227 TriggeredBy = Upgrade_ChinaEMPMines 5228 End 5229 5230 Geometry = BOX 5231 GeometryMajorRadius = 83.0 5232 GeometryMinorRadius = 76.0 5233 GeometryHeight = 25.0 5234 GeometryIsSmall = No 5235 Shadow = SHADOW_VOLUME 5236 BuildCompletion = PLACED_BY_PLAYER 5237 5238 End 5239 5240 5241 5242 5243 5244 5245 5246 5247 5248 5249 5250 ;------------------------------------------------------------------------------ 5251 ;China Neutron Missile, NukeSilo, Nuke Silo 5252 Object Infa_ChinaNuclearMissileLauncher 5253 5254 ; *** ART Parameters *** 5255 SelectPortrait = SNNukeMisl_L 5256 ButtonImage = SNNukeMisl 5257 SelectPortrait = SNNukeMisl_L 5258 ButtonImage = SNNukeMisl 5259 Draw = W3DModelDraw ModuleTag_01 5260 OkToChangeModelColor = Yes 5261 ; day 5262 ConditionState = NONE 5263 Model = NBNMissle 5264 End 5265 ConditionState = SOLD 5266 Model = NONE 5267 End 5268 ConditionState = SOLD SNOW 5269 Model = NONE 5270 5271 End 5272 ConditionState = SOLD NIGHT 5273 Model = NONE 5274 End 5275 ConditionState = SOLD NIGHT SNOW 5276 Model = NONE 5277 End 5278 5279 5280 ConditionState = DAMAGED 5281 Model = NBNMissle_D 5282 ParticleSysBone = Smoke01 SmolderingSmoke 5283 ParticleSysBone = Smoke02 SmolderingSmoke 5284 ParticleSysBone = Smoke03 SmolderingSmoke 5285 ParticleSysBone = Smoke04 SmolderingSmoke 5286 ParticleSysBone = Smoke01 SmolderingFire 5287 ParticleSysBone = Smoke02 SmolderingFire 5288 ParticleSysBone = Smoke03 SmolderingFire 5289 ParticleSysBone = Smoke04 SmolderingFire 5290 End 5291 ConditionState = REALLYDAMAGED RUBBLE 5292 Model = NBNMissle_E 5293 ParticleSysBone = Smoke01 SmolderingSmoke 5294 ParticleSysBone = Smoke02 SmolderingSmoke 5295 ParticleSysBone = Smoke03 SmolderingSmoke 5296 ParticleSysBone = Smoke04 SmolderingSmoke 5297 ParticleSysBone = Smoke05 SmolderingSmoke 5298 ParticleSysBone = Smoke06 SmolderingSmoke 5299 ParticleSysBone = Smoke01 SmolderingFire 5300 ParticleSysBone = Smoke02 SmolderingFire 5301 ParticleSysBone = Smoke03 SmolderingFire 5302 ParticleSysBone = Smoke04 SmolderingFire 5303 ParticleSysBone = Smoke05 SmolderingFire 5304 ParticleSysBone = Smoke06 SmolderingFire 5305 End 5306 ConditionState = AWAITING_CONSTRUCTION 5307 Model = None 5308 End 5309 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5310 Model = NBNMissle 5311 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5312 END 5313 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5314 Model = NBNMissle_D 5315 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5316 END 5317 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5318 Model = NBNMissle_E 5319 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5320 END 5321 ConditionState = DOOR_1_OPENING 5322 Model = NBNMissle_A2 5323 Animation = NBNMissle_A2.NBNMissle_A2 5324 AnimationMode = ONCE 5325 Flags = MAINTAIN_FRAME_ACROSS_STATES 5326 End 5327 ConditionState = DOOR_1_WAITING_OPEN 5328 Model = NBNMissle_A2 5329 Animation = NBNMissle_A2.NBNMissle_A2 5330 AnimationMode = MANUAL 5331 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5332 WeaponLaunchBone = PRIMARY RockPos 5333 ParticleSysBone = Steam01 BigMissileSteam 5334 ParticleSysBone = Steam02 BigMissileSteam 5335 End 5336 ConditionState = DOOR_1_WAITING_TO_CLOSE 5337 Model = NBNMissle_A3 5338 Animation = NBNMissle_A3.NBNMissle_A3 5339 AnimationMode = MANUAL 5340 Flags = START_FRAME_FIRST 5341 WeaponLaunchBone = PRIMARY RockPos 5342 End 5343 ConditionState = DOOR_1_CLOSING 5344 Model = NBNMissle_A3 5345 Animation = NBNMissle_A3.NBNMissle_A3 5346 AnimationMode = ONCE 5347 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5348 End 5349 ConditionState = DOOR_1_OPENING DAMAGED 5350 Model = NBNMissle_A2D 5351 Animation = NBNMissle_A2D.NBNMissle_A2D 5352 AnimationMode = ONCE 5353 Flags = MAINTAIN_FRAME_ACROSS_STATES 5354 ParticleSysBone = Smoke01 SmolderingSmoke 5355 ParticleSysBone = Smoke02 SmolderingSmoke 5356 ParticleSysBone = Smoke03 SmolderingSmoke 5357 ParticleSysBone = Smoke04 SmolderingSmoke 5358 ParticleSysBone = Smoke05 SmolderingSmoke 5359 ParticleSysBone = Smoke06 SmolderingSmoke 5360 ParticleSysBone = Smoke01 SmolderingFire 5361 ParticleSysBone = Smoke02 SmolderingFire 5362 ParticleSysBone = Smoke03 SmolderingFire 5363 ParticleSysBone = Smoke04 SmolderingFire 5364 ParticleSysBone = Smoke05 SmolderingFire 5365 ParticleSysBone = Smoke06 SmolderingFire 5366 5367 ParticleSysBone = Steam01 BigMissileSteam 5368 ParticleSysBone = Steam02 BigMissileSteam 5369 End 5370 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 5371 Model = NBNMissle_A2D 5372 Animation = NBNMissle_A2D.NBNMissle_A2D 5373 AnimationMode = MANUAL 5374 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5375 WeaponLaunchBone = PRIMARY RockPos 5376 ParticleSysBone = Smoke01 SmolderingSmoke 5377 ParticleSysBone = Smoke02 SmolderingSmoke 5378 ParticleSysBone = Smoke03 SmolderingSmoke 5379 ParticleSysBone = Smoke04 SmolderingSmoke 5380 ParticleSysBone = Smoke05 SmolderingSmoke 5381 ParticleSysBone = Smoke06 SmolderingSmoke 5382 ParticleSysBone = Smoke01 SmolderingFire 5383 ParticleSysBone = Smoke02 SmolderingFire 5384 ParticleSysBone = Smoke03 SmolderingFire 5385 ParticleSysBone = Smoke04 SmolderingFire 5386 ParticleSysBone = Smoke05 SmolderingFire 5387 ParticleSysBone = Smoke06 SmolderingFire 5388 ParticleSysBone = Steam01 BigMissileSteam 5389 ParticleSysBone = Steam02 BigMissileSteam 5390 End 5391 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 5392 Model = NBNMissle_A3D 5393 Animation = NBNMissle_A3D.NBNMissle_A3D 5394 AnimationMode = MANUAL 5395 Flags = START_FRAME_FIRST 5396 WeaponLaunchBone = PRIMARY RockPos 5397 ParticleSysBone = Smoke01 SmolderingSmoke 5398 ParticleSysBone = Smoke02 SmolderingSmoke 5399 ParticleSysBone = Smoke03 SmolderingSmoke 5400 ParticleSysBone = Smoke04 SmolderingSmoke 5401 ParticleSysBone = Smoke05 SmolderingSmoke 5402 ParticleSysBone = Smoke06 SmolderingSmoke 5403 ParticleSysBone = Smoke01 SmolderingFire 5404 ParticleSysBone = Smoke02 SmolderingFire 5405 ParticleSysBone = Smoke03 SmolderingFire 5406 ParticleSysBone = Smoke04 SmolderingFire 5407 ParticleSysBone = Smoke05 SmolderingFire 5408 ParticleSysBone = Smoke06 SmolderingFire 5409 End 5410 ConditionState = DOOR_1_CLOSING DAMAGED 5411 Model = NBNMissle_A3D 5412 Animation = NBNMissle_A3D.NBNMissle_A3D 5413 AnimationMode = ONCE 5414 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5415 ParticleSysBone = Smoke01 SmolderingSmoke 5416 ParticleSysBone = Smoke02 SmolderingSmoke 5417 ParticleSysBone = Smoke03 SmolderingSmoke 5418 ParticleSysBone = Smoke04 SmolderingSmoke 5419 ParticleSysBone = Smoke05 SmolderingSmoke 5420 ParticleSysBone = Smoke06 SmolderingSmoke 5421 ParticleSysBone = Smoke01 SmolderingFire 5422 ParticleSysBone = Smoke02 SmolderingFire 5423 ParticleSysBone = Smoke03 SmolderingFire 5424 ParticleSysBone = Smoke04 SmolderingFire 5425 ParticleSysBone = Smoke05 SmolderingFire 5426 ParticleSysBone = Smoke06 SmolderingFire 5427 End 5428 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 5429 Model = NBNMissle_A2E 5430 Animation = NBNMissle_A2E.NBNMissle_A2E 5431 AnimationMode = ONCE 5432 Flags = MAINTAIN_FRAME_ACROSS_STATES 5433 ParticleSysBone = Smoke01 SmolderingSmoke 5434 ParticleSysBone = Smoke02 SmolderingSmoke 5435 ParticleSysBone = Smoke03 SmolderingSmoke 5436 ParticleSysBone = Smoke04 SmolderingSmoke 5437 ParticleSysBone = Smoke05 SmolderingSmoke 5438 ParticleSysBone = Smoke06 SmolderingSmoke 5439 ParticleSysBone = Smoke01 SmolderingFire 5440 ParticleSysBone = Smoke02 SmolderingFire 5441 ParticleSysBone = Smoke03 SmolderingFire 5442 ParticleSysBone = Smoke04 SmolderingFire 5443 ParticleSysBone = Smoke05 SmolderingFire 5444 ParticleSysBone = Smoke06 SmolderingFire 5445 ParticleSysBone = Steam01 BigMissileSteam 5446 ParticleSysBone = Steam02 BigMissileSteam 5447 End 5448 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 5449 Model = NBNMissle_A2E 5450 Animation = NBNMissle_A2E.NBNMissle_A2E 5451 AnimationMode = MANUAL 5452 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5453 WeaponLaunchBone = PRIMARY RockPos 5454 ParticleSysBone = Smoke01 SmolderingSmoke 5455 ParticleSysBone = Smoke02 SmolderingSmoke 5456 ParticleSysBone = Smoke03 SmolderingSmoke 5457 ParticleSysBone = Smoke04 SmolderingSmoke 5458 ParticleSysBone = Smoke05 SmolderingSmoke 5459 ParticleSysBone = Smoke06 SmolderingSmoke 5460 ParticleSysBone = Smoke01 SmolderingFire 5461 ParticleSysBone = Smoke02 SmolderingFire 5462 ParticleSysBone = Smoke03 SmolderingFire 5463 ParticleSysBone = Smoke04 SmolderingFire 5464 ParticleSysBone = Smoke05 SmolderingFire 5465 ParticleSysBone = Smoke06 SmolderingFire 5466 ParticleSysBone = Steam01 BigMissileSteam 5467 ParticleSysBone = Steam02 BigMissileSteam 5468 End 5469 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 5470 Model = NBNMissle_A3E 5471 Animation = NBNMissle_A3E.NBNMissle_A3E 5472 AnimationMode = MANUAL 5473 Flags = START_FRAME_FIRST 5474 WeaponLaunchBone = PRIMARY RockPos 5475 ParticleSysBone = Smoke01 SmolderingSmoke 5476 ParticleSysBone = Smoke02 SmolderingSmoke 5477 ParticleSysBone = Smoke03 SmolderingSmoke 5478 ParticleSysBone = Smoke04 SmolderingSmoke 5479 ParticleSysBone = Smoke05 SmolderingSmoke 5480 ParticleSysBone = Smoke06 SmolderingSmoke 5481 ParticleSysBone = Smoke01 SmolderingFire 5482 ParticleSysBone = Smoke02 SmolderingFire 5483 ParticleSysBone = Smoke03 SmolderingFire 5484 ParticleSysBone = Smoke04 SmolderingFire 5485 ParticleSysBone = Smoke05 SmolderingFire 5486 ParticleSysBone = Smoke06 SmolderingFire 5487 End 5488 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 5489 Model = NBNMissle_A3E 5490 Animation = NBNMissle_A3E.NBNMissle_A3E 5491 AnimationMode = ONCE 5492 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5493 ParticleSysBone = Smoke01 SmolderingSmoke 5494 ParticleSysBone = Smoke02 SmolderingSmoke 5495 ParticleSysBone = Smoke03 SmolderingSmoke 5496 ParticleSysBone = Smoke04 SmolderingSmoke 5497 ParticleSysBone = Smoke05 SmolderingSmoke 5498 ParticleSysBone = Smoke06 SmolderingSmoke 5499 ParticleSysBone = Smoke01 SmolderingFire 5500 ParticleSysBone = Smoke02 SmolderingFire 5501 ParticleSysBone = Smoke03 SmolderingFire 5502 ParticleSysBone = Smoke04 SmolderingFire 5503 ParticleSysBone = Smoke05 SmolderingFire 5504 ParticleSysBone = Smoke06 SmolderingFire 5505 End 5506 5507 ; night 5508 ConditionState = NIGHT 5509 Model = NBNMissle_N 5510 End 5511 ConditionState = DAMAGED NIGHT 5512 Model = NBNMissle_DN 5513 ParticleSysBone = Smoke01 SmolderingSmoke 5514 ParticleSysBone = Smoke02 SmolderingSmoke 5515 ParticleSysBone = Smoke03 SmolderingSmoke 5516 ParticleSysBone = Smoke04 SmolderingSmoke 5517 ParticleSysBone = Smoke01 SmolderingFire 5518 ParticleSysBone = Smoke02 SmolderingFire 5519 ParticleSysBone = Smoke03 SmolderingFire 5520 ParticleSysBone = Smoke04 SmolderingFire 5521 End 5522 ConditionState = REALLYDAMAGED RUBBLE NIGHT 5523 Model = NBNMissle_EN 5524 ParticleSysBone = Smoke01 SmolderingSmoke 5525 ParticleSysBone = Smoke02 SmolderingSmoke 5526 ParticleSysBone = Smoke03 SmolderingSmoke 5527 ParticleSysBone = Smoke04 SmolderingSmoke 5528 ParticleSysBone = Smoke05 SmolderingSmoke 5529 ParticleSysBone = Smoke06 SmolderingSmoke 5530 ParticleSysBone = Smoke01 SmolderingFire 5531 ParticleSysBone = Smoke02 SmolderingFire 5532 ParticleSysBone = Smoke03 SmolderingFire 5533 ParticleSysBone = Smoke04 SmolderingFire 5534 ParticleSysBone = Smoke05 SmolderingFire 5535 ParticleSysBone = Smoke06 SmolderingFire 5536 End 5537 ConditionState = AWAITING_CONSTRUCTION NIGHT 5538 Model = None 5539 End 5540 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5541 Model = NBNMissle_N 5542 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5543 END 5544 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5545 Model = NBNMissle_DN 5546 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5547 END 5548 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5549 Model = NBNMissle_EN 5550 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5551 END 5552 ConditionState = DOOR_1_OPENING NIGHT 5553 Model = NBNMissle_A2N 5554 Animation = NBNMissle_A2N.NBNMissle_A2N 5555 AnimationMode = ONCE 5556 Flags = MAINTAIN_FRAME_ACROSS_STATES 5557 End 5558 ConditionState = DOOR_1_WAITING_OPEN NIGHT 5559 Model = NBNMissle_A2N 5560 Animation = NBNMissle_A2N.NBNMissle_A2N 5561 AnimationMode = MANUAL 5562 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5563 WeaponLaunchBone = PRIMARY RockPos 5564 ParticleSysBone = Steam01 BigMissileSteam 5565 ParticleSysBone = Steam02 BigMissileSteam 5566 End 5567 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 5568 Model = NBNMissle_A3N 5569 Animation = NBNMissle_A3N.NBNMissle_A3N 5570 AnimationMode = MANUAL 5571 Flags = START_FRAME_FIRST 5572 WeaponLaunchBone = PRIMARY RockPos 5573 End 5574 ConditionState = DOOR_1_CLOSING NIGHT 5575 Model = NBNMissle_A3N 5576 Animation = NBNMissle_A3N.NBNMissle_A3N 5577 AnimationMode = ONCE 5578 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5579 End 5580 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 5581 Model = NBNMissle_A2DN 5582 Animation = NBNMissle_A2DN.NBNMissle_A2DN 5583 AnimationMode = ONCE 5584 Flags = MAINTAIN_FRAME_ACROSS_STATES 5585 ParticleSysBone = Smoke01 SmolderingSmoke 5586 ParticleSysBone = Smoke02 SmolderingSmoke 5587 ParticleSysBone = Smoke03 SmolderingSmoke 5588 ParticleSysBone = Smoke04 SmolderingSmoke 5589 ParticleSysBone = Smoke05 SmolderingSmoke 5590 ParticleSysBone = Smoke06 SmolderingSmoke 5591 ParticleSysBone = Smoke01 SmolderingFire 5592 ParticleSysBone = Smoke02 SmolderingFire 5593 ParticleSysBone = Smoke03 SmolderingFire 5594 ParticleSysBone = Smoke04 SmolderingFire 5595 ParticleSysBone = Smoke05 SmolderingFire 5596 ParticleSysBone = Smoke06 SmolderingFire 5597 ParticleSysBone = Steam01 BigMissileSteam 5598 ParticleSysBone = Steam02 BigMissileSteam 5599 End 5600 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 5601 Model = NBNMissle_A2DN 5602 Animation = NBNMissle_A2DN.NBNMissle_A2DN 5603 AnimationMode = MANUAL 5604 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5605 WeaponLaunchBone = PRIMARY RockPos 5606 ParticleSysBone = Smoke01 SmolderingSmoke 5607 ParticleSysBone = Smoke02 SmolderingSmoke 5608 ParticleSysBone = Smoke03 SmolderingSmoke 5609 ParticleSysBone = Smoke04 SmolderingSmoke 5610 ParticleSysBone = Smoke05 SmolderingSmoke 5611 ParticleSysBone = Smoke06 SmolderingSmoke 5612 ParticleSysBone = Smoke01 SmolderingFire 5613 ParticleSysBone = Smoke02 SmolderingFire 5614 ParticleSysBone = Smoke03 SmolderingFire 5615 ParticleSysBone = Smoke04 SmolderingFire 5616 ParticleSysBone = Smoke05 SmolderingFire 5617 ParticleSysBone = Smoke06 SmolderingFire 5618 ParticleSysBone = Steam01 BigMissileSteam 5619 ParticleSysBone = Steam02 BigMissileSteam 5620 End 5621 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 5622 Model = NBNMissle_A3DN 5623 Animation = NBNMissle_A3DN.NBNMissle_A3DN 5624 AnimationMode = MANUAL 5625 Flags = START_FRAME_FIRST 5626 WeaponLaunchBone = PRIMARY RockPos 5627 ParticleSysBone = Smoke01 SmolderingSmoke 5628 ParticleSysBone = Smoke02 SmolderingSmoke 5629 ParticleSysBone = Smoke03 SmolderingSmoke 5630 ParticleSysBone = Smoke04 SmolderingSmoke 5631 ParticleSysBone = Smoke05 SmolderingSmoke 5632 ParticleSysBone = Smoke06 SmolderingSmoke 5633 ParticleSysBone = Smoke01 SmolderingFire 5634 ParticleSysBone = Smoke02 SmolderingFire 5635 ParticleSysBone = Smoke03 SmolderingFire 5636 ParticleSysBone = Smoke04 SmolderingFire 5637 ParticleSysBone = Smoke05 SmolderingFire 5638 ParticleSysBone = Smoke06 SmolderingFire 5639 End 5640 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 5641 Model = NBNMissle_A3DN 5642 Animation = NBNMissle_A3DN.NBNMissle_A3DN 5643 AnimationMode = ONCE 5644 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5645 ParticleSysBone = Smoke01 SmolderingSmoke 5646 ParticleSysBone = Smoke02 SmolderingSmoke 5647 ParticleSysBone = Smoke03 SmolderingSmoke 5648 ParticleSysBone = Smoke04 SmolderingSmoke 5649 ParticleSysBone = Smoke05 SmolderingSmoke 5650 ParticleSysBone = Smoke06 SmolderingSmoke 5651 ParticleSysBone = Smoke01 SmolderingFire 5652 ParticleSysBone = Smoke02 SmolderingFire 5653 ParticleSysBone = Smoke03 SmolderingFire 5654 ParticleSysBone = Smoke04 SmolderingFire 5655 ParticleSysBone = Smoke05 SmolderingFire 5656 ParticleSysBone = Smoke06 SmolderingFire 5657 End 5658 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 5659 Model = NBNMissle_A2EN 5660 Animation = NBNMissle_A2EN.NBNMissle_A2EN 5661 AnimationMode = ONCE 5662 Flags = MAINTAIN_FRAME_ACROSS_STATES 5663 ParticleSysBone = Smoke01 SmolderingSmoke 5664 ParticleSysBone = Smoke02 SmolderingSmoke 5665 ParticleSysBone = Smoke03 SmolderingSmoke 5666 ParticleSysBone = Smoke04 SmolderingSmoke 5667 ParticleSysBone = Smoke05 SmolderingSmoke 5668 ParticleSysBone = Smoke06 SmolderingSmoke 5669 ParticleSysBone = Smoke01 SmolderingFire 5670 ParticleSysBone = Smoke02 SmolderingFire 5671 ParticleSysBone = Smoke03 SmolderingFire 5672 ParticleSysBone = Smoke04 SmolderingFire 5673 ParticleSysBone = Smoke05 SmolderingFire 5674 ParticleSysBone = Smoke06 SmolderingFire 5675 ParticleSysBone = Steam01 BigMissileSteam 5676 ParticleSysBone = Steam02 BigMissileSteam 5677 End 5678 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 5679 Model = NBNMissle_A2EN 5680 Animation = NBNMissle_A2EN.NBNMissle_A2EN 5681 AnimationMode = MANUAL 5682 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5683 WeaponLaunchBone = PRIMARY RockPos 5684 ParticleSysBone = Smoke01 SmolderingSmoke 5685 ParticleSysBone = Smoke02 SmolderingSmoke 5686 ParticleSysBone = Smoke03 SmolderingSmoke 5687 ParticleSysBone = Smoke04 SmolderingSmoke 5688 ParticleSysBone = Smoke05 SmolderingSmoke 5689 ParticleSysBone = Smoke06 SmolderingSmoke 5690 ParticleSysBone = Smoke01 SmolderingFire 5691 ParticleSysBone = Smoke02 SmolderingFire 5692 ParticleSysBone = Smoke03 SmolderingFire 5693 ParticleSysBone = Smoke04 SmolderingFire 5694 ParticleSysBone = Smoke05 SmolderingFire 5695 ParticleSysBone = Smoke06 SmolderingFire 5696 ParticleSysBone = Steam01 BigMissileSteam 5697 ParticleSysBone = Steam02 BigMissileSteam 5698 End 5699 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 5700 Model = NBNMissle_A3EN 5701 Animation = NBNMissle_A3EN.NBNMissle_A3EN 5702 AnimationMode = MANUAL 5703 Flags = START_FRAME_FIRST 5704 WeaponLaunchBone = PRIMARY RockPos 5705 ParticleSysBone = Smoke01 SmolderingSmoke 5706 ParticleSysBone = Smoke02 SmolderingSmoke 5707 ParticleSysBone = Smoke03 SmolderingSmoke 5708 ParticleSysBone = Smoke04 SmolderingSmoke 5709 ParticleSysBone = Smoke05 SmolderingSmoke 5710 ParticleSysBone = Smoke06 SmolderingSmoke 5711 ParticleSysBone = Smoke01 SmolderingFire 5712 ParticleSysBone = Smoke02 SmolderingFire 5713 ParticleSysBone = Smoke03 SmolderingFire 5714 ParticleSysBone = Smoke04 SmolderingFire 5715 ParticleSysBone = Smoke05 SmolderingFire 5716 ParticleSysBone = Smoke06 SmolderingFire 5717 End 5718 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 5719 Model = NBNMissle_A3EN 5720 Animation = NBNMissle_A3EN.NBNMissle_A3EN 5721 AnimationMode = ONCE 5722 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5723 ParticleSysBone = Smoke01 SmolderingSmoke 5724 ParticleSysBone = Smoke02 SmolderingSmoke 5725 ParticleSysBone = Smoke03 SmolderingSmoke 5726 ParticleSysBone = Smoke04 SmolderingSmoke 5727 ParticleSysBone = Smoke05 SmolderingSmoke 5728 ParticleSysBone = Smoke06 SmolderingSmoke 5729 ParticleSysBone = Smoke01 SmolderingFire 5730 ParticleSysBone = Smoke02 SmolderingFire 5731 ParticleSysBone = Smoke03 SmolderingFire 5732 ParticleSysBone = Smoke04 SmolderingFire 5733 ParticleSysBone = Smoke05 SmolderingFire 5734 ParticleSysBone = Smoke06 SmolderingFire 5735 End 5736 5737 ;-------------- SNOW! -------------------- 5738 5739 ConditionState = SNOW 5740 Model = NBNMissle_S 5741 End 5742 5743 ConditionState = DAMAGED SNOW 5744 Model = NBNMissle_DS 5745 ParticleSysBone = Smoke01 SmolderingSmoke 5746 ParticleSysBone = Smoke02 SmolderingSmoke 5747 ParticleSysBone = Smoke03 SmolderingSmoke 5748 ParticleSysBone = Smoke04 SmolderingSmoke 5749 ParticleSysBone = Smoke01 SmolderingFire 5750 ParticleSysBone = Smoke02 SmolderingFire 5751 ParticleSysBone = Smoke03 SmolderingFire 5752 ParticleSysBone = Smoke04 SmolderingFire 5753 End 5754 ConditionState = REALLYDAMAGED RUBBLE SNOW 5755 Model = NBNMissle_ES 5756 ParticleSysBone = Smoke01 SmolderingSmoke 5757 ParticleSysBone = Smoke02 SmolderingSmoke 5758 ParticleSysBone = Smoke03 SmolderingSmoke 5759 ParticleSysBone = Smoke04 SmolderingSmoke 5760 ParticleSysBone = Smoke05 SmolderingSmoke 5761 ParticleSysBone = Smoke06 SmolderingSmoke 5762 ParticleSysBone = Smoke01 SmolderingFire 5763 ParticleSysBone = Smoke02 SmolderingFire 5764 ParticleSysBone = Smoke03 SmolderingFire 5765 ParticleSysBone = Smoke04 SmolderingFire 5766 ParticleSysBone = Smoke05 SmolderingFire 5767 ParticleSysBone = Smoke06 SmolderingFire 5768 End 5769 ConditionState = AWAITING_CONSTRUCTION SNOW 5770 Model = None 5771 End 5772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5773 Model = NBNMissle_S 5774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5775 END 5776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5777 Model = NBNMissle_DS 5778 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5779 END 5780 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5781 Model = NBNMissle_ES 5782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5783 END 5784 ConditionState = DOOR_1_OPENING SNOW 5785 Model = NBNMissle_A2S 5786 Animation = NBNMissle_A2S.NBNMissle_A2S 5787 AnimationMode = ONCE 5788 Flags = MAINTAIN_FRAME_ACROSS_STATES 5789 End 5790 ConditionState = DOOR_1_WAITING_OPEN SNOW 5791 Model = NBNMissle_A2S 5792 Animation = NBNMissle_A2S.NBNMissle_A2S 5793 AnimationMode = MANUAL 5794 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5795 WeaponLaunchBone = PRIMARY RockPos 5796 ParticleSysBone = Steam01 BigMissileSteam 5797 ParticleSysBone = Steam02 BigMissileSteam 5798 End 5799 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 5800 Model = NBNMissle_A3S 5801 Animation = NBNMissle_A3S.NBNMissle_A3S 5802 AnimationMode = MANUAL 5803 Flags = START_FRAME_FIRST 5804 WeaponLaunchBone = PRIMARY RockPos 5805 End 5806 ConditionState = DOOR_1_CLOSING SNOW 5807 Model = NBNMissle_A3S 5808 Animation = NBNMissle_A3S.NBNMissle_A3S 5809 AnimationMode = ONCE 5810 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5811 End 5812 ConditionState = DOOR_1_OPENING DAMAGED SNOW 5813 Model = NBNMissle_A2DS 5814 Animation = NBNMissle_A2DS.NBNMissle_A2DS 5815 AnimationMode = ONCE 5816 Flags = MAINTAIN_FRAME_ACROSS_STATES 5817 ParticleSysBone = Smoke01 SmolderingSmoke 5818 ParticleSysBone = Smoke02 SmolderingSmoke 5819 ParticleSysBone = Smoke03 SmolderingSmoke 5820 ParticleSysBone = Smoke04 SmolderingSmoke 5821 ParticleSysBone = Smoke05 SmolderingSmoke 5822 ParticleSysBone = Smoke06 SmolderingSmoke 5823 ParticleSysBone = Smoke01 SmolderingFire 5824 ParticleSysBone = Smoke02 SmolderingFire 5825 ParticleSysBone = Smoke03 SmolderingFire 5826 ParticleSysBone = Smoke04 SmolderingFire 5827 ParticleSysBone = Smoke05 SmolderingFire 5828 ParticleSysBone = Smoke06 SmolderingFire 5829 ParticleSysBone = Steam01 BigMissileSteam 5830 ParticleSysBone = Steam02 BigMissileSteam 5831 End 5832 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 5833 Model = NBNMissle_A2DS 5834 Animation = NBNMissle_A2DS.NBNMissle_A2DS 5835 AnimationMode = MANUAL 5836 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5837 WeaponLaunchBone = PRIMARY RockPos 5838 ParticleSysBone = Smoke01 SmolderingSmoke 5839 ParticleSysBone = Smoke02 SmolderingSmoke 5840 ParticleSysBone = Smoke03 SmolderingSmoke 5841 ParticleSysBone = Smoke04 SmolderingSmoke 5842 ParticleSysBone = Smoke05 SmolderingSmoke 5843 ParticleSysBone = Smoke06 SmolderingSmoke 5844 ParticleSysBone = Smoke01 SmolderingFire 5845 ParticleSysBone = Smoke02 SmolderingFire 5846 ParticleSysBone = Smoke03 SmolderingFire 5847 ParticleSysBone = Smoke04 SmolderingFire 5848 ParticleSysBone = Smoke05 SmolderingFire 5849 ParticleSysBone = Smoke06 SmolderingFire 5850 ParticleSysBone = Steam01 BigMissileSteam 5851 ParticleSysBone = Steam02 BigMissileSteam 5852 End 5853 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 5854 Model = NBNMissle_A3DS 5855 Animation = NBNMissle_A3DS.NBNMissle_A3DS 5856 AnimationMode = MANUAL 5857 Flags = START_FRAME_FIRST 5858 WeaponLaunchBone = PRIMARY RockPos 5859 ParticleSysBone = Smoke01 SmolderingSmoke 5860 ParticleSysBone = Smoke02 SmolderingSmoke 5861 ParticleSysBone = Smoke03 SmolderingSmoke 5862 ParticleSysBone = Smoke04 SmolderingSmoke 5863 ParticleSysBone = Smoke05 SmolderingSmoke 5864 ParticleSysBone = Smoke06 SmolderingSmoke 5865 ParticleSysBone = Smoke01 SmolderingFire 5866 ParticleSysBone = Smoke02 SmolderingFire 5867 ParticleSysBone = Smoke03 SmolderingFire 5868 ParticleSysBone = Smoke04 SmolderingFire 5869 ParticleSysBone = Smoke05 SmolderingFire 5870 ParticleSysBone = Smoke06 SmolderingFire 5871 End 5872 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 5873 Model = NBNMissle_A3DS 5874 Animation = NBNMissle_A3DS.NBNMissle_A3DS 5875 AnimationMode = ONCE 5876 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5877 ParticleSysBone = Smoke01 SmolderingSmoke 5878 ParticleSysBone = Smoke02 SmolderingSmoke 5879 ParticleSysBone = Smoke03 SmolderingSmoke 5880 ParticleSysBone = Smoke04 SmolderingSmoke 5881 ParticleSysBone = Smoke05 SmolderingSmoke 5882 ParticleSysBone = Smoke06 SmolderingSmoke 5883 ParticleSysBone = Smoke01 SmolderingFire 5884 ParticleSysBone = Smoke02 SmolderingFire 5885 ParticleSysBone = Smoke03 SmolderingFire 5886 ParticleSysBone = Smoke04 SmolderingFire 5887 ParticleSysBone = Smoke05 SmolderingFire 5888 ParticleSysBone = Smoke06 SmolderingFire 5889 End 5890 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 5891 Model = NBNMissle_A2ES 5892 Animation = NBNMissle_A2ES.NBNMissle_A2ES 5893 AnimationMode = ONCE 5894 Flags = MAINTAIN_FRAME_ACROSS_STATES 5895 ParticleSysBone = Smoke01 SmolderingSmoke 5896 ParticleSysBone = Smoke02 SmolderingSmoke 5897 ParticleSysBone = Smoke03 SmolderingSmoke 5898 ParticleSysBone = Smoke04 SmolderingSmoke 5899 ParticleSysBone = Smoke05 SmolderingSmoke 5900 ParticleSysBone = Smoke06 SmolderingSmoke 5901 ParticleSysBone = Smoke01 SmolderingFire 5902 ParticleSysBone = Smoke02 SmolderingFire 5903 ParticleSysBone = Smoke03 SmolderingFire 5904 ParticleSysBone = Smoke04 SmolderingFire 5905 ParticleSysBone = Smoke05 SmolderingFire 5906 ParticleSysBone = Smoke06 SmolderingFire 5907 ParticleSysBone = Steam01 BigMissileSteam 5908 ParticleSysBone = Steam02 BigMissileSteam 5909 End 5910 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 5911 Model = NBNMissle_A2ES 5912 Animation = NBNMissle_A2ES.NBNMissle_A2ES 5913 AnimationMode = MANUAL 5914 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 5915 WeaponLaunchBone = PRIMARY RockPos 5916 ParticleSysBone = Smoke01 SmolderingSmoke 5917 ParticleSysBone = Smoke02 SmolderingSmoke 5918 ParticleSysBone = Smoke03 SmolderingSmoke 5919 ParticleSysBone = Smoke04 SmolderingSmoke 5920 ParticleSysBone = Smoke05 SmolderingSmoke 5921 ParticleSysBone = Smoke06 SmolderingSmoke 5922 ParticleSysBone = Smoke01 SmolderingFire 5923 ParticleSysBone = Smoke02 SmolderingFire 5924 ParticleSysBone = Smoke03 SmolderingFire 5925 ParticleSysBone = Smoke04 SmolderingFire 5926 ParticleSysBone = Smoke05 SmolderingFire 5927 ParticleSysBone = Smoke06 SmolderingFire 5928 ParticleSysBone = Steam01 BigMissileSteam 5929 ParticleSysBone = Steam02 BigMissileSteam 5930 End 5931 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 5932 Model = NBNMissle_A3ES 5933 Animation = NBNMissle_A3ES.NBNMissle_A3ES 5934 AnimationMode = MANUAL 5935 Flags = START_FRAME_FIRST 5936 WeaponLaunchBone = PRIMARY RockPos 5937 ParticleSysBone = Smoke01 SmolderingSmoke 5938 ParticleSysBone = Smoke02 SmolderingSmoke 5939 ParticleSysBone = Smoke03 SmolderingSmoke 5940 ParticleSysBone = Smoke04 SmolderingSmoke 5941 ParticleSysBone = Smoke05 SmolderingSmoke 5942 ParticleSysBone = Smoke06 SmolderingSmoke 5943 ParticleSysBone = Smoke01 SmolderingFire 5944 ParticleSysBone = Smoke02 SmolderingFire 5945 ParticleSysBone = Smoke03 SmolderingFire 5946 ParticleSysBone = Smoke04 SmolderingFire 5947 ParticleSysBone = Smoke05 SmolderingFire 5948 ParticleSysBone = Smoke06 SmolderingFire 5949 End 5950 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 5951 Model = NBNMissle_A3ES 5952 Animation = NBNMissle_A3ES.NBNMissle_A3ES 5953 AnimationMode = ONCE 5954 Flags = MAINTAIN_FRAME_ACROSS_STATES2 5955 ParticleSysBone = Smoke01 SmolderingSmoke 5956 ParticleSysBone = Smoke02 SmolderingSmoke 5957 ParticleSysBone = Smoke03 SmolderingSmoke 5958 ParticleSysBone = Smoke04 SmolderingSmoke 5959 ParticleSysBone = Smoke05 SmolderingSmoke 5960 ParticleSysBone = Smoke06 SmolderingSmoke 5961 ParticleSysBone = Smoke01 SmolderingFire 5962 ParticleSysBone = Smoke02 SmolderingFire 5963 ParticleSysBone = Smoke03 SmolderingFire 5964 ParticleSysBone = Smoke04 SmolderingFire 5965 ParticleSysBone = Smoke05 SmolderingFire 5966 ParticleSysBone = Smoke06 SmolderingFire 5967 End 5968 5969 ; night 5970 ConditionState = NIGHT SNOW 5971 Model = NBNMissle_NS 5972 End 5973 ConditionState = DAMAGED NIGHT SNOW 5974 Model = NBNMissle_DNS 5975 ParticleSysBone = Smoke01 SmolderingSmoke 5976 ParticleSysBone = Smoke02 SmolderingSmoke 5977 ParticleSysBone = Smoke03 SmolderingSmoke 5978 ParticleSysBone = Smoke04 SmolderingSmoke 5979 ParticleSysBone = Smoke01 SmolderingFire 5980 ParticleSysBone = Smoke02 SmolderingFire 5981 ParticleSysBone = Smoke03 SmolderingFire 5982 ParticleSysBone = Smoke04 SmolderingFire 5983 End 5984 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 5985 Model = NBNMissle_ENS 5986 ParticleSysBone = Smoke01 SmolderingSmoke 5987 ParticleSysBone = Smoke02 SmolderingSmoke 5988 ParticleSysBone = Smoke03 SmolderingSmoke 5989 ParticleSysBone = Smoke04 SmolderingSmoke 5990 ParticleSysBone = Smoke05 SmolderingSmoke 5991 ParticleSysBone = Smoke06 SmolderingSmoke 5992 ParticleSysBone = Smoke01 SmolderingFire 5993 ParticleSysBone = Smoke02 SmolderingFire 5994 ParticleSysBone = Smoke03 SmolderingFire 5995 ParticleSysBone = Smoke04 SmolderingFire 5996 ParticleSysBone = Smoke05 SmolderingFire 5997 ParticleSysBone = Smoke06 SmolderingFire 5998 End 5999 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6000 Model = None 6001 End 6002 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6003 Model = NBNMissle_NS 6004 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6005 END 6006 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6007 Model = NBNMissle_DNS 6008 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6009 END 6010 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6011 Model = NBNMissle_ENS 6012 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6013 END 6014 ConditionState = DOOR_1_OPENING NIGHT SNOW 6015 Model = NBNMissle_A2NS 6016 Animation = NBNMissle_A2NS.NBNMissle_A2NS 6017 AnimationMode = ONCE 6018 Flags = MAINTAIN_FRAME_ACROSS_STATES 6019 End 6020 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 6021 Model = NBNMissle_A2NS 6022 Animation = NBNMissle_A2NS.NBNMissle_A2NS 6023 AnimationMode = MANUAL 6024 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6025 WeaponLaunchBone = PRIMARY RockPos 6026 ParticleSysBone = Steam01 BigMissileSteam 6027 ParticleSysBone = Steam02 BigMissileSteam 6028 End 6029 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 6030 Model = NBNMissle_A3NS 6031 Animation = NBNMissle_A3NS.NBNMissle_A3NS 6032 AnimationMode = MANUAL 6033 Flags = START_FRAME_FIRST 6034 WeaponLaunchBone = PRIMARY RockPos 6035 End 6036 ConditionState = DOOR_1_CLOSING NIGHT SNOW 6037 Model = NBNMissle_A3NS 6038 Animation = NBNMissle_A3NS.NBNMissle_A3NS 6039 AnimationMode = ONCE 6040 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6041 End 6042 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 6043 Model = NBNMissle_A2DNS 6044 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 6045 AnimationMode = ONCE 6046 Flags = MAINTAIN_FRAME_ACROSS_STATES 6047 ParticleSysBone = Smoke01 SmolderingSmoke 6048 ParticleSysBone = Smoke02 SmolderingSmoke 6049 ParticleSysBone = Smoke03 SmolderingSmoke 6050 ParticleSysBone = Smoke04 SmolderingSmoke 6051 ParticleSysBone = Smoke05 SmolderingSmoke 6052 ParticleSysBone = Smoke06 SmolderingSmoke 6053 ParticleSysBone = Smoke01 SmolderingFire 6054 ParticleSysBone = Smoke02 SmolderingFire 6055 ParticleSysBone = Smoke03 SmolderingFire 6056 ParticleSysBone = Smoke04 SmolderingFire 6057 ParticleSysBone = Smoke05 SmolderingFire 6058 ParticleSysBone = Smoke06 SmolderingFire 6059 ParticleSysBone = Steam01 BigMissileSteam 6060 ParticleSysBone = Steam02 BigMissileSteam 6061 End 6062 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 6063 Model = NBNMissle_A2DNS 6064 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 6065 AnimationMode = MANUAL 6066 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6067 WeaponLaunchBone = PRIMARY RockPos 6068 ParticleSysBone = Smoke01 SmolderingSmoke 6069 ParticleSysBone = Smoke02 SmolderingSmoke 6070 ParticleSysBone = Smoke03 SmolderingSmoke 6071 ParticleSysBone = Smoke04 SmolderingSmoke 6072 ParticleSysBone = Smoke05 SmolderingSmoke 6073 ParticleSysBone = Smoke06 SmolderingSmoke 6074 ParticleSysBone = Smoke01 SmolderingFire 6075 ParticleSysBone = Smoke02 SmolderingFire 6076 ParticleSysBone = Smoke03 SmolderingFire 6077 ParticleSysBone = Smoke04 SmolderingFire 6078 ParticleSysBone = Smoke05 SmolderingFire 6079 ParticleSysBone = Smoke06 SmolderingFire 6080 ParticleSysBone = Steam01 BigMissileSteam 6081 ParticleSysBone = Steam02 BigMissileSteam 6082 End 6083 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 6084 Model = NBNMissle_A3DNS 6085 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 6086 AnimationMode = MANUAL 6087 Flags = START_FRAME_FIRST 6088 WeaponLaunchBone = PRIMARY RockPos 6089 ParticleSysBone = Smoke01 SmolderingSmoke 6090 ParticleSysBone = Smoke02 SmolderingSmoke 6091 ParticleSysBone = Smoke03 SmolderingSmoke 6092 ParticleSysBone = Smoke04 SmolderingSmoke 6093 ParticleSysBone = Smoke05 SmolderingSmoke 6094 ParticleSysBone = Smoke06 SmolderingSmoke 6095 ParticleSysBone = Smoke01 SmolderingFire 6096 ParticleSysBone = Smoke02 SmolderingFire 6097 ParticleSysBone = Smoke03 SmolderingFire 6098 ParticleSysBone = Smoke04 SmolderingFire 6099 ParticleSysBone = Smoke05 SmolderingFire 6100 ParticleSysBone = Smoke06 SmolderingFire 6101 End 6102 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 6103 Model = NBNMissle_A3DNS 6104 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 6105 AnimationMode = ONCE 6106 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6107 ParticleSysBone = Smoke01 SmolderingSmoke 6108 ParticleSysBone = Smoke02 SmolderingSmoke 6109 ParticleSysBone = Smoke03 SmolderingSmoke 6110 ParticleSysBone = Smoke04 SmolderingSmoke 6111 ParticleSysBone = Smoke05 SmolderingSmoke 6112 ParticleSysBone = Smoke06 SmolderingSmoke 6113 ParticleSysBone = Smoke01 SmolderingFire 6114 ParticleSysBone = Smoke02 SmolderingFire 6115 ParticleSysBone = Smoke03 SmolderingFire 6116 ParticleSysBone = Smoke04 SmolderingFire 6117 ParticleSysBone = Smoke05 SmolderingFire 6118 ParticleSysBone = Smoke06 SmolderingFire 6119 End 6120 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 6121 Model = NBNMissle_A2ENS 6122 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 6123 AnimationMode = ONCE 6124 Flags = MAINTAIN_FRAME_ACROSS_STATES 6125 ParticleSysBone = Smoke01 SmolderingSmoke 6126 ParticleSysBone = Smoke02 SmolderingSmoke 6127 ParticleSysBone = Smoke03 SmolderingSmoke 6128 ParticleSysBone = Smoke04 SmolderingSmoke 6129 ParticleSysBone = Smoke05 SmolderingSmoke 6130 ParticleSysBone = Smoke06 SmolderingSmoke 6131 ParticleSysBone = Smoke01 SmolderingFire 6132 ParticleSysBone = Smoke02 SmolderingFire 6133 ParticleSysBone = Smoke03 SmolderingFire 6134 ParticleSysBone = Smoke04 SmolderingFire 6135 ParticleSysBone = Smoke05 SmolderingFire 6136 ParticleSysBone = Smoke06 SmolderingFire 6137 ParticleSysBone = Steam01 BigMissileSteam 6138 ParticleSysBone = Steam02 BigMissileSteam 6139 End 6140 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 6141 Model = NBNMissle_A2ENS 6142 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 6143 AnimationMode = MANUAL 6144 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 6145 WeaponLaunchBone = PRIMARY RockPos 6146 ParticleSysBone = Smoke01 SmolderingSmoke 6147 ParticleSysBone = Smoke02 SmolderingSmoke 6148 ParticleSysBone = Smoke03 SmolderingSmoke 6149 ParticleSysBone = Smoke04 SmolderingSmoke 6150 ParticleSysBone = Smoke05 SmolderingSmoke 6151 ParticleSysBone = Smoke06 SmolderingSmoke 6152 ParticleSysBone = Smoke01 SmolderingFire 6153 ParticleSysBone = Smoke02 SmolderingFire 6154 ParticleSysBone = Smoke03 SmolderingFire 6155 ParticleSysBone = Smoke04 SmolderingFire 6156 ParticleSysBone = Smoke05 SmolderingFire 6157 ParticleSysBone = Smoke06 SmolderingFire 6158 ParticleSysBone = Steam01 BigMissileSteam 6159 ParticleSysBone = Steam02 BigMissileSteam 6160 End 6161 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 6162 Model = NBNMissle_A3ENS 6163 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 6164 AnimationMode = MANUAL 6165 Flags = START_FRAME_FIRST 6166 WeaponLaunchBone = PRIMARY RockPos 6167 ParticleSysBone = Smoke01 SmolderingSmoke 6168 ParticleSysBone = Smoke02 SmolderingSmoke 6169 ParticleSysBone = Smoke03 SmolderingSmoke 6170 ParticleSysBone = Smoke04 SmolderingSmoke 6171 ParticleSysBone = Smoke05 SmolderingSmoke 6172 ParticleSysBone = Smoke06 SmolderingSmoke 6173 ParticleSysBone = Smoke01 SmolderingFire 6174 ParticleSysBone = Smoke02 SmolderingFire 6175 ParticleSysBone = Smoke03 SmolderingFire 6176 ParticleSysBone = Smoke04 SmolderingFire 6177 ParticleSysBone = Smoke05 SmolderingFire 6178 ParticleSysBone = Smoke06 SmolderingFire 6179 End 6180 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 6181 Model = NBNMissle_A3ENS 6182 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 6183 AnimationMode = ONCE 6184 Flags = MAINTAIN_FRAME_ACROSS_STATES2 6185 ParticleSysBone = Smoke01 SmolderingSmoke 6186 ParticleSysBone = Smoke02 SmolderingSmoke 6187 ParticleSysBone = Smoke03 SmolderingSmoke 6188 ParticleSysBone = Smoke04 SmolderingSmoke 6189 ParticleSysBone = Smoke05 SmolderingSmoke 6190 ParticleSysBone = Smoke06 SmolderingSmoke 6191 ParticleSysBone = Smoke01 SmolderingFire 6192 ParticleSysBone = Smoke02 SmolderingFire 6193 ParticleSysBone = Smoke03 SmolderingFire 6194 ParticleSysBone = Smoke04 SmolderingFire 6195 ParticleSysBone = Smoke05 SmolderingFire 6196 ParticleSysBone = Smoke06 SmolderingFire 6197 End 6198 End 6199 6200 ; ------------ construction-zone fence ----------------- 6201 Draw = W3DModelDraw ModuleTag_02 6202 AnimationsRequirePower = No 6203 DefaultConditionState 6204 Model = None 6205 TransitionKey = DOWN_DEFAULT 6206 End 6207 ConditionState = NIGHT 6208 Model = None 6209 TransitionKey = DOWN_DEFAULT 6210 End 6211 ConditionState = SNOW 6212 Model = None 6213 TransitionKey = DOWN_DEFAULT 6214 End 6215 ConditionState = SNOW NIGHT 6216 Model = None 6217 TransitionKey = DOWN_DEFAULT 6218 End 6219 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6220 Model = NBNMissle_A4 6221 Animation = NBNMissle_A4.NBNMissle_A4 6222 AnimationMode = MANUAL 6223 Flags = START_FRAME_LAST 6224 TransitionKey = UP_DAY 6225 End 6226 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6227 Model = NBNMissle_A4N 6228 Animation = NBNMissle_A4N.NBNMissle_A4N 6229 AnimationMode = MANUAL 6230 Flags = START_FRAME_LAST 6231 TransitionKey = UP_NIGHT 6232 End 6233 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6234 Model = NBNMissle_A4S 6235 Animation = NBNMissle_A4S.NBNMissle_A4S 6236 AnimationMode = MANUAL 6237 Flags = START_FRAME_LAST 6238 TransitionKey = UP_SNOW 6239 End 6240 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6241 Model = NBNMissle_A4SN 6242 Animation = NBNMissle_A4SN.NBNMissle_A4SN 6243 AnimationMode = MANUAL 6244 Flags = START_FRAME_LAST 6245 TransitionKey = UP_SNOWNIGHT 6246 End 6247 TransitionState = DOWN_DEFAULT UP_DAY 6248 Model = NBNMissle_A4 6249 Animation = NBNMissle_A4.NBNMissle_A4 6250 AnimationMode = ONCE 6251 AnimationSpeedFactorRange = 1.0 1.0 6252 Flags = START_FRAME_FIRST 6253 End 6254 TransitionState = DOWN_DEFAULT UP_NIGHT 6255 Model = NBNMissle_A4N 6256 Animation = NBNMissle_A4N.NBNMissle_A4N 6257 AnimationMode = ONCE 6258 AnimationSpeedFactorRange = 1.0 1.0 6259 Flags = START_FRAME_FIRST 6260 End 6261 TransitionState = DOWN_DEFAULT UP_SNOW 6262 Model = NBNMissle_A4S 6263 Animation = NBNMissle_A4S.NBNMissle_A4S 6264 AnimationMode = ONCE 6265 AnimationSpeedFactorRange = 1.0 1.0 6266 Flags = START_FRAME_FIRST 6267 End 6268 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6269 Model = NBNMissle_A4SN 6270 Animation = NBNMissle_A4SN.NBNMissle_A4SN 6271 AnimationMode = ONCE 6272 AnimationSpeedFactorRange = 1.0 1.0 6273 Flags = START_FRAME_FIRST 6274 End 6275 TransitionState = UP_DAY DOWN_DEFAULT 6276 Model = NBNMissle_A4 6277 Animation = NBNMissle_A4.NBNMissle_A4 6278 AnimationMode = ONCE_BACKWARDS 6279 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6280 Flags = START_FRAME_LAST 6281 End 6282 TransitionState = UP_NIGHT DOWN_DEFAULT 6283 Model = NBNMissle_A4N 6284 Animation = NBNMissle_A4N.NBNMissle_A4N 6285 AnimationMode = ONCE_BACKWARDS 6286 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6287 Flags = START_FRAME_LAST 6288 End 6289 TransitionState = UP_SNOW DOWN_DEFAULT 6290 Model = NBNMissle_A4S 6291 Animation = NBNMissle_A4S.NBNMissle_A4S 6292 AnimationMode = ONCE_BACKWARDS 6293 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6294 Flags = START_FRAME_LAST 6295 End 6296 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6297 Model = NBNMissle_A4SN 6298 Animation = NBNMissle_A4SN.NBNMissle_A4SN 6299 AnimationMode = ONCE_BACKWARDS 6300 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6301 Flags = START_FRAME_LAST 6302 End 6303 End 6304 6305 ; ------------ under-construction scaffolding ----------------- 6306 Draw = W3DModelDraw ModuleTag_03 6307 AnimationsRequirePower = No 6308 MinLODRequired = MEDIUM 6309 DefaultConditionState 6310 Model = None 6311 TransitionKey = DOWN_DEFAULT 6312 End 6313 ConditionState = NIGHT 6314 Model = None 6315 TransitionKey = DOWN_DEFAULT 6316 End 6317 ConditionState = SNOW 6318 Model = None 6319 TransitionKey = DOWN_DEFAULT 6320 End 6321 ConditionState = SNOW NIGHT 6322 Model = None 6323 TransitionKey = DOWN_DEFAULT 6324 End 6325 ConditionState = PARTIALLY_CONSTRUCTED 6326 Model = NBNMissle_A6 6327 Animation = NBNMissle_A6.NBNMissle_A6 6328 AnimationMode = MANUAL 6329 Flags = START_FRAME_LAST 6330 TransitionKey = UP_DAY 6331 ParticleSysBone = Dust01 BuildingDustChina 6332 ParticleSysBone = Smoke01 BuildUpSmokeChina 6333 ParticleSysBone = Smoke02 BuildUpSmokeChina 6334 ParticleSysBone = Smoke03 BuildUpSmokeChina 6335 ParticleSysBone = Smoke04 BuildUpSmokeChina 6336 ParticleSysBone = Smoke05 BuildUpSmokeChina 6337 End 6338 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6339 Model = NBNMissle_A6N 6340 Animation = NBNMissle_A6N.NBNMissle_A6N 6341 AnimationMode = MANUAL 6342 Flags = START_FRAME_LAST 6343 TransitionKey = UP_NIGHT 6344 ParticleSysBone = Dust01 BuildingDustChina 6345 ParticleSysBone = Smoke01 BuildUpSmokeChina 6346 ParticleSysBone = Smoke02 BuildUpSmokeChina 6347 ParticleSysBone = Smoke03 BuildUpSmokeChina 6348 ParticleSysBone = Smoke04 BuildUpSmokeChina 6349 ParticleSysBone = Smoke05 BuildUpSmokeChina 6350 End 6351 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6352 Model = NBNMissle_A6S 6353 Animation = NBNMissle_A6S.NBNMissle_A6S 6354 AnimationMode = MANUAL 6355 Flags = START_FRAME_LAST 6356 TransitionKey = UP_SNOW 6357 ParticleSysBone = Dust01 BuildingSnowDust 6358 ParticleSysBone = Smoke01 BuildUpSnowSmoke 6359 ParticleSysBone = Smoke02 BuildUpSnowSmoke 6360 ParticleSysBone = Smoke03 BuildUpSnowSmoke 6361 ParticleSysBone = Smoke04 BuildUpSnowSmoke 6362 ParticleSysBone = Smoke05 BuildUpSnowSmoke 6363 End 6364 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6365 Model = NBNMissle_A6SN 6366 Animation = NBNMissle_A6SN.NBNMissle_A6SN 6367 AnimationMode = MANUAL 6368 Flags = START_FRAME_LAST 6369 TransitionKey = UP_SNOWNIGHT 6370 ParticleSysBone = Dust01 BuildingSnowDust 6371 ParticleSysBone = Smoke01 BuildUpSnowSmoke 6372 ParticleSysBone = Smoke02 BuildUpSnowSmoke 6373 ParticleSysBone = Smoke03 BuildUpSnowSmoke 6374 ParticleSysBone = Smoke04 BuildUpSnowSmoke 6375 ParticleSysBone = Smoke05 BuildUpSnowSmoke 6376 End 6377 TransitionState = DOWN_DEFAULT UP_DAY 6378 Model = NBNMissle_A6 6379 Animation = NBNMissle_A6.NBNMissle_A6 6380 AnimationMode = ONCE 6381 AnimationSpeedFactorRange = 1.0 1.0 6382 Flags = START_FRAME_FIRST 6383 End 6384 TransitionState = DOWN_DEFAULT UP_NIGHT 6385 Model = NBNMissle_A6N 6386 Animation = NBNMissle_A6N.NBNMissle_A6N 6387 AnimationMode = ONCE 6388 AnimationSpeedFactorRange = 1.0 1.0 6389 Flags = START_FRAME_FIRST 6390 End 6391 TransitionState = DOWN_DEFAULT UP_SNOW 6392 Model = NBNMissle_A6S 6393 Animation = NBNMissle_A6S.NBNMissle_A6S 6394 AnimationMode = ONCE 6395 AnimationSpeedFactorRange = 1.0 1.0 6396 Flags = START_FRAME_FIRST 6397 End 6398 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6399 Model = NBNMissle_A6SN 6400 Animation = NBNMissle_A6SN.NBNMissle_A6SN 6401 AnimationMode = ONCE 6402 AnimationSpeedFactorRange = 1.0 1.0 6403 Flags = START_FRAME_FIRST 6404 End 6405 TransitionState = UP_DAY DOWN_DEFAULT 6406 Model = NBNMissle_A6 6407 Animation = NBNMissle_A6.NBNMissle_A6 6408 AnimationMode = ONCE_BACKWARDS 6409 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6410 Flags = START_FRAME_LAST 6411 End 6412 TransitionState = UP_NIGHT DOWN_DEFAULT 6413 Model = NBNMissle_A6N 6414 Animation = NBNMissle_A6N.NBNMissle_A6N 6415 AnimationMode = ONCE_BACKWARDS 6416 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6417 Flags = START_FRAME_LAST 6418 End 6419 TransitionState = UP_SNOW DOWN_DEFAULT 6420 Model = NBNMissle_A6S 6421 Animation = NBNMissle_A6S.NBNMissle_A6S 6422 AnimationMode = ONCE_BACKWARDS 6423 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6424 Flags = START_FRAME_LAST 6425 End 6426 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6427 Model = NBNMissle_A6SN 6428 Animation = NBNMissle_A6SN.NBNMissle_A6SN 6429 AnimationMode = ONCE_BACKWARDS 6430 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6431 Flags = START_FRAME_LAST 6432 End 6433 End 6434 6435 ; ------------ being-constructed crane ----------------- 6436 Draw = W3DModelDraw ModuleTag_04 6437 AnimationsRequirePower = No 6438 DefaultConditionState 6439 Model = None 6440 TransitionKey = DOWN_DEFAULT 6441 End 6442 ConditionState = NIGHT 6443 Model = None 6444 TransitionKey = DOWN_DEFAULT 6445 End 6446 ConditionState = SNOW 6447 Model = None 6448 TransitionKey = DOWN_DEFAULT 6449 End 6450 ConditionState = SNOW NIGHT 6451 Model = None 6452 TransitionKey = DOWN_DEFAULT 6453 End 6454 ConditionState = SOLD 6455 Model = NONE 6456 End 6457 6458 ConditionState = ACTIVELY_BEING_CONSTRUCTED 6459 Model = NBNMissle_A5 6460 Animation = NBNMissle_A5.NBNMissle_A5 6461 AnimationMode = LOOP 6462 TransitionKey = UP_DAY 6463 End 6464 6465 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 6466 Model = NBNMissle_A5N 6467 Animation = NBNMissle_A5N.NBNMissle_A5N 6468 AnimationMode = LOOP 6469 TransitionKey = UP_NIGHT 6470 End 6471 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 6472 Model = NBNMissle_A5S 6473 Animation = NBNMissle_A5S.NBNMissle_A5S 6474 AnimationMode = LOOP 6475 TransitionKey = UP_SNOW 6476 End 6477 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 6478 Model = NBNMissle_A5SN 6479 Animation = NBNMissle_A5SN.NBNMissle_A5SN 6480 AnimationMode = LOOP 6481 TransitionKey = UP_SNOWNIGHT 6482 End 6483 TransitionState = DOWN_DEFAULT UP_DAY 6484 Model = NBNMissle_AB 6485 Animation = NBNMissle_AB.NBNMissle_AB 6486 AnimationMode = ONCE 6487 AnimationSpeedFactorRange = 1.0 1.0 6488 Flags = START_FRAME_FIRST 6489 End 6490 6491 TransitionState = DOWN_DEFAULT UP_NIGHT 6492 Model = NBNMissle_ABN 6493 Animation = NBNMissle_ABN.NBNMissle_ABN 6494 AnimationMode = ONCE 6495 AnimationSpeedFactorRange = 1.0 1.0 6496 Flags = START_FRAME_FIRST 6497 End 6498 TransitionState = DOWN_DEFAULT UP_SNOW 6499 Model = NBNMissle_ABS 6500 Animation = NBNMissle_ABS.NBNMissle_ABS 6501 AnimationMode = ONCE 6502 AnimationSpeedFactorRange = 1.0 1.0 6503 Flags = START_FRAME_FIRST 6504 End 6505 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6506 Model = NBNMissle_ABSN 6507 Animation = NBNMissle_ABSN.NBNMissle_ABSN 6508 AnimationMode = ONCE 6509 AnimationSpeedFactorRange = 1.0 1.0 6510 Flags = START_FRAME_FIRST 6511 End 6512 TransitionState = UP_DAY DOWN_DEFAULT 6513 Model = NBNMissle_AB 6514 Animation = NBNMissle_AB.NBNMissle_AB 6515 AnimationMode = ONCE_BACKWARDS 6516 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6517 Flags = START_FRAME_LAST 6518 End 6519 TransitionState = UP_NIGHT DOWN_DEFAULT 6520 Model = NBNMissle_ABN 6521 Animation = NBNMissle_ABN.NBNMissle_ABN 6522 AnimationMode = ONCE_BACKWARDS 6523 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6524 Flags = START_FRAME_LAST 6525 End 6526 TransitionState = UP_SNOW DOWN_DEFAULT 6527 Model = NBNMissle_ABS 6528 Animation = NBNMissle_ABS.NBNMissle_ABS 6529 AnimationMode = ONCE_BACKWARDS 6530 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6531 Flags = START_FRAME_LAST 6532 End 6533 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6534 Model = NBNMissle_ABSN 6535 Animation = NBNMissle_ABSN.NBNMissle_ABSN 6536 AnimationMode = ONCE_BACKWARDS 6537 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6538 Flags = START_FRAME_LAST 6539 End 6540 End 6541 6542 ; Blinking lights 6543 Draw = W3DModelDraw ModuleTag_05 6544 OkToChangeModelColor = Yes 6545 ; day 6546 ConditionState = NONE 6547 Model = NBNMissle_AC 6548 Animation = NONE 6549 End 6550 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6551 Model = NBNMissle_AC 6552 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6553 End 6554 ConditionState = AWAITING_CONSTRUCTION 6555 Model = NONE 6556 End 6557 ConditionState = DOOR_1_OPENING 6558 Model = NBNMissle_AC 6559 Animation = NBNMissle_AC.NBNMissle_AC 6560 AnimationMode = LOOP 6561 Flags = START_FRAME_FIRST 6562 End 6563 ConditionState = DOOR_1_WAITING_OPEN 6564 Model = NBNMissle_AC 6565 Animation = NBNMissle_AC.NBNMissle_AC 6566 AnimationMode = LOOP 6567 Flags = START_FRAME_LAST 6568 End 6569 ConditionState = DOOR_1_WAITING_TO_CLOSE 6570 Model = NBNMissle_AC 6571 Animation = NBNMissle_AC.NBNMissle_AC 6572 AnimationMode = LOOP 6573 Flags = START_FRAME_FIRST 6574 ;WeaponLaunchBone = PRIMARY RockPos 6575 End 6576 ConditionState = DOOR_1_CLOSING 6577 Model = NBNMissle_AC 6578 Animation = NBNMissle_AC.NBNMissle_AC 6579 AnimationMode = LOOP 6580 Flags = START_FRAME_FIRST 6581 End 6582 End 6583 6584 PlacementViewAngle = -135 6585 6586 ; ***DESIGN parameters *** 6587 DisplayName = OBJECT:NuclearMissile 6588 Side = ChinaInfantryGeneral 6589 EditorSorting = STRUCTURE 6590 Prerequisites 6591 Object = Infa_ChinaPropagandaCenter 6592 End 6593 BuildCost = 5000 6594 BuildTime = 60.0 ; in seconds 6595 EnergyProduction = -10 6596 VisionRange = 200.0 ; Shroud clearing distance 6597 ShroudClearingRange = 200 6598 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 6599 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 6600 CommandSet = Infa_ChinaNuclearMissileCommandSet 6601 ArmorSet 6602 Conditions = None 6603 Armor = StructureArmorTough 6604 DamageFX = StructureDamageFXNoShake 6605 End 6606 ExperienceValue = 400 400 400 400 ; Experience point value at each level 6607 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 6608 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 6609 6610 ; *** AUDIO Parameters *** 6611 VoiceSelect = NuclearMissileSelect 6612 SoundOnDamaged = BuildingDamagedStateLight 6613 SoundOnReallyDamaged = BuildingDestroy 6614 6615 UnitSpecificSounds 6616 UnderConstruction = UnderConstructionLoop 6617 End 6618 6619 ; *** ENGINEERING Parameters *** 6620 RadarPriority = STRUCTURE 6621 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 6622 Body = StructureBody ModuleTag_06 6623 MaxHealth = 4000.0 6624 InitialHealth = 4000.0 6625 6626 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6627 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6628 SubdualDamageCap = 4200 6629 SubdualDamageHealRate = 500 6630 SubdualDamageHealAmount = 100 6631 End 6632 6633 Behavior = OCLSpecialPower ModuleTag_07 6634 SpecialPowerTemplate = SuperweaponNeutronMissile 6635 OCL = SUPERWEAPON_NeutronMissile 6636 End 6637 Behavior = SpecialPowerCreate ModuleTag_08 6638 ;nothing 6639 End 6640 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 6641 SpecialPowerTemplate = SuperweaponNeutronMissile 6642 DoorOpenTime = 8000 6643 DoorWaitOpenTime = 2000 6644 DoorCloseTime = 8000 6645 6646 ; FXLists to play at transitions: 6647 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 6648 ;DoorOpenFX = FX_ABPowerPlantExplode 6649 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 6650 ;DoorClosingFX = FX_ABPowerPlantExplode 6651 ;DoorClosedFX = FX_ABPowerPlantExplode 6652 6653 ; looping sound to play while open: 6654 DoorOpenIdleAudio = BuildingNeutronMissileHiss 6655 End 6656 6657 Behavior = ProductionUpdate ModuleTag_10 6658 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 6659 End 6660 6661 Behavior = DestroyDie ModuleTag_11 6662 ;Nothing 6663 End 6664 6665 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 6666 DeathWeapon = ChinaPowerPlantDeathWeapon 6667 StartsActive = Yes 6668 End 6669 6670 Behavior = GenerateMinefieldBehavior ModuleTag_13 6671 TriggeredBy = Upgrade_ChinaMines 6672 MineName = ChinaStandardMine 6673 SmartBorder = Yes 6674 AlwaysCircular = Yes 6675 6676 Upgradable = Yes 6677 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 6678 UpgradedMineName = ChinaEMPMine 6679 End 6680 6681 Behavior = FlammableUpdate ModuleTag_14 6682 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6683 AflameDamageAmount = 5 ; taking this much damage... 6684 AflameDamageDelay = 500 ; this often. 6685 End 6686 6687 Behavior = TransitionDamageFX ModuleTag_15 6688 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 6689 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6690 ;--------------------------------------------------------------------------------------- 6691 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6692 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 6693 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 6694 End 6695 6696 Behavior = CreateObjectDie ModuleTag_20 6697 CreationList = OCL_LargeStructureDebris 6698 End 6699 6700 Behavior = FXListDie ModuleTag_21 6701 ExemptStatus = UNDER_CONSTRUCTION 6702 DeathFX = FX_NukeGLA 6703 End 6704 6705 Behavior = CommandSetUpgrade ModuleTag_25 6706 CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade 6707 TriggeredBy = Upgrade_ChinaMines 6708 End 6709 Behavior = ArmorUpgrade ModuleTag_26 6710 TriggeredBy = Upgrade_ChinaEMPMines 6711 End 6712 6713 Geometry = BOX 6714 GeometryMajorRadius = 45.0 6715 GeometryMinorRadius = 55.0 6716 GeometryHeight = 64.0 6717 GeometryIsSmall = No 6718 Shadow = SHADOW_VOLUME 6719 BuildCompletion = PLACED_BY_PLAYER 6720 6721 End 6722 6723 ;------------------------------------------------------------------------------ 6724 6725 Object Infa_ChinaSpeakerTower 6726 6727 ; *** ART Parameters *** 6728 SelectPortrait = SNPropSpeaker_L 6729 ButtonImage = SNPropSpeaker 6730 Draw = W3DModelDraw ModuleTag_01 6731 OkToChangeModelColor = Yes 6732 6733 ; day 6734 ConditionState = NONE 6735 Model = NBPTower 6736 Animation = NBPTower.NBPTower 6737 AnimationMode = LOOP 6738 End 6739 ConditionState = DAMAGED 6740 Model = NBPTower_D 6741 Animation = NBPTower_D.NBPTower_D 6742 AnimationMode = LOOP 6743 ParticleSysBone = Smoke01 SmolderingSmoke 6744 End 6745 ConditionState = REALLYDAMAGED RUBBLE 6746 Model = NBPTower_E 6747 Animation = NBPTower_E.NBPTower_E 6748 AnimationMode = LOOP 6749 ParticleSysBone = Smoke01 SmolderingSmoke 6750 ParticleSysBone = Smoke02 SmolderingSmoke 6751 ParticleSysBone = Flame01 SmolderingFire 6752 ParticleSysBone = Flame01 SmolderingFlameCore 6753 ParticleSysBone = Spark01 LiveWireSparks 6754 End 6755 6756 ; day Snow 6757 ConditionState = SNOW 6758 Model = NBPTower_S 6759 Animation = NBPTower_S.NBPTower_S 6760 AnimationMode = LOOP 6761 End 6762 ConditionState = DAMAGED SNOW 6763 Model = NBPTower_DS 6764 Animation = NBPTower_DS.NBPTower_DS 6765 AnimationMode = LOOP 6766 ParticleSysBone = Smoke01 SmolderingSmoke 6767 End 6768 ConditionState = REALLYDAMAGED RUBBLE SNOW 6769 Model = NBPTower_ES 6770 Animation = NBPTower_ES.NBPTower_ES 6771 AnimationMode = LOOP 6772 ParticleSysBone = Smoke01 SmolderingSmoke 6773 ParticleSysBone = Smoke02 SmolderingSmoke 6774 ParticleSysBone = Flame01 SmolderingFire 6775 ParticleSysBone = Flame01 SmolderingFlameCore 6776 ParticleSysBone = Spark01 LiveWireSparks 6777 End 6778 6779 ; night 6780 ConditionState = NIGHT 6781 Model = NBPTower_N 6782 Animation = NBPTower_N.NBPTower_N 6783 AnimationMode = LOOP 6784 End 6785 ConditionState = NIGHT DAMAGED 6786 Model = NBPTower_DN 6787 Animation = NBPTower_DN.NBPTower_DN 6788 AnimationMode = LOOP 6789 End 6790 ConditionState = NIGHT REALLYDAMAGED RUBBLE 6791 Model = NBPTower_EN 6792 Animation = NBPTower_EN.NBPTower_EN 6793 AnimationMode = LOOP 6794 End 6795 6796 6797 ;Snow Night 6798 6799 ConditionState = NIGHT SNOW 6800 Model = NBPTower_NS 6801 Animation = NBPTower_NS.NBPTower_NS 6802 AnimationMode = LOOP 6803 End 6804 6805 ConditionState = NIGHT SNOW DAMAGED 6806 Model = NBPTower_DNS 6807 Animation = NBPTower_DNS.NBPTower_DNS 6808 AnimationMode = LOOP 6809 End 6810 6811 ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 6812 Model = NBPTower_ENS 6813 Animation = NBPTower_ENS.NBPTower_ENS 6814 AnimationMode = LOOP 6815 End 6816 6817 ;************************************************************************************************************************** 6818 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6819 ;for this draw module 6820 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6821 Model = NBPTower 6822 Animation = NBPTower.NBPTower 6823 AnimationMode = LOOP 6824 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6825 End 6826 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6827 Model = NBPTower_D 6828 Animation = NBPTower_D.NBPTower_D 6829 AnimationMode = LOOP 6830 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6831 End 6832 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6833 Model = NBPTower_E 6834 Animation = NBPTower_E.NBPTower_E 6835 AnimationMode = LOOP 6836 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6837 End 6838 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6839 Model = NBPTower_N 6840 Animation = NBPTower_N.NBPTower_N 6841 AnimationMode = LOOP 6842 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6843 End 6844 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6845 Model = NBPTower_DN 6846 Animation = NBPTower_DN.NBPTower_DN 6847 AnimationMode = LOOP 6848 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6849 End 6850 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6851 Model = NBPTower_EN 6852 Animation = NBPTower_EN.NBPTower_EN 6853 AnimationMode = LOOP 6854 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6855 End 6856 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6857 Model = NBPTower_S 6858 Animation = NBPTower_S.NBPTower_S 6859 AnimationMode = LOOP 6860 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6861 End 6862 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6863 Model = NBPTower_DS 6864 Animation = NBPTower_DS.NBPTower_DS 6865 AnimationMode = LOOP 6866 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6867 End 6868 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6869 Model = NBPTower_ES 6870 Animation = NBPTower_ES.NBPTower_ES 6871 AnimationMode = LOOP 6872 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6873 End 6874 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6875 Model = NBPTower_NS 6876 Animation = NBPTower_NS.NBPTower_NS 6877 AnimationMode = LOOP 6878 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6879 End 6880 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6881 Model = NBPTower_DNS 6882 Animation = NBPTower_DNS.NBPTower_DNS 6883 AnimationMode = LOOP 6884 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6885 End 6886 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6887 Model = NBPTower_ENS 6888 Animation = NBPTower_ENS.NBPTower_ENS 6889 AnimationMode = LOOP 6890 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6891 End 6892 6893 ConditionState = AWAITING_CONSTRUCTION 6894 Model = NONE 6895 End 6896 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6897 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6898 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6899 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6900 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6901 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6902 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6903 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6904 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6905 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6906 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6907 AliasConditionState = SOLD 6908 AliasConditionState = SOLD DAMAGED 6909 AliasConditionState = SOLD REALLYDAMAGED 6910 AliasConditionState = SOLD NIGHT 6911 AliasConditionState = SOLD NIGHT DAMAGED 6912 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6913 AliasConditionState = SOLD SNOW 6914 AliasConditionState = SOLD SNOW DAMAGED 6915 AliasConditionState = SOLD SNOW REALLYDAMAGED 6916 AliasConditionState = SOLD NIGHT SNOW 6917 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6918 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6919 ;************************************************************************************************************************** 6920 6921 6922 End 6923 6924 ; ------------ construction-zone fence ----------------- 6925 Draw = W3DModelDraw ModuleTag_02 6926 AnimationsRequirePower = No 6927 DefaultConditionState 6928 Model = None 6929 TransitionKey = DOWN_DEFAULT 6930 End 6931 ConditionState = NIGHT 6932 Model = None 6933 TransitionKey = DOWN_DEFAULT 6934 End 6935 ConditionState = SNOW 6936 Model = None 6937 TransitionKey = DOWN_DEFAULT 6938 End 6939 ConditionState = SNOW NIGHT 6940 Model = None 6941 TransitionKey = DOWN_DEFAULT 6942 End 6943 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6944 Model = NBPTower_A4 6945 Animation = NBPTower_A4.NBPTower_A4 6946 AnimationMode = MANUAL 6947 Flags = START_FRAME_LAST 6948 TransitionKey = UP_DAY 6949 End 6950 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6951 Model = NBPTower_A4N 6952 Animation = NBPTower_A4N.NBPTower_A4N 6953 AnimationMode = MANUAL 6954 Flags = START_FRAME_LAST 6955 TransitionKey = UP_NIGHT 6956 End 6957 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6958 Model = NBPTower_A4S 6959 Animation = NBPTower_A4S.NBPTower_A4S 6960 AnimationMode = MANUAL 6961 Flags = START_FRAME_LAST 6962 TransitionKey = UP_SNOW 6963 End 6964 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6965 Model = NBPTower_A4SN 6966 Animation = NBPTower_A4SN.NBPTower_A4SN 6967 AnimationMode = MANUAL 6968 Flags = START_FRAME_LAST 6969 TransitionKey = UP_SNOWNIGHT 6970 End 6971 TransitionState = DOWN_DEFAULT UP_DAY 6972 Model = NBPTower_A4 6973 Animation = NBPTower_A4.NBPTower_A4 6974 AnimationMode = ONCE 6975 AnimationSpeedFactorRange = 1.0 1.0 6976 Flags = START_FRAME_FIRST 6977 End 6978 TransitionState = DOWN_DEFAULT UP_NIGHT 6979 Model = NBPTower_A4N 6980 Animation = NBPTower_A4N.NBPTower_A4N 6981 AnimationMode = ONCE 6982 AnimationSpeedFactorRange = 1.0 1.0 6983 Flags = START_FRAME_FIRST 6984 End 6985 TransitionState = DOWN_DEFAULT UP_SNOW 6986 Model = NBPTower_A4S 6987 Animation = NBPTower_A4S.NBPTower_A4S 6988 AnimationMode = ONCE 6989 AnimationSpeedFactorRange = 1.0 1.0 6990 Flags = START_FRAME_FIRST 6991 End 6992 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6993 Model = NBPTower_A4SN 6994 Animation = NBPTower_A4SN.NBPTower_A4SN 6995 AnimationMode = ONCE 6996 AnimationSpeedFactorRange = 1.0 1.0 6997 Flags = START_FRAME_FIRST 6998 End 6999 TransitionState = UP_DAY DOWN_DEFAULT 7000 Model = NBPTower_A4 7001 Animation = NBPTower_A4.NBPTower_A4 7002 AnimationMode = ONCE_BACKWARDS 7003 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7004 Flags = START_FRAME_LAST 7005 End 7006 TransitionState = UP_NIGHT DOWN_DEFAULT 7007 Model = NBPTower_A4N 7008 Animation = NBPTower_A4N.NBPTower_A4N 7009 AnimationMode = ONCE_BACKWARDS 7010 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7011 Flags = START_FRAME_LAST 7012 End 7013 TransitionState = UP_SNOW DOWN_DEFAULT 7014 Model = NBPTower_A4S 7015 Animation = NBPTower_A4S.NBPTower_A4S 7016 AnimationMode = ONCE_BACKWARDS 7017 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7018 Flags = START_FRAME_LAST 7019 End 7020 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7021 Model = NBPTower_A4SN 7022 Animation = NBPTower_A4SN.NBPTower_A4SN 7023 AnimationMode = ONCE_BACKWARDS 7024 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7025 Flags = START_FRAME_LAST 7026 End 7027 End 7028 7029 ; ------------ under-construction scaffolding ----------------- 7030 Draw = W3DModelDraw ModuleTag_03 7031 AnimationsRequirePower = No 7032 MinLODRequired = MEDIUM 7033 DefaultConditionState 7034 Model = None 7035 TransitionKey = DOWN_DEFAULT 7036 End 7037 ConditionState = NIGHT 7038 Model = None 7039 TransitionKey = DOWN_DEFAULT 7040 End 7041 ConditionState = SNOW 7042 Model = None 7043 TransitionKey = DOWN_DEFAULT 7044 End 7045 ConditionState = SNOW NIGHT 7046 Model = None 7047 TransitionKey = DOWN_DEFAULT 7048 End 7049 ConditionState = PARTIALLY_CONSTRUCTED 7050 Model = NBPTower_A6 7051 Animation = NBPTower_A6.NBPTower_A6 7052 AnimationMode = MANUAL 7053 Flags = START_FRAME_LAST 7054 TransitionKey = UP_DAY 7055 End 7056 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7057 Model = NBPTower_A6N 7058 Animation = NBPTower_A6N.NBPTower_A6N 7059 AnimationMode = MANUAL 7060 Flags = START_FRAME_LAST 7061 TransitionKey = UP_NIGHT 7062 End 7063 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7064 Model = NBPTower_A6S 7065 Animation = NBPTower_A6S.NBPTower_A6S 7066 AnimationMode = MANUAL 7067 Flags = START_FRAME_LAST 7068 TransitionKey = UP_SNOW 7069 End 7070 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7071 Model = NBPTower_A6SN 7072 Animation = NBPTower_A6SN.NBPTower_A6SN 7073 AnimationMode = MANUAL 7074 Flags = START_FRAME_LAST 7075 TransitionKey = UP_SNOWNIGHT 7076 End 7077 TransitionState = DOWN_DEFAULT UP_DAY 7078 Model = NBPTower_A6 7079 Animation = NBPTower_A6.NBPTower_A6 7080 AnimationMode = ONCE 7081 AnimationSpeedFactorRange = 1.0 1.0 7082 Flags = START_FRAME_FIRST 7083 End 7084 TransitionState = DOWN_DEFAULT UP_NIGHT 7085 Model = NBPTower_A6N 7086 Animation = NBPTower_A6N.NBPTower_A6N 7087 AnimationMode = ONCE 7088 7089 AnimationSpeedFactorRange = 1.0 1.0 7090 Flags = START_FRAME_FIRST 7091 End 7092 TransitionState = DOWN_DEFAULT UP_SNOW 7093 Model = NBPTower_A6S 7094 Animation = NBPTower_A6S.NBPTower_A6S 7095 AnimationMode = ONCE 7096 AnimationSpeedFactorRange = 1.0 1.0 7097 Flags = START_FRAME_FIRST 7098 End 7099 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7100 Model = NBPTower_A6SN 7101 Animation = NBPTower_A6SN.NBPTower_A6SN 7102 AnimationMode = ONCE 7103 AnimationSpeedFactorRange = 1.0 1.0 7104 Flags = START_FRAME_FIRST 7105 End 7106 TransitionState = UP_DAY DOWN_DEFAULT 7107 Model = NBPTower_A6 7108 Animation = NBPTower_A6.NBPTower_A6 7109 AnimationMode = ONCE_BACKWARDS 7110 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7111 Flags = START_FRAME_LAST 7112 End 7113 TransitionState = UP_NIGHT DOWN_DEFAULT 7114 Model = NBPTower_A6N 7115 Animation = NBPTower_A6N.NBPTower_A6N 7116 AnimationMode = ONCE_BACKWARDS 7117 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7118 Flags = START_FRAME_LAST 7119 End 7120 TransitionState = UP_SNOW DOWN_DEFAULT 7121 Model = NBPTower_A6S 7122 Animation = NBPTower_A6S.NBPTower_A6S 7123 AnimationMode = ONCE_BACKWARDS 7124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7125 Flags = START_FRAME_LAST 7126 End 7127 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7128 Model = NBPTower_A6SN 7129 Animation = NBPTower_A6SN.NBPTower_A6SN 7130 AnimationMode = ONCE_BACKWARDS 7131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7132 Flags = START_FRAME_LAST 7133 End 7134 End 7135 7136 ; ------------ being-constructed crane ----------------- 7137 Draw = W3DModelDraw ModuleTag_04 7138 AnimationsRequirePower = No 7139 DefaultConditionState 7140 Model = None 7141 TransitionKey = DOWN_DEFAULT 7142 End 7143 ConditionState = NIGHT 7144 Model = None 7145 TransitionKey = DOWN_DEFAULT 7146 End 7147 ConditionState = SNOW 7148 Model = None 7149 TransitionKey = DOWN_DEFAULT 7150 End 7151 ConditionState = SNOW NIGHT 7152 Model = None 7153 TransitionKey = DOWN_DEFAULT 7154 End 7155 ConditionState = SOLD 7156 Model = NONE 7157 End 7158 7159 ConditionState = ACTIVELY_BEING_CONSTRUCTED 7160 Model = NBPTower_A5 7161 Animation = NBPTower_A5.NBPTower_A5 7162 AnimationMode = LOOP 7163 TransitionKey = UP_DAY 7164 End 7165 7166 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 7167 Model = NBPTower_A5N 7168 Animation = NBPTower_A5N.NBPTower_A5N 7169 AnimationMode = LOOP 7170 TransitionKey = UP_NIGHT 7171 End 7172 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 7173 Model = NBPTower_A5S 7174 Animation = NBPTower_A5S.NBPTower_A5S 7175 AnimationMode = LOOP 7176 TransitionKey = UP_SNOW 7177 End 7178 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 7179 Model = NBPTower_A5SN 7180 Animation = NBPTower_A5SN.NBPTower_A5SN 7181 AnimationMode = LOOP 7182 TransitionKey = UP_SNOWNIGHT 7183 End 7184 TransitionState = DOWN_DEFAULT UP_DAY 7185 Model = NBPTower_AB 7186 Animation = NBPTower_AB.NBPTower_AB 7187 AnimationMode = ONCE 7188 AnimationSpeedFactorRange = 1.0 1.0 7189 Flags = START_FRAME_FIRST 7190 End 7191 7192 TransitionState = DOWN_DEFAULT UP_NIGHT 7193 Model = NBPTower_ABN 7194 Animation = NBPTower_ABN.NBPTower_ABN 7195 AnimationMode = ONCE 7196 AnimationSpeedFactorRange = 1.0 1.0 7197 Flags = START_FRAME_FIRST 7198 End 7199 TransitionState = DOWN_DEFAULT UP_SNOW 7200 Model = NBPTower_ABS 7201 Animation = NBPTower_ABS.NBPTower_ABS 7202 AnimationMode = ONCE 7203 AnimationSpeedFactorRange = 1.0 1.0 7204 Flags = START_FRAME_FIRST 7205 End 7206 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7207 Model = NBPTower_ABSN 7208 Animation = NBPTower_ABSN.NBPTower_ABSN 7209 AnimationMode = ONCE 7210 AnimationSpeedFactorRange = 1.0 1.0 7211 Flags = START_FRAME_FIRST 7212 End 7213 TransitionState = UP_DAY DOWN_DEFAULT 7214 Model = NBPTower_AB 7215 Animation = NBPTower_AB.NBPTower_AB 7216 AnimationMode = ONCE_BACKWARDS 7217 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7218 Flags = START_FRAME_LAST 7219 End 7220 TransitionState = UP_NIGHT DOWN_DEFAULT 7221 Model = NBPTower_ABN 7222 Animation = NBPTower_ABN.NBPTower_ABN 7223 AnimationMode = ONCE_BACKWARDS 7224 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7225 Flags = START_FRAME_LAST 7226 End 7227 TransitionState = UP_SNOW DOWN_DEFAULT 7228 Model = NBPTower_ABS 7229 Animation = NBPTower_ABS.NBPTower_ABS 7230 AnimationMode = ONCE_BACKWARDS 7231 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7232 Flags = START_FRAME_LAST 7233 End 7234 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7235 Model = NBPTower_ABSN 7236 Animation = NBPTower_ABSN.NBPTower_ABSN 7237 AnimationMode = ONCE_BACKWARDS 7238 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7239 Flags = START_FRAME_LAST 7240 End 7241 End 7242 7243 PlacementViewAngle = -45 7244 7245 ; ***DESIGN parameters *** 7246 DisplayName = OBJECT:SpeakerTower 7247 Side = ChinaInfantryGeneral 7248 EditorSorting = STRUCTURE 7249 BuildCost = 500 7250 BuildTime = 10.0 ; in seconds 7251 EnergyProduction = -1 7252 VisionRange = 200.0 ; Shroud clearing distance 7253 ShroudClearingRange = 200 7254 ArmorSet 7255 Conditions = None 7256 Armor = StructureArmor 7257 DamageFX = StructureDamageFXNoShake 7258 End 7259 Prerequisites 7260 Object = Infa_ChinaPropagandaCenter 7261 End 7262 CommandSet = ChinaSpeakerTowerCommandSet 7263 ExperienceValue = 50 50 50 50 ; Experience point value at each level 7264 7265 ; *** AUDIO Parameters *** 7266 VoiceSelect = SpeakerTowerSelect 7267 SoundOnDamaged = BuildingDamagedStateLight 7268 SoundOnReallyDamaged = BuildingDestroy 7269 7270 UnitSpecificSounds 7271 UnderConstruction = UnderConstructionLoop 7272 End 7273 7274 ; *** ENGINEERING Parameters *** 7275 RadarPriority = STRUCTURE 7276 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 7277 7278 Body = StructureBody ModuleTag_05 7279 MaxHealth = 300.0 7280 InitialHealth = 300.0 7281 7282 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7283 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7284 SubdualDamageCap = 500 7285 SubdualDamageHealRate = 500 7286 SubdualDamageHealAmount = 100 7287 End 7288 Behavior = PropagandaTowerBehavior ModuleTag_06 7289 Radius = 150.0 7290 DelayBetweenUpdates = 2000 ; in milliseconds 7291 HealPercentEachSecond = 2% ; get this % of max health every second 7292 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 7293 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 7294 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 7295 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 7296 End 7297 Behavior = DestroyDie ModuleTag_07 7298 ;<NO DATA> 7299 End 7300 Behavior = CreateObjectDie ModuleTag_08 7301 CreationList = OCL_ABPowerPlantExplode 7302 End 7303 Behavior = FXListDie ModuleTag_09 7304 DeathFX = FX_StructureTinyDeath 7305 End 7306 Behavior = ProductionUpdate ModuleTag_10 7307 ;<NO DATA> But is required if we have any Object-level Upgrades! 7308 End 7309 7310 Behavior = GenerateMinefieldBehavior ModuleTag_11 7311 TriggeredBy = Upgrade_ChinaMines 7312 MineName = ChinaStandardMine 7313 SmartBorder = Yes 7314 AlwaysCircular = Yes 7315 7316 Upgradable = Yes 7317 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 7318 UpgradedMineName = ChinaEMPMine 7319 End 7320 7321 Behavior = FlammableUpdate ModuleTag_13 7322 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7323 AflameDamageAmount = 5 ; taking this much damage... 7324 AflameDamageDelay = 500 ; this often. 7325 End 7326 7327 Behavior = TransitionDamageFX ModuleTag_14 7328 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 7329 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 7330 ;--------------------------------------------------------------------------------------- 7331 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 7332 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 7333 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 7334 End 7335 7336 Behavior = CommandSetUpgrade ModuleTag_25 7337 CommandSet = ChinaSpeakerTowerCommandSetUpgrade 7338 TriggeredBy = Upgrade_ChinaMines 7339 End 7340 Behavior = ArmorUpgrade ModuleTag_26 7341 TriggeredBy = Upgrade_ChinaEMPMines 7342 End 7343 7344 Geometry = BOX 7345 GeometryMajorRadius = 6.0 7346 GeometryMinorRadius = 6.0 7347 GeometryHeight = 51.0 7348 GeometryIsSmall = No 7349 Shadow = SHADOW_VOLUME 7350 BuildCompletion = PLACED_BY_PLAYER 7351 7352 End 7353 7354 7355 7356 7357 7358 7359 7360 7361 7362 7363 7364 7365 7366 7367 7368 7369 7370 ;------------------------------------------------------------------------------ 7371 ;China Nuclear Reactor 7372 Object Infa_ChinaPowerPlant 7373 7374 ; *** ART Parameters *** 7375 SelectPortrait = SNReactor_L 7376 ButtonImage = SNReactor 7377 ;day 7378 Draw = W3DModelDraw ModuleTag_01 7379 OkToChangeModelColor = Yes 7380 ConditionState = NONE 7381 Model = NBPwrPlant 7382 ParticleSysBone = Smoke01 SteamVent 7383 ParticleSysBone = Smoke02 SteamVent 7384 End 7385 ConditionState = DAMAGED 7386 Model = NBPwrPlant_D 7387 ParticleSysBone = Smoke01 SteamLarge 7388 ParticleSysBone = Smoke02 SteamMedium 7389 ParticleSysBone = Smoke03 SmolderingSmoke 7390 ParticleSysBone = Smoke04 SmolderingSmoke 7391 ParticleSysBone = Smoke05 SmolderingSmoke 7392 ParticleSysBone = Smoke06 FireFactionLarge 7393 ParticleSysBone = Fire01 SmolderingFire 7394 End 7395 ConditionState = REALLYDAMAGED RUBBLE 7396 Model = NBPwrPlant_E 7397 ParticleSysBone = Smoke01 SteamVent 7398 ParticleSysBone = Smoke02 SteamVent 7399 ParticleSysBone = Smoke03 SmolderingSmoke 7400 ParticleSysBone = Smoke04 SmolderingSmoke 7401 ParticleSysBone = Smoke05 SmolderingSmoke 7402 ParticleSysBone = Smoke06 SmolderingSmoke 7403 ParticleSysBone = Fire01 SmolderingFire 7404 ParticleSysBone = Fire02 SmolderingFire 7405 ParticleSysBone = Spark01 SparksLarge 7406 ParticleSysBone = Spark02 SparksMedium 7407 ParticleSysBone = Spark03 SparksSmall 7408 ParticleSysBone = Spark04 LiveWireSparks 7409 End 7410 7411 ; day overcharge 7412 ConditionState = POWER_PLANT_UPGRADED 7413 Model = NBPwrPlant 7414 ParticleSysBone = Smoke01 SteamVent 7415 ParticleSysBone = Smoke02 SteamVent 7416 ParticleSysBone = Spark01 SparksLarge 7417 ParticleSysBone = Spark02 SparksLarge 7418 ParticleSysBone = Spark03 SparksMedium 7419 ParticleSysBone = Spark04 SparksMedium 7420 ParticleSysBone = Spark05 SparksSmall 7421 ParticleSysBone = Spark06 SparksSmall 7422 ParticleSysBone = Spark07 SparksSmall 7423 End 7424 ConditionState = DAMAGED POWER_PLANT_UPGRADED 7425 Model = NBPwrPlant_D 7426 ParticleSysBone = Smoke01 SteamVent 7427 ParticleSysBone = Smoke02 SteamVent 7428 ParticleSysBone = Smoke03 SmolderingSmoke 7429 ParticleSysBone = Smoke04 SmolderingSmoke 7430 ParticleSysBone = Smoke05 SmolderingSmoke 7431 ParticleSysBone = Smoke06 SmolderingSmoke 7432 ParticleSysBone = Fire01 SmolderingFire 7433 ParticleSysBone = Spark01 SparksLarge 7434 ParticleSysBone = Spark02 SparksLarge 7435 ParticleSysBone = Spark03 SparksMedium 7436 ParticleSysBone = Spark04 SparksMedium 7437 ParticleSysBone = Spark05 SparksMedium 7438 ParticleSysBone = Spark06 SparksSmall 7439 ParticleSysBone = Spark07 SparksSmall 7440 End 7441 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 7442 Model = NBPwrPlant_E 7443 ParticleSysBone = Smoke01 SteamVent 7444 ParticleSysBone = Smoke02 SteamVent 7445 ParticleSysBone = Smoke03 SmolderingSmoke 7446 ParticleSysBone = Smoke04 SmolderingSmoke 7447 ParticleSysBone = Smoke05 SmolderingSmoke 7448 ParticleSysBone = Smoke06 SmolderingSmoke 7449 ParticleSysBone = Fire01 SmolderingFire 7450 ParticleSysBone = Fire02 SmolderingFire 7451 ParticleSysBone = Spark01 SparksLarge 7452 ParticleSysBone = Spark02 SparksLarge 7453 ParticleSysBone = Spark03 SparksLarge 7454 ParticleSysBone = Spark04 SparksLarge 7455 ParticleSysBone = Spark05 SparksMedium 7456 ParticleSysBone = Spark06 SparksMedium 7457 ParticleSysBone = Spark07 SparksSmall 7458 End 7459 7460 7461 ; Snow-Day 7462 7463 ConditionState = SNOW 7464 Model = NBPwrPlant_S 7465 ParticleSysBone = Smoke01 SteamVent 7466 ParticleSysBone = Smoke02 SteamVent 7467 End 7468 ConditionState = DAMAGED SNOW 7469 Model = NBPwrPlant_DS 7470 ParticleSysBone = Smoke01 SteamLarge 7471 ParticleSysBone = Smoke02 SteamMedium 7472 ParticleSysBone = Smoke03 SmolderingSmoke 7473 ParticleSysBone = Smoke04 SmolderingSmoke 7474 ParticleSysBone = Smoke05 SmolderingSmoke 7475 ParticleSysBone = Smoke06 FireFactionLarge 7476 ParticleSysBone = Fire01 SmolderingFire 7477 End 7478 ConditionState = REALLYDAMAGED RUBBLE SNOW 7479 Model = NBPwrPlant_ES 7480 ParticleSysBone = Smoke01 SteamVent 7481 ParticleSysBone = Smoke02 SteamVent 7482 ParticleSysBone = Smoke03 SmolderingSmoke 7483 ParticleSysBone = Smoke04 SmolderingSmoke 7484 ParticleSysBone = Smoke05 SmolderingSmoke 7485 ParticleSysBone = Smoke06 SmolderingSmoke 7486 ParticleSysBone = Fire01 SmolderingFire 7487 ParticleSysBone = Fire02 SmolderingFire 7488 ParticleSysBone = Spark01 SparksLarge 7489 ParticleSysBone = Spark02 SparksMedium 7490 ParticleSysBone = Spark03 SparksSmall 7491 ParticleSysBone = Spark04 LiveWireSparks 7492 End 7493 7494 ; day overcharge 7495 ConditionState = POWER_PLANT_UPGRADED SNOW 7496 Model = NBPwrPlant_S 7497 ParticleSysBone = Smoke01 SteamVent 7498 ParticleSysBone = Smoke02 SteamVent 7499 ParticleSysBone = Spark01 SparksLarge 7500 ParticleSysBone = Spark02 SparksLarge 7501 ParticleSysBone = Spark03 SparksMedium 7502 ParticleSysBone = Spark04 SparksMedium 7503 ParticleSysBone = Spark05 SparksSmall 7504 ParticleSysBone = Spark06 SparksSmall 7505 ParticleSysBone = Spark07 SparksSmall 7506 End 7507 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 7508 Model = NBPwrPlant_DS 7509 ParticleSysBone = Smoke01 SteamVent 7510 ParticleSysBone = Smoke02 SteamVent 7511 ParticleSysBone = Smoke03 SmolderingSmoke 7512 ParticleSysBone = Smoke04 SmolderingSmoke 7513 ParticleSysBone = Smoke05 SmolderingSmoke 7514 ParticleSysBone = Smoke06 SmolderingSmoke 7515 ParticleSysBone = Fire01 SmolderingFire 7516 ParticleSysBone = Spark01 SparksLarge 7517 ParticleSysBone = Spark02 SparksLarge 7518 ParticleSysBone = Spark03 SparksMedium 7519 ParticleSysBone = Spark04 SparksMedium 7520 ParticleSysBone = Spark05 SparksMedium 7521 ParticleSysBone = Spark06 SparksSmall 7522 ParticleSysBone = Spark07 SparksSmall 7523 End 7524 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 7525 Model = NBPwrPlant_ES 7526 ParticleSysBone = Smoke01 SteamVent 7527 ParticleSysBone = Smoke02 SteamVent 7528 ParticleSysBone = Smoke03 SmolderingSmoke 7529 ParticleSysBone = Smoke04 SmolderingSmoke 7530 ParticleSysBone = Smoke05 SmolderingSmoke 7531 ParticleSysBone = Smoke06 SmolderingSmoke 7532 ParticleSysBone = Fire01 SmolderingFire 7533 ParticleSysBone = Fire02 SmolderingFire 7534 ParticleSysBone = Spark01 SparksLarge 7535 ParticleSysBone = Spark02 SparksLarge 7536 ParticleSysBone = Spark03 SparksLarge 7537 ParticleSysBone = Spark04 SparksLarge 7538 ParticleSysBone = Spark05 SparksMedium 7539 ParticleSysBone = Spark06 SparksMedium 7540 ParticleSysBone = Spark07 SparksSmall 7541 End 7542 7543 7544 ;night snow 7545 ConditionState = NIGHT SNOW 7546 Model = NBPwrPlant_NS 7547 Animation = NBPwrPlant_NS.NBPwrPlant_NS 7548 AnimationMode = LOOP 7549 ParticleSysBone = Smoke01 SteamVent 7550 ParticleSysBone = Smoke02 SteamVent 7551 End 7552 ConditionState = NIGHT DAMAGED SNOW 7553 Model = NBPwrPlant_DNS 7554 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 7555 AnimationMode = LOOP 7556 ParticleSysBone = Smoke01 SteamVent 7557 ParticleSysBone = Smoke02 SteamVent 7558 ParticleSysBone = Smoke03 SmolderingSmoke 7559 ParticleSysBone = Smoke04 SmolderingSmoke 7560 ParticleSysBone = Smoke05 SmolderingSmoke 7561 ParticleSysBone = Smoke06 SmolderingSmoke 7562 ParticleSysBone = Fire01 SmolderingFire 7563 End 7564 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7565 Model = NBPwrPlant_ENS 7566 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 7567 AnimationMode = LOOP 7568 ParticleSysBone = Smoke01 SteamVent 7569 ParticleSysBone = Smoke02 SteamVent 7570 ParticleSysBone = Smoke03 SmolderingSmoke 7571 ParticleSysBone = Smoke04 SmolderingSmoke 7572 ParticleSysBone = Smoke05 SmolderingSmoke 7573 ParticleSysBone = Smoke06 SmolderingSmoke 7574 ParticleSysBone = Fire01 SmolderingFire 7575 ParticleSysBone = Fire02 SmolderingFire 7576 ParticleSysBone = Spark01 LiveWireSparks 7577 ParticleSysBone = Spark02 LiveWireSparks 7578 ParticleSysBone = Spark03 LiveWireSparks 7579 ParticleSysBone = Spark04 LiveWireSparks 7580 End 7581 7582 ; night overcharge 7583 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 7584 Model = NBPwrPlant_NS 7585 Animation = NBPwrPlant_NS.NBPwrPlant_NS 7586 AnimationMode = LOOP 7587 ParticleSysBone = Smoke01 SteamVent 7588 ParticleSysBone = Smoke02 SteamVent 7589 ParticleSysBone = Spark01 SparksLarge 7590 ParticleSysBone = Spark02 SparksLarge 7591 ParticleSysBone = Spark03 SparksMedium 7592 ParticleSysBone = Spark04 SparksMedium 7593 ParticleSysBone = Spark05 SparksSmall 7594 ParticleSysBone = Spark06 SparksSmall 7595 ParticleSysBone = Spark07 SparksSmall 7596 End 7597 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW 7598 Model = NBPwrPlant_DNS 7599 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 7600 AnimationMode = LOOP 7601 ParticleSysBone = Smoke01 SteamVent 7602 ParticleSysBone = Smoke02 SteamVent 7603 ParticleSysBone = Smoke03 SmolderingSmoke 7604 ParticleSysBone = Smoke04 SmolderingSmoke 7605 ParticleSysBone = Smoke05 SmolderingSmoke 7606 ParticleSysBone = Smoke06 SmolderingSmoke 7607 ParticleSysBone = Fire01 SmolderingFire 7608 ParticleSysBone = Spark01 SparksLarge 7609 ParticleSysBone = Spark02 SparksLarge 7610 ParticleSysBone = Spark03 SparksMedium 7611 ParticleSysBone = Spark04 SparksMedium 7612 ParticleSysBone = Spark05 SparksMedium 7613 ParticleSysBone = Spark06 SparksSmall 7614 ParticleSysBone = Spark07 SparksSmall 7615 End 7616 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 7617 Model = NBPwrPlant_ENS 7618 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 7619 AnimationMode = LOOP 7620 ParticleSysBone = Smoke01 SteamVent 7621 ParticleSysBone = Smoke02 SteamVent 7622 ParticleSysBone = Smoke03 SmolderingSmoke 7623 ParticleSysBone = Smoke04 SmolderingSmoke 7624 ParticleSysBone = Smoke05 SmolderingSmoke 7625 ParticleSysBone = Smoke06 SmolderingSmoke 7626 ParticleSysBone = Fire01 SmolderingFire 7627 ParticleSysBone = Fire02 SmolderingFire 7628 ParticleSysBone = Spark01 SparksLarge 7629 ParticleSysBone = Spark02 SparksLarge 7630 ParticleSysBone = Spark03 SparksLarge 7631 ParticleSysBone = Spark04 SparksLarge 7632 ParticleSysBone = Spark05 SparksMedium 7633 ParticleSysBone = Spark06 SparksMedium 7634 ParticleSysBone = Spark07 SparksSmall 7635 End 7636 7637 7638 ;night 7639 ConditionState = NIGHT 7640 Model = NBPwrPlant_N 7641 Animation = NBPwrPlant_N.NBPwrPlant_N 7642 AnimationMode = LOOP 7643 ParticleSysBone = Smoke01 SteamVent 7644 ParticleSysBone = Smoke02 SteamVent 7645 End 7646 ConditionState = NIGHT DAMAGED 7647 Model = NBPwrPlant_DN 7648 Animation = NBPwrPlant_DN.NBPwrPlant_DN 7649 AnimationMode = LOOP 7650 ParticleSysBone = Smoke01 SteamVent 7651 ParticleSysBone = Smoke02 SteamVent 7652 ParticleSysBone = Smoke03 SmolderingSmoke 7653 ParticleSysBone = Smoke04 SmolderingSmoke 7654 ParticleSysBone = Smoke05 SmolderingSmoke 7655 ParticleSysBone = Smoke06 SmolderingSmoke 7656 ParticleSysBone = Fire01 SmolderingFire 7657 End 7658 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7659 Model = NBPwrPlant_EN 7660 Animation = NBPwrPlant_EN.NBPwrPlant_EN 7661 AnimationMode = LOOP 7662 ParticleSysBone = Smoke01 SteamVent 7663 ParticleSysBone = Smoke02 SteamVent 7664 ParticleSysBone = Smoke03 SmolderingSmoke 7665 ParticleSysBone = Smoke04 SmolderingSmoke 7666 ParticleSysBone = Smoke05 SmolderingSmoke 7667 ParticleSysBone = Smoke06 SmolderingSmoke 7668 ParticleSysBone = Fire01 SmolderingFire 7669 ParticleSysBone = Fire02 SmolderingFire 7670 ParticleSysBone = Spark01 LiveWireSparks 7671 ParticleSysBone = Spark02 LiveWireSparks 7672 ParticleSysBone = Spark03 LiveWireSparks 7673 ParticleSysBone = Spark04 LiveWireSparks 7674 End 7675 7676 ; night overcharge 7677 ConditionState = NIGHT POWER_PLANT_UPGRADED 7678 Model = NBPwrPlant_N 7679 Animation = NBPwrPlant_N.NBPwrPlant_N 7680 AnimationMode = LOOP 7681 ParticleSysBone = Smoke01 SteamVent 7682 ParticleSysBone = Smoke02 SteamVent 7683 ParticleSysBone = Spark01 SparksLarge 7684 ParticleSysBone = Spark02 SparksLarge 7685 ParticleSysBone = Spark03 SparksMedium 7686 ParticleSysBone = Spark04 SparksMedium 7687 ParticleSysBone = Spark05 SparksSmall 7688 ParticleSysBone = Spark06 SparksSmall 7689 ParticleSysBone = Spark07 SparksSmall 7690 End 7691 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED 7692 Model = NBPwrPlant_DN 7693 Animation = NBPwrPlant_DN.NBPwrPlant_DN 7694 AnimationMode = LOOP 7695 ParticleSysBone = Smoke01 SteamVent 7696 ParticleSysBone = Smoke02 SteamVent 7697 ParticleSysBone = Smoke03 SmolderingSmoke 7698 ParticleSysBone = Smoke04 SmolderingSmoke 7699 ParticleSysBone = Smoke05 SmolderingSmoke 7700 ParticleSysBone = Smoke06 SmolderingSmoke 7701 ParticleSysBone = Fire01 SmolderingFire 7702 ParticleSysBone = Spark01 SparksLarge 7703 ParticleSysBone = Spark02 SparksLarge 7704 ParticleSysBone = Spark03 SparksMedium 7705 ParticleSysBone = Spark04 SparksMedium 7706 ParticleSysBone = Spark05 SparksMedium 7707 ParticleSysBone = Spark06 SparksSmall 7708 ParticleSysBone = Spark07 SparksSmall 7709 End 7710 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 7711 Model = NBPwrPlant_EN 7712 Animation = NBPwrPlant_EN.NBPwrPlant_EN 7713 AnimationMode = LOOP 7714 ParticleSysBone = Smoke01 SteamVent 7715 ParticleSysBone = Smoke02 SteamVent 7716 ParticleSysBone = Smoke03 SmolderingSmoke 7717 ParticleSysBone = Smoke04 SmolderingSmoke 7718 ParticleSysBone = Smoke05 SmolderingSmoke 7719 ParticleSysBone = Smoke06 SmolderingSmoke 7720 ParticleSysBone = Fire01 SmolderingFire 7721 ParticleSysBone = Fire02 SmolderingFire 7722 ParticleSysBone = Spark01 SparksLarge 7723 ParticleSysBone = Spark02 SparksLarge 7724 ParticleSysBone = Spark03 SparksLarge 7725 ParticleSysBone = Spark04 SparksLarge 7726 ParticleSysBone = Spark05 SparksMedium 7727 ParticleSysBone = Spark06 SparksMedium 7728 ParticleSysBone = Spark07 SparksSmall 7729 End 7730 7731 ;************************************************************************************************************************** 7732 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7733 ;for this draw module 7734 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7735 Model = NBPwrPlant 7736 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7737 End 7738 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7739 Model = NBPwrPlant_D 7740 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7741 End 7742 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7743 Model = NBPwrPlant_E 7744 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7745 End 7746 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7747 Model = NBPwrPlant_N 7748 Animation = NBPwrPlant_N.NBPwrPlant_N 7749 AnimationMode = LOOP 7750 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7751 End 7752 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7753 Model = NBPwrPlant_DN 7754 Animation = NBPwrPlant_DN.NBPwrPlant_DN 7755 AnimationMode = LOOP 7756 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7757 End 7758 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7759 Model = NBPwrPlant_EN 7760 Animation = NBPwrPlant_EN.NBPwrPlant_EN 7761 AnimationMode = LOOP 7762 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7763 End 7764 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7765 Model = NBPwrPlant_S 7766 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7767 End 7768 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7769 Model = NBPwrPlant_DS 7770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7771 End 7772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7773 Model = NBPwrPlant_ES 7774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7775 End 7776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7777 Model = NBPwrPlant_NS 7778 Animation = NBPwrPlant_NS.NBPwrPlant_NS 7779 AnimationMode = LOOP 7780 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7781 End 7782 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7783 Model = NBPwrPlant_DNS 7784 Animation = NBPwrPlant_DNS.NBPwrPlant_DNS 7785 AnimationMode = LOOP 7786 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7787 End 7788 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7789 Model = NBPwrPlant_ENS 7790 Animation = NBPwrPlant_ENS.NBPwrPlant_ENS 7791 AnimationMode = LOOP 7792 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7793 End 7794 7795 ConditionState = AWAITING_CONSTRUCTION 7796 Model = NONE 7797 End 7798 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7799 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7800 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7801 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7802 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7803 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7804 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7805 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7806 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7807 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7808 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7809 AliasConditionState = SOLD 7810 AliasConditionState = SOLD DAMAGED 7811 AliasConditionState = SOLD REALLYDAMAGED 7812 AliasConditionState = SOLD NIGHT 7813 AliasConditionState = SOLD NIGHT DAMAGED 7814 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7815 AliasConditionState = SOLD SNOW 7816 AliasConditionState = SOLD SNOW DAMAGED 7817 AliasConditionState = SOLD SNOW REALLYDAMAGED 7818 AliasConditionState = SOLD NIGHT SNOW 7819 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7820 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7821 AliasConditionState = SOLD POWER_PLANT_UPGRADED 7822 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 7823 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 7824 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 7825 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 7826 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 7827 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 7828 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 7829 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 7830 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 7831 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 7832 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 7833 ;************************************************************************************************************************** 7834 7835 End 7836 7837 ; ------------ construction-zone fence ----------------- 7838 Draw = W3DModelDraw ModuleTag_02 7839 AnimationsRequirePower = No 7840 DefaultConditionState 7841 Model = None 7842 TransitionKey = DOWN_DEFAULT 7843 End 7844 ConditionState = NIGHT 7845 Model = None 7846 TransitionKey = DOWN_DEFAULT 7847 End 7848 ConditionState = SNOW 7849 Model = None 7850 TransitionKey = DOWN_DEFAULT 7851 End 7852 ConditionState = SNOW NIGHT 7853 Model = None 7854 TransitionKey = DOWN_DEFAULT 7855 End 7856 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7857 Model = NBPwrPlant_A4 7858 Animation = NBPwrPlant_A4.NBPwrPlant_A4 7859 AnimationMode = MANUAL 7860 Flags = START_FRAME_LAST 7861 TransitionKey = UP_DAY 7862 End 7863 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7864 Model = NBPwrPlant_A4N 7865 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 7866 AnimationMode = MANUAL 7867 Flags = START_FRAME_LAST 7868 TransitionKey = UP_NIGHT 7869 End 7870 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7871 Model = NBPwrPlant_A4S 7872 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 7873 AnimationMode = MANUAL 7874 Flags = START_FRAME_LAST 7875 TransitionKey = UP_SNOW 7876 End 7877 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7878 Model = NBPwrPlant_A4SN 7879 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 7880 AnimationMode = MANUAL 7881 Flags = START_FRAME_LAST 7882 TransitionKey = UP_SNOWNIGHT 7883 End 7884 TransitionState = DOWN_DEFAULT UP_DAY 7885 Model = NBPwrPlant_A4 7886 Animation = NBPwrPlant_A4.NBPwrPlant_A4 7887 AnimationMode = ONCE 7888 AnimationSpeedFactorRange = 1.0 1.0 7889 Flags = START_FRAME_FIRST 7890 End 7891 TransitionState = DOWN_DEFAULT UP_NIGHT 7892 Model = NBPwrPlant_A4N 7893 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 7894 AnimationMode = ONCE 7895 AnimationSpeedFactorRange = 1.0 1.0 7896 Flags = START_FRAME_FIRST 7897 End 7898 TransitionState = DOWN_DEFAULT UP_SNOW 7899 Model = NBPwrPlant_A4S 7900 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 7901 AnimationMode = ONCE 7902 AnimationSpeedFactorRange = 1.0 1.0 7903 Flags = START_FRAME_FIRST 7904 End 7905 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7906 Model = NBPwrPlant_A4SN 7907 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 7908 AnimationMode = ONCE 7909 AnimationSpeedFactorRange = 1.0 1.0 7910 Flags = START_FRAME_FIRST 7911 End 7912 TransitionState = UP_DAY DOWN_DEFAULT 7913 Model = NBPwrPlant_A4 7914 Animation = NBPwrPlant_A4.NBPwrPlant_A4 7915 AnimationMode = ONCE_BACKWARDS 7916 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7917 Flags = START_FRAME_LAST 7918 End 7919 TransitionState = UP_NIGHT DOWN_DEFAULT 7920 Model = NBPwrPlant_A4N 7921 7922 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 7923 AnimationMode = ONCE_BACKWARDS 7924 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7925 Flags = START_FRAME_LAST 7926 End 7927 TransitionState = UP_SNOW DOWN_DEFAULT 7928 Model = NBPwrPlant_A4S 7929 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 7930 AnimationMode = ONCE_BACKWARDS 7931 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7932 Flags = START_FRAME_LAST 7933 End 7934 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7935 Model = NBPwrPlant_A4SN 7936 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 7937 AnimationMode = ONCE_BACKWARDS 7938 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7939 Flags = START_FRAME_LAST 7940 End 7941 End 7942 7943 ; ------------ under-construction scaffolding ----------------- 7944 Draw = W3DModelDraw ModuleTag_03 7945 AnimationsRequirePower = No 7946 MinLODRequired = MEDIUM 7947 DefaultConditionState 7948 Model = None 7949 TransitionKey = DOWN_DEFAULT 7950 End 7951 ConditionState = NIGHT 7952 Model = None 7953 TransitionKey = DOWN_DEFAULT 7954 End 7955 ConditionState = SNOW 7956 Model = None 7957 TransitionKey = DOWN_DEFAULT 7958 End 7959 ConditionState = SNOW NIGHT 7960 Model = None 7961 TransitionKey = DOWN_DEFAULT 7962 End 7963 ConditionState = PARTIALLY_CONSTRUCTED 7964 Model = NBPwrPlant_A6 7965 Animation = NBPwrPlant_A6.NBPwrPlant_A6 7966 AnimationMode = MANUAL 7967 Flags = START_FRAME_LAST 7968 TransitionKey = UP_DAY 7969 ParticleSysBone = Dust01 BuildingDustChina 7970 ParticleSysBone = Smoke01 BuildUpSmokeChina 7971 ParticleSysBone = Smoke02 BuildUpSmokeChina 7972 ParticleSysBone = Smoke03 BuildUpSmokeChina 7973 ParticleSysBone = Smoke04 BuildUpSmokeChina 7974 End 7975 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7976 Model = NBPwrPlant_A6N 7977 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 7978 AnimationMode = MANUAL 7979 Flags = START_FRAME_LAST 7980 TransitionKey = UP_NIGHT 7981 ParticleSysBone = Dust01 BuildingDustChina 7982 ParticleSysBone = Smoke01 BuildUpSmokeChina 7983 ParticleSysBone = Smoke02 BuildUpSmokeChina 7984 ParticleSysBone = Smoke03 BuildUpSmokeChina 7985 ParticleSysBone = Smoke04 BuildUpSmokeChina 7986 End 7987 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7988 Model = NBPwrPlant_A6S 7989 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 7990 AnimationMode = MANUAL 7991 Flags = START_FRAME_LAST 7992 TransitionKey = UP_SNOW 7993 ParticleSysBone = Dust01 BuildingSnowDust 7994 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7995 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7996 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7997 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7998 End 7999 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8000 Model = NBPwrPlant_A6SN 8001 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 8002 AnimationMode = MANUAL 8003 Flags = START_FRAME_LAST 8004 TransitionKey = UP_SNOWNIGHT 8005 ParticleSysBone = Dust01 BuildingNightSnowDust 8006 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 8007 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 8008 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 8009 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 8010 End 8011 TransitionState = DOWN_DEFAULT UP_DAY 8012 Model = NBPwrPlant_A6 8013 Animation = NBPwrPlant_A6.NBPwrPlant_A6 8014 AnimationMode = ONCE 8015 AnimationSpeedFactorRange = 1.0 1.0 8016 Flags = START_FRAME_FIRST 8017 End 8018 TransitionState = DOWN_DEFAULT UP_NIGHT 8019 Model = NBPwrPlant_A6N 8020 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 8021 AnimationMode = ONCE 8022 AnimationSpeedFactorRange = 1.0 1.0 8023 Flags = START_FRAME_FIRST 8024 End 8025 TransitionState = DOWN_DEFAULT UP_SNOW 8026 Model = NBPwrPlant_A6S 8027 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 8028 AnimationMode = ONCE 8029 AnimationSpeedFactorRange = 1.0 1.0 8030 Flags = START_FRAME_FIRST 8031 End 8032 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8033 Model = NBPwrPlant_A6SN 8034 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 8035 AnimationMode = ONCE 8036 AnimationSpeedFactorRange = 1.0 1.0 8037 Flags = START_FRAME_FIRST 8038 End 8039 TransitionState = UP_DAY DOWN_DEFAULT 8040 Model = NBPwrPlant_A6 8041 Animation = NBPwrPlant_A6.NBPwrPlant_A6 8042 AnimationMode = ONCE_BACKWARDS 8043 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8044 Flags = START_FRAME_LAST 8045 End 8046 TransitionState = UP_NIGHT DOWN_DEFAULT 8047 Model = NBPwrPlant_A6N 8048 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 8049 AnimationMode = ONCE_BACKWARDS 8050 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8051 Flags = START_FRAME_LAST 8052 End 8053 TransitionState = UP_SNOW DOWN_DEFAULT 8054 Model = NBPwrPlant_A6S 8055 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 8056 AnimationMode = ONCE_BACKWARDS 8057 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8058 Flags = START_FRAME_LAST 8059 End 8060 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8061 Model = NBPwrPlant_A6SN 8062 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 8063 AnimationMode = ONCE_BACKWARDS 8064 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8065 Flags = START_FRAME_LAST 8066 End 8067 End 8068 8069 ; ------------ being-constructed crane ----------------- 8070 Draw = W3DModelDraw ModuleTag_04 8071 AnimationsRequirePower = No 8072 DefaultConditionState 8073 Model = None 8074 TransitionKey = DOWN_DEFAULT 8075 End 8076 ConditionState = NIGHT 8077 Model = None 8078 TransitionKey = DOWN_DEFAULT 8079 End 8080 ConditionState = SNOW 8081 Model = None 8082 TransitionKey = DOWN_DEFAULT 8083 End 8084 ConditionState = SNOW NIGHT 8085 Model = None 8086 TransitionKey = DOWN_DEFAULT 8087 End 8088 ConditionState = SOLD 8089 Model = NONE 8090 End 8091 8092 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8093 Model = NBPwrPlant_A5 8094 Animation = NBPwrPlant_A5.NBPwrPlant_A5 8095 AnimationMode = LOOP 8096 TransitionKey = UP_DAY 8097 End 8098 8099 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8100 Model = NBPwrPlant_A5N 8101 Animation = NBPwrPlant_A5N.NBPwrPlant_A5N 8102 AnimationMode = LOOP 8103 TransitionKey = UP_NIGHT 8104 End 8105 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8106 Model = NBPwrPlant_A5S 8107 Animation = NBPwrPlant_A5S.NBPwrPlant_A5S 8108 AnimationMode = LOOP 8109 TransitionKey = UP_SNOW 8110 End 8111 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8112 Model = NBPwrPlant_A5SN 8113 Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN 8114 AnimationMode = LOOP 8115 TransitionKey = UP_SNOWNIGHT 8116 End 8117 TransitionState = DOWN_DEFAULT UP_DAY 8118 Model = NBPwrPlant_AB 8119 Animation = NBPwrPlant_AB.NBPwrPlant_AB 8120 AnimationMode = ONCE 8121 AnimationSpeedFactorRange = 1.0 1.0 8122 Flags = START_FRAME_FIRST 8123 End 8124 8125 TransitionState = DOWN_DEFAULT UP_NIGHT 8126 Model = NBPwrPlant_ABN 8127 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 8128 AnimationMode = ONCE 8129 AnimationSpeedFactorRange = 1.0 1.0 8130 Flags = START_FRAME_FIRST 8131 End 8132 TransitionState = DOWN_DEFAULT UP_SNOW 8133 Model = NBPwrPlant_ABS 8134 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 8135 AnimationMode = ONCE 8136 AnimationSpeedFactorRange = 1.0 1.0 8137 Flags = START_FRAME_FIRST 8138 End 8139 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8140 Model = NBPwrPlant_ABSN 8141 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 8142 AnimationMode = ONCE 8143 AnimationSpeedFactorRange = 1.0 1.0 8144 Flags = START_FRAME_FIRST 8145 End 8146 TransitionState = UP_DAY DOWN_DEFAULT 8147 Model = NBPwrPlant_AB 8148 Animation = NBPwrPlant_AB.NBPwrPlant_AB 8149 AnimationMode = ONCE_BACKWARDS 8150 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8151 Flags = START_FRAME_LAST 8152 End 8153 TransitionState = UP_NIGHT DOWN_DEFAULT 8154 Model = NBPwrPlant_ABN 8155 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 8156 AnimationMode = ONCE_BACKWARDS 8157 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8158 Flags = START_FRAME_LAST 8159 End 8160 TransitionState = UP_SNOW DOWN_DEFAULT 8161 Model = NBPwrPlant_ABS 8162 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 8163 AnimationMode = ONCE_BACKWARDS 8164 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8165 Flags = START_FRAME_LAST 8166 End 8167 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8168 Model = NBPwrPlant_ABSN 8169 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 8170 AnimationMode = ONCE_BACKWARDS 8171 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8172 Flags = START_FRAME_LAST 8173 End 8174 End 8175 8176 PlacementViewAngle = -45 8177 8178 ; ***DESIGN parameters *** 8179 DisplayName = OBJECT:NuclearReactor 8180 Side = ChinaInfantryGeneral 8181 EditorSorting = STRUCTURE 8182 8183 BuildCost = 1000 8184 BuildTime = 10.0 ; in seconds 8185 EnergyProduction = 10 8186 EnergyBonus = 5 ; for the overcharge bonus 8187 VisionRange = 200.0 ; Shroud clearing distance 8188 ShroudClearingRange = 200 8189 ArmorSet 8190 Conditions = None 8191 Armor = StructureArmor 8192 DamageFX = StructureDamageFXNoShake 8193 End 8194 CommandSet = Infa_ChinaPowerPlantCommandSet 8195 ExperienceValue = 100 100 100 100 ; Experience point value at each level 8196 8197 ; *** AUDIO Parameters *** 8198 VoiceSelect = NuclearReactorSelect 8199 SoundOnDamaged = BuildingDamagedStateLight 8200 SoundOnReallyDamaged = BuildingDestroy 8201 8202 UnitSpecificSounds 8203 UnderConstruction = UnderConstructionLoop 8204 End 8205 8206 ; *** ENGINEERING Parameters *** 8207 RadarPriority = STRUCTURE 8208 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 8209 8210 Body = StructureBody ModuleTag_05 8211 MaxHealth = 1500.0 8212 InitialHealth = 1500.0 8213 8214 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8215 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8216 SubdualDamageCap = 1700 8217 SubdualDamageHealRate = 500 8218 SubdualDamageHealAmount = 100 8219 End 8220 8221 Behavior = OverchargeBehavior ModuleTag_06 8222 HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second 8223 NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically 8224 End 8225 8226 Behavior = DestroyDie ModuleTag_07 8227 ;nothing 8228 End 8229 Behavior = CreateObjectDie ModuleTag_08 8230 CreationList = OCL_SmallStructureDebris 8231 End 8232 8233 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 8234 DeathWeapon = ChinaPowerPlantDeathWeapon 8235 StartsActive = Yes 8236 End 8237 8238 Behavior = ProductionUpdate ModuleTag_10 8239 ; nothing, but is required if we have any Object-level Upgrades! 8240 End 8241 Behavior = PowerPlantUpdate ModuleTag_11 8242 RodsExtendTime = 1 8243 End 8244 8245 Behavior = GenerateMinefieldBehavior ModuleTag_12 8246 TriggeredBy = Upgrade_ChinaMines 8247 MineName = ChinaStandardMine 8248 SmartBorder = Yes 8249 AlwaysCircular = Yes 8250 8251 Upgradable = Yes 8252 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 8253 UpgradedMineName = ChinaEMPMine 8254 End 8255 8256 Behavior = FlammableUpdate ModuleTag_14 8257 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8258 AflameDamageAmount = 5 ; taking this much damage... 8259 AflameDamageDelay = 500 ; this often. 8260 End 8261 8262 Behavior = TransitionDamageFX ModuleTag_15 8263 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 8264 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8265 ;--------------------------------------------------------------------------------------- 8266 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8267 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8268 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8269 End 8270 8271 Behavior = FXListDie ModuleTag_16 8272 DeathFX = FX_BuildingDie 8273 End 8274 8275 Behavior = CommandSetUpgrade ModuleTag_25 8276 CommandSet = ChinaPowerPlantCommandSetUpgrade 8277 TriggeredBy = Upgrade_ChinaMines 8278 End 8279 Behavior = ArmorUpgrade ModuleTag_26 8280 TriggeredBy = Upgrade_ChinaEMPMines 8281 End 8282 8283 Geometry = BOX 8284 GeometryMajorRadius = 27.0 8285 GeometryMinorRadius = 34.0 8286 GeometryHeight = 40.0 8287 GeometryIsSmall = No 8288 Shadow = SHADOW_VOLUME 8289 BuildCompletion = PLACED_BY_PLAYER 8290 8291 End 8292 8293 8294 8295 8296 8297 8298 8299 8300 8301 8302 8303 8304 8305 8306 8307 ;------------------------------------------------------------------------------ 8308 Object Infa_ChinaSupplyCenter 8309 8310 ; *** ART Parameters *** 8311 SelectPortrait = SNSupplyCenter_L 8312 ButtonImage = SNSupplyCenter 8313 Draw = W3DModelDraw ModuleTag_01 8314 OkToChangeModelColor = Yes 8315 ;day 8316 ConditionState = NONE 8317 Model = NBSupCent 8318 ;Animation = NBSupCent.NBSupCent 8319 ;AnimationMode = LOOP 8320 End 8321 ConditionState = DAMAGED 8322 Model = NBSupCent_D 8323 ;Animation = NBSupCent_D.NBSupCent_D 8324 ;AnimationMode = LOOP 8325 End 8326 ConditionState = REALLYDAMAGED RUBBLE 8327 Model = NBSupCent_E 8328 ;Animation = NBSupCent_E.NBSupCent_E 8329 ;AnimationMode = LOOP 8330 End 8331 8332 8333 ConditionState = SNOW 8334 Model = NBSupCent_S 8335 ;Animation = NBSupCent.NBSupCent 8336 ;AnimationMode = LOOP 8337 End 8338 ConditionState = DAMAGED SNOW 8339 Model = NBSupCent_DS 8340 ;Animation = NBSupCent_D.NBSupCent_D 8341 ;AnimationMode = LOOP 8342 End 8343 ConditionState = REALLYDAMAGED RUBBLE SNOW 8344 Model = NBSupCent_ES 8345 ;Animation = NBSupCent_E.NBSupCent_E 8346 ;AnimationMode = LOOP 8347 End 8348 8349 8350 ConditionState = SNOW NIGHT 8351 Model = NBSupCent_NS 8352 ;Animation = NBSupCent.NBSupCent 8353 ;AnimationMode = LOOP 8354 End 8355 ConditionState = DAMAGED SNOW NIGHT 8356 Model = NBSupCent_DNS 8357 ;Animation = NBSupCent_D.NBSupCent_D 8358 ;AnimationMode = LOOP 8359 End 8360 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 8361 Model = NBSupCent_ENS 8362 ;Animation = NBSupCent_E.NBSupCent_E 8363 ;AnimationMode = LOOP 8364 End 8365 8366 8367 ConditionState = NIGHT 8368 Model = NBSupCent_N 8369 ;Animation = NBSupCent_N.NBSupCent_N 8370 ;AnimationMode = LOOP 8371 End 8372 ConditionState = NIGHT DAMAGED 8373 Model = NBSupCent_DN 8374 8375 ;Animation = NBSupCent_N.NBSupCent_N 8376 ;AnimationMode = LOOP 8377 End 8378 ConditionState = NIGHT REALLYDAMAGED RUBBLE 8379 Model = NBSupCent_EN 8380 ;Animation = NBSupCent_N.NBSupCent_N 8381 ;AnimationMode = LOOP 8382 End 8383 8384 8385 ;************************************************************************************************************************** 8386 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8387 ;for this draw module 8388 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8389 Model = NBSupCent 8390 ;Animation = NBSupCent.NBSupCent 8391 ;AnimationMode = LOOP 8392 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8393 End 8394 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8395 Model = NBSupCent_D 8396 ;Animation = NBSupCent_D.NBSupCent_D 8397 ;AnimationMode = LOOP 8398 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8399 End 8400 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8401 Model = NBSupCent_E 8402 ;Animation = NBSupCent_E.NBSupCent_E 8403 ;AnimationMode = LOOP 8404 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8405 End 8406 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8407 Model = NBSupCent_N 8408 ;Animation = NBSupCent_N.NBSupCent_N 8409 ;AnimationMode = LOOP 8410 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8411 End 8412 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8413 Model = NBSupCent_DN 8414 ;Animation = NBSupCent_DN.NBSupCent_DN 8415 ;AnimationMode = LOOP 8416 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8417 End 8418 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8419 Model = NBSupCent_EN 8420 ;Animation = NBSupCent_EN.NBSupCent_EN 8421 ;AnimationMode = LOOP 8422 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8423 End 8424 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8425 Model = NBSupCent_S 8426 ;Animation = NBSupCent_S.NBSupCent_S 8427 ;AnimationMode = LOOP 8428 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8429 End 8430 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8431 Model = NBSupCent_DS 8432 ;Animation = NBSupCent_DS.NBSupCent_DS 8433 ;AnimationMode = LOOP 8434 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8435 End 8436 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8437 Model = NBSupCent_ES 8438 ;Animation = NBSupCent_ES.NBSupCent_ES 8439 ;AnimationMode = LOOP 8440 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8441 End 8442 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8443 Model = NBSupCent_NS 8444 ;Animation = NBSupCent_NS.NBSupCent_NS 8445 ;AnimationMode = LOOP 8446 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8447 End 8448 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8449 Model = NBSupCent_DNS 8450 ;Animation = NBSupCent_DNS.NBSupCent_DNS 8451 ;AnimationMode = LOOP 8452 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8453 End 8454 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8455 Model = NBSupCent_ENS 8456 ;Animation = NBSupCent_ENS.NBSupCent_ENS 8457 ;AnimationMode = LOOP 8458 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8459 End 8460 8461 ConditionState = AWAITING_CONSTRUCTION 8462 Model = NONE 8463 End 8464 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8465 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8466 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8467 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8468 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8469 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8470 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8471 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8472 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8473 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8474 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8475 AliasConditionState = SOLD 8476 AliasConditionState = SOLD DAMAGED 8477 AliasConditionState = SOLD REALLYDAMAGED 8478 AliasConditionState = SOLD NIGHT 8479 AliasConditionState = SOLD NIGHT DAMAGED 8480 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8481 AliasConditionState = SOLD SNOW 8482 AliasConditionState = SOLD SNOW DAMAGED 8483 AliasConditionState = SOLD SNOW REALLYDAMAGED 8484 AliasConditionState = SOLD NIGHT SNOW 8485 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8486 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8487 ;************************************************************************************************************************** 8488 End 8489 8490 ; ------------ construction-zone fence ----------------- 8491 Draw = W3DModelDraw ModuleTag_02 8492 AnimationsRequirePower = No 8493 DefaultConditionState 8494 Model = None 8495 TransitionKey = DOWN_DEFAULT 8496 End 8497 ConditionState = NIGHT 8498 Model = None 8499 TransitionKey = DOWN_DEFAULT 8500 End 8501 ConditionState = SNOW 8502 Model = None 8503 TransitionKey = DOWN_DEFAULT 8504 End 8505 ConditionState = SNOW NIGHT 8506 Model = None 8507 TransitionKey = DOWN_DEFAULT 8508 End 8509 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8510 Model = NBSupCent_A4 8511 Animation = NBSupCent_A4.NBSupCent_A4 8512 AnimationMode = MANUAL 8513 Flags = START_FRAME_LAST 8514 TransitionKey = UP_DAY 8515 End 8516 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8517 Model = NBSupCent_A4N 8518 Animation = NBSupCent_A4N.NBSupCent_A4N 8519 AnimationMode = MANUAL 8520 Flags = START_FRAME_LAST 8521 TransitionKey = UP_NIGHT 8522 End 8523 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8524 Model = NBSupCent_A4S 8525 Animation = NBSupCent_A4S.NBSupCent_A4S 8526 AnimationMode = MANUAL 8527 Flags = START_FRAME_LAST 8528 TransitionKey = UP_SNOW 8529 End 8530 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8531 Model = NBSupCent_A4SN 8532 Animation = NBSupCent_A4SN.NBSupCent_A4SN 8533 AnimationMode = MANUAL 8534 Flags = START_FRAME_LAST 8535 TransitionKey = UP_SNOWNIGHT 8536 End 8537 TransitionState = DOWN_DEFAULT UP_DAY 8538 Model = NBSupCent_A4 8539 Animation = NBSupCent_A4.NBSupCent_A4 8540 AnimationMode = ONCE 8541 AnimationSpeedFactorRange = 1.0 1.0 8542 Flags = START_FRAME_FIRST 8543 End 8544 TransitionState = DOWN_DEFAULT UP_NIGHT 8545 Model = NBSupCent_A4N 8546 Animation = NBSupCent_A4N.NBSupCent_A4N 8547 AnimationMode = ONCE 8548 AnimationSpeedFactorRange = 1.0 1.0 8549 Flags = START_FRAME_FIRST 8550 End 8551 TransitionState = DOWN_DEFAULT UP_SNOW 8552 Model = NBSupCent_A4S 8553 Animation = NBSupCent_A4S.NBSupCent_A4S 8554 AnimationMode = ONCE 8555 AnimationSpeedFactorRange = 1.0 1.0 8556 Flags = START_FRAME_FIRST 8557 End 8558 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8559 Model = NBSupCent_A4SN 8560 Animation = NBSupCent_A4SN.NBSupCent_A4SN 8561 AnimationMode = ONCE 8562 AnimationSpeedFactorRange = 1.0 1.0 8563 Flags = START_FRAME_FIRST 8564 End 8565 TransitionState = UP_DAY DOWN_DEFAULT 8566 Model = NBSupCent_A4 8567 Animation = NBSupCent_A4.NBSupCent_A4 8568 AnimationMode = ONCE_BACKWARDS 8569 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8570 Flags = START_FRAME_LAST 8571 End 8572 TransitionState = UP_NIGHT DOWN_DEFAULT 8573 Model = NBSupCent_A4N 8574 Animation = NBSupCent_A4N.NBSupCent_A4N 8575 AnimationMode = ONCE_BACKWARDS 8576 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8577 Flags = START_FRAME_LAST 8578 End 8579 TransitionState = UP_SNOW DOWN_DEFAULT 8580 Model = NBSupCent_A4S 8581 Animation = NBSupCent_A4S.NBSupCent_A4S 8582 AnimationMode = ONCE_BACKWARDS 8583 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8584 Flags = START_FRAME_LAST 8585 End 8586 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8587 Model = NBSupCent_A4SN 8588 Animation = NBSupCent_A4SN.NBSupCent_A4SN 8589 AnimationMode = ONCE_BACKWARDS 8590 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8591 Flags = START_FRAME_LAST 8592 End 8593 End 8594 8595 ; ------------ under-construction scaffolding ----------------- 8596 Draw = W3DModelDraw ModuleTag_03 8597 AnimationsRequirePower = No 8598 MinLODRequired = MEDIUM 8599 DefaultConditionState 8600 Model = None 8601 TransitionKey = DOWN_DEFAULT 8602 End 8603 ConditionState = NIGHT 8604 Model = None 8605 TransitionKey = DOWN_DEFAULT 8606 End 8607 ConditionState = SNOW 8608 Model = None 8609 TransitionKey = DOWN_DEFAULT 8610 End 8611 ConditionState = SNOW NIGHT 8612 Model = None 8613 TransitionKey = DOWN_DEFAULT 8614 End 8615 ConditionState = PARTIALLY_CONSTRUCTED 8616 Model = NBSupCent_A6 8617 Animation = NBSupCent_A6.NBSupCent_A6 8618 AnimationMode = MANUAL 8619 Flags = START_FRAME_LAST 8620 TransitionKey = UP_DAY 8621 ParticleSysBone = Dust01 BuildingDustChina 8622 ParticleSysBone = Smoke01 BuildUpSmokeChina 8623 ParticleSysBone = Smoke02 BuildUpSmokeChina 8624 ParticleSysBone = Smoke03 BuildUpSmokeChina 8625 ParticleSysBone = Smoke04 BuildUpSmokeChina 8626 ParticleSysBone = Smoke05 BuildUpSmokeChina 8627 End 8628 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8629 Model = NBSupCent_A6N 8630 Animation = NBSupCent_A6N.NBSupCent_A6N 8631 AnimationMode = MANUAL 8632 Flags = START_FRAME_LAST 8633 TransitionKey = UP_NIGHT 8634 ParticleSysBone = Dust01 BuildingDustChina 8635 ParticleSysBone = Smoke01 BuildUpSmokeChina 8636 ParticleSysBone = Smoke02 BuildUpSmokeChina 8637 ParticleSysBone = Smoke03 BuildUpSmokeChina 8638 ParticleSysBone = Smoke04 BuildUpSmokeChina 8639 ParticleSysBone = Smoke05 BuildUpSmokeChina 8640 End 8641 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8642 Model = NBSupCent_A6S 8643 Animation = NBSupCent_A6S.NBSupCent_A6S 8644 AnimationMode = MANUAL 8645 Flags = START_FRAME_LAST 8646 TransitionKey = UP_SNOW 8647 ParticleSysBone = Dust01 BuildingSnowDust 8648 ParticleSysBone = Smoke01 BuildUpSnowSmoke 8649 ParticleSysBone = Smoke02 BuildUpSnowSmoke 8650 ParticleSysBone = Smoke03 BuildUpSnowSmoke 8651 ParticleSysBone = Smoke04 BuildUpSnowSmoke 8652 ParticleSysBone = Smoke05 BuildUpSnowSmoke 8653 End 8654 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8655 Model = NBSupCent_A6SN 8656 Animation = NBSupCent_A6SN.NBSupCent_A6SN 8657 AnimationMode = MANUAL 8658 Flags = START_FRAME_LAST 8659 TransitionKey = UP_SNOWNIGHT 8660 ParticleSysBone = Dust01 BuildingNightSnowDust 8661 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 8662 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 8663 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 8664 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 8665 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 8666 End 8667 TransitionState = DOWN_DEFAULT UP_DAY 8668 Model = NBSupCent_A6 8669 Animation = NBSupCent_A6.NBSupCent_A6 8670 AnimationMode = ONCE 8671 AnimationSpeedFactorRange = 1.0 1.0 8672 Flags = START_FRAME_FIRST 8673 End 8674 TransitionState = DOWN_DEFAULT UP_NIGHT 8675 Model = NBSupCent_A6N 8676 Animation = NBSupCent_A6N.NBSupCent_A6N 8677 AnimationMode = ONCE 8678 AnimationSpeedFactorRange = 1.0 1.0 8679 Flags = START_FRAME_FIRST 8680 End 8681 TransitionState = DOWN_DEFAULT UP_SNOW 8682 Model = NBSupCent_A6S 8683 Animation = NBSupCent_A6S.NBSupCent_A6S 8684 AnimationMode = ONCE 8685 AnimationSpeedFactorRange = 1.0 1.0 8686 Flags = START_FRAME_FIRST 8687 End 8688 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8689 Model = NBSupCent_A6SN 8690 Animation = NBSupCent_A6SN.NBSupCent_A6SN 8691 AnimationMode = ONCE 8692 AnimationSpeedFactorRange = 1.0 1.0 8693 Flags = START_FRAME_FIRST 8694 End 8695 TransitionState = UP_DAY DOWN_DEFAULT 8696 Model = NBSupCent_A6 8697 Animation = NBSupCent_A6.NBSupCent_A6 8698 AnimationMode = ONCE_BACKWARDS 8699 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8700 Flags = START_FRAME_LAST 8701 End 8702 TransitionState = UP_NIGHT DOWN_DEFAULT 8703 Model = NBSupCent_A6N 8704 Animation = NBSupCent_A6N.NBSupCent_A6N 8705 AnimationMode = ONCE_BACKWARDS 8706 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8707 Flags = START_FRAME_LAST 8708 End 8709 TransitionState = UP_SNOW DOWN_DEFAULT 8710 Model = NBSupCent_A6S 8711 Animation = NBSupCent_A6S.NBSupCent_A6S 8712 AnimationMode = ONCE_BACKWARDS 8713 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8714 Flags = START_FRAME_LAST 8715 End 8716 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8717 Model = NBSupCent_A6SN 8718 Animation = NBSupCent_A6SN.NBSupCent_A6SN 8719 AnimationMode = ONCE_BACKWARDS 8720 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8721 Flags = START_FRAME_LAST 8722 End 8723 End 8724 8725 ; ------------ being-constructed crane ----------------- 8726 Draw = W3DModelDraw ModuleTag_04 8727 AnimationsRequirePower = No 8728 DefaultConditionState 8729 Model = None 8730 TransitionKey = DOWN_DEFAULT 8731 End 8732 ConditionState = NIGHT 8733 Model = None 8734 TransitionKey = DOWN_DEFAULT 8735 End 8736 ConditionState = SNOW 8737 Model = None 8738 TransitionKey = DOWN_DEFAULT 8739 End 8740 ConditionState = SNOW NIGHT 8741 Model = None 8742 TransitionKey = DOWN_DEFAULT 8743 End 8744 ConditionState = SOLD 8745 Model = NONE 8746 End 8747 8748 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8749 Model = NBSupCent_A5 8750 Animation = NBSupCent_A5.NBSupCent_A5 8751 AnimationMode = LOOP 8752 TransitionKey = UP_DAY 8753 End 8754 8755 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8756 Model = NBSupCent_A5N 8757 Animation = NBSupCent_A5N.NBSupCent_A5N 8758 AnimationMode = LOOP 8759 TransitionKey = UP_NIGHT 8760 End 8761 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8762 Model = NBSupCent_A5S 8763 Animation = NBSupCent_A5S.NBSupCent_A5S 8764 AnimationMode = LOOP 8765 TransitionKey = UP_SNOW 8766 End 8767 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8768 Model = NBSupCent_A5SN 8769 Animation = NBSupCent_A5SN.NBSupCent_A5SN 8770 AnimationMode = LOOP 8771 TransitionKey = UP_SNOWNIGHT 8772 End 8773 TransitionState = DOWN_DEFAULT UP_DAY 8774 Model = NBSupCent_AB 8775 Animation = NBSupCent_AB.NBSupCent_AB 8776 AnimationMode = ONCE 8777 AnimationSpeedFactorRange = 1.0 1.0 8778 Flags = START_FRAME_FIRST 8779 End 8780 8781 TransitionState = DOWN_DEFAULT UP_NIGHT 8782 Model = NBSupCent_ABN 8783 Animation = NBSupCent_ABN.NBSupCent_ABN 8784 AnimationMode = ONCE 8785 AnimationSpeedFactorRange = 1.0 1.0 8786 Flags = START_FRAME_FIRST 8787 End 8788 TransitionState = DOWN_DEFAULT UP_SNOW 8789 Model = NBSupCent_ABS 8790 Animation = NBSupCent_ABS.NBSupCent_ABS 8791 AnimationMode = ONCE 8792 AnimationSpeedFactorRange = 1.0 1.0 8793 Flags = START_FRAME_FIRST 8794 End 8795 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8796 Model = NBSupCent_ABSN 8797 Animation = NBSupCent_ABSN.NBSupCent_ABSN 8798 AnimationMode = ONCE 8799 AnimationSpeedFactorRange = 1.0 1.0 8800 Flags = START_FRAME_FIRST 8801 End 8802 TransitionState = UP_DAY DOWN_DEFAULT 8803 Model = NBSupCent_AB 8804 Animation = NBSupCent_AB.NBSupCent_AB 8805 AnimationMode = ONCE_BACKWARDS 8806 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8807 Flags = START_FRAME_LAST 8808 End 8809 TransitionState = UP_NIGHT DOWN_DEFAULT 8810 Model = NBSupCent_ABN 8811 Animation = NBSupCent_ABN.NBSupCent_ABN 8812 AnimationMode = ONCE_BACKWARDS 8813 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8814 Flags = START_FRAME_LAST 8815 End 8816 TransitionState = UP_SNOW DOWN_DEFAULT 8817 Model = NBSupCent_ABS 8818 Animation = NBSupCent_ABS.NBSupCent_ABS 8819 AnimationMode = ONCE_BACKWARDS 8820 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8821 Flags = START_FRAME_LAST 8822 End 8823 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8824 Model = NBSupCent_ABSN 8825 Animation = NBSupCent_ABSN.NBSupCent_ABSN 8826 AnimationMode = ONCE_BACKWARDS 8827 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8828 Flags = START_FRAME_LAST 8829 End 8830 End 8831 8832 PlacementViewAngle = -45 8833 8834 ; ***DESIGN parameters *** 8835 DisplayName = OBJECT:SupplyCenter 8836 Side = ChinaInfantryGeneral 8837 EditorSorting = STRUCTURE 8838 Prerequisites 8839 Object = Infa_ChinaPowerPlant 8840 End 8841 BuildCost = 1500 8842 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. 8843 BuildTime = 10.0 ; in seconds 8844 EnergyProduction = -1 8845 CommandSet = Infa_ChinaSupplyCenterCommandSet 8846 VisionRange = 200.0 ; Shroud clearing distance 8847 ShroudClearingRange = 200 8848 ArmorSet 8849 Conditions = None 8850 Armor = StructureArmor 8851 DamageFX = StructureDamageFXNoShake 8852 End 8853 ExperienceValue = 200 200 200 200 ; Experience point value at each level 8854 8855 ; *** AUDIO Parameters *** 8856 VoiceSelect = SupplyCenterChinaSelect 8857 SoundOnDamaged = BuildingDamagedStateLight 8858 SoundOnReallyDamaged = BuildingDestroy 8859 8860 UnitSpecificSounds 8861 UnderConstruction = UnderConstructionLoop 8862 End 8863 8864 ; *** ENGINEERING Parameters *** 8865 RadarPriority = STRUCTURE 8866 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 8867 Body = StructureBody ModuleTag_05 8868 MaxHealth = 2000.0 8869 InitialHealth = 2000.0 8870 8871 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8872 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8873 SubdualDamageCap = 2200 8874 SubdualDamageHealRate = 500 8875 SubdualDamageHealAmount = 100 8876 End 8877 Behavior = SupplyCenterCreate ModuleTag_06 8878 ;nothing 8879 End 8880 Behavior = DestroyDie ModuleTag_07 8881 ;nothing 8882 End 8883 Behavior = CreateObjectDie ModuleTag_08 8884 CreationList = OCL_SmallStructureDebris 8885 End 8886 Behavior = FXListDie ModuleTag_09 8887 DeathFX = FX_StructureSmallDeath 8888 End 8889 Behavior = ProductionUpdate ModuleTag_10 8890 ; nothing 8891 End 8892 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 8893 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 8894 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 8895 End 8896 8897 Behavior = SpawnBehavior ModuleTag_12 8898 SpawnNumber = 1 8899 SpawnReplaceDelay = 9999 8900 SpawnTemplateName = Infa_ChinaVehicleSupplyTruck 8901 OneShot = Yes 8902 CanReclaimOrphans = No 8903 SlavesHaveFreeWill = Yes 8904 End 8905 8906 Behavior = SupplyCenterDockUpdate ModuleTag_13 8907 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 8908 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 8909 End 8910 8911 Behavior = GenerateMinefieldBehavior ModuleTag_14 8912 TriggeredBy = Upgrade_ChinaMines 8913 MineName = ChinaStandardMine 8914 SmartBorder = Yes 8915 AlwaysCircular = Yes 8916 8917 Upgradable = Yes 8918 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 8919 UpgradedMineName = ChinaEMPMine 8920 End 8921 8922 Behavior = FlammableUpdate ModuleTag_16 8923 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8924 AflameDamageAmount = 5 ; taking this much damage... 8925 AflameDamageDelay = 500 ; this often. 8926 End 8927 8928 Behavior = TransitionDamageFX ModuleTag_17 8929 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 8930 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8931 ;--------------------------------------------------------------------------------------- 8932 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8933 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8934 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8935 End 8936 8937 Behavior = CommandSetUpgrade ModuleTag_25 8938 CommandSet = Infa_ChinaSupplyCenterCommandSetUpgrade 8939 TriggeredBy = Upgrade_ChinaMines 8940 End 8941 Behavior = ArmorUpgrade ModuleTag_26 8942 TriggeredBy = Upgrade_ChinaEMPMines 8943 End 8944 8945 Geometry = BOX 8946 GeometryMajorRadius = 52.0 8947 GeometryMinorRadius = 47.0 8948 GeometryHeight = 30.0 8949 GeometryIsSmall = No 8950 Shadow = SHADOW_VOLUME 8951 BuildCompletion = PLACED_BY_PLAYER 8952 8953 End 8954 8955 8956 8957 8958 8959 8960 8961 ;------------------------------------------------------------------------------ 8962 Object Infa_ChinaBarracks 8963 8964 ; *** ART Parameters *** 8965 SelectPortrait = SNBarracks_L 8966 ButtonImage = SNBarracks 8967 Draw = W3DModelDraw ModuleTag_01 8968 OkToChangeModelColor = Yes 8969 8970 8971 ; day 8972 ConditionState = NONE 8973 Model = NBBarracks 8974 ParticleSysBone= Fire01 SmolderingFire 8975 Animation = NBBarracks.NBBarracks 8976 AnimationMode = LOOP 8977 End 8978 8979 ConditionState = DAMAGED 8980 Model = NBBarracks_D 8981 ParticleSysBone= Fire01 SmolderingFire 8982 Animation = NBBarracks_D.NBBarracks_D 8983 AnimationMode = LOOP 8984 End 8985 8986 ConditionState = REALLYDAMAGED RUBBLE 8987 Model = NBBarracks_E 8988 ParticleSysBone= Fire01 SmolderingFire 8989 Animation = NBBarracks_E.NBBarracks_E 8990 AnimationMode = LOOP 8991 End 8992 8993 ; day SNOW 8994 8995 ConditionState = SNOW 8996 Model = NBBarracks_S 8997 ParticleSysBone= Fire01 SmolderingFire 8998 Animation = NBBarracks_S.NBBarracks_S 8999 AnimationMode = LOOP 9000 End 9001 9002 ConditionState = DAMAGED SNOW 9003 Model = NBBarracks_DS 9004 ParticleSysBone= Fire01 SmolderingFire 9005 Animation = NBBarracks_DS.NBBarracks_DS 9006 AnimationMode = LOOP 9007 End 9008 9009 ConditionState = REALLYDAMAGED RUBBLE SNOW 9010 Model = NBBarracks_ES 9011 ParticleSysBone= Fire01 SmolderingFire 9012 Animation = NBBarracks_ES.NBBarracks_ES 9013 AnimationMode = LOOP 9014 End 9015 9016 9017 ; night 9018 ConditionState = NIGHT 9019 Model = NBBarracks_N 9020 ParticleSysBone= Fire01 SmolderingFire 9021 Animation = NBBarracks_N.NBBarracks_N 9022 AnimationMode = LOOP 9023 End 9024 9025 ConditionState = DAMAGED NIGHT 9026 Model = NBBarracks_DN 9027 ParticleSysBone= Fire01 SmolderingFire 9028 Animation = NBBarracks_DN.NBBarracks_DN 9029 AnimationMode = LOOP 9030 End 9031 9032 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9033 Model = NBBarracks_EN 9034 ParticleSysBone= Fire01 SmolderingFire 9035 Animation = NBBarracks_EN.NBBarracks_EN 9036 AnimationMode = LOOP 9037 End 9038 9039 ; night snow 9040 ConditionState = NIGHT SNOW 9041 Model = NBBarracks_NS 9042 ParticleSysBone= Fire01 SmolderingFire 9043 Animation = NBBarracks_NS.NBBarracks_NS 9044 AnimationMode = LOOP 9045 End 9046 9047 ConditionState = DAMAGED NIGHT SNOW 9048 Model = NBBarracks_DNS 9049 ParticleSysBone= Fire01 SmolderingFire 9050 Animation = NBBarracks_DNS.NBBarracks_DNS 9051 AnimationMode = LOOP 9052 End 9053 9054 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9055 Model = NBBarracks_ENS 9056 ParticleSysBone= Fire01 SmolderingFire 9057 Animation = NBBarracks_ENS.NBBarracks_ENS 9058 AnimationMode = LOOP 9059 End 9060 9061 9062 ;************************************************************************************************************************** 9063 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9064 ;for this draw module 9065 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9066 Model = NBBarracks 9067 Animation = NBBarracks.NBBarracks 9068 AnimationMode = LOOP 9069 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9070 End 9071 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9072 Model = NBBarracks_D 9073 Animation = NBBarracks_D.NBBarracks_D 9074 AnimationMode = LOOP 9075 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9076 End 9077 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9078 Model = NBBarracks_E 9079 Animation = NBBarracks_E.NBBarracks_E 9080 AnimationMode = LOOP 9081 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9082 End 9083 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9084 Model = NBBarracks_N 9085 Animation = NBBarracks_N.NBBarracks_N 9086 AnimationMode = LOOP 9087 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9088 End 9089 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9090 Model = NBBarracks_DN 9091 Animation = NBBarracks_DN.NBBarracks_DN 9092 AnimationMode = LOOP 9093 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9094 End 9095 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9096 Model = NBBarracks_EN 9097 Animation = NBBarracks_EN.NBBarracks_EN 9098 AnimationMode = LOOP 9099 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9100 End 9101 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9102 Model = NBBarracks_S 9103 Animation = NBBarracks_S.NBBarracks_S 9104 AnimationMode = LOOP 9105 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9106 End 9107 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9108 Model = NBBarracks_DS 9109 Animation = NBBarracks_DS.NBBarracks_DS 9110 AnimationMode = LOOP 9111 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9112 End 9113 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9114 Model = NBBarracks_ES 9115 Animation = NBBarracks_ES.NBBarracks_ES 9116 AnimationMode = LOOP 9117 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9118 End 9119 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9120 Model = NBBarracks_NS 9121 Animation = NBBarracks_NS.NBBarracks_NS 9122 AnimationMode = LOOP 9123 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9124 End 9125 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9126 Model = NBBarracks_DNS 9127 Animation = NBBarracks_DNS.NBBarracks_DNS 9128 AnimationMode = LOOP 9129 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9130 End 9131 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9132 Model = NBBarracks_ENS 9133 Animation = NBBarracks_ENS.NBBarracks_ENS 9134 AnimationMode = LOOP 9135 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9136 End 9137 9138 ConditionState = AWAITING_CONSTRUCTION 9139 Model = NONE 9140 End 9141 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9142 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9143 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9144 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9145 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9146 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9147 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9148 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9149 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9150 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9151 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9152 AliasConditionState = SOLD 9153 AliasConditionState = SOLD DAMAGED 9154 AliasConditionState = SOLD REALLYDAMAGED 9155 AliasConditionState = SOLD NIGHT 9156 AliasConditionState = SOLD NIGHT DAMAGED 9157 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9158 AliasConditionState = SOLD SNOW 9159 AliasConditionState = SOLD SNOW DAMAGED 9160 AliasConditionState = SOLD SNOW REALLYDAMAGED 9161 AliasConditionState = SOLD NIGHT SNOW 9162 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9163 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9164 ;************************************************************************************************************************** 9165 End 9166 9167 ; ------------ construction-zone fence ----------------- 9168 Draw = W3DModelDraw ModuleTag_02 9169 AnimationsRequirePower = No 9170 DefaultConditionState 9171 Model = None 9172 TransitionKey = DOWN_DEFAULT 9173 End 9174 ConditionState = NIGHT 9175 Model = None 9176 TransitionKey = DOWN_DEFAULT 9177 End 9178 ConditionState = SNOW 9179 Model = None 9180 TransitionKey = DOWN_DEFAULT 9181 End 9182 ConditionState = SNOW NIGHT 9183 Model = None 9184 TransitionKey = DOWN_DEFAULT 9185 End 9186 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9187 Model = NBBarracks_A4 9188 Animation = NBBarracks_A4.NBBarracks_A4 9189 AnimationMode = MANUAL 9190 Flags = START_FRAME_LAST 9191 TransitionKey = UP_DAY 9192 End 9193 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9194 Model = NBBarracks_A4N 9195 Animation = NBBarracks_A4N.NBBarracks_A4N 9196 AnimationMode = MANUAL 9197 Flags = START_FRAME_LAST 9198 TransitionKey = UP_NIGHT 9199 End 9200 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9201 Model = NBBarracks_A4S 9202 Animation = NBBarracks_A4S.NBBarracks_A4S 9203 AnimationMode = MANUAL 9204 Flags = START_FRAME_LAST 9205 TransitionKey = UP_SNOW 9206 End 9207 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9208 Model = NBBarracks_A4SN 9209 Animation = NBBarracks_A4SN.NBBarracks_A4SN 9210 AnimationMode = MANUAL 9211 Flags = START_FRAME_LAST 9212 TransitionKey = UP_SNOWNIGHT 9213 End 9214 TransitionState = DOWN_DEFAULT UP_DAY 9215 Model = NBBarracks_A4 9216 Animation = NBBarracks_A4.NBBarracks_A4 9217 AnimationMode = ONCE 9218 AnimationSpeedFactorRange = 1.0 1.0 9219 Flags = START_FRAME_FIRST 9220 End 9221 TransitionState = DOWN_DEFAULT UP_NIGHT 9222 Model = NBBarracks_A4N 9223 Animation = NBBarracks_A4N.NBBarracks_A4N 9224 AnimationMode = ONCE 9225 AnimationSpeedFactorRange = 1.0 1.0 9226 Flags = START_FRAME_FIRST 9227 End 9228 TransitionState = DOWN_DEFAULT UP_SNOW 9229 Model = NBBarracks_A4S 9230 Animation = NBBarracks_A4S.NBBarracks_A4S 9231 AnimationMode = ONCE 9232 AnimationSpeedFactorRange = 1.0 1.0 9233 Flags = START_FRAME_FIRST 9234 End 9235 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9236 Model = NBBarracks_A4SN 9237 Animation = NBBarracks_A4SN.NBBarracks_A4SN 9238 AnimationMode = ONCE 9239 AnimationSpeedFactorRange = 1.0 1.0 9240 Flags = START_FRAME_FIRST 9241 End 9242 TransitionState = UP_DAY DOWN_DEFAULT 9243 Model = NBBarracks_A4 9244 Animation = NBBarracks_A4.NBBarracks_A4 9245 AnimationMode = ONCE_BACKWARDS 9246 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9247 Flags = START_FRAME_LAST 9248 End 9249 TransitionState = UP_NIGHT DOWN_DEFAULT 9250 Model = NBBarracks_A4N 9251 Animation = NBBarracks_A4N.NBBarracks_A4N 9252 AnimationMode = ONCE_BACKWARDS 9253 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9254 Flags = START_FRAME_LAST 9255 End 9256 TransitionState = UP_SNOW DOWN_DEFAULT 9257 Model = NBBarracks_A4S 9258 Animation = NBBarracks_A4S.NBBarracks_A4S 9259 AnimationMode = ONCE_BACKWARDS 9260 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9261 Flags = START_FRAME_LAST 9262 End 9263 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9264 Model = NBBarracks_A4SN 9265 Animation = NBBarracks_A4SN.NBBarracks_A4SN 9266 AnimationMode = ONCE_BACKWARDS 9267 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9268 Flags = START_FRAME_LAST 9269 End 9270 End 9271 9272 ; ------------ under-construction scaffolding ----------------- 9273 Draw = W3DModelDraw ModuleTag_03 9274 AnimationsRequirePower = No 9275 MinLODRequired = MEDIUM 9276 DefaultConditionState 9277 Model = None 9278 TransitionKey = DOWN_DEFAULT 9279 End 9280 ConditionState = NIGHT 9281 Model = None 9282 TransitionKey = DOWN_DEFAULT 9283 End 9284 ConditionState = SNOW 9285 Model = None 9286 TransitionKey = DOWN_DEFAULT 9287 End 9288 ConditionState = SNOW NIGHT 9289 Model = None 9290 TransitionKey = DOWN_DEFAULT 9291 End 9292 ConditionState = PARTIALLY_CONSTRUCTED 9293 Model = NBBarracks_A6 9294 Animation = NBBarracks_A6.NBBarracks_A6 9295 AnimationMode = MANUAL 9296 Flags = START_FRAME_LAST 9297 TransitionKey = UP_DAY 9298 ParticleSysBone = Dust01 BuildingDustChina 9299 ParticleSysBone = Smoke01 BuildUpSmokeChina 9300 ParticleSysBone = Smoke02 BuildUpSmokeChina 9301 ParticleSysBone = Smoke03 BuildUpSmokeChina 9302 ParticleSysBone = Smoke04 BuildUpSmokeChina 9303 ParticleSysBone = Smoke05 BuildUpSmokeChina 9304 End 9305 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9306 Model = NBBarracks_A6N 9307 Animation = NBBarracks_A6N.NBBarracks_A6N 9308 AnimationMode = MANUAL 9309 Flags = START_FRAME_LAST 9310 TransitionKey = UP_NIGHT 9311 ParticleSysBone = Dust01 BuildingDustChina 9312 ParticleSysBone = Smoke01 BuildUpSmokeChina 9313 ParticleSysBone = Smoke02 BuildUpSmokeChina 9314 ParticleSysBone = Smoke03 BuildUpSmokeChina 9315 ParticleSysBone = Smoke04 BuildUpSmokeChina 9316 ParticleSysBone = Smoke05 BuildUpSmokeChina 9317 End 9318 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9319 Model = NBBarracks_A6S 9320 Animation = NBBarracks_A6S.NBBarracks_A6S 9321 AnimationMode = MANUAL 9322 Flags = START_FRAME_LAST 9323 TransitionKey = UP_SNOW 9324 ParticleSysBone = Dust01 BuildingSnowDust 9325 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9326 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9327 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9328 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9329 ParticleSysBone = Smoke05 BuildUpSnowSmoke 9330 End 9331 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9332 Model = NBBarracks_A6SN 9333 Animation = NBBarracks_A6SN.NBBarracks_A6SN 9334 AnimationMode = MANUAL 9335 Flags = START_FRAME_LAST 9336 TransitionKey = UP_SNOWNIGHT 9337 ParticleSysBone = Dust01 BuildingNightSnowDust 9338 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9339 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9340 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9341 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9342 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 9343 End 9344 TransitionState = DOWN_DEFAULT UP_DAY 9345 Model = NBBarracks_A6 9346 Animation = NBBarracks_A6.NBBarracks_A6 9347 AnimationMode = ONCE 9348 AnimationSpeedFactorRange = 1.0 1.0 9349 Flags = START_FRAME_FIRST 9350 End 9351 TransitionState = DOWN_DEFAULT UP_NIGHT 9352 Model = NBBarracks_A6N 9353 Animation = NBBarracks_A6N.NBBarracks_A6N 9354 AnimationMode = ONCE 9355 AnimationSpeedFactorRange = 1.0 1.0 9356 Flags = START_FRAME_FIRST 9357 End 9358 TransitionState = DOWN_DEFAULT UP_SNOW 9359 Model = NBBarracks_A6S 9360 Animation = NBBarracks_A6S.NBBarracks_A6S 9361 AnimationMode = ONCE 9362 AnimationSpeedFactorRange = 1.0 1.0 9363 Flags = START_FRAME_FIRST 9364 End 9365 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9366 Model = NBBarracks_A6SN 9367 Animation = NBBarracks_A6SN.NBBarracks_A6SN 9368 AnimationMode = ONCE 9369 AnimationSpeedFactorRange = 1.0 1.0 9370 Flags = START_FRAME_FIRST 9371 End 9372 TransitionState = UP_DAY DOWN_DEFAULT 9373 Model = NBBarracks_A6 9374 Animation = NBBarracks_A6.NBBarracks_A6 9375 AnimationMode = ONCE_BACKWARDS 9376 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9377 Flags = START_FRAME_LAST 9378 End 9379 TransitionState = UP_NIGHT DOWN_DEFAULT 9380 Model = NBBarracks_A6N 9381 Animation = NBBarracks_A6N.NBBarracks_A6N 9382 AnimationMode = ONCE_BACKWARDS 9383 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9384 Flags = START_FRAME_LAST 9385 End 9386 TransitionState = UP_SNOW DOWN_DEFAULT 9387 Model = NBBarracks_A6S 9388 Animation = NBBarracks_A6S.NBBarracks_A6S 9389 AnimationMode = ONCE_BACKWARDS 9390 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9391 Flags = START_FRAME_LAST 9392 End 9393 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9394 Model = NBBarracks_A6SN 9395 Animation = NBBarracks_A6SN.NBBarracks_A6SN 9396 AnimationMode = ONCE_BACKWARDS 9397 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9398 Flags = START_FRAME_LAST 9399 End 9400 End 9401 9402 ; ------------ being-constructed crane ----------------- 9403 Draw = W3DModelDraw ModuleTag_04 9404 AnimationsRequirePower = No 9405 DefaultConditionState 9406 Model = None 9407 TransitionKey = DOWN_DEFAULT 9408 End 9409 ConditionState = NIGHT 9410 Model = None 9411 TransitionKey = DOWN_DEFAULT 9412 End 9413 ConditionState = SNOW 9414 Model = None 9415 TransitionKey = DOWN_DEFAULT 9416 End 9417 ConditionState = SNOW NIGHT 9418 Model = None 9419 TransitionKey = DOWN_DEFAULT 9420 End 9421 ConditionState = SOLD 9422 Model = NONE 9423 End 9424 9425 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9426 Model = NBBarracks_A5 9427 Animation = NBBarracks_A5.NBBarracks_A5 9428 AnimationMode = LOOP 9429 TransitionKey = UP_DAY 9430 End 9431 9432 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9433 Model = NBBarracks_A5N 9434 Animation = NBBarracks_A5N.NBBarracks_A5N 9435 AnimationMode = LOOP 9436 TransitionKey = UP_NIGHT 9437 End 9438 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9439 Model = NBBarracks_A5S 9440 Animation = NBBarracks_A5S.NBBarracks_A5S 9441 AnimationMode = LOOP 9442 TransitionKey = UP_SNOW 9443 End 9444 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9445 Model = NBBarracks_A5SN 9446 Animation = NBBarracks_A5SN.NBBarracks_A5SN 9447 AnimationMode = LOOP 9448 TransitionKey = UP_SNOWNIGHT 9449 End 9450 TransitionState = DOWN_DEFAULT UP_DAY 9451 Model = NBBarracks_AB 9452 Animation = NBBarracks_AB.NBBarracks_AB 9453 AnimationMode = ONCE 9454 AnimationSpeedFactorRange = 1.0 1.0 9455 Flags = START_FRAME_FIRST 9456 End 9457 9458 TransitionState = DOWN_DEFAULT UP_NIGHT 9459 Model = NBBarracks_ABN 9460 Animation = NBBarracks_ABN.NBBarracks_ABN 9461 AnimationMode = ONCE 9462 AnimationSpeedFactorRange = 1.0 1.0 9463 Flags = START_FRAME_FIRST 9464 End 9465 TransitionState = DOWN_DEFAULT UP_SNOW 9466 Model = NBBarracks_ABS 9467 Animation = NBBarracks_ABS.NBBarracks_ABS 9468 AnimationMode = ONCE 9469 AnimationSpeedFactorRange = 1.0 1.0 9470 Flags = START_FRAME_FIRST 9471 End 9472 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9473 Model = NBBarracks_ABSN 9474 Animation = NBBarracks_ABSN.NBBarracks_ABSN 9475 AnimationMode = ONCE 9476 AnimationSpeedFactorRange = 1.0 1.0 9477 Flags = START_FRAME_FIRST 9478 End 9479 TransitionState = UP_DAY DOWN_DEFAULT 9480 Model = NBBarracks_AB 9481 Animation = NBBarracks_AB.NBBarracks_AB 9482 AnimationMode = ONCE_BACKWARDS 9483 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9484 Flags = START_FRAME_LAST 9485 End 9486 TransitionState = UP_NIGHT DOWN_DEFAULT 9487 Model = NBBarracks_ABN 9488 Animation = NBBarracks_ABN.NBBarracks_ABN 9489 AnimationMode = ONCE_BACKWARDS 9490 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9491 Flags = START_FRAME_LAST 9492 End 9493 TransitionState = UP_SNOW DOWN_DEFAULT 9494 Model = NBBarracks_ABS 9495 Animation = NBBarracks_ABS.NBBarracks_ABS 9496 AnimationMode = ONCE_BACKWARDS 9497 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9498 Flags = START_FRAME_LAST 9499 End 9500 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9501 Model = NBBarracks_ABSN 9502 Animation = NBBarracks_ABSN.NBBarracks_ABSN 9503 AnimationMode = ONCE_BACKWARDS 9504 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9505 Flags = START_FRAME_LAST 9506 End 9507 End 9508 9509 PlacementViewAngle = -135 9510 9511 ; ***DESIGN parameters *** 9512 DisplayName = OBJECT:Barracks 9513 Side = ChinaInfantryGeneral 9514 EditorSorting = STRUCTURE 9515 BuildCost = 500 9516 BuildTime = 10.0 ; in seconds 9517 EnergyProduction = 0 9518 CommandSet = Infa_ChinaBarracksCommandSet 9519 VisionRange = 200.0 ; Shroud clearing distance 9520 ShroudClearingRange = 200 9521 ArmorSet 9522 Conditions = None 9523 Armor = StructureArmor 9524 DamageFX = StructureDamageFXNoShake 9525 End 9526 ExperienceValue = 100 100 100 100 ; Experience point value at each level 9527 9528 ; *** AUDIO Parameters *** 9529 VoiceSelect = BarracksChinaSelect 9530 SoundOnDamaged = BuildingDamagedStateLight 9531 SoundOnReallyDamaged = BuildingDestroy 9532 9533 UnitSpecificSounds 9534 UnderConstruction = UnderConstructionLoop 9535 End 9536 9537 ; *** ENGINEERING Parameters *** 9538 RadarPriority = STRUCTURE 9539 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 9540 Body = StructureBody ModuleTag_05 9541 MaxHealth = 1200.0 9542 InitialHealth = 1200.0 9543 9544 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9545 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9546 SubdualDamageCap = 1400 9547 SubdualDamageHealRate = 500 9548 SubdualDamageHealAmount = 100 9549 End 9550 9551 Behavior = HealContain ModuleTag_06 9552 ContainMax = 10 ;way bigger than the # of objects we can have 9553 TimeForFullHeal = 2000 ;(in milliseconds) 9554 AllowInsideKindOf = INFANTRY 9555 AllowAlliesInside = Yes 9556 AllowNeutralInside = No 9557 AllowEnemiesInside = No 9558 End 9559 9560 Behavior = DestroyDie ModuleTag_07 9561 ;nothing 9562 End 9563 Behavior = CreateObjectDie ModuleTag_08 9564 CreationList = OCL_LargeStructureDebris 9565 End 9566 Behavior = FXListDie ModuleTag_09 9567 DeathFX = FX_StructureSmallDeath 9568 End 9569 9570 Behavior = ProductionUpdate ModuleTag_10 9571 QuantityModifier = Infa_ChinaInfantryMiniGunner 1 9572 End 9573 Behavior = QueueProductionExitUpdate ModuleTag_11 9574 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 9575 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 9576 ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. 9577 End 9578 9579 Behavior = GenerateMinefieldBehavior ModuleTag_12 9580 TriggeredBy = Upgrade_ChinaMines 9581 MineName = ChinaStandardMine 9582 SmartBorder = Yes 9583 AlwaysCircular = Yes 9584 9585 Upgradable = Yes 9586 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 9587 UpgradedMineName = ChinaEMPMine 9588 End 9589 9590 Behavior = FlammableUpdate ModuleTag_14 9591 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9592 AflameDamageAmount = 5 ; taking this much damage... 9593 AflameDamageDelay = 500 ; this often. 9594 End 9595 9596 Behavior = TransitionDamageFX ModuleTag_15 9597 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 9598 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9599 ;--------------------------------------------------------------------------------------- 9600 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9601 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9602 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9603 End 9604 9605 Behavior = CommandSetUpgrade ModuleTag_25 9606 CommandSet = Infa_ChinaBarracksCommandSetUpgrade 9607 TriggeredBy = Upgrade_ChinaMines 9608 End 9609 Behavior = ArmorUpgrade ModuleTag_26 9610 TriggeredBy = Upgrade_ChinaEMPMines 9611 End 9612 9613 Behavior = GrantUpgradeCreate ModuleTag_27 9614 UpgradeToGrant = Upgrade_Nationalism 9615 ExemptStatus = UNDER_CONSTRUCTION 9616 End 9617 9618 Geometry = BOX 9619 GeometryMajorRadius = 36.0 9620 GeometryMinorRadius = 44.0 9621 GeometryHeight = 30.0 9622 GeometryIsSmall = No 9623 FactoryExitWidth = 25 9624 Shadow = SHADOW_VOLUME 9625 BuildCompletion = PLACED_BY_PLAYER 9626 9627 End 9628 9629 9630 9631 9632 9633 9634 9635 ;------------------------------------------------------------------------------ 9636 Object Infa_ChinaWarFactory 9637 9638 ; *** ART Parameters *** 9639 SelectPortrait = SNWarFact_L 9640 ButtonImage = SNWarFact 9641 9642 ; ------------ the main factory itself ----------------- 9643 Draw = W3DModelDraw ModuleTag_01 9644 OkToChangeModelColor = Yes 9645 ; day 9646 DefaultConditionState 9647 Model = NBWarFact 9648 End 9649 ConditionState = DAMAGED 9650 Model = NBWarFact_D 9651 ParticleSysBone = Smoke01 SmolderingSmoke 9652 ParticleSysBone = Smoke02 SmolderingSmoke 9653 ParticleSysBone = Smoke03 SmolderingSmoke 9654 ParticleSysBone = Smoke04 SmolderingSmoke 9655 ParticleSysBone = Smoke05 SmolderingSmoke 9656 ParticleSysBone = Fire01 SmolderingFire 9657 ParticleSysBone = Fire01 SmolderingFlameCore 9658 ParticleSysBone = Fire02 SmolderingFire 9659 ParticleSysBone = Fire02 SmolderingFlameCore 9660 End 9661 ConditionState = REALLYDAMAGED RUBBLE 9662 Model = NBWarFact_E 9663 ParticleSysBone = Smoke01 SmolderingSmoke 9664 ParticleSysBone = Smoke02 SmolderingSmoke 9665 ParticleSysBone = Smoke03 SmolderingSmoke 9666 ParticleSysBone = Smoke04 SmolderingSmoke 9667 ParticleSysBone = Smoke05 SmolderingSmoke 9668 ParticleSysBone = Smoke06 SmolderingSmoke 9669 ParticleSysBone = Smoke07 SmolderingSmoke 9670 ParticleSysBone = Fire01 SmolderingFire 9671 ParticleSysBone = Fire01 SmolderingFlameCore 9672 ParticleSysBone = Fire02 SmolderingFire 9673 ParticleSysBone = Fire02 SmolderingFlameCore 9674 ParticleSysBone = Fire03 SmolderingFire 9675 ParticleSysBone = Fire03 SmolderingFlameCore 9676 End 9677 9678 ConditionState = SNOW 9679 Model = NBWarFact_S 9680 End 9681 ConditionState = DAMAGED SNOW 9682 Model = NBWarFact_DS 9683 ParticleSysBone = Smoke01 SmolderingSmoke 9684 ParticleSysBone = Smoke02 SmolderingSmoke 9685 ParticleSysBone = Smoke03 SmolderingSmoke 9686 ParticleSysBone = Smoke04 SmolderingSmoke 9687 ParticleSysBone = Smoke05 SmolderingSmoke 9688 ParticleSysBone = Fire01 SmolderingFire 9689 ParticleSysBone = Fire01 SmolderingFlameCore 9690 ParticleSysBone = Fire02 SmolderingFire 9691 ParticleSysBone = Fire02 SmolderingFlameCore 9692 End 9693 ConditionState = REALLYDAMAGED RUBBLE SNOW 9694 Model = NBWarFact_ES 9695 ParticleSysBone = Smoke01 SmolderingSmoke 9696 ParticleSysBone = Smoke02 SmolderingSmoke 9697 ParticleSysBone = Smoke03 SmolderingSmoke 9698 ParticleSysBone = Smoke04 SmolderingSmoke 9699 ParticleSysBone = Smoke05 SmolderingSmoke 9700 ParticleSysBone = Smoke06 SmolderingSmoke 9701 ParticleSysBone = Smoke07 SmolderingSmoke 9702 ParticleSysBone = Fire01 SmolderingFire 9703 ParticleSysBone = Fire01 SmolderingFlameCore 9704 ParticleSysBone = Fire02 SmolderingFire 9705 ParticleSysBone = Fire02 SmolderingFlameCore 9706 ParticleSysBone = Fire03 SmolderingFire 9707 ParticleSysBone = Fire03 SmolderingFlameCore 9708 End 9709 9710 9711 ; night ********************************************** 9712 ConditionState = NIGHT 9713 Model = NBWarFact_N 9714 End 9715 ConditionState = DAMAGED NIGHT 9716 Model = NBWarFact_DN 9717 ParticleSysBone = Smoke01 SmolderingSmoke 9718 ParticleSysBone = Smoke02 SmolderingSmoke 9719 ParticleSysBone = Smoke03 SmolderingSmoke 9720 ParticleSysBone = Smoke04 SmolderingSmoke 9721 ParticleSysBone = Smoke05 SmolderingSmoke 9722 ParticleSysBone = Fire01 SmolderingFire 9723 ParticleSysBone = Fire01 SmolderingFlameCore 9724 ParticleSysBone = Fire02 SmolderingFire 9725 ParticleSysBone = Fire02 SmolderingFlameCore 9726 End 9727 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9728 Model = NBWarFact_EN 9729 ParticleSysBone = Smoke01 SmolderingSmoke 9730 ParticleSysBone = Smoke02 SmolderingSmoke 9731 ParticleSysBone = Smoke03 SmolderingSmoke 9732 ParticleSysBone = Smoke04 SmolderingSmoke 9733 ParticleSysBone = Smoke05 SmolderingSmoke 9734 ParticleSysBone = Smoke06 SmolderingSmoke 9735 ParticleSysBone = Smoke07 SmolderingSmoke 9736 ParticleSysBone = Fire01 SmolderingFire 9737 ParticleSysBone = Fire01 SmolderingFlameCore 9738 ParticleSysBone = Fire02 SmolderingFire 9739 ParticleSysBone = Fire02 SmolderingFlameCore 9740 ParticleSysBone = Fire03 SmolderingFire 9741 ParticleSysBone = Fire03 SmolderingFlameCore 9742 End 9743 9744 ; night SNOW 9745 ConditionState = NIGHT SNOW 9746 Model = NBWarFact_NS 9747 End 9748 ConditionState = DAMAGED NIGHT SNOW 9749 Model = NBWarFact_DNS 9750 ParticleSysBone = Smoke01 SmolderingSmoke 9751 ParticleSysBone = Smoke02 SmolderingSmoke 9752 ParticleSysBone = Smoke03 SmolderingSmoke 9753 ParticleSysBone = Smoke04 SmolderingSmoke 9754 ParticleSysBone = Smoke05 SmolderingSmoke 9755 ParticleSysBone = Fire01 SmolderingFire 9756 ParticleSysBone = Fire01 SmolderingFlameCore 9757 ParticleSysBone = Fire02 SmolderingFire 9758 ParticleSysBone = Fire02 SmolderingFlameCore 9759 End 9760 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9761 Model = NBWarFact_ENS 9762 ParticleSysBone = Smoke01 SmolderingSmoke 9763 ParticleSysBone = Smoke02 SmolderingSmoke 9764 ParticleSysBone = Smoke03 SmolderingSmoke 9765 ParticleSysBone = Smoke04 SmolderingSmoke 9766 ParticleSysBone = Smoke05 SmolderingSmoke 9767 ParticleSysBone = Smoke06 SmolderingSmoke 9768 ParticleSysBone = Smoke07 SmolderingSmoke 9769 ParticleSysBone = Fire01 SmolderingFire 9770 ParticleSysBone = Fire01 SmolderingFlameCore 9771 ParticleSysBone = Fire02 SmolderingFire 9772 ParticleSysBone = Fire02 SmolderingFlameCore 9773 ParticleSysBone = Fire03 SmolderingFire 9774 ParticleSysBone = Fire03 SmolderingFlameCore 9775 End 9776 9777 9778 ;************************************************************************************************************************** 9779 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9780 ;for this draw module 9781 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9782 Model = NBWarFact 9783 ;Animation = NBWarFact.NBWarFact 9784 ;AnimationMode = LOOP 9785 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9786 End 9787 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9788 Model = NBWarFact_D 9789 ;Animation = NBWarFact_D.NBWarFact_D 9790 ;AnimationMode = LOOP 9791 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9792 End 9793 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9794 Model = NBWarFact_E 9795 ;Animation = NBWarFact_E.NBWarFact_E 9796 ;AnimationMode = LOOP 9797 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9798 End 9799 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9800 Model = NBWarFact_N 9801 ;Animation = NBWarFact_N.NBWarFact_N 9802 ;AnimationMode = LOOP 9803 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9804 End 9805 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9806 Model = NBWarFact_DN 9807 ;Animation = NBWarFact_DN.NBWarFact_DN 9808 ;AnimationMode = LOOP 9809 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9810 End 9811 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9812 Model = NBWarFact_EN 9813 ;Animation = NBWarFact_EN.NBWarFact_EN 9814 ;AnimationMode = LOOP 9815 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9816 End 9817 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9818 Model = NBWarFact_S 9819 ;Animation = NBWarFact_S.NBWarFact_S 9820 ;AnimationMode = LOOP 9821 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9822 End 9823 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9824 Model = NBWarFact_DS 9825 ;Animation = NBWarFact_DS.NBWarFact_DS 9826 ;AnimationMode = LOOP 9827 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9828 End 9829 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9830 Model = NBWarFact_ES 9831 ;Animation = NBWarFact_ES.NBWarFact_ES 9832 ;AnimationMode = LOOP 9833 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9834 End 9835 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9836 Model = NBWarFact_NS 9837 ;Animation = NBWarFact_NS.NBWarFact_NS 9838 ;AnimationMode = LOOP 9839 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9840 End 9841 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9842 Model = NBWarFact_DNS 9843 ;Animation = NBWarFact_DNS.NBWarFact_DNS 9844 ;AnimationMode = LOOP 9845 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9846 End 9847 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9848 Model = NBWarFact_ENS 9849 ;Animation = NBWarFact_ENS.NBWarFact_ENS 9850 ;AnimationMode = LOOP 9851 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9852 End 9853 9854 ConditionState = AWAITING_CONSTRUCTION 9855 Model = NONE 9856 End 9857 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9858 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9859 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9860 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9861 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9862 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9863 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9864 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9865 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9866 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9867 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9868 AliasConditionState = SOLD 9869 AliasConditionState = SOLD DAMAGED 9870 AliasConditionState = SOLD REALLYDAMAGED 9871 AliasConditionState = SOLD NIGHT 9872 AliasConditionState = SOLD NIGHT DAMAGED 9873 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9874 AliasConditionState = SOLD SNOW 9875 AliasConditionState = SOLD SNOW DAMAGED 9876 AliasConditionState = SOLD SNOW REALLYDAMAGED 9877 AliasConditionState = SOLD NIGHT SNOW 9878 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9879 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9880 ;************************************************************************************************************************** 9881 9882 9883 End 9884 9885 ; ------------------ the construction crane ------------ 9886 Draw = W3DModelDraw ModuleTag_02 9887 OkToChangeModelColor = Yes 9888 ConditionState = None 9889 Model = NBWarFact_A1 9890 Animation = NBWarFact_A1.NBWarFact_A1 9891 AnimationMode = LOOP 9892 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 9893 End 9894 ConditionState = DAMAGED 9895 Model = NBWarFact_A1D 9896 Animation = NBWarFact_A1D.NBWarFact_A1D 9897 AnimationMode = LOOP 9898 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 9899 End 9900 ConditionState = REALLYDAMAGED RUBBLE 9901 Model = NBWarFact_A1E 9902 Animation = NBWarFact_A1E.NBWarFact_A1E 9903 AnimationMode = LOOP 9904 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 9905 End 9906 ConditionState = ACTIVELY_CONSTRUCTING 9907 Model = NBWarFact_A2 9908 Animation = NBWarFact_A2.NBWarFact_A2 9909 AnimationMode = ONCE 9910 TransitionKey = TransitionFinishBeforeSwitch 9911 End 9912 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 9913 Model = NBWarFact_A2D 9914 Animation = NBWarFact_A2D.NBWarFact_A2D 9915 AnimationMode = ONCE 9916 TransitionKey = TransitionFinishBeforeSwitch 9917 End 9918 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 9919 Model = NBWarFact_A2E 9920 Animation = NBWarFact_A2E.NBWarFact_A2E 9921 AnimationMode = ONCE 9922 TransitionKey = TransitionFinishBeforeSwitch 9923 End 9924 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9925 Model = NBWarFact_A1 9926 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9927 End 9928 ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE 9929 Model = NONE 9930 End 9931 End 9932 9933 9934 ; ------------ construction-zone fence ----------------- 9935 Draw = W3DModelDraw ModuleTag_03 9936 AnimationsRequirePower = No 9937 DefaultConditionState 9938 Model = None 9939 TransitionKey = DOWN_DEFAULT 9940 End 9941 ConditionState = NIGHT 9942 Model = None 9943 TransitionKey = DOWN_DEFAULT 9944 End 9945 ConditionState = SNOW 9946 Model = None 9947 TransitionKey = DOWN_DEFAULT 9948 End 9949 ConditionState = SNOW NIGHT 9950 Model = None 9951 TransitionKey = DOWN_DEFAULT 9952 End 9953 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9954 Model = NBWarFact_A4 9955 Animation = NBWarFact_A4.NBWarFact_A4 9956 AnimationMode = MANUAL 9957 Flags = START_FRAME_LAST 9958 TransitionKey = UP_DAY 9959 ParticleSysBone = Smoke01 SmolderingSmoke 9960 ParticleSysBone = Fire01 SmolderingFire 9961 ParticleSysBone = Smoke02 SmolderingSmoke 9962 ParticleSysBone = Fire02 SmolderingFire 9963 End 9964 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9965 Model = NBWarFact_A4N 9966 Animation = NBWarFact_A4N.NBWarFact_A4N 9967 AnimationMode = MANUAL 9968 Flags = START_FRAME_LAST 9969 TransitionKey = UP_NIGHT 9970 ParticleSysBone = Smoke01 SmolderingSmoke 9971 ParticleSysBone = Fire01 SmolderingFire 9972 ParticleSysBone = Smoke02 SmolderingSmoke 9973 ParticleSysBone = Fire02 SmolderingFire 9974 End 9975 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9976 Model = NBWarFact_A4S 9977 Animation = NBWarFact_A4S.NBWarFact_A4S 9978 AnimationMode = MANUAL 9979 Flags = START_FRAME_LAST 9980 TransitionKey = UP_SNOW 9981 ParticleSysBone = Smoke01 SmolderingSmoke 9982 ParticleSysBone = Fire01 SmolderingFire 9983 ParticleSysBone = Smoke02 SmolderingSmoke 9984 ParticleSysBone = Fire02 SmolderingFire 9985 End 9986 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9987 Model = NBWarFact_A4SN 9988 Animation = NBWarFact_A4SN.NBWarFact_A4SN 9989 AnimationMode = MANUAL 9990 Flags = START_FRAME_LAST 9991 TransitionKey = UP_SNOWNIGHT 9992 ParticleSysBone = Smoke01 SmolderingSmoke 9993 ParticleSysBone = Fire01 SmolderingFire 9994 ParticleSysBone = Smoke02 SmolderingSmoke 9995 ParticleSysBone = Fire02 SmolderingFire 9996 End 9997 TransitionState = DOWN_DEFAULT UP_DAY 9998 Model = NBWarFact_A4 9999 Animation = NBWarFact_A4.NBWarFact_A4 10000 AnimationMode = ONCE 10001 AnimationSpeedFactorRange = 1.0 1.0 10002 Flags = START_FRAME_FIRST 10003 End 10004 TransitionState = DOWN_DEFAULT UP_NIGHT 10005 Model = NBWarFact_A4N 10006 Animation = NBWarFact_A4N.NBWarFact_A4N 10007 AnimationMode = ONCE 10008 AnimationSpeedFactorRange = 1.0 1.0 10009 Flags = START_FRAME_FIRST 10010 End 10011 TransitionState = DOWN_DEFAULT UP_SNOW 10012 Model = NBWarFact_A4S 10013 Animation = NBWarFact_A4S.NBWarFact_A4S 10014 AnimationMode = ONCE 10015 AnimationSpeedFactorRange = 1.0 1.0 10016 Flags = START_FRAME_FIRST 10017 End 10018 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10019 Model = NBWarFact_A4SN 10020 Animation = NBWarFact_A4SN.NBWarFact_A4SN 10021 AnimationMode = ONCE 10022 AnimationSpeedFactorRange = 1.0 1.0 10023 Flags = START_FRAME_FIRST 10024 End 10025 TransitionState = UP_DAY DOWN_DEFAULT 10026 Model = NBWarFact_A4 10027 Animation = NBWarFact_A4.NBWarFact_A4 10028 AnimationMode = ONCE_BACKWARDS 10029 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10030 Flags = START_FRAME_LAST 10031 End 10032 TransitionState = UP_NIGHT DOWN_DEFAULT 10033 Model = NBWarFact_A4N 10034 Animation = NBWarFact_A4N.NBWarFact_A4N 10035 AnimationMode = ONCE_BACKWARDS 10036 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10037 Flags = START_FRAME_LAST 10038 End 10039 TransitionState = UP_SNOW DOWN_DEFAULT 10040 Model = NBWarFact_A4S 10041 Animation = NBWarFact_A4S.NBWarFact_A4S 10042 AnimationMode = ONCE_BACKWARDS 10043 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10044 Flags = START_FRAME_LAST 10045 End 10046 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10047 Model = NBWarFact_A4SN 10048 Animation = NBWarFact_A4SN.NBWarFact_A4SN 10049 AnimationMode = ONCE_BACKWARDS 10050 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10051 Flags = START_FRAME_LAST 10052 End 10053 End 10054 10055 ; ------------ under-construction scaffolding ----------------- 10056 Draw = W3DModelDraw ModuleTag_04 10057 AnimationsRequirePower = No 10058 MinLODRequired = MEDIUM 10059 DefaultConditionState 10060 Model = None 10061 TransitionKey = DOWN_DEFAULT 10062 End 10063 ConditionState = NIGHT 10064 Model = None 10065 TransitionKey = DOWN_DEFAULT 10066 End 10067 ConditionState = SNOW 10068 Model = None 10069 TransitionKey = DOWN_DEFAULT 10070 End 10071 ConditionState = SNOW NIGHT 10072 Model = None 10073 TransitionKey = DOWN_DEFAULT 10074 End 10075 ConditionState = PARTIALLY_CONSTRUCTED 10076 Model = NBWarFact_A6 10077 Animation = NBWarFact_A6.NBWarFact_A6 10078 AnimationMode = MANUAL 10079 Flags = START_FRAME_LAST 10080 TransitionKey = UP_DAY 10081 ParticleSysBone = Dust01 BuildingDustChina 10082 ParticleSysBone = Smoke01 BuildUpSmokeChina 10083 ParticleSysBone = Smoke02 BuildUpSmokeChina 10084 ParticleSysBone = Smoke03 BuildUpSmokeChina 10085 ParticleSysBone = Smoke04 BuildUpSmokeChina 10086 ParticleSysBone = Smoke05 BuildUpSmokeChina 10087 End 10088 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10089 Model = NBWarFact_A6N 10090 Animation = NBWarFact_A6N.NBWarFact_A6N 10091 AnimationMode = MANUAL 10092 Flags = START_FRAME_LAST 10093 TransitionKey = UP_NIGHT 10094 ParticleSysBone = Dust01 BuildingDustChina 10095 ParticleSysBone = Smoke01 BuildUpSmokeChina 10096 ParticleSysBone = Smoke02 BuildUpSmokeChina 10097 ParticleSysBone = Smoke03 BuildUpSmokeChina 10098 ParticleSysBone = Smoke04 BuildUpSmokeChina 10099 ParticleSysBone = Smoke05 BuildUpSmokeChina 10100 End 10101 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10102 Model = NBWarFact_A6S 10103 Animation = NBWarFact_A6S.NBWarFact_A6S 10104 AnimationMode = MANUAL 10105 Flags = START_FRAME_LAST 10106 TransitionKey = UP_SNOW 10107 ParticleSysBone = Dust01 BuildingSnowDust 10108 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10109 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10110 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10111 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10112 ParticleSysBone = Smoke05 BuildUpSnowSmoke 10113 End 10114 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10115 Model = NBWarFact_A6SN 10116 Animation = NBWarFact_A6SN.NBWarFact_A6SN 10117 AnimationMode = MANUAL 10118 Flags = START_FRAME_LAST 10119 TransitionKey = UP_SNOWNIGHT 10120 ParticleSysBone = Dust01 BuildingNightSnowDust 10121 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10122 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10123 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10124 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10125 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 10126 End 10127 TransitionState = DOWN_DEFAULT UP_DAY 10128 Model = NBWarFact_A6 10129 Animation = NBWarFact_A6.NBWarFact_A6 10130 AnimationMode = ONCE 10131 AnimationSpeedFactorRange = 1.0 1.0 10132 Flags = START_FRAME_FIRST 10133 End 10134 TransitionState = DOWN_DEFAULT UP_NIGHT 10135 Model = NBWarFact_A6N 10136 Animation = NBWarFact_A6N.NBWarFact_A6N 10137 AnimationMode = ONCE 10138 AnimationSpeedFactorRange = 1.0 1.0 10139 Flags = START_FRAME_FIRST 10140 End 10141 TransitionState = DOWN_DEFAULT UP_SNOW 10142 Model = NBWarFact_A6S 10143 Animation = NBWarFact_A6S.NBWarFact_A6S 10144 AnimationMode = ONCE 10145 AnimationSpeedFactorRange = 1.0 1.0 10146 Flags = START_FRAME_FIRST 10147 End 10148 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10149 Model = NBWarFact_A6SN 10150 Animation = NBWarFact_A6SN.NBWarFact_A6SN 10151 AnimationMode = ONCE 10152 AnimationSpeedFactorRange = 1.0 1.0 10153 Flags = START_FRAME_FIRST 10154 End 10155 TransitionState = UP_DAY DOWN_DEFAULT 10156 Model = NBWarFact_A6 10157 Animation = NBWarFact_A6.NBWarFact_A6 10158 AnimationMode = ONCE_BACKWARDS 10159 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10160 Flags = START_FRAME_LAST 10161 End 10162 TransitionState = UP_NIGHT DOWN_DEFAULT 10163 Model = NBWarFact_A6N 10164 Animation = NBWarFact_A6N.NBWarFact_A6N 10165 AnimationMode = ONCE_BACKWARDS 10166 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10167 Flags = START_FRAME_LAST 10168 End 10169 TransitionState = UP_SNOW DOWN_DEFAULT 10170 Model = NBWarFact_A6S 10171 Animation = NBWarFact_A6S.NBWarFact_A6S 10172 AnimationMode = ONCE_BACKWARDS 10173 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10174 Flags = START_FRAME_LAST 10175 End 10176 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10177 Model = NBWarFact_A6SN 10178 Animation = NBWarFact_A6SN.NBWarFact_A6SN 10179 AnimationMode = ONCE_BACKWARDS 10180 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10181 Flags = START_FRAME_LAST 10182 End 10183 End 10184 10185 ; ------------------ the construction conveyor belt ------------ 10186 Draw = W3DModelDraw ModuleTag_05 10187 OkToChangeModelColor = Yes 10188 DefaultConditionState 10189 Model = NBWarFact_A7 10190 Animation = NBWarFact_A7.NBWarFact_A7 10191 AnimationMode = LOOP 10192 ; Flags = START_FRAME_FIRST 10193 End 10194 AliasConditionState = NIGHT 10195 AliasConditionState = SNOW 10196 AliasConditionState = SNOW NIGHT 10197 AliasConditionState = NIGHT DAMAGED 10198 AliasConditionState = SNOW DAMAGED 10199 AliasConditionState = SNOW NIGHT DAMAGED 10200 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10201 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10202 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 10203 10204 ConditionState = ACTIVELY_CONSTRUCTING 10205 Model = NBWarFact_A7 10206 Animation = NBWarFact_A7.NBWarFact_A7 10207 AnimationMode = LOOP 10208 ; Flags = START_FRAME_FIRST 10209 End 10210 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 10211 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 10212 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 10213 AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING 10214 AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING 10215 AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING 10216 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 10217 AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 10218 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 10219 10220 ;************************************************************************************************************************** 10221 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10222 ;for this draw module 10223 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10224 Model = NBWarFact_A7 10225 Animation = NBWarFact_A7.NBWarFact_A7 10226 AnimationMode = LOOP 10227 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10228 End 10229 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10230 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10231 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10232 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10233 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10234 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10235 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10236 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10237 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10238 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10239 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10240 10241 ConditionState = AWAITING_CONSTRUCTION 10242 Model = NONE 10243 End 10244 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10245 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10246 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10247 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10248 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10249 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10250 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10251 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10252 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10253 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10254 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10255 AliasConditionState = SOLD DAMAGED 10256 AliasConditionState = SOLD REALLYDAMAGED 10257 AliasConditionState = SOLD NIGHT 10258 AliasConditionState = SOLD NIGHT DAMAGED 10259 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10260 AliasConditionState = SOLD SNOW 10261 AliasConditionState = SOLD SNOW DAMAGED 10262 AliasConditionState = SOLD SNOW REALLYDAMAGED 10263 AliasConditionState = SOLD NIGHT SNOW 10264 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10265 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10266 ;************************************************************************************************************************** 10267 End 10268 10269 ; ----------------- the factory door ------------------- 10270 Draw = W3DModelDraw ModuleTag_06 10271 DefaultConditionState 10272 Model = NBWarFact_A8 10273 Animation = NBWarFact_A8.NBWarFact_A8 10274 AnimationMode = MANUAL 10275 Flags = START_FRAME_FIRST 10276 End 10277 AliasConditionState = NIGHT 10278 AliasConditionState = SNOW 10279 AliasConditionState = NIGHT SNOW 10280 10281 ConditionState = DAMAGED 10282 Model = NBWarFact_A8D 10283 Animation = NBWarFact_A8D.NBWarFact_A8D 10284 AnimationMode = MANUAL 10285 Flags = START_FRAME_FIRST 10286 End 10287 AliasConditionState = NIGHT DAMAGED 10288 AliasConditionState = SNOW DAMAGED 10289 AliasConditionState = NIGHT SNOW DAMAGED 10290 10291 ConditionState = REALLYDAMAGED RUBBLE 10292 Model = NBWarFact_A8E 10293 Animation = NBWarFact_A8E.NBWarFact_A8E 10294 AnimationMode = MANUAL 10295 Flags = START_FRAME_FIRST 10296 End 10297 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10298 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10299 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10300 10301 ConditionState = DOOR_1_OPENING 10302 Model = NBWarFact_A8 10303 Animation = NBWarFact_A8.NBWarFact_A8 10304 AnimationMode = ONCE 10305 Flags = START_FRAME_FIRST 10306 End 10307 AliasConditionState = NIGHT DOOR_1_OPENING 10308 AliasConditionState = SNOW DOOR_1_OPENING 10309 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 10310 10311 10312 ConditionState = DOOR_1_OPENING DAMAGED 10313 Model = NBWarFact_A8D 10314 Animation = NBWarFact_A8D.NBWarFact_A8D 10315 AnimationMode = ONCE 10316 Flags = START_FRAME_FIRST 10317 End 10318 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 10319 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 10320 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 10321 10322 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 10323 Model = NBWarFact_A8E 10324 Animation = NBWarFact_A8E.NBWarFact_A8E 10325 AnimationMode = ONCE 10326 Flags = START_FRAME_FIRST 10327 End 10328 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10329 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10330 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10331 10332 ConditionState = DOOR_1_CLOSING 10333 Model = NBWarFact_A8 10334 Animation = NBWarFact_A8.NBWarFact_A8 10335 AnimationMode = ONCE_BACKWARDS 10336 Flags = START_FRAME_LAST 10337 End 10338 AliasConditionState = NIGHT DOOR_1_CLOSING 10339 AliasConditionState = SNOW DOOR_1_CLOSING 10340 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 10341 10342 10343 ConditionState = DOOR_1_CLOSING DAMAGED 10344 Model = NBWarFact_A8D 10345 Animation = NBWarFact_A8D.NBWarFact_A8D 10346 AnimationMode = ONCE_BACKWARDS 10347 Flags = START_FRAME_LAST 10348 End 10349 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 10350 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 10351 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 10352 10353 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10354 Model = NBWarFact_A8E 10355 Animation = NBWarFact_A8E.NBWarFact_A8E 10356 AnimationMode = ONCE_BACKWARDS 10357 Flags = START_FRAME_LAST 10358 End 10359 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10360 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10361 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10362 10363 ConditionState = DOOR_1_WAITING_OPEN 10364 Model = NBWarFact_A8 10365 Animation = NBWarFact_A8.NBWarFact_A8 10366 AnimationMode = MANUAL 10367 Flags = START_FRAME_LAST 10368 End 10369 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 10370 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 10371 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 10372 10373 10374 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 10375 Model = NBWarFact_A8D 10376 Animation = NBWarFact_A8D.NBWarFact_A8D 10377 AnimationMode = MANUAL 10378 Flags = START_FRAME_LAST 10379 End 10380 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 10381 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 10382 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 10383 10384 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10385 Model = NBWarFact_A8E 10386 Animation = NBWarFact_A8E.NBWarFact_A8E 10387 AnimationMode = MANUAL 10388 Flags = START_FRAME_LAST 10389 End 10390 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10391 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10392 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10393 10394 10395 ;************************************************************************************************************************** 10396 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10397 ;for this draw module 10398 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10399 Model = NBWarFact_A8 10400 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10401 End 10402 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10403 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10404 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10405 10406 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10407 Model = NBWarFact_A8D 10408 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10409 End 10410 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10411 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10412 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10413 10414 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10415 Model = NBWarFact_A8E 10416 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10417 End 10418 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10419 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10420 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10421 10422 10423 10424 ConditionState = AWAITING_CONSTRUCTION 10425 Model = NONE 10426 End 10427 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10428 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10429 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10430 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10431 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10432 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10433 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10434 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10435 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10436 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10437 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10438 AliasConditionState = SOLD 10439 AliasConditionState = SOLD DAMAGED 10440 AliasConditionState = SOLD REALLYDAMAGED 10441 AliasConditionState = SOLD NIGHT 10442 AliasConditionState = SOLD NIGHT DAMAGED 10443 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10444 AliasConditionState = SOLD SNOW 10445 AliasConditionState = SOLD SNOW DAMAGED 10446 AliasConditionState = SOLD SNOW REALLYDAMAGED 10447 AliasConditionState = SOLD NIGHT SNOW 10448 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10449 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10450 ;************************************************************************************************************************** 10451 10452 10453 End 10454 10455 ; ------------ being-constructed crane ----------------- 10456 Draw = W3DModelDraw ModuleTag_07 10457 AnimationsRequirePower = No 10458 DefaultConditionState 10459 Model = None 10460 TransitionKey = DOWN_DEFAULT 10461 End 10462 ConditionState = NIGHT 10463 Model = None 10464 TransitionKey = DOWN_DEFAULT 10465 End 10466 ConditionState = SNOW 10467 Model = None 10468 TransitionKey = DOWN_DEFAULT 10469 End 10470 ConditionState = SNOW NIGHT 10471 Model = None 10472 TransitionKey = DOWN_DEFAULT 10473 End 10474 ConditionState = SOLD 10475 Model = NONE 10476 End 10477 10478 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10479 Model = NBWarFact_A5 10480 Animation = NBWarFact_A5.NBWarFact_A5 10481 AnimationMode = LOOP 10482 TransitionKey = UP_DAY 10483 End 10484 10485 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10486 Model = NBWarFact_A5N 10487 Animation = NBWarFact_A5N.NBWarFact_A5N 10488 AnimationMode = LOOP 10489 TransitionKey = UP_NIGHT 10490 End 10491 10492 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10493 Model = NBWarFact_A5S 10494 Animation = NBWarFact_A5S.NBWarFact_A5S 10495 AnimationMode = LOOP 10496 TransitionKey = UP_SNOW 10497 End 10498 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10499 Model = NBWarFact_A5SN 10500 Animation = NBWarFact_A5SN.NBWarFact_A5SN 10501 AnimationMode = LOOP 10502 TransitionKey = UP_SNOWNIGHT 10503 End 10504 TransitionState = DOWN_DEFAULT UP_DAY 10505 Model = NBWarFact_AB 10506 Animation = NBWarFact_AB.NBWarFact_AB 10507 AnimationMode = ONCE 10508 AnimationSpeedFactorRange = 1.0 1.0 10509 Flags = START_FRAME_FIRST 10510 End 10511 10512 TransitionState = DOWN_DEFAULT UP_NIGHT 10513 Model = NBWarFact_ABN 10514 Animation = NBWarFact_ABN.NBWarFact_ABN 10515 AnimationMode = ONCE 10516 AnimationSpeedFactorRange = 1.0 1.0 10517 Flags = START_FRAME_FIRST 10518 End 10519 TransitionState = DOWN_DEFAULT UP_SNOW 10520 Model = NBWarFact_ABS 10521 Animation = NBWarFact_ABS.NBWarFact_ABS 10522 AnimationMode = ONCE 10523 AnimationSpeedFactorRange = 1.0 1.0 10524 Flags = START_FRAME_FIRST 10525 End 10526 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10527 Model = NBWarFact_ABSN 10528 Animation = NBWarFact_ABSN.NBWarFact_ABSN 10529 AnimationMode = ONCE 10530 AnimationSpeedFactorRange = 1.0 1.0 10531 Flags = START_FRAME_FIRST 10532 End 10533 TransitionState = UP_DAY DOWN_DEFAULT 10534 Model = NBWarFact_AB 10535 Animation = NBWarFact_AB.NBWarFact_AB 10536 AnimationMode = ONCE_BACKWARDS 10537 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10538 Flags = START_FRAME_LAST 10539 End 10540 TransitionState = UP_NIGHT DOWN_DEFAULT 10541 Model = NBWarFact_ABN 10542 Animation = NBWarFact_ABN.NBWarFact_ABN 10543 AnimationMode = ONCE_BACKWARDS 10544 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10545 Flags = START_FRAME_LAST 10546 End 10547 TransitionState = UP_SNOW DOWN_DEFAULT 10548 Model = NBWarFact_ABS 10549 Animation = NBWarFact_ABS.NBWarFact_ABS 10550 AnimationMode = ONCE_BACKWARDS 10551 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10552 Flags = START_FRAME_LAST 10553 End 10554 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10555 Model = NBWarFact_ABSN 10556 Animation = NBWarFact_ABSN.NBWarFact_ABSN 10557 AnimationMode = ONCE_BACKWARDS 10558 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10559 Flags = START_FRAME_LAST 10560 End 10561 End 10562 10563 PlacementViewAngle = -135 10564 10565 ; ***DESIGN parameters *** 10566 DisplayName = OBJECT:WarFactory 10567 Side = ChinaInfantryGeneral 10568 EditorSorting = STRUCTURE 10569 Prerequisites 10570 Object = Infa_ChinaSupplyCenter 10571 End 10572 BuildCost = 2000 10573 BuildTime = 15.0 ; in seconds 10574 EnergyProduction = -1 10575 CommandSet = Infa_ChinaWarFactoryCommandSet 10576 VisionRange = 200.0 ; Shroud clearing distance 10577 ShroudClearingRange = 200 10578 ArmorSet 10579 Conditions = None 10580 Armor = StructureArmor 10581 DamageFX = StructureDamageFXNoShake 10582 End 10583 ExperienceValue = 200 200 200 200 ; Experience point value at each level 10584 10585 ; *** AUDIO Parameters *** 10586 VoiceSelect = WarFactoryChinaSelect 10587 SoundOnDamaged = BuildingDamagedStateLight 10588 SoundOnReallyDamaged = BuildingDestroy 10589 10590 UnitSpecificSounds 10591 UnderConstruction = UnderConstructionLoop 10592 End 10593 10594 ; *** ENGINEERING Parameters *** 10595 RadarPriority = STRUCTURE 10596 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 10597 Body = StructureBody ModuleTag_08 10598 MaxHealth = 2000.0 10599 InitialHealth = 2000.0 10600 10601 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10602 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10603 SubdualDamageCap = 2200 10604 SubdualDamageHealRate = 500 10605 SubdualDamageHealAmount = 100 10606 End 10607 10608 Behavior = DestroyDie ModuleTag_09 10609 ;nothing 10610 End 10611 Behavior = CreateObjectDie ModuleTag_10 10612 CreationList = OCL_LargeStructureDebris 10613 End 10614 Behavior = FXListDie ModuleTag_11 10615 DeathFX = FX_StructureMediumDeath 10616 End 10617 10618 Behavior = ProductionUpdate ModuleTag_12 10619 NumDoorAnimations = 1 10620 DoorOpeningTime = 4000 ;in mSeconds 10621 DoorWaitOpenTime = 2000 ;in mSeconds 10622 DoorCloseTime = 5000 ;in mSeconds 10623 ConstructionCompleteDuration = 1500 ;in mSeconds 10624 End 10625 Behavior = DefaultProductionExitUpdate ModuleTag_13 10626 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 10627 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 10628 End 10629 Behavior = RepairDockUpdate ModuleTag_14 10630 TimeForFullHeal = 5000 ;(in milliseconds) 10631 NumberApproachPositions = 5 10632 End 10633 10634 Behavior = FlammableUpdate ModuleTag_16 10635 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10636 AflameDamageAmount = 5 ; taking this much damage... 10637 AflameDamageDelay = 500 ; this often. 10638 End 10639 10640 Behavior = GenerateMinefieldBehavior ModuleTag_22 10641 TriggeredBy = Upgrade_ChinaMines 10642 MineName = ChinaStandardMine 10643 SmartBorder = Yes 10644 AlwaysCircular = Yes 10645 10646 Upgradable = Yes 10647 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 10648 UpgradedMineName = ChinaEMPMine 10649 End 10650 10651 Behavior = TransitionDamageFX ModuleTag_23 10652 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10653 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10654 ;--------------------------------------------------------------------------------------- 10655 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10656 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10657 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10658 End 10659 10660 Behavior = CommandSetUpgrade ModuleTag_25 10661 CommandSet = Infa_ChinaWarFactoryCommandSetUpgrade 10662 TriggeredBy = Upgrade_ChinaMines 10663 End 10664 Behavior = ArmorUpgrade ModuleTag_26 10665 TriggeredBy = Upgrade_ChinaEMPMines 10666 End 10667 10668 Behavior = GrantUpgradeCreate ModuleTag_27 10669 UpgradeToGrant = Upgrade_Nationalism 10670 ExemptStatus = UNDER_CONSTRUCTION 10671 End 10672 10673 Geometry = BOX 10674 GeometryMajorRadius = 57.0 10675 GeometryMinorRadius = 61.0 10676 GeometryHeight = 30.0 10677 GeometryIsSmall = No 10678 FactoryExitWidth = 25 10679 Shadow = SHADOW_VOLUME 10680 BuildCompletion = PLACED_BY_PLAYER 10681 10682 End 10683 10684 10685 10686 10687 10688 10689 ;------------------------------------------------------------------------------ 10690 Object Infa_ChinaPropagandaCenter 10691 10692 ; *** ART Parameters *** 10693 SelectPortrait = SNPropCentr_L 10694 ButtonImage = SNPropCentr 10695 Draw = W3DModelDraw ModuleTag_01 10696 OkToChangeModelColor = Yes 10697 ;day 10698 ConditionState = NONE 10699 Model = NBPCenter 10700 Animation = NBPCenter.NBPCenter 10701 AnimationMode = LOOP 10702 End 10703 ConditionState = DAMAGED 10704 Model = NBPCenter_D 10705 Animation = NBPCenter_D.NBPCenter_D 10706 AnimationMode = LOOP 10707 ParticleSysBone = Smoke01 SmolderingSmoke 10708 ParticleSysBone = Smoke02 SmolderingSmoke 10709 ParticleSysBone = Smoke03 SmolderingSmoke 10710 ParticleSysBone = Fire01 SmolderingFire 10711 End 10712 ConditionState = REALLYDAMAGED RUBBLE 10713 Model = NBPCenter_E 10714 Animation = NBPCenter_E.NBPCenter_E 10715 AnimationMode = LOOP 10716 ParticleSysBone = Smoke01 SmolderingSmoke 10717 ParticleSysBone = Smoke02 SmolderingSmoke 10718 ; ParticleSysBone = Smoke03 SmolderingSmoke 10719 ParticleSysBone = Smoke04 SmolderingSmoke 10720 ParticleSysBone = Smoke05 SmolderingSmoke 10721 ParticleSysBone = Smoke06 SmolderingSmoke 10722 ParticleSysBone = Fire01 SmolderingFire 10723 ParticleSysBone = Fire02 SmolderingFire 10724 ParticleSysBone = Fire03 SmolderingFire 10725 ; ParticleSysBone = Spark01 10726 End 10727 10728 ;night 10729 ConditionState = NIGHT 10730 Model = NBPCenter_N 10731 Animation = NBPCenter_N.NBPCenter_N 10732 AnimationMode = LOOP 10733 End 10734 ;damaged 10735 ConditionState = DAMAGED NIGHT 10736 Model = NBPCenter_DN 10737 Animation = NBPCenter_DN.NBPCenter_DN 10738 AnimationMode = LOOP 10739 ParticleSysBone = Smoke01 SmolderingSmoke 10740 ParticleSysBone = Smoke02 SmolderingSmoke 10741 ParticleSysBone = Smoke03 SmolderingSmoke 10742 ParticleSysBone = Fire01 SmolderingFire 10743 End 10744 ;reallydamaged 10745 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10746 Model = NBPCenter_EN 10747 Animation = NBPCenter_EN.NBPCenter_EN 10748 AnimationMode = LOOP 10749 ParticleSysBone = Smoke01 SmolderingSmoke 10750 ParticleSysBone = Smoke02 SmolderingSmoke 10751 ; ParticleSysBone = Smoke03 SmolderingSmoke 10752 ParticleSysBone = Smoke04 SmolderingSmoke 10753 ParticleSysBone = Smoke05 SmolderingSmoke 10754 ParticleSysBone = Smoke06 SmolderingSmoke 10755 ParticleSysBone = Fire01 SmolderingFire 10756 ParticleSysBone = Fire02 SmolderingFire 10757 ParticleSysBone = Fire03 SmolderingFire 10758 ; ParticleSysBone = Spark01 10759 End 10760 10761 ConditionState = SNOW 10762 Model = NBPCenter_S 10763 Animation = NBPCenter_S.NBPCenter_S 10764 AnimationMode = LOOP 10765 End 10766 ;damaged 10767 ConditionState = DAMAGED SNOW 10768 Model = NBPCenter_DS 10769 Animation = NBPCenter_DS.NBPCenter_DS 10770 AnimationMode = LOOP 10771 ParticleSysBone = Smoke01 SmolderingSmoke 10772 ParticleSysBone = Smoke02 SmolderingSmoke 10773 ParticleSysBone = Smoke03 SmolderingSmoke 10774 ParticleSysBone = Fire01 SmolderingFire 10775 End 10776 ;reallydamaged 10777 ConditionState = REALLYDAMAGED RUBBLE SNOW 10778 Model = NBPCenter_ES 10779 Animation = NBPCenter_ES.NBPCenter_ES 10780 AnimationMode = LOOP 10781 ParticleSysBone = Smoke01 SmolderingSmoke 10782 ParticleSysBone = Smoke02 SmolderingSmoke 10783 ; ParticleSysBone = Smoke03 SmolderingSmoke 10784 ParticleSysBone = Smoke04 SmolderingSmoke 10785 ParticleSysBone = Smoke05 SmolderingSmoke 10786 ParticleSysBone = Smoke06 SmolderingSmoke 10787 ParticleSysBone = Fire01 SmolderingFire 10788 ParticleSysBone = Fire02 SmolderingFire 10789 ParticleSysBone = Fire03 SmolderingFire 10790 ; ParticleSysBone = Spark01 10791 End 10792 10793 ;night 10794 ConditionState = NIGHT SNOW 10795 Model = NBPCenter_NS 10796 Animation = NBPCenter_NS.NBPCenter_NS 10797 AnimationMode = LOOP 10798 End 10799 ;damaged 10800 ConditionState = DAMAGED NIGHT SNOW 10801 Model = NBPCenter_DNS 10802 Animation = NBPCenter_DNS.NBPCenter_DNS 10803 AnimationMode = LOOP 10804 ParticleSysBone = Smoke01 SmolderingSmoke 10805 ParticleSysBone = Smoke02 SmolderingSmoke 10806 ParticleSysBone = Smoke03 SmolderingSmoke 10807 ParticleSysBone = Fire01 SmolderingFire 10808 End 10809 ;reallydamaged 10810 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10811 Model = NBPCenter_ENS 10812 Animation = NBPCenter_ENS.NBPCenter_ENS 10813 AnimationMode = LOOP 10814 ParticleSysBone = Smoke01 SmolderingSmoke 10815 ParticleSysBone = Smoke02 SmolderingSmoke 10816 ; ParticleSysBone = Smoke03 SmolderingSmoke 10817 ParticleSysBone = Smoke04 SmolderingSmoke 10818 ParticleSysBone = Smoke05 SmolderingSmoke 10819 ParticleSysBone = Smoke06 SmolderingSmoke 10820 ParticleSysBone = Fire01 SmolderingFire 10821 ParticleSysBone = Fire02 SmolderingFire 10822 ParticleSysBone = Fire03 SmolderingFire 10823 ; ParticleSysBone = Spark01 10824 End 10825 10826 10827 10828 ;************************************************************************************************************************** 10829 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10830 ;for this draw module 10831 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10832 Model = NBPCenter 10833 Animation = NBPCenter.NBPCenter 10834 AnimationMode = LOOP 10835 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10836 End 10837 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10838 Model = NBPCenter_D 10839 Animation = NBPCenter_D.NBPCenter_D 10840 AnimationMode = LOOP 10841 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10842 End 10843 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10844 Model = NBPCenter_E 10845 Animation = NBPCenter_E.NBPCenter_E 10846 AnimationMode = LOOP 10847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10848 End 10849 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10850 Model = NBPCenter_N 10851 Animation = NBPCenter_N.NBPCenter_N 10852 AnimationMode = LOOP 10853 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10854 End 10855 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10856 Model = NBPCenter_DN 10857 Animation = NBPCenter_DN.NBPCenter_DN 10858 AnimationMode = LOOP 10859 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10860 End 10861 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10862 Model = NBPCenter_EN 10863 Animation = NBPCenter_EN.NBPCenter_EN 10864 AnimationMode = LOOP 10865 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10866 End 10867 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10868 Model = NBPCenter_S 10869 Animation = NBPCenter_S.NBPCenter_S 10870 AnimationMode = LOOP 10871 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10872 End 10873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10874 Model = NBPCenter_DS 10875 Animation = NBPCenter_DS.NBPCenter_DS 10876 AnimationMode = LOOP 10877 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10878 End 10879 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10880 Model = NBPCenter_ES 10881 Animation = NBPCenter_ES.NBPCenter_ES 10882 AnimationMode = LOOP 10883 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10884 End 10885 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10886 Model = NBPCenter_NS 10887 Animation = NBPCenter_NS.NBPCenter_NS 10888 AnimationMode = LOOP 10889 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10890 End 10891 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10892 Model = NBPCenter_DNS 10893 Animation = NBPCenter_DNS.NBPCenter_DNS 10894 AnimationMode = LOOP 10895 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10896 End 10897 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10898 Model = NBPCenter_ENS 10899 Animation = NBPCenter_ENS.NBPCenter_ENS 10900 AnimationMode = LOOP 10901 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10902 End 10903 10904 ConditionState = AWAITING_CONSTRUCTION 10905 Model = NONE 10906 End 10907 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10908 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10909 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10910 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10911 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10912 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10913 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10914 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10916 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10917 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10918 AliasConditionState = SOLD 10919 AliasConditionState = SOLD DAMAGED 10920 AliasConditionState = SOLD REALLYDAMAGED 10921 AliasConditionState = SOLD NIGHT 10922 AliasConditionState = SOLD NIGHT DAMAGED 10923 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10924 AliasConditionState = SOLD SNOW 10925 AliasConditionState = SOLD SNOW DAMAGED 10926 AliasConditionState = SOLD SNOW REALLYDAMAGED 10927 AliasConditionState = SOLD NIGHT SNOW 10928 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10929 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10930 ;************************************************************************************************************************** 10931 10932 10933 10934 10935 End 10936 10937 ; ----------------- the factory door ------------------- 10938 Draw = W3DModelDraw ModuleTag_02 10939 DefaultConditionState 10940 Model = NBPCenter_A1 10941 Animation = NBPCenter_A1.NBPCenter_A1 10942 AnimationMode = MANUAL 10943 Flags = START_FRAME_FIRST 10944 End 10945 AliasConditionState = NIGHT 10946 AliasConditionState = SNOW 10947 AliasConditionState = NIGHT SNOW 10948 AliasConditionState = NIGHT DAMAGED 10949 AliasConditionState = SNOW DAMAGED 10950 AliasConditionState = NIGHT SNOW DAMAGED 10951 AliasConditionState = NIGHT REALLYDAMAGED 10952 AliasConditionState = SNOW REALLYDAMAGED 10953 AliasConditionState = NIGHT SNOW REALLYDAMAGED 10954 10955 10956 ConditionState = AWAITING_CONSTRUCTION 10957 Model = NONE 10958 End 10959 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10960 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE 10961 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10962 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10963 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE 10964 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10965 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10966 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE 10967 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10968 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10969 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE 10970 AliasConditionState = SOLD 10971 AliasConditionState = SOLD DAMAGED 10972 AliasConditionState = SOLD REALLYDAMAGED 10973 AliasConditionState = SOLD NIGHT 10974 AliasConditionState = SOLD NIGHT DAMAGED 10975 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10976 AliasConditionState = SOLD SNOW 10977 AliasConditionState = SOLD SNOW DAMAGED 10978 AliasConditionState = SOLD SNOW REALLYDAMAGED 10979 AliasConditionState = SOLD NIGHT SNOW 10980 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10981 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10982 10983 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10984 Model = NBPCenter_A1 10985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10986 End 10987 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10988 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10989 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10990 AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10991 AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10992 AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10993 AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10994 AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10995 AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10996 10997 ; ConditionState = DAMAGED 10998 ; Model = NBPCenter_A1D 10999 ; Animation = NBPCenter_A1D.NBPCenter_A1D 11000 ; AnimationMode = MANUAL 11001 ; Flags = START_FRAME_FIRST 11002 ; End 11003 ; ConditionState = REALLYDAMAGED RUBBLE 11004 ; Model = NBPCenter_A1E 11005 ; Animation = NBPCenter_A1E.NBPCenter_A1E 11006 ; AnimationMode = MANUAL 11007 ; Flags = START_FRAME_FIRST 11008 ; End 11009 11010 ConditionState = DOOR_1_OPENING 11011 Model = NBPCenter_A1 11012 Animation = NBPCenter_A1.NBPCenter_A1 11013 AnimationMode = ONCE 11014 Flags = START_FRAME_FIRST 11015 End 11016 AliasConditionState = NIGHT DOOR_1_OPENING 11017 AliasConditionState = SNOW DOOR_1_OPENING 11018 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 11019 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 11020 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 11021 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 11022 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING 11023 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING 11024 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING 11025 11026 11027 ; ConditionState = DOOR_1_OPENING DAMAGED 11028 ; Model = NBPCenter_A1D 11029 ; Animation = NBPCenter_A1D.NBPCenter_A1D 11030 ; AnimationMode = ONCE 11031 ; Flags = START_FRAME_FIRST 11032 ; End 11033 ; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 11034 ; Model = NBPCenter_A1E 11035 ; Animation = NBPCenter_A1E.NBPCenter_A1E 11036 ; AnimationMode = ONCE 11037 ; Flags = START_FRAME_FIRST 11038 ; End 11039 11040 ConditionState = DOOR_1_CLOSING 11041 Model = NBPCenter_A1 11042 Animation = NBPCenter_A1.NBPCenter_A1 11043 AnimationMode = ONCE_BACKWARDS 11044 Flags = START_FRAME_LAST 11045 End 11046 AliasConditionState = NIGHT DOOR_1_CLOSING 11047 AliasConditionState = SNOW DOOR_1_CLOSING 11048 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 11049 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 11050 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 11051 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 11052 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING 11053 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING 11054 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING 11055 11056 ; ConditionState = DOOR_1_CLOSING DAMAGED 11057 ; Model = NBPCenter_A1D 11058 ; Animation = NBPCenter_A1D.NBPCenter_A1D 11059 ; AnimationMode = ONCE_BACKWARDS 11060 ; Flags = START_FRAME_LAST 11061 ; End 11062 ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 11063 ; Model = NBPCenter_A1E 11064 ; Animation = NBPCenter_A1E.NBPCenter_A1E 11065 ; AnimationMode = ONCE_BACKWARDS 11066 ; Flags = START_FRAME_LAST 11067 ; End 11068 11069 ConditionState = DOOR_1_WAITING_OPEN 11070 Model = NBPCenter_A1 11071 Animation = NBPCenter_A1.NBPCenter_A1 11072 AnimationMode = MANUAL 11073 Flags = START_FRAME_LAST 11074 End 11075 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 11076 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 11077 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 11078 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 11079 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 11080 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 11081 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN 11082 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 11083 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 11084 11085 ; ConditionState = DOOR_1_WAITING_OPEN DAMAGED 11086 ; Model = NBPCenter_A1D 11087 ; Animation = NBPCenter_A1D.NBPCenter_A1D 11088 ; AnimationMode = MANUAL 11089 ; Flags = START_FRAME_LAST 11090 ; End 11091 ; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 11092 ; Model = NBPCenter_A1E 11093 ; Animation = NBPCenter_A1E.NBPCenter_A1E 11094 ; AnimationMode = MANUAL 11095 ; Flags = START_FRAME_LAST 11096 ; End 11097 End 11098 11099 ; -------- spreading propaganda flashing lights ---------- 11100 Draw = W3DModelDraw ModuleTag_03 11101 DefaultConditionState 11102 Model = None 11103 End 11104 ConditionState = SOLD 11105 Model = NONE 11106 End 11107 ConditionState = SOLD SNOW 11108 Model = NONE 11109 End 11110 ConditionState = SOLD NIGHT 11111 Model = NONE 11112 End 11113 ConditionState = SOLD NIGHT SNOW 11114 Model = NONE 11115 End 11116 ConditionState = CONSTRUCTION_COMPLETE 11117 Model = NBPCenter_A2 11118 Animation = NBPCenter_A2.NBPCenter_A2 11119 AnimationMode = LOOP 11120 Flags = START_FRAME_FIRST 11121 End 11122 End 11123 11124 ; ------------ construction-zone fence ----------------- 11125 Draw = W3DModelDraw ModuleTag_04 11126 AnimationsRequirePower = No 11127 DefaultConditionState 11128 Model = None 11129 TransitionKey = DOWN_DEFAULT 11130 End 11131 ConditionState = NIGHT 11132 Model = None 11133 TransitionKey = DOWN_DEFAULT 11134 End 11135 ConditionState = SNOW 11136 Model = None 11137 TransitionKey = DOWN_DEFAULT 11138 End 11139 ConditionState = SNOW NIGHT 11140 Model = None 11141 TransitionKey = DOWN_DEFAULT 11142 End 11143 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11144 Model = NBPCenter_A4 11145 Animation = NBPCenter_A4.NBPCenter_A4 11146 AnimationMode = MANUAL 11147 Flags = START_FRAME_LAST 11148 TransitionKey = UP_DAY 11149 End 11150 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11151 Model = NBPCenter_A4N 11152 Animation = NBPCenter_A4N.NBPCenter_A4N 11153 AnimationMode = MANUAL 11154 Flags = START_FRAME_LAST 11155 TransitionKey = UP_NIGHT 11156 End 11157 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11158 Model = NBPCenter_A4S 11159 Animation = NBPCenter_A4S.NBPCenter_A4S 11160 AnimationMode = MANUAL 11161 Flags = START_FRAME_LAST 11162 TransitionKey = UP_SNOW 11163 End 11164 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11165 Model = NBPCenter_A4SN 11166 Animation = NBPCenter_A4SN.NBPCenter_A4SN 11167 AnimationMode = MANUAL 11168 Flags = START_FRAME_LAST 11169 TransitionKey = UP_SNOWNIGHT 11170 End 11171 TransitionState = DOWN_DEFAULT UP_DAY 11172 Model = NBPCenter_A4 11173 Animation = NBPCenter_A4.NBPCenter_A4 11174 AnimationMode = ONCE 11175 AnimationSpeedFactorRange = 1.0 1.0 11176 Flags = START_FRAME_FIRST 11177 End 11178 TransitionState = DOWN_DEFAULT UP_NIGHT 11179 Model = NBPCenter_A4N 11180 Animation = NBPCenter_A4N.NBPCenter_A4N 11181 AnimationMode = ONCE 11182 AnimationSpeedFactorRange = 1.0 1.0 11183 Flags = START_FRAME_FIRST 11184 End 11185 11186 TransitionState = DOWN_DEFAULT UP_SNOW 11187 Model = NBPCenter_A4S 11188 Animation = NBPCenter_A4S.NBPCenter_A4S 11189 AnimationMode = ONCE 11190 AnimationSpeedFactorRange = 1.0 1.0 11191 Flags = START_FRAME_FIRST 11192 End 11193 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11194 Model = NBPCenter_A4SN 11195 Animation = NBPCenter_A4SN.NBPCenter_A4SN 11196 AnimationMode = ONCE 11197 AnimationSpeedFactorRange = 1.0 1.0 11198 Flags = START_FRAME_FIRST 11199 End 11200 TransitionState = UP_DAY DOWN_DEFAULT 11201 Model = NBPCenter_A4 11202 Animation = NBPCenter_A4.NBPCenter_A4 11203 AnimationMode = ONCE_BACKWARDS 11204 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11205 Flags = START_FRAME_LAST 11206 End 11207 TransitionState = UP_NIGHT DOWN_DEFAULT 11208 Model = NBPCenter_A4N 11209 Animation = NBPCenter_A4N.NBPCenter_A4N 11210 AnimationMode = ONCE_BACKWARDS 11211 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11212 Flags = START_FRAME_LAST 11213 End 11214 TransitionState = UP_SNOW DOWN_DEFAULT 11215 Model = NBPCenter_A4S 11216 Animation = NBPCenter_A4S.NBPCenter_A4S 11217 AnimationMode = ONCE_BACKWARDS 11218 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11219 Flags = START_FRAME_LAST 11220 End 11221 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11222 Model = NBPCenter_A4SN 11223 Animation = NBPCenter_A4SN.NBPCenter_A4SN 11224 AnimationMode = ONCE_BACKWARDS 11225 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11226 Flags = START_FRAME_LAST 11227 End 11228 End 11229 11230 ; ------------ under-construction scaffolding ----------------- 11231 Draw = W3DModelDraw ModuleTag_05 11232 AnimationsRequirePower = No 11233 MinLODRequired = MEDIUM 11234 DefaultConditionState 11235 Model = None 11236 TransitionKey = DOWN_DEFAULT 11237 End 11238 ConditionState = NIGHT 11239 Model = None 11240 TransitionKey = DOWN_DEFAULT 11241 End 11242 ConditionState = SNOW 11243 Model = None 11244 TransitionKey = DOWN_DEFAULT 11245 End 11246 ConditionState = SNOW NIGHT 11247 Model = None 11248 TransitionKey = DOWN_DEFAULT 11249 End 11250 ConditionState = PARTIALLY_CONSTRUCTED 11251 Model = NBPCenter_A6 11252 Animation = NBPCenter_A6.NBPCenter_A6 11253 AnimationMode = MANUAL 11254 Flags = START_FRAME_LAST 11255 TransitionKey = UP_DAY 11256 ParticleSysBone = Dust01 BuildingDustChina 11257 ParticleSysBone = Smoke01 BuildUpSmokeChina 11258 ParticleSysBone = Smoke02 BuildUpSmokeChina 11259 ParticleSysBone = Smoke03 BuildUpSmokeChina 11260 ParticleSysBone = Smoke04 BuildUpSmokeChina 11261 End 11262 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 11263 Model = NBPCenter_A6N 11264 Animation = NBPCenter_A6N.NBPCenter_A6N 11265 AnimationMode = MANUAL 11266 Flags = START_FRAME_LAST 11267 TransitionKey = UP_NIGHT 11268 ParticleSysBone = Dust01 BuildingDustChina 11269 ParticleSysBone = Smoke01 BuildUpSmokeChina 11270 ParticleSysBone = Smoke02 BuildUpSmokeChina 11271 ParticleSysBone = Smoke03 BuildUpSmokeChina 11272 ParticleSysBone = Smoke04 BuildUpSmokeChina 11273 End 11274 ConditionState = SNOW PARTIALLY_CONSTRUCTED 11275 Model = NBPCenter_A6S 11276 Animation = NBPCenter_A6S.NBPCenter_A6S 11277 AnimationMode = MANUAL 11278 Flags = START_FRAME_LAST 11279 TransitionKey = UP_SNOW 11280 ParticleSysBone = Dust01 BuildingSnowDust 11281 ParticleSysBone = Smoke01 BuildUpSnowSmoke 11282 ParticleSysBone = Smoke02 BuildUpSnowSmoke 11283 ParticleSysBone = Smoke03 BuildUpSnowSmoke 11284 ParticleSysBone = Smoke04 BuildUpSnowSmoke 11285 End 11286 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 11287 Model = NBPCenter_A6SN 11288 Animation = NBPCenter_A6SN.NBPCenter_A6SN 11289 AnimationMode = MANUAL 11290 Flags = START_FRAME_LAST 11291 TransitionKey = UP_SNOWNIGHT 11292 ParticleSysBone = Dust01 BuildingNightSnowDust 11293 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 11294 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 11295 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 11296 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 11297 End 11298 TransitionState = DOWN_DEFAULT UP_DAY 11299 Model = NBPCenter_A6 11300 Animation = NBPCenter_A6.NBPCenter_A6 11301 AnimationMode = ONCE 11302 AnimationSpeedFactorRange = 1.0 1.0 11303 Flags = START_FRAME_FIRST 11304 End 11305 TransitionState = DOWN_DEFAULT UP_NIGHT 11306 Model = NBPCenter_A6N 11307 Animation = NBPCenter_A6N.NBPCenter_A6N 11308 AnimationMode = ONCE 11309 AnimationSpeedFactorRange = 1.0 1.0 11310 Flags = START_FRAME_FIRST 11311 End 11312 TransitionState = DOWN_DEFAULT UP_SNOW 11313 Model = NBPCenter_A6S 11314 Animation = NBPCenter_A6S.NBPCenter_A6S 11315 AnimationMode = ONCE 11316 AnimationSpeedFactorRange = 1.0 1.0 11317 Flags = START_FRAME_FIRST 11318 End 11319 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11320 Model = NBPCenter_A6SN 11321 Animation = NBPCenter_A6SN.NBPCenter_A6SN 11322 AnimationMode = ONCE 11323 AnimationSpeedFactorRange = 1.0 1.0 11324 Flags = START_FRAME_FIRST 11325 End 11326 TransitionState = UP_DAY DOWN_DEFAULT 11327 Model = NBPCenter_A6 11328 Animation = NBPCenter_A6.NBPCenter_A6 11329 AnimationMode = ONCE_BACKWARDS 11330 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11331 Flags = START_FRAME_LAST 11332 End 11333 TransitionState = UP_NIGHT DOWN_DEFAULT 11334 Model = NBPCenter_A6N 11335 Animation = NBPCenter_A6N.NBPCenter_A6N 11336 AnimationMode = ONCE_BACKWARDS 11337 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11338 Flags = START_FRAME_LAST 11339 End 11340 TransitionState = UP_SNOW DOWN_DEFAULT 11341 Model = NBPCenter_A6S 11342 Animation = NBPCenter_A6S.NBPCenter_A6S 11343 AnimationMode = ONCE_BACKWARDS 11344 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11345 Flags = START_FRAME_LAST 11346 End 11347 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11348 Model = NBPCenter_A6SN 11349 Animation = NBPCenter_A6SN.NBPCenter_A6SN 11350 AnimationMode = ONCE_BACKWARDS 11351 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11352 Flags = START_FRAME_LAST 11353 End 11354 End 11355 11356 ; ------------ being-constructed crane ----------------- 11357 Draw = W3DModelDraw ModuleTag_06 11358 AnimationsRequirePower = No 11359 DefaultConditionState 11360 Model = None 11361 TransitionKey = DOWN_DEFAULT 11362 End 11363 ConditionState = NIGHT 11364 Model = None 11365 TransitionKey = DOWN_DEFAULT 11366 End 11367 ConditionState = SNOW 11368 Model = None 11369 TransitionKey = DOWN_DEFAULT 11370 End 11371 ConditionState = SNOW NIGHT 11372 Model = None 11373 TransitionKey = DOWN_DEFAULT 11374 End 11375 ConditionState = SOLD 11376 Model = NONE 11377 End 11378 11379 ConditionState = ACTIVELY_BEING_CONSTRUCTED 11380 Model = NBPCenter_A5 11381 Animation = NBPCenter_A5.NBPCenter_A5 11382 AnimationMode = LOOP 11383 TransitionKey = UP_DAY 11384 End 11385 11386 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 11387 Model = NBPCenter_A5N 11388 Animation = NBPCenter_A5N.NBPCenter_A5N 11389 AnimationMode = LOOP 11390 TransitionKey = UP_NIGHT 11391 End 11392 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 11393 Model = NBPCenter_A5S 11394 Animation = NBPCenter_A5S.NBPCenter_A5S 11395 AnimationMode = LOOP 11396 TransitionKey = UP_SNOW 11397 End 11398 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 11399 Model = NBPCenter_A5SN 11400 Animation = NBPCenter_A5SN.NBPCenter_A5SN 11401 AnimationMode = LOOP 11402 TransitionKey = UP_SNOWNIGHT 11403 End 11404 TransitionState = DOWN_DEFAULT UP_DAY 11405 Model = NBPCenter_AB 11406 Animation = NBPCenter_AB.NBPCenter_AB 11407 AnimationMode = ONCE 11408 AnimationSpeedFactorRange = 1.0 1.0 11409 Flags = START_FRAME_FIRST 11410 End 11411 11412 TransitionState = DOWN_DEFAULT UP_NIGHT 11413 Model = NBPCenter_ABN 11414 Animation = NBPCenter_ABN.NBPCenter_ABN 11415 AnimationMode = ONCE 11416 AnimationSpeedFactorRange = 1.0 1.0 11417 Flags = START_FRAME_FIRST 11418 End 11419 TransitionState = DOWN_DEFAULT UP_SNOW 11420 Model = NBPCenter_ABS 11421 Animation = NBPCenter_ABS.NBPCenter_ABS 11422 AnimationMode = ONCE 11423 AnimationSpeedFactorRange = 1.0 1.0 11424 Flags = START_FRAME_FIRST 11425 End 11426 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11427 Model = NBPCenter_ABSN 11428 Animation = NBPCenter_ABSN.NBPCenter_ABSN 11429 AnimationMode = ONCE 11430 AnimationSpeedFactorRange = 1.0 1.0 11431 Flags = START_FRAME_FIRST 11432 End 11433 TransitionState = UP_DAY DOWN_DEFAULT 11434 Model = NBPCenter_AB 11435 Animation = NBPCenter_AB.NBPCenter_AB 11436 AnimationMode = ONCE_BACKWARDS 11437 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11438 Flags = START_FRAME_LAST 11439 End 11440 TransitionState = UP_NIGHT DOWN_DEFAULT 11441 Model = NBPCenter_ABN 11442 Animation = NBPCenter_ABN.NBPCenter_ABN 11443 AnimationMode = ONCE_BACKWARDS 11444 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11445 Flags = START_FRAME_LAST 11446 End 11447 TransitionState = UP_SNOW DOWN_DEFAULT 11448 Model = NBPCenter_ABS 11449 Animation = NBPCenter_ABS.NBPCenter_ABS 11450 AnimationMode = ONCE_BACKWARDS 11451 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11452 Flags = START_FRAME_LAST 11453 End 11454 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11455 Model = NBPCenter_ABSN 11456 Animation = NBPCenter_ABSN.NBPCenter_ABSN 11457 AnimationMode = ONCE_BACKWARDS 11458 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11459 Flags = START_FRAME_LAST 11460 End 11461 End 11462 11463 PlacementViewAngle = -45 11464 11465 ; ***DESIGN parameters *** 11466 DisplayName = OBJECT:PropagandaCenter 11467 Side = ChinaInfantryGeneral 11468 EditorSorting = STRUCTURE 11469 Prerequisites 11470 Object = Infa_ChinaWarFactory 11471 End 11472 BuildCost = 2000 11473 BuildTime = 45.0 ; in seconds 11474 EnergyProduction = -2 11475 VisionRange = 200.0 ; Shroud clearing distance 11476 ShroudClearingRange = 200 11477 ArmorSet 11478 Conditions = None 11479 Armor = StructureArmor 11480 DamageFX = StructureDamageFXNoShake 11481 End 11482 CommandSet = Infa_ChinaPropagandaCenterCommandSet 11483 ExperienceValue = 200 200 200 200 ; Experience point value at each level 11484 11485 11486 ; *** AUDIO Parameters *** 11487 VoiceSelect = PropagandaCenterSelect 11488 SoundOnDamaged = BuildingDamagedStateLight 11489 SoundOnReallyDamaged = BuildingDestroy 11490 11491 UnitSpecificSounds 11492 UnderConstruction = UnderConstructionLoop 11493 End 11494 11495 ; *** ENGINEERING Parameters *** 11496 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH 11497 Body = StructureBody ModuleTag_07 11498 MaxHealth = 1000.0 11499 InitialHealth = 1000.0 11500 11501 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11502 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11503 SubdualDamageCap = 1200 11504 SubdualDamageHealRate = 500 11505 SubdualDamageHealAmount = 100 11506 End 11507 Behavior = ProductionUpdate ModuleTag_10 11508 ;<NO DATA> 11509 End 11510 Behavior = DestroyDie ModuleTag_12 11511 ;<NO DATA> 11512 End 11513 Behavior = FXListDie ModuleTag_14 11514 DeathFX = FX_StructureMediumDeath 11515 End 11516 Behavior = GenerateMinefieldBehavior ModuleTag_15 11517 TriggeredBy = Upgrade_ChinaMines 11518 MineName = ChinaStandardMine 11519 SmartBorder = Yes 11520 AlwaysCircular = Yes 11521 11522 Upgradable = Yes 11523 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 11524 UpgradedMineName = ChinaEMPMine 11525 End 11526 11527 Behavior = FlammableUpdate ModuleTag_17 11528 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11529 AflameDamageAmount = 5 ; taking this much damage... 11530 AflameDamageDelay = 500 ; this often. 11531 End 11532 11533 Behavior = TransitionDamageFX ModuleTag_18 11534 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 11535 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11536 ;--------------------------------------------------------------------------------------- 11537 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11538 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 11539 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 11540 End 11541 11542 Behavior = CommandSetUpgrade ModuleTag_25 11543 CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade 11544 TriggeredBy = Upgrade_ChinaMines 11545 End 11546 Behavior = ArmorUpgrade ModuleTag_26 11547 TriggeredBy = Upgrade_ChinaEMPMines 11548 End 11549 11550 Geometry = BOX 11551 GeometryMajorRadius = 33.0 11552 GeometryMinorRadius = 57.0 11553 GeometryHeight = 40.0 11554 GeometryIsSmall = No 11555 Shadow = SHADOW_VOLUME 11556 BuildCompletion = PLACED_BY_PLAYER 11557 11558 End 11559 11560 ;------------------------------------------------------------------------------ 11561 Object Infa_ChinaGattlingCannon 11562 11563 ; *** ART Parameters *** 11564 SelectPortrait = SNGatTower_L 11565 ButtonImage = SNGatTower 11566 UpgradeCameo1 = Upgrade_ChinaChainGuns 11567 Draw = W3DModelDraw ModuleTag_01 11568 OkToChangeModelColor = Yes 11569 11570 ;--------------------- IDLE -------------------------------------------------- 11571 ;------------------------------------------------------------------------------- 11572 11573 ; DAY 11574 DefaultConditionState 11575 Model = NBGattling 11576 Animation = NBGattling_A2.NBGattling_A2 11577 AnimationMode = MANUAL 11578 Turret = TURRET 11579 TurretPitch = TURRETEL 11580 WeaponFireFXBone = PRIMARY Muzzle 11581 WeaponMuzzleFlash = PRIMARY MuzzleFX 11582 WeaponFireFXBone = SECONDARY Muzzle 11583 WeaponMuzzleFlash = SECONDARY MuzzleFX 11584 End 11585 ConditionState = DAMAGED 11586 Model = NBGattling_D 11587 Animation = NBGattling_A2.NBGattling_A2 11588 AnimationMode = MANUAL 11589 Turret = TURRET 11590 TurretPitch = TURRETEL 11591 WeaponFireFXBone = PRIMARY Muzzle 11592 WeaponMuzzleFlash = PRIMARY MuzzleFX 11593 WeaponFireFXBone = SECONDARY Muzzle 11594 WeaponMuzzleFlash = SECONDARY MuzzleFX 11595 ParticleSysBone = SmokeM01 SmokeFactionMedium 11596 ParticleSysBone = SparkM01 SparksMedium 11597 End 11598 ConditionState = REALLYDAMAGED RUBBLE 11599 Model = NBGattling_E 11600 Animation = NBGattling_A2.NBGattling_A2 11601 AnimationMode = MANUAL 11602 Turret = TURRET 11603 TurretPitch = TURRETEL 11604 WeaponFireFXBone = PRIMARY Muzzle 11605 WeaponMuzzleFlash = PRIMARY MuzzleFX 11606 WeaponFireFXBone = SECONDARY Muzzle 11607 WeaponMuzzleFlash = SECONDARY MuzzleFX 11608 ParticleSysBone = Smoke01 SmokeFactionMedium 11609 ParticleSysBone = Smoke02 SmokeFactionMedium 11610 ParticleSysBone = Smoke03 SmokeFactionMedium 11611 ParticleSysBone = SparkM01 SparksMedium 11612 ParticleSysBone = SparkM02 SparksMedium 11613 End 11614 11615 11616 11617 ; NIGHT --------------------------------------------------------------- 11618 ConditionState = NIGHT 11619 Model = NBGattling_N 11620 Animation = NBGattling_A2.NBGattling_A2 11621 AnimationMode = MANUAL 11622 Turret = TURRET 11623 TurretPitch = TURRETEL 11624 WeaponFireFXBone = PRIMARY Muzzle 11625 WeaponMuzzleFlash = PRIMARY MuzzleFX 11626 WeaponFireFXBone = SECONDARY Muzzle 11627 WeaponMuzzleFlash = SECONDARY MuzzleFX 11628 End 11629 ConditionState = DAMAGED NIGHT 11630 Model = NBGattling_DN 11631 Animation = NBGattling_A2.NBGattling_A2 11632 AnimationMode = MANUAL 11633 Turret = TURRET 11634 TurretPitch = TURRETEL 11635 WeaponFireFXBone = PRIMARY Muzzle 11636 WeaponMuzzleFlash = PRIMARY MuzzleFX 11637 WeaponFireFXBone = SECONDARY Muzzle 11638 WeaponMuzzleFlash = SECONDARY MuzzleFX 11639 ParticleSysBone = SmokeM01 SmokeFactionMedium 11640 ParticleSysBone = SparkM01 SparksMedium 11641 End 11642 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11643 Model = NBGattling_EN 11644 Animation = NBGattling_A2.NBGattling_A2 11645 AnimationMode = MANUAL 11646 Turret = TURRET 11647 TurretPitch = TURRETEL 11648 WeaponFireFXBone = PRIMARY Muzzle 11649 WeaponMuzzleFlash = PRIMARY MuzzleFX 11650 WeaponFireFXBone = SECONDARY Muzzle 11651 WeaponMuzzleFlash = SECONDARY MuzzleFX 11652 ParticleSysBone = Smoke01 SmokeFactionMedium 11653 ParticleSysBone = Smoke02 SmokeFactionMedium 11654 ParticleSysBone = Smoke03 SmokeFactionMedium 11655 ParticleSysBone = SparkM01 SparksMedium 11656 ParticleSysBone = SparkM02 SparksMedium 11657 End 11658 11659 11660 ;SNOW --------------------------------------------------------------- 11661 ConditionState = SNOW 11662 Model = NBGattling_S 11663 Animation = NBGattling_A2.NBGattling_A2 11664 AnimationMode = MANUAL 11665 Turret = TURRET 11666 TurretPitch = TURRETEL 11667 WeaponFireFXBone = PRIMARY Muzzle 11668 WeaponMuzzleFlash = PRIMARY MuzzleFX 11669 WeaponFireFXBone = SECONDARY Muzzle 11670 WeaponMuzzleFlash = SECONDARY MuzzleFX 11671 End 11672 11673 ConditionState = DAMAGED SNOW 11674 Model = NBGattling_DS 11675 Animation = NBGattling_A2.NBGattling_A2 11676 AnimationMode = MANUAL 11677 Turret = TURRET 11678 TurretPitch = TURRETEL 11679 WeaponFireFXBone = PRIMARY Muzzle 11680 WeaponMuzzleFlash = PRIMARY MuzzleFX 11681 WeaponFireFXBone = SECONDARY Muzzle 11682 WeaponMuzzleFlash = SECONDARY MuzzleFX 11683 ParticleSysBone = SmokeM01 SmokeFactionMedium 11684 ParticleSysBone = SparkM01 SparksMedium 11685 End 11686 11687 ConditionState = REALLYDAMAGED RUBBLE SNOW 11688 Model = NBGattling_ES 11689 Animation = NBGattling_A2.NBGattling_A2 11690 AnimationMode = MANUAL 11691 Turret = TURRET 11692 TurretPitch = TURRETEL 11693 WeaponFireFXBone = PRIMARY Muzzle 11694 WeaponMuzzleFlash = PRIMARY MuzzleFX 11695 WeaponFireFXBone = SECONDARY Muzzle 11696 WeaponMuzzleFlash = SECONDARY MuzzleFX 11697 ParticleSysBone = Smoke01 SmokeFactionMedium 11698 ParticleSysBone = Smoke02 SmokeFactionMedium 11699 ParticleSysBone = Smoke03 SmokeFactionMedium 11700 ParticleSysBone = SparkM01 SparksMedium 11701 ParticleSysBone = SparkM02 SparksMedium 11702 End 11703 11704 11705 ; NIGHT SNOW --------------------------------------------------------------- 11706 ConditionState = NIGHT SNOW 11707 Model = NBGattling_NS 11708 Animation = NBGattling_A2.NBGattling_A2 11709 AnimationMode = MANUAL 11710 Turret = TURRET 11711 TurretPitch = TURRETEL 11712 WeaponFireFXBone = PRIMARY Muzzle 11713 WeaponMuzzleFlash = PRIMARY MuzzleFX 11714 WeaponFireFXBone = SECONDARY Muzzle 11715 WeaponMuzzleFlash = SECONDARY MuzzleFX 11716 End 11717 11718 ConditionState = DAMAGED NIGHT SNOW 11719 Model = NBGattling_DNS 11720 Animation = NBGattling_A2.NBGattling_A2 11721 AnimationMode = MANUAL 11722 Turret = TURRET 11723 TurretPitch = TURRETEL 11724 WeaponFireFXBone = PRIMARY Muzzle 11725 WeaponMuzzleFlash = PRIMARY MuzzleFX 11726 WeaponFireFXBone = SECONDARY Muzzle 11727 WeaponMuzzleFlash = SECONDARY MuzzleFX 11728 ParticleSysBone = SmokeM01 SmokeFactionMedium 11729 ParticleSysBone = SparkM01 SparksMedium 11730 End 11731 11732 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11733 Model = NBGattling_ENS 11734 Animation = NBGattling_A2.NBGattling_A2 11735 AnimationMode = MANUAL 11736 Turret = TURRET 11737 TurretPitch = TURRETEL 11738 WeaponFireFXBone = PRIMARY Muzzle 11739 WeaponMuzzleFlash = PRIMARY MuzzleFX 11740 WeaponFireFXBone = SECONDARY Muzzle 11741 WeaponMuzzleFlash = SECONDARY MuzzleFX 11742 ParticleSysBone = Smoke01 SmokeFactionMedium 11743 ParticleSysBone = Smoke02 SmokeFactionMedium 11744 ParticleSysBone = Smoke03 SmokeFactionMedium 11745 ParticleSysBone = SparkM01 SparksMedium 11746 ParticleSysBone = SparkM02 SparksMedium 11747 End 11748 11749 11750 11751 ;---------------- ATTACKING ---------------------------------- 11752 ;------------------------------------------------------------- 11753 ; DAY 11754 ConditionState = ATTACKING 11755 Model = NBGattling 11756 Animation = NBGattling_A2.NBGattling_A2 11757 AnimationMode = LOOP 11758 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11759 End 11760 ConditionState = ATTACKING DAMAGED 11761 Model = NBGattling_D 11762 Animation = NBGattling_A2.NBGattling_A2 11763 AnimationMode = LOOP 11764 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11765 End 11766 ConditionState = ATTACKING REALLYDAMAGED 11767 Model = NBGattling_E 11768 Animation = NBGattling_A2.NBGattling_A2 11769 AnimationMode = LOOP 11770 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11771 End 11772 11773 11774 11775 ;NIGHT --------------------------------------------------------------- 11776 ConditionState = ATTACKING NIGHT 11777 Model = NBGattling_N 11778 Animation = NBGattling_A2.NBGattling_A2 11779 AnimationMode = LOOP 11780 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11781 End 11782 11783 ConditionState = ATTACKING DAMAGED NIGHT 11784 Model = NBGattling_DN 11785 Animation = NBGattling_A2.NBGattling_A2 11786 AnimationMode = LOOP 11787 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11788 End 11789 11790 ConditionState = ATTACKING REALLYDAMAGED NIGHT 11791 Model = NBGattling_EN 11792 Animation = NBGattling_A2.NBGattling_A2 11793 AnimationMode = LOOP 11794 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11795 End 11796 11797 11798 11799 11800 ;SNOW --------------------------------------------------------------- 11801 ConditionState = ATTACKING SNOW 11802 Model = NBGattling_S 11803 Animation = NBGattling_A2.NBGattling_A2 11804 AnimationMode = LOOP 11805 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11806 End 11807 11808 ConditionState = ATTACKING DAMAGED SNOW 11809 Model = NBGattling_DS 11810 Animation = NBGattling_A2.NBGattling_A2 11811 AnimationMode = LOOP 11812 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11813 End 11814 11815 ConditionState = ATTACKING REALLYDAMAGED SNOW 11816 Model = NBGattling_ES 11817 Animation = NBGattling_A2.NBGattling_A2 11818 AnimationMode = LOOP 11819 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11820 End 11821 11822 11823 11824 ;SNOW NIGHT --------------------------------------------------------------- 11825 ConditionState = ATTACKING NIGHT SNOW 11826 Model = NBGattling_NS 11827 Animation = NBGattling_A2.NBGattling_A2 11828 AnimationMode = LOOP 11829 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11830 End 11831 11832 ConditionState = ATTACKING DAMAGED SNOW NIGHT 11833 Model = NBGattling_DNS 11834 Animation = NBGattling_A2.NBGattling_A2 11835 AnimationMode = LOOP 11836 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11837 End 11838 11839 ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW 11840 Model = NBGattling_ENS 11841 Animation = NBGattling_A2.NBGattling_A2 11842 AnimationMode = LOOP 11843 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 11844 End 11845 11846 ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- 11847 ;------------------------------------------------------------- 11848 ; DAY 11849 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 11850 Model = NBGattling 11851 Animation = NBGattling_A2.NBGattling_A2 11852 AnimationMode = LOOP 11853 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11854 End 11855 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING 11856 Model = NBGattling_D 11857 Animation = NBGattling_A2.NBGattling_A2 11858 AnimationMode = LOOP 11859 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11860 End 11861 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 11862 Model = NBGattling_E 11863 Animation = NBGattling_A2.NBGattling_A2 11864 AnimationMode = LOOP 11865 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11866 End 11867 11868 11869 11870 ;NIGHT --------------------------------------------------------------- 11871 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING 11872 Model = NBGattling_N 11873 Animation = NBGattling_A2.NBGattling_A2 11874 AnimationMode = LOOP 11875 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11876 End 11877 11878 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING 11879 Model = NBGattling_DN 11880 Animation = NBGattling_A2.NBGattling_A2 11881 AnimationMode = LOOP 11882 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11883 End 11884 11885 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING 11886 Model = NBGattling_EN 11887 Animation = NBGattling_A2.NBGattling_A2 11888 AnimationMode = LOOP 11889 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11890 End 11891 11892 11893 11894 11895 ;SNOW --------------------------------------------------------------- 11896 ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING 11897 Model = NBGattling_S 11898 Animation = NBGattling_A2.NBGattling_A2 11899 AnimationMode = LOOP 11900 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11901 End 11902 11903 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING 11904 Model = NBGattling_DS 11905 Animation = NBGattling_A2.NBGattling_A2 11906 AnimationMode = LOOP 11907 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11908 End 11909 11910 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING 11911 Model = NBGattling_ES 11912 Animation = NBGattling_A2.NBGattling_A2 11913 AnimationMode = LOOP 11914 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11915 End 11916 11917 11918 11919 ;SNOW NIGHT --------------------------------------------------------------- 11920 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING 11921 Model = NBGattling_NS 11922 Animation = NBGattling_A2.NBGattling_A2 11923 AnimationMode = LOOP 11924 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11925 End 11926 11927 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING 11928 Model = NBGattling_DNS 11929 Animation = NBGattling_A2.NBGattling_A2 11930 AnimationMode = LOOP 11931 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11932 End 11933 11934 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING 11935 Model = NBGattling_ENS 11936 Animation = NBGattling_A2.NBGattling_A2 11937 AnimationMode = LOOP 11938 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 11939 End 11940 11941 11942 11943 11944 ;------------- CONTINUOUS_FIRE_MEAN ------------------------ 11945 ;----------------------------------------------------------- 11946 ;DAY 11947 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 11948 Model = NBGattling 11949 Animation = NBGattling_A2.NBGattling_A2 11950 AnimationMode = LOOP 11951 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 11952 End 11953 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING 11954 Model = NBGattling_D 11955 Animation = NBGattling_A2.NBGattling_A2 11956 AnimationMode = LOOP 11957 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 11958 End 11959 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 11960 Model = NBGattling_E 11961 Animation = NBGattling_A2.NBGattling_A2 11962 AnimationMode = LOOP 11963 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 11964 End 11965 11966 11967 11968 ;NIGHT --------------------------------------------------------------- 11969 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING 11970 Model = NBGattling_N 11971 Animation = NBGattling_A2.NBGattling_A2 11972 AnimationMode = LOOP 11973 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 11974 End 11975 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING 11976 Model = NBGattling_DN 11977 Animation = NBGattling_A2.NBGattling_A2 11978 AnimationMode = LOOP 11979 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 11980 End 11981 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING 11982 Model = NBGattling_EN 11983 Animation = NBGattling_A2.NBGattling_A2 11984 AnimationMode = LOOP 11985 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 11986 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 11987 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 11988 End 11989 11990 11991 ;SNOW --------------------------------------------------------------- 11992 ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING 11993 Model = NBGattling_S 11994 Animation = NBGattling_A2.NBGattling_A2 11995 AnimationMode = LOOP 11996 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 11997 End 11998 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING 11999 Model = NBGattling_DS 12000 Animation = NBGattling_A2.NBGattling_A2 12001 AnimationMode = LOOP 12002 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12003 End 12004 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING 12005 Model = NBGattling_ES 12006 Animation = NBGattling_A2.NBGattling_A2 12007 AnimationMode = LOOP 12008 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 12009 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12010 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12011 End 12012 12013 12014 ;NIGHT SNOW --------------------------------------------------------------- 12015 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING 12016 Model = NBGattling_NS 12017 Animation = NBGattling_A2.NBGattling_A2 12018 AnimationMode = LOOP 12019 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12020 End 12021 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING 12022 Model = NBGattling_DNS 12023 Animation = NBGattling_A2.NBGattling_A2 12024 AnimationMode = LOOP 12025 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12026 End 12027 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING 12028 Model = NBGattling_ENS 12029 Animation = NBGattling_A2.NBGattling_A2 12030 AnimationMode = LOOP 12031 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 12032 End 12033 12034 12035 12036 12037 12038 12039 ;------------- CONTINUOUS_FIRE_FAST ------------------------ 12040 ;DAY 12041 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 12042 Model = NBGattling 12043 Animation = NBGattling_A2.NBGattling_A2 12044 AnimationMode = LOOP 12045 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12046 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12047 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12048 End 12049 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING 12050 Model = NBGattling_D 12051 Animation = NBGattling_A2.NBGattling_A2 12052 AnimationMode = LOOP 12053 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12054 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12055 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12056 End 12057 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 12058 Model = NBGattling_E 12059 Animation = NBGattling_A2.NBGattling_A2 12060 AnimationMode = LOOP 12061 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12062 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12063 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12064 End 12065 12066 12067 12068 ;NIGHT --------------------------------------------------------------- 12069 ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING 12070 Model = NBGattling_N 12071 Animation = NBGattling_A2.NBGattling_A2 12072 AnimationMode = LOOP 12073 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12074 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12075 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12076 End 12077 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING 12078 Model = NBGattling_DN 12079 Animation = NBGattling_A2.NBGattling_A2 12080 AnimationMode = LOOP 12081 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12082 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12083 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12084 End 12085 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING 12086 Model = NBGattling_EN 12087 Animation = NBGattling_A2.NBGattling_A2 12088 AnimationMode = LOOP 12089 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12090 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12091 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12092 End 12093 12094 12095 ;SNOW --------------------------------------------------------------- 12096 ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING 12097 Model = NBGattling_S 12098 Animation = NBGattling_A2.NBGattling_A2 12099 AnimationMode = LOOP 12100 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12101 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12102 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12103 End 12104 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING 12105 Model = NBGattling_NS 12106 Animation = NBGattling_A2.NBGattling_A2 12107 AnimationMode = LOOP 12108 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12109 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12110 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12111 End 12112 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING 12113 Model = NBGattling_ES 12114 Animation = NBGattling_A2.NBGattling_A2 12115 AnimationMode = LOOP 12116 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12117 End 12118 12119 12120 ;NIGHT SNOW --------------------------------------------------------------- 12121 ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING 12122 Model = NBGattling_NS 12123 Animation = NBGattling_A2.NBGattling_A2 12124 12125 AnimationMode = LOOP 12126 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12127 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12128 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12129 End 12130 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING 12131 Model = NBGattling_DNS 12132 Animation = NBGattling_A2.NBGattling_A2 12133 AnimationMode = LOOP 12134 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12135 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12136 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12137 End 12138 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING 12139 Model = NBGattling_ENS 12140 Animation = NBGattling_A2.NBGattling_A2 12141 AnimationMode = LOOP 12142 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 12143 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 12144 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 12145 End 12146 12147 12148 12149 12150 ;************************************************************************************************************************** 12151 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12152 ;for this draw module 12153 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12154 Model = NBGattling 12155 Animation = NBGattling_A2.NBGattling_A2 12156 AnimationMode = LOOP 12157 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12158 End 12159 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12160 Model = NBGattling_D 12161 Animation = NBGattling_A2.NBGattling_A2 12162 AnimationMode = LOOP 12163 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12164 End 12165 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12166 Model = NBGattling_E 12167 Animation = NBGattling_A2.NBGattling_A2 12168 AnimationMode = LOOP 12169 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12170 End 12171 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12172 Model = NBGattling_N 12173 Animation = NBGattling_A2.NBGattling_A2 12174 AnimationMode = LOOP 12175 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12176 End 12177 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12178 Model = NBGattling_DN 12179 Animation = NBGattling_A2.NBGattling_A2 12180 AnimationMode = LOOP 12181 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12182 End 12183 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12184 Model = NBGattling_EN 12185 Animation = NBGattling_A2.NBGattling_A2 12186 AnimationMode = LOOP 12187 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12188 End 12189 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12190 Model = NBGattling_S 12191 Animation = NBGattling_A2.NBGattling_A2 12192 AnimationMode = LOOP 12193 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12194 End 12195 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12196 Model = NBGattling_DS 12197 Animation = NBGattling_A2.NBGattling_A2 12198 AnimationMode = LOOP 12199 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12200 End 12201 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12202 Model = NBGattling_ES 12203 Animation = NBGattling_A2.NBGattling_A2 12204 AnimationMode = LOOP 12205 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12206 End 12207 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12208 Model = NBGattling_NS 12209 Animation = NBGattling_A2.NBGattling_A2 12210 AnimationMode = LOOP 12211 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12212 End 12213 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12214 Model = NBGattling_DNS 12215 Animation = NBGattling_A2.NBGattling_A2 12216 AnimationMode = LOOP 12217 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12218 End 12219 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12220 Model = NBGattling_ENS 12221 Animation = NBGattling_A2.NBGattling_A2 12222 AnimationMode = LOOP 12223 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12224 End 12225 12226 ConditionState = AWAITING_CONSTRUCTION 12227 Model = NONE 12228 End 12229 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12230 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12231 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12232 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12233 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12234 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12235 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12236 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12237 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12238 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12239 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12240 AliasConditionState = SOLD 12241 AliasConditionState = SOLD DAMAGED 12242 AliasConditionState = SOLD REALLYDAMAGED 12243 AliasConditionState = SOLD NIGHT 12244 AliasConditionState = SOLD NIGHT DAMAGED 12245 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12246 AliasConditionState = SOLD SNOW 12247 AliasConditionState = SOLD SNOW DAMAGED 12248 AliasConditionState = SOLD SNOW REALLYDAMAGED 12249 AliasConditionState = SOLD NIGHT SNOW 12250 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12251 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12252 ;************************************************************************************************************************** 12253 12254 End 12255 12256 12257 12258 12259 ; ------------ construction-zone fence ----------------- 12260 Draw = W3DModelDraw ModuleTag_02 12261 AnimationsRequirePower = No 12262 12263 DefaultConditionState 12264 Model = None 12265 TransitionKey = DOWN_DEFAULT 12266 End 12267 ConditionState = NIGHT 12268 Model = None 12269 TransitionKey = DOWN_DEFAULT 12270 End 12271 ConditionState = SNOW 12272 Model = None 12273 TransitionKey = DOWN_DEFAULT 12274 End 12275 ConditionState = SNOW NIGHT 12276 Model = None 12277 TransitionKey = DOWN_DEFAULT 12278 End 12279 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12280 Model = NBGattling_A4 12281 Animation = NBGattling_A4.NBGattling_A4 12282 AnimationMode = MANUAL 12283 Flags = START_FRAME_LAST 12284 TransitionKey = UP_DAY 12285 End 12286 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12287 Model = NBGattling_A4N 12288 Animation = NBGattling_A4N.NBGattling_A4N 12289 AnimationMode = MANUAL 12290 Flags = START_FRAME_LAST 12291 TransitionKey = UP_NIGHT 12292 End 12293 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12294 Model = NBGattling_A4S 12295 Animation = NBGattling_A4S.NBGattling_A4S 12296 AnimationMode = MANUAL 12297 Flags = START_FRAME_LAST 12298 TransitionKey = UP_SNOW 12299 End 12300 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12301 Model = NBGattling_A4SN 12302 Animation = NBGattling_A4SN.NBGattling_A4SN 12303 AnimationMode = MANUAL 12304 Flags = START_FRAME_LAST 12305 TransitionKey = UP_SNOWNIGHT 12306 End 12307 TransitionState = DOWN_DEFAULT UP_DAY 12308 Model = NBGattling_A4 12309 Animation = NBGattling_A4.NBGattling_A4 12310 AnimationMode = ONCE 12311 AnimationSpeedFactorRange = 1.0 1.0 12312 Flags = START_FRAME_FIRST 12313 End 12314 TransitionState = DOWN_DEFAULT UP_NIGHT 12315 Model = NBGattling_A4N 12316 Animation = NBGattling_A4N.NBGattling_A4N 12317 AnimationMode = ONCE 12318 AnimationSpeedFactorRange = 1.0 1.0 12319 Flags = START_FRAME_FIRST 12320 End 12321 TransitionState = DOWN_DEFAULT UP_SNOW 12322 Model = NBGattling_A4S 12323 Animation = NBGattling_A4S.NBGattling_A4S 12324 AnimationMode = ONCE 12325 AnimationSpeedFactorRange = 1.0 1.0 12326 Flags = START_FRAME_FIRST 12327 End 12328 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12329 Model = NBGattling_A4SN 12330 Animation = NBGattling_A4SN.NBGattling_A4SN 12331 AnimationMode = ONCE 12332 AnimationSpeedFactorRange = 1.0 1.0 12333 Flags = START_FRAME_FIRST 12334 End 12335 TransitionState = UP_DAY DOWN_DEFAULT 12336 Model = NBGattling_A4 12337 Animation = NBGattling_A4.NBGattling_A4 12338 AnimationMode = ONCE_BACKWARDS 12339 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12340 Flags = START_FRAME_LAST 12341 End 12342 TransitionState = UP_NIGHT DOWN_DEFAULT 12343 Model = NBGattling_A4N 12344 Animation = NBGattling_A4N.NBGattling_A4N 12345 AnimationMode = ONCE_BACKWARDS 12346 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12347 Flags = START_FRAME_LAST 12348 End 12349 TransitionState = UP_SNOW DOWN_DEFAULT 12350 Model = NBGattling_A4S 12351 Animation = NBGattling_A4S.NBGattling_A4S 12352 AnimationMode = ONCE_BACKWARDS 12353 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12354 Flags = START_FRAME_LAST 12355 End 12356 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12357 Model = NBGattling_A4SN 12358 Animation = NBGattling_A4SN.NBGattling_A4SN 12359 AnimationMode = ONCE_BACKWARDS 12360 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12361 Flags = START_FRAME_LAST 12362 End 12363 End 12364 12365 ; ------------ under-construction scaffolding ----------------- 12366 Draw = W3DModelDraw ModuleTag_03 12367 AnimationsRequirePower = No 12368 MinLODRequired = MEDIUM 12369 DefaultConditionState 12370 Model = None 12371 TransitionKey = DOWN_DEFAULT 12372 End 12373 ConditionState = NIGHT 12374 Model = None 12375 TransitionKey = DOWN_DEFAULT 12376 End 12377 ConditionState = SNOW 12378 Model = None 12379 TransitionKey = DOWN_DEFAULT 12380 End 12381 ConditionState = SNOW NIGHT 12382 Model = None 12383 TransitionKey = DOWN_DEFAULT 12384 End 12385 ConditionState = PARTIALLY_CONSTRUCTED 12386 Model = NBGattling_A6 12387 Animation = NBGattling_A6.NBGattling_A6 12388 AnimationMode = MANUAL 12389 Flags = START_FRAME_LAST 12390 TransitionKey = UP_DAY 12391 ParticleSysBone = Smoke01 BuildUpSmokeChina 12392 ParticleSysBone = Smoke02 BuildUpSmokeChina 12393 ParticleSysBone = Smoke03 BuildUpSmokeChina 12394 End 12395 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12396 Model = NBGattling_A6N 12397 Animation = NBGattling_A6N.NBGattling_A6N 12398 AnimationMode = MANUAL 12399 Flags = START_FRAME_LAST 12400 TransitionKey = UP_NIGHT 12401 ParticleSysBone = Smoke01 BuildUpSmokeChina 12402 ParticleSysBone = Smoke02 BuildUpSmokeChina 12403 ParticleSysBone = Smoke03 BuildUpSmokeChina 12404 End 12405 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12406 Model = NBGattling_A6S 12407 Animation = NBGattling_A6S.NBGattling_A6S 12408 AnimationMode = MANUAL 12409 Flags = START_FRAME_LAST 12410 TransitionKey = UP_SNOW 12411 ParticleSysBone = Smoke01 BuildUpSnowSmoke 12412 ParticleSysBone = Smoke02 BuildUpSnowSmoke 12413 ParticleSysBone = Smoke03 BuildUpSnowSmoke 12414 End 12415 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12416 Model = NBGattling_A6SN 12417 Animation = NBGattling_A6SN.NBGattling_A6SN 12418 AnimationMode = MANUAL 12419 Flags = START_FRAME_LAST 12420 TransitionKey = UP_SNOWNIGHT 12421 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 12422 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 12423 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 12424 End 12425 TransitionState = DOWN_DEFAULT UP_DAY 12426 Model = NBGattling_A6 12427 Animation = NBGattling_A6.NBGattling_A6 12428 AnimationMode = ONCE 12429 AnimationSpeedFactorRange = 1.0 1.0 12430 Flags = START_FRAME_FIRST 12431 End 12432 TransitionState = DOWN_DEFAULT UP_NIGHT 12433 Model = NBGattling_A6N 12434 Animation = NBGattling_A6N.NBGattling_A6N 12435 AnimationMode = ONCE 12436 AnimationSpeedFactorRange = 1.0 1.0 12437 Flags = START_FRAME_FIRST 12438 End 12439 TransitionState = DOWN_DEFAULT UP_SNOW 12440 Model = NBGattling_A6S 12441 Animation = NBGattling_A6S.NBGattling_A6S 12442 AnimationMode = ONCE 12443 AnimationSpeedFactorRange = 1.0 1.0 12444 Flags = START_FRAME_FIRST 12445 End 12446 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12447 Model = NBGattling_A6SN 12448 Animation = NBGattling_A6SN.NBGattling_A6SN 12449 AnimationMode = ONCE 12450 AnimationSpeedFactorRange = 1.0 1.0 12451 Flags = START_FRAME_FIRST 12452 End 12453 TransitionState = UP_DAY DOWN_DEFAULT 12454 Model = NBGattling_A6 12455 Animation = NBGattling_A6.NBGattling_A6 12456 AnimationMode = ONCE_BACKWARDS 12457 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12458 Flags = START_FRAME_LAST 12459 End 12460 TransitionState = UP_NIGHT DOWN_DEFAULT 12461 Model = NBGattling_A6N 12462 Animation = NBGattling_A6N.NBGattling_A6N 12463 AnimationMode = ONCE_BACKWARDS 12464 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12465 Flags = START_FRAME_LAST 12466 End 12467 TransitionState = UP_SNOW DOWN_DEFAULT 12468 Model = NBGattling_A6S 12469 Animation = NBGattling_A6S.NBGattling_A6S 12470 AnimationMode = ONCE_BACKWARDS 12471 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12472 Flags = START_FRAME_LAST 12473 End 12474 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12475 Model = NBGattling_A6SN 12476 Animation = NBGattling_A6SN.NBGattling_A6SN 12477 AnimationMode = ONCE_BACKWARDS 12478 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12479 Flags = START_FRAME_LAST 12480 End 12481 End 12482 12483 PlacementViewAngle = -45 12484 12485 ; ***DESIGN parameters *** 12486 DisplayName = OBJECT:GattlingCannon 12487 Side = ChinaInfantryGeneral 12488 EditorSorting = STRUCTURE 12489 Prerequisites 12490 Object = Infa_ChinaPowerPlant 12491 End 12492 BuildCost = 1200 12493 BuildTime = 25.0 ; in seconds 12494 EnergyProduction = -3 12495 12496 ExperienceValue = 200 200 200 200 ; Experience point value at each level 12497 12498 WeaponSet 12499 Conditions = None 12500 Weapon = PRIMARY GattlingBuildingGun 12501 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 12502 Weapon = SECONDARY GattlingBuildingGunAir 12503 AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT 12504 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 12505 End 12506 12507 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 12508 ShroudClearingRange = 360 12509 12510 ArmorSet 12511 Conditions = None 12512 Armor = BaseDefenseArmor 12513 DamageFX = StructureDamageFXNoShake 12514 End 12515 CommandSet = ChinaGattlingCannonCommandSet 12516 12517 ;Behavior = AIUpdateInterface ModuleTag_20 12518 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 12519 ; MoodAttackCheckRate = 250 12520 ;End 12521 12522 ; *** AUDIO Parameters *** 12523 VoiceSelect = GattlingCannonSelect 12524 SoundOnDamaged = BuildingDamagedStateLight 12525 SoundOnReallyDamaged = BuildingDestroy 12526 12527 UnitSpecificSounds 12528 UnderConstruction = UnderConstructionLoop 12529 VoiceRapidFire = NoSound 12530 End 12531 12532 UnitSpecificSounds 12533 TurretMoveStart = NoSound 12534 TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud 12535 End 12536 12537 ; *** ENGINEERING Parameters *** 12538 RadarPriority = STRUCTURE 12539 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE 12540 Body = StructureBody ModuleTag_05 12541 MaxHealth = 1000.0 12542 InitialHealth = 1000.0 12543 12544 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12545 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12546 SubdualDamageCap = 1200 12547 SubdualDamageHealRate = 500 12548 SubdualDamageHealAmount = 100 12549 End 12550 12551 Behavior = StealthDetectorUpdate ModuleTag_13 12552 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 12553 DetectionRange = 200 ;Dustin, enable this for independant balancing! 12554 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 12555 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 12556 End 12557 12558 Behavior = GenerateMinefieldBehavior ModuleTag_04 12559 TriggeredBy = Upgrade_ChinaMines 12560 MineName = ChinaStandardMine 12561 SmartBorder = Yes 12562 AlwaysCircular = Yes 12563 12564 Upgradable = Yes 12565 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 12566 UpgradedMineName = ChinaEMPMine 12567 End 12568 12569 Behavior = AIUpdateInterface ModuleTag_06 12570 Turret 12571 ControlledWeaponSlots = PRIMARY SECONDARY 12572 TurretTurnRate = 180 // turn rate, in degrees per sec 12573 TurretPitchRate = 180 12574 AllowsPitch = Yes 12575 FiresWhileTurning = Yes 12576 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 12577 MinIdleScanInterval = 250 ; in milliseconds 12578 MaxIdleScanInterval = 250 ; in milliseconds 12579 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 12580 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 12581 End 12582 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 12583 MoodAttackCheckRate = 250 12584 End 12585 12586 Behavior = ProductionUpdate ModuleTag_07 12587 ; nothing, but is required if we have any Object-level Upgrades! 12588 End 12589 12590 Behavior = DestroyDie ModuleTag_08 12591 ;nothing 12592 End 12593 Behavior = FXListDie ModuleTag_09 12594 DeathFX = FX_StructureTinyDeath 12595 End 12596 12597 Behavior = ProductionUpdate ModuleTag_10 12598 ; nothing 12599 End 12600 12601 Behavior = CreateObjectDie ModuleTag_11 12602 CreationList = OCL_LargeStructureDebris 12603 End 12604 12605 Behavior = FlammableUpdate ModuleTag_12 12606 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12607 AflameDamageAmount = 5 ; taking this much damage... 12608 AflameDamageDelay = 500 ; this often. 12609 End 12610 12611 Behavior = TransitionDamageFX ModuleTag_14 12612 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 12613 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 12614 ;--------------------------------------------------------------------------------------- 12615 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 12616 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 12617 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 12618 End 12619 12620 Behavior = WeaponBonusUpgrade ModuleTag_15 12621 TriggeredBy = Upgrade_ChinaChainGuns 12622 End 12623 12624 Behavior = CommandSetUpgrade ModuleTag_25 12625 CommandSet = ChinaGattlingCannonCommandSetUpgrade 12626 TriggeredBy = Upgrade_ChinaMines 12627 End 12628 Behavior = ArmorUpgrade ModuleTag_26 12629 TriggeredBy = Upgrade_ChinaEMPMines 12630 End 12631 12632 Geometry = BOX 12633 GeometryMajorRadius = 8.0 12634 GeometryMinorRadius = 8.0 12635 GeometryHeight = 20.0 12636 GeometryIsSmall = No 12637 Shadow = SHADOW_VOLUME 12638 BuildCompletion = PLACED_BY_PLAYER 12639 12640 End 12641 12642 12643 12644 12645 12646 12647 12648 12649 12650 ;------------------------------------------------------------------------------ 12651 Object Infa_ChinaInternetCenter 12652 12653 ; *** ART Parameters *** 12654 12655 ; ------------ the main building itself ----------------- 12656 SelectPortrait = SNIntCnt_L 12657 ButtonImage = SNIntCnt 12658 Draw = W3DModelDraw ModuleTag_01 12659 OkToChangeModelColor = Yes 12660 12661 ; DAY ************************************ 12662 DefaultConditionState 12663 Model = NBINTCNT 12664 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12665 End 12666 12667 ConditionState = USER_1 ; User 1 is set by an upgrade module. First doors opening 12668 Model = NBINTCNT_A2 12669 Animation = NBINTCNT_A2.NBINTCNT_A2 12670 AnimationMode = ONCE 12671 End 12672 12673 ConditionState = USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12674 Model = NBINTCNT_A2F 12675 Animation = NBINTCNT_A2F.NBINTCNT_A2F 12676 AnimationMode = ONCE 12677 End 12678 12679 ConditionState = DAMAGED 12680 Model = NBINTCNT_D 12681 End 12682 12683 ConditionState = DAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening 12684 Model = NBINTCNT_A2D 12685 Animation = NBINTCNT_A2D.NBINTCNT_A2D 12686 AnimationMode = ONCE 12687 End 12688 12689 ConditionState = DAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12690 Model = NBINTCNT_A2FD 12691 Animation = NBINTCNT_A2FD.NBINTCNT_A2FD 12692 AnimationMode = ONCE 12693 End 12694 12695 ConditionState = REALLYDAMAGED 12696 Model = NBINTCNT_E 12697 ParticleSysBone = Smoke01 SmolderingSmoke 12698 ParticleSysBone = Smoke02 SmolderingSmoke 12699 ParticleSysBone = Smoke03 SmolderingSmoke 12700 ParticleSysBone = Smoke04 SmolderingSmoke 12701 ParticleSysBone = Smoke05 SmokeFactionLarge 12702 ParticleSysBone = Smoke06 SmokeFactionLarge 12703 ParticleSysBone = Fire01 SmolderingFire 12704 ParticleSysBone = Fire02 SmolderingFire 12705 ParticleSysBone = Fire03 FireFactionLarge 12706 End 12707 AliasConditionState = RUBBLE 12708 12709 ConditionState = REALLYDAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening 12710 Model = NBINTCNT_A2E 12711 Animation = NBINTCNT_A2E.NBINTCNT_A2E 12712 AnimationMode = ONCE 12713 End 12714 AliasConditionState = RUBBLE USER_1 12715 12716 ConditionState = REALLYDAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12717 Model = NBINTCNT_A2FE 12718 Animation = NBINTCNT_A2FE.NBINTCNT_A2FE 12719 AnimationMode = ONCE 12720 End 12721 AliasConditionState = RUBBLE USER_1 USER_2 12722 12723 ;NIGHT *********************************** 12724 ConditionState = NIGHT 12725 Model = NBINTCNT_N 12726 End 12727 12728 ConditionState = NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 12729 Model = NBINTCNT_A2N 12730 Animation = NBINTCNT_A2N.NBINTCNT_A2N 12731 AnimationMode = ONCE 12732 End 12733 12734 ConditionState = NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12735 Model = NBINTCNT_A2FN 12736 Animation = NBINTCNT_A2FN.NBINTCNT_A2FN 12737 AnimationMode = ONCE 12738 End 12739 12740 ConditionState = DAMAGED NIGHT 12741 Model = NBINTCNT_DN 12742 End 12743 12744 ConditionState = DAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 12745 Model = NBINTCNT_A2DN 12746 Animation = NBINTCNT_A2DN.NBINTCNT_A2DN 12747 AnimationMode = ONCE 12748 End 12749 12750 ConditionState = DAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12751 Model = NBINTCNT_A2FDN 12752 Animation = NBINTCNT_A2FDN.NBINTCNT_A2FDN 12753 AnimationMode = ONCE 12754 End 12755 12756 ConditionState = REALLYDAMAGED NIGHT 12757 Model = NBINTCNT_EN 12758 ParticleSysBone = Smoke01 SmolderingSmoke 12759 ParticleSysBone = Smoke02 SmolderingSmoke 12760 ParticleSysBone = Smoke03 SmolderingSmoke 12761 ParticleSysBone = Smoke04 SmolderingSmoke 12762 ParticleSysBone = Smoke05 SmokeFactionLarge 12763 ParticleSysBone = Smoke06 SmokeFactionLarge 12764 ParticleSysBone = Fire01 SmolderingFire 12765 ParticleSysBone = Fire02 SmolderingFire 12766 ParticleSysBone = Fire03 FireFactionLarge 12767 End 12768 AliasConditionState = RUBBLE NIGHT 12769 12770 ConditionState = REALLYDAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 12771 Model = NBINTCNT_A2EN 12772 Animation = NBINTCNT_A2EN.NBINTCNT_A2EN 12773 AnimationMode = ONCE 12774 End 12775 AliasConditionState = RUBBLE NIGHT USER_1 12776 12777 ConditionState = REALLYDAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12778 Model = NBINTCNT_A2FEN 12779 Animation = NBINTCNT_A2FEN.NBINTCNT_A2FEN 12780 AnimationMode = ONCE 12781 End 12782 AliasConditionState = RUBBLE NIGHT USER_1 USER_2 12783 12784 ;SNOW ************************************* 12785 ConditionState = SNOW 12786 Model = NBINTCNT_S 12787 End 12788 12789 ConditionState = SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 12790 Model = NBINTCNT_A2S 12791 Animation = NBINTCNT_A2S.NBINTCNT_A2S 12792 AnimationMode = ONCE 12793 End 12794 12795 ConditionState = SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12796 Model = NBINTCNT_A2FS 12797 Animation = NBINTCNT_A2FS.NBINTCNT_A2FS 12798 AnimationMode = ONCE 12799 End 12800 12801 ConditionState = DAMAGED SNOW 12802 Model = NBINTCNT_DS 12803 End 12804 12805 ConditionState = DAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 12806 Model = NBINTCNT_A2DS 12807 Animation = NBINTCNT_A2DS.NBINTCNT_A2DS 12808 AnimationMode = ONCE 12809 End 12810 12811 ConditionState = DAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12812 Model = NBINTCNT_A2FDS 12813 Animation = NBINTCNT_A2FDS.NBINTCNT_A2FDS 12814 AnimationMode = ONCE 12815 End 12816 12817 ConditionState = REALLYDAMAGED SNOW 12818 Model = NBINTCNT_ES 12819 ParticleSysBone = Smoke01 SmolderingSmoke 12820 ParticleSysBone = Smoke02 SmolderingSmoke 12821 ParticleSysBone = Smoke03 SmolderingSmoke 12822 ParticleSysBone = Smoke04 SmolderingSmoke 12823 ParticleSysBone = Smoke05 SmokeFactionLarge 12824 ParticleSysBone = Smoke06 SmokeFactionLarge 12825 ParticleSysBone = Fire01 SmolderingFire 12826 ParticleSysBone = Fire02 SmolderingFire 12827 ParticleSysBone = Fire03 FireFactionLarge 12828 End 12829 AliasConditionState = RUBBLE SNOW 12830 12831 ConditionState = REALLYDAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 12832 Model = NBINTCNT_A2ES 12833 Animation = NBINTCNT_A2ES.NBINTCNT_A2ES 12834 AnimationMode = ONCE 12835 End 12836 AliasConditionState = RUBBLE SNOW USER_1 12837 12838 ConditionState = REALLYDAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12839 Model = NBINTCNT_A2FES 12840 Animation = NBINTCNT_A2FES.NBINTCNT_A2FES 12841 AnimationMode = ONCE 12842 End 12843 AliasConditionState = RUBBLE SNOW USER_1 USER_2 12844 12845 ;NIGHT SNOW ***************************** 12846 ConditionState = NIGHT SNOW 12847 Model = NBINTCNT_NS 12848 End 12849 12850 ConditionState = NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 12851 Model = NBINTCNT_A2NS 12852 Animation = NBINTCNT_A2NS.NBINTCNT_A2NS 12853 AnimationMode = ONCE 12854 End 12855 12856 ConditionState = NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12857 Model = NBINTCNT_A2FNS 12858 Animation = NBINTCNT_A2FNS.NBINTCNT_A2FNS 12859 AnimationMode = ONCE 12860 End 12861 12862 ConditionState = DAMAGED NIGHT SNOW 12863 Model = NBINTCNT_DNS 12864 End 12865 12866 ConditionState = DAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 12867 Model = NBINTCNT_A2DNS 12868 Animation = NBINTCNT_A2DNS.NBINTCNT_A2DNS 12869 AnimationMode = ONCE 12870 End 12871 12872 ConditionState = DAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12873 Model = NBINTCNT_A2FDNS 12874 Animation = NBINTCNT_A2FDNS.NBINTCNT_A2FDNS 12875 AnimationMode = ONCE 12876 End 12877 12878 ConditionState = REALLYDAMAGED NIGHT SNOW 12879 Model = NBINTCNT_ENS 12880 ParticleSysBone = Smoke01 SmolderingSmoke 12881 ParticleSysBone = Smoke02 SmolderingSmoke 12882 ParticleSysBone = Smoke03 SmolderingSmoke 12883 ParticleSysBone = Smoke04 SmolderingSmoke 12884 ParticleSysBone = Smoke05 SmokeFactionLarge 12885 ParticleSysBone = Smoke06 SmokeFactionLarge 12886 ParticleSysBone = Fire01 SmolderingFire 12887 ParticleSysBone = Fire02 SmolderingFire 12888 ParticleSysBone = Fire03 FireFactionLarge 12889 End 12890 AliasConditionState = RUBBLE NIGHT SNOW 12891 12892 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 12893 Model = NBINTCNT_A2ENS 12894 Animation = NBINTCNT_A2ENS.NBINTCNT_A2ENS 12895 AnimationMode = ONCE 12896 End 12897 AliasConditionState = RUBBLE NIGHT SNOW USER_1 12898 12899 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 12900 Model = NBINTCNT_A2FENS 12901 Animation = NBINTCNT_A2FENS.NBINTCNT_A2FENS 12902 AnimationMode = ONCE 12903 End 12904 AliasConditionState = RUBBLE NIGHT SNOW USER_1 USER_2 12905 12906 ;************************************************************************************************************************** 12907 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12908 ;for this draw module 12909 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12910 Model = NBINTCNT 12911 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12912 End 12913 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12914 Model = NBINTCNT_D 12915 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12916 End 12917 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12918 Model = NBINTCNT_E 12919 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12920 End 12921 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12922 Model = NBINTCNT_N 12923 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12924 End 12925 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12926 Model = NBINTCNT_DN 12927 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12928 End 12929 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12930 Model = NBINTCNT_EN 12931 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12932 End 12933 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12934 Model = NBINTCNT_S 12935 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12936 End 12937 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12938 Model = NBINTCNT_DS 12939 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12940 End 12941 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12942 Model = NBINTCNT_ES 12943 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12944 End 12945 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12946 Model = NBINTCNT_NS 12947 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12948 End 12949 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12950 Model = NBINTCNT_DNS 12951 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12952 End 12953 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12954 Model = NBINTCNT_ENS 12955 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12956 End 12957 12958 ConditionState = AWAITING_CONSTRUCTION 12959 Model = NONE 12960 End 12961 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12962 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12963 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12964 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12965 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12966 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12967 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12968 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12969 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12970 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12971 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12972 AliasConditionState = SOLD 12973 AliasConditionState = SOLD DAMAGED 12974 AliasConditionState = SOLD REALLYDAMAGED 12975 AliasConditionState = SOLD NIGHT 12976 AliasConditionState = SOLD NIGHT DAMAGED 12977 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12978 AliasConditionState = SOLD SNOW 12979 AliasConditionState = SOLD SNOW DAMAGED 12980 AliasConditionState = SOLD SNOW REALLYDAMAGED 12981 AliasConditionState = SOLD NIGHT SNOW 12982 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12983 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12984 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 USER_2 12985 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 USER_2 12986 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 USER_2 12987 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 USER_2 12988 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 USER_2 12989 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 USER_2 12990 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 USER_2 12991 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 USER_2 12992 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 USER_2 12993 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 USER_2 12994 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 USER_2 12995 AliasConditionState = SOLD USER_1 USER_2 12996 AliasConditionState = SOLD DAMAGED USER_1 USER_2 12997 AliasConditionState = SOLD REALLYDAMAGED USER_1 USER_2 12998 AliasConditionState = SOLD NIGHT USER_1 USER_2 12999 AliasConditionState = SOLD NIGHT DAMAGED USER_1 USER_2 13000 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 USER_2 13001 AliasConditionState = SOLD SNOW USER_1 USER_2 13002 AliasConditionState = SOLD SNOW DAMAGED USER_1 USER_2 13003 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 USER_2 13004 AliasConditionState = SOLD NIGHT SNOW USER_1 USER_2 13005 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 USER_2 13006 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 USER_2 13007 ;************************************************************************************************************************** 13008 End 13009 13010 ; ------------ Fan in back -------------- 13011 Draw = W3DModelDraw ModuleTag_02 13012 DefaultConditionState 13013 Model = NBINTCNT_F 13014 Animation = NBINTCNT_F.NBINTCNT_F 13015 AnimationMode = LOOP 13016 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13017 End 13018 End 13019 13020 13021 13022 ; ------------- First Satellite ----------- 13023 Draw = W3DModelDraw ModuleTag_03 13024 ConditionState = NONE 13025 Model = None 13026 TransitionKey = Trans_Down 13027 End 13028 AliasConditionState = SOLD 13029 AliasConditionState = AWAITING_CONSTRUCTION 13030 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED 13031 AliasConditionState = AWAITING_CONSTRUCTION USER_1 13032 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 13033 13034 ConditionState = DAMAGED 13035 Model = None 13036 TransitionKey = Trans_Down_Damaged 13037 End 13038 AliasConditionState = SOLD DAMAGED 13039 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13040 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED 13041 AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED 13042 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED 13043 13044 ConditionState = REALLYDAMAGED 13045 Model = None 13046 TransitionKey = Trans_Down_Really_Damaged 13047 End 13048 AliasConditionState = SOLD REALLYDAMAGED 13049 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13050 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13051 AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED 13052 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED 13053 13054 13055 TransitionState = Trans_Down Trans_Up 13056 Model = NBINTCNT_AB 13057 Animation = NBINTCNT_AB.NBINTCNT_AB 13058 AnimationMode = ONCE 13059 End 13060 TransitionState = Trans_Down_Damaged Trans_Up_Damaged 13061 Model = NBINTCNT_DAB 13062 Animation = NBINTCNT_DAB.NBINTCNT_DAB 13063 AnimationMode = ONCE 13064 End 13065 TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged 13066 Model = NBINTCNT_EAB 13067 Animation = NBINTCNT_EAB.NBINTCNT_EAB 13068 AnimationMode = ONCE 13069 End 13070 13071 13072 ConditionState = USER_1 13073 Model = NBINTCNT_AC 13074 Animation = NBINTCNT_AC.NBINTCNT_AC 13075 AnimationMode = LOOP 13076 TransitionKey = Trans_Up 13077 Flags = MAINTAIN_FRAME_ACROSS_STATES 13078 End 13079 13080 ConditionState = USER_1 DAMAGED 13081 Model = NBINTCNT_DAC 13082 Animation = NBINTCNT_DAC.NBINTCNT_DAC 13083 AnimationMode = LOOP 13084 TransitionKey = Trans_Up_Damaged 13085 Flags = MAINTAIN_FRAME_ACROSS_STATES 13086 End 13087 13088 ConditionState = USER_1 REALLYDAMAGED 13089 Model = NBINTCNT_EAC 13090 Animation = NBINTCNT_EAC.NBINTCNT_EAC 13091 AnimationMode = LOOP 13092 TransitionKey = Trans_Up_Really_Damaged 13093 Flags = MAINTAIN_FRAME_ACROSS_STATES 13094 End 13095 13096 13097 TransitionState = Trans_Up Trans_Down 13098 Model = NBINTCNT_AB 13099 Animation = NBINTCNT_AB.NBINTCNT_AB 13100 AnimationMode = ONCE_BACKWARDS 13101 End 13102 TransitionState = Trans_Up_Damaged Trans_Down_Damaged 13103 Model = NBINTCNT_DAB 13104 Animation = NBINTCNT_DAB.NBINTCNT_DAB 13105 AnimationMode = ONCE_BACKWARDS 13106 End 13107 TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged 13108 Model = NBINTCNT_EAB 13109 Animation = NBINTCNT_EAB.NBINTCNT_EAB 13110 AnimationMode = ONCE_BACKWARDS 13111 End 13112 End 13113 13114 ; ------------- Second Satellite ----------- 13115 Draw = W3DModelDraw ModuleTag_04 13116 ConditionState = NONE 13117 Model = None 13118 TransitionKey = Trans_Down 13119 End 13120 AliasConditionState = SOLD 13121 AliasConditionState = AWAITING_CONSTRUCTION 13122 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED 13123 AliasConditionState = AWAITING_CONSTRUCTION USER_1 13124 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 13125 13126 ConditionState = DAMAGED 13127 Model = None 13128 TransitionKey = Trans_Down_Damaged 13129 End 13130 AliasConditionState = SOLD DAMAGED 13131 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13132 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED 13133 AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED 13134 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED 13135 13136 ConditionState = REALLYDAMAGED 13137 Model = None 13138 TransitionKey = Trans_Down_Really_Damaged 13139 End 13140 AliasConditionState = SOLD REALLYDAMAGED 13141 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13142 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13143 AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED 13144 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED 13145 13146 13147 TransitionState = Trans_Down Trans_Up 13148 Model = NBINTCNT_AF 13149 Animation = NBINTCNT_AF.NBINTCNT_AF 13150 AnimationMode = ONCE 13151 End 13152 TransitionState = Trans_Down_Damaged Trans_Up_Damaged 13153 Model = NBINTCNT_DAF 13154 Animation = NBINTCNT_DAF.NBINTCNT_DAF 13155 AnimationMode = ONCE 13156 End 13157 TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged 13158 Model = NBINTCNT_EAF 13159 Animation = NBINTCNT_EAF.NBINTCNT_EAF 13160 AnimationMode = ONCE 13161 End 13162 13163 ConditionState = USER_2 13164 Model = NBINTCNT_AG 13165 Animation = NBINTCNT_AG.NBINTCNT_AG 13166 AnimationMode = LOOP 13167 TransitionKey = Trans_Up 13168 Flags = MAINTAIN_FRAME_ACROSS_STATES 13169 End 13170 ConditionState = USER_2 DAMAGED 13171 Model = NBINTCNT_DAG 13172 Animation = NBINTCNT_DAG.NBINTCNT_DAG 13173 AnimationMode = LOOP 13174 TransitionKey = Trans_Up_Damaged 13175 Flags = MAINTAIN_FRAME_ACROSS_STATES 13176 End 13177 ConditionState = USER_2 REALLYDAMAGED 13178 Model = NBINTCNT_EAG 13179 Animation = NBINTCNT_EAG.NBINTCNT_EAG 13180 AnimationMode = LOOP 13181 TransitionKey = Trans_Up_Really_Damaged 13182 Flags = MAINTAIN_FRAME_ACROSS_STATES 13183 End 13184 13185 TransitionState = Trans_Up Trans_Down 13186 Model = NBINTCNT_AF 13187 Animation = NBINTCNT_AF.NBINTCNT_AF 13188 AnimationMode = ONCE_BACKWARDS 13189 End 13190 TransitionState = Trans_Up_Damaged Trans_Down_Damaged 13191 Model = NBINTCNT_DAF 13192 Animation = NBINTCNT_DAF.NBINTCNT_DAF 13193 AnimationMode = ONCE_BACKWARDS 13194 End 13195 TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged 13196 Model = NBINTCNT_EAF 13197 Animation = NBINTCNT_EAF.NBINTCNT_EAF 13198 AnimationMode = ONCE_BACKWARDS 13199 End 13200 13201 End 13202 13203 ; ------------ construction-zone fence ----------------- 13204 Draw = W3DModelDraw ModuleTag_05 13205 AnimationsRequirePower = No 13206 DefaultConditionState 13207 Model = None 13208 TransitionKey = DOWN_DEFAULT 13209 End 13210 ConditionState = NIGHT 13211 Model = None 13212 TransitionKey = DOWN_DEFAULT 13213 End 13214 ConditionState = SNOW 13215 Model = None 13216 TransitionKey = DOWN_DEFAULT 13217 End 13218 ConditionState = SNOW NIGHT 13219 Model = None 13220 TransitionKey = DOWN_DEFAULT 13221 End 13222 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13223 Model = NBSupCent_A4 13224 Animation = NBSupCent_A4.NBSupCent_A4 13225 AnimationMode = MANUAL 13226 Flags = START_FRAME_LAST 13227 TransitionKey = UP_DAY 13228 End 13229 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13230 Model = NBSupCent_A4N 13231 Animation = NBSupCent_A4N.NBSupCent_A4N 13232 AnimationMode = MANUAL 13233 Flags = START_FRAME_LAST 13234 TransitionKey = UP_NIGHT 13235 End 13236 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13237 Model = NBSupCent_A4S 13238 Animation = NBSupCent_A4S.NBSupCent_A4S 13239 AnimationMode = MANUAL 13240 Flags = START_FRAME_LAST 13241 TransitionKey = UP_SNOW 13242 End 13243 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13244 Model = NBSupCent_A4SN 13245 Animation = NBSupCent_A4SN.NBSupCent_A4SN 13246 AnimationMode = MANUAL 13247 Flags = START_FRAME_LAST 13248 TransitionKey = UP_SNOWNIGHT 13249 End 13250 TransitionState = DOWN_DEFAULT UP_DAY 13251 Model = NBSupCent_A4 13252 Animation = NBSupCent_A4.NBSupCent_A4 13253 AnimationMode = ONCE 13254 AnimationSpeedFactorRange = 1.0 1.0 13255 Flags = START_FRAME_FIRST 13256 End 13257 TransitionState = DOWN_DEFAULT UP_NIGHT 13258 Model = NBSupCent_A4N 13259 Animation = NBSupCent_A4N.NBSupCent_A4N 13260 AnimationMode = ONCE 13261 AnimationSpeedFactorRange = 1.0 1.0 13262 Flags = START_FRAME_FIRST 13263 End 13264 TransitionState = DOWN_DEFAULT UP_SNOW 13265 Model = NBSupCent_A4S 13266 Animation = NBSupCent_A4S.NBSupCent_A4S 13267 AnimationMode = ONCE 13268 AnimationSpeedFactorRange = 1.0 1.0 13269 Flags = START_FRAME_FIRST 13270 End 13271 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13272 Model = NBSupCent_A4SN 13273 Animation = NBSupCent_A4SN.NBSupCent_A4SN 13274 AnimationMode = ONCE 13275 AnimationSpeedFactorRange = 1.0 1.0 13276 Flags = START_FRAME_FIRST 13277 End 13278 TransitionState = UP_DAY DOWN_DEFAULT 13279 Model = NBSupCent_A4 13280 Animation = NBSupCent_A4.NBSupCent_A4 13281 AnimationMode = ONCE_BACKWARDS 13282 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13283 Flags = START_FRAME_LAST 13284 End 13285 TransitionState = UP_NIGHT DOWN_DEFAULT 13286 Model = NBSupCent_A4N 13287 Animation = NBSupCent_A4N.NBSupCent_A4N 13288 AnimationMode = ONCE_BACKWARDS 13289 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13290 Flags = START_FRAME_LAST 13291 End 13292 TransitionState = UP_SNOW DOWN_DEFAULT 13293 Model = NBSupCent_A4S 13294 Animation = NBSupCent_A4S.NBSupCent_A4S 13295 AnimationMode = ONCE_BACKWARDS 13296 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13297 Flags = START_FRAME_LAST 13298 End 13299 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13300 Model = NBSupCent_A4SN 13301 Animation = NBSupCent_A4SN.NBSupCent_A4SN 13302 AnimationMode = ONCE_BACKWARDS 13303 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13304 Flags = START_FRAME_LAST 13305 End 13306 End 13307 13308 ; ------------ under-construction scaffolding ----------------- 13309 Draw = W3DModelDraw ModuleTag_06 13310 AnimationsRequirePower = No 13311 MinLODRequired = MEDIUM 13312 DefaultConditionState 13313 Model = None 13314 TransitionKey = DOWN_DEFAULT 13315 End 13316 ConditionState = NIGHT 13317 Model = None 13318 TransitionKey = DOWN_DEFAULT 13319 End 13320 ConditionState = SNOW 13321 Model = None 13322 TransitionKey = DOWN_DEFAULT 13323 End 13324 ConditionState = SNOW NIGHT 13325 Model = None 13326 TransitionKey = DOWN_DEFAULT 13327 End 13328 ConditionState = PARTIALLY_CONSTRUCTED 13329 Model = NBSupCent_A6 13330 Animation = NBSupCent_A6.NBSupCent_A6 13331 AnimationMode = MANUAL 13332 Flags = START_FRAME_LAST 13333 TransitionKey = UP_DAY 13334 ParticleSysBone = Dust01 BuildingDustChina 13335 ParticleSysBone = Smoke01 BuildUpSmokeChina 13336 ParticleSysBone = Smoke02 BuildUpSmokeChina 13337 ParticleSysBone = Smoke03 BuildUpSmokeChina 13338 ParticleSysBone = Smoke04 BuildUpSmokeChina 13339 ParticleSysBone = Smoke05 BuildUpSmokeChina 13340 End 13341 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13342 Model = NBSupCent_A6N 13343 Animation = NBSupCent_A6N.NBSupCent_A6N 13344 AnimationMode = MANUAL 13345 Flags = START_FRAME_LAST 13346 TransitionKey = UP_NIGHT 13347 ParticleSysBone = Dust01 BuildingDustChina 13348 ParticleSysBone = Smoke01 BuildUpSmokeChina 13349 ParticleSysBone = Smoke02 BuildUpSmokeChina 13350 ParticleSysBone = Smoke03 BuildUpSmokeChina 13351 ParticleSysBone = Smoke04 BuildUpSmokeChina 13352 ParticleSysBone = Smoke05 BuildUpSmokeChina 13353 End 13354 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13355 Model = NBSupCent_A6S 13356 Animation = NBSupCent_A6S.NBSupCent_A6S 13357 AnimationMode = MANUAL 13358 Flags = START_FRAME_LAST 13359 TransitionKey = UP_SNOW 13360 ParticleSysBone = Dust01 BuildingSnowDust 13361 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13362 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13363 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13364 ParticleSysBone = Smoke04 BuildUpSnowSmoke 13365 ParticleSysBone = Smoke05 BuildUpSnowSmoke 13366 End 13367 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13368 Model = NBSupCent_A6SN 13369 Animation = NBSupCent_A6SN.NBSupCent_A6SN 13370 AnimationMode = MANUAL 13371 Flags = START_FRAME_LAST 13372 TransitionKey = UP_SNOWNIGHT 13373 ParticleSysBone = Dust01 BuildingNightSnowDust 13374 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 13375 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 13376 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 13377 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 13378 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 13379 End 13380 TransitionState = DOWN_DEFAULT UP_DAY 13381 Model = NBSupCent_A6 13382 Animation = NBSupCent_A6.NBSupCent_A6 13383 AnimationMode = ONCE 13384 AnimationSpeedFactorRange = 1.0 1.0 13385 Flags = START_FRAME_FIRST 13386 End 13387 TransitionState = DOWN_DEFAULT UP_NIGHT 13388 Model = NBSupCent_A6N 13389 Animation = NBSupCent_A6N.NBSupCent_A6N 13390 AnimationMode = ONCE 13391 AnimationSpeedFactorRange = 1.0 1.0 13392 Flags = START_FRAME_FIRST 13393 End 13394 TransitionState = DOWN_DEFAULT UP_SNOW 13395 Model = NBSupCent_A6S 13396 Animation = NBSupCent_A6S.NBSupCent_A6S 13397 AnimationMode = ONCE 13398 AnimationSpeedFactorRange = 1.0 1.0 13399 Flags = START_FRAME_FIRST 13400 End 13401 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13402 Model = NBSupCent_A6SN 13403 Animation = NBSupCent_A6SN.NBSupCent_A6SN 13404 AnimationMode = ONCE 13405 AnimationSpeedFactorRange = 1.0 1.0 13406 Flags = START_FRAME_FIRST 13407 End 13408 TransitionState = UP_DAY DOWN_DEFAULT 13409 Model = NBSupCent_A6 13410 Animation = NBSupCent_A6.NBSupCent_A6 13411 AnimationMode = ONCE_BACKWARDS 13412 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13413 Flags = START_FRAME_LAST 13414 End 13415 TransitionState = UP_NIGHT DOWN_DEFAULT 13416 Model = NBSupCent_A6N 13417 Animation = NBSupCent_A6N.NBSupCent_A6N 13418 AnimationMode = ONCE_BACKWARDS 13419 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13420 Flags = START_FRAME_LAST 13421 End 13422 TransitionState = UP_SNOW DOWN_DEFAULT 13423 Model = NBSupCent_A6S 13424 Animation = NBSupCent_A6S.NBSupCent_A6S 13425 AnimationMode = ONCE_BACKWARDS 13426 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13427 Flags = START_FRAME_LAST 13428 End 13429 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13430 Model = NBSupCent_A6SN 13431 Animation = NBSupCent_A6SN.NBSupCent_A6SN 13432 AnimationMode = ONCE_BACKWARDS 13433 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13434 Flags = START_FRAME_LAST 13435 End 13436 End 13437 ; ------------ being-constructed crane ----------------- 13438 Draw = W3DModelDraw ModuleTag_07 13439 AnimationsRequirePower = No 13440 DefaultConditionState 13441 Model = None 13442 TransitionKey = DOWN_DEFAULT 13443 End 13444 ConditionState = NIGHT 13445 Model = None 13446 TransitionKey = DOWN_DEFAULT 13447 End 13448 ConditionState = SNOW 13449 Model = None 13450 TransitionKey = DOWN_DEFAULT 13451 End 13452 ConditionState = SNOW NIGHT 13453 Model = None 13454 TransitionKey = DOWN_DEFAULT 13455 End 13456 ConditionState = SOLD 13457 Model = NONE 13458 End 13459 13460 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13461 Model = NBSupCent_A5 13462 Animation = NBSupCent_A5.NBSupCent_A5 13463 AnimationMode = LOOP 13464 TransitionKey = UP_DAY 13465 End 13466 13467 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13468 Model = NBSupCent_A5N 13469 Animation = NBSupCent_A5N.NBSupCent_A5N 13470 AnimationMode = LOOP 13471 TransitionKey = UP_NIGHT 13472 End 13473 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13474 Model = NBSupCent_A5S 13475 Animation = NBSupCent_A5S.NBSupCent_A5S 13476 AnimationMode = LOOP 13477 TransitionKey = UP_SNOW 13478 End 13479 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13480 Model = NBSupCent_A5SN 13481 Animation = NBSupCent_A5SN.NBSupCent_A5SN 13482 AnimationMode = LOOP 13483 TransitionKey = UP_SNOWNIGHT 13484 End 13485 TransitionState = DOWN_DEFAULT UP_DAY 13486 Model = NBSupCent_AB 13487 Animation = NBSupCent_AB.NBSupCent_AB 13488 AnimationMode = ONCE 13489 AnimationSpeedFactorRange = 1.0 1.0 13490 Flags = START_FRAME_FIRST 13491 End 13492 13493 TransitionState = DOWN_DEFAULT UP_NIGHT 13494 Model = NBSupCent_ABN 13495 Animation = NBSupCent_ABN.NBSupCent_ABN 13496 AnimationMode = ONCE 13497 AnimationSpeedFactorRange = 1.0 1.0 13498 Flags = START_FRAME_FIRST 13499 End 13500 TransitionState = DOWN_DEFAULT UP_SNOW 13501 Model = NBSupCent_ABS 13502 Animation = NBSupCent_ABS.NBSupCent_ABS 13503 AnimationMode = ONCE 13504 AnimationSpeedFactorRange = 1.0 1.0 13505 Flags = START_FRAME_FIRST 13506 End 13507 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13508 Model = NBSupCent_ABSN 13509 Animation = NBSupCent_ABSN.NBSupCent_ABSN 13510 AnimationMode = ONCE 13511 AnimationSpeedFactorRange = 1.0 1.0 13512 Flags = START_FRAME_FIRST 13513 End 13514 TransitionState = UP_DAY DOWN_DEFAULT 13515 Model = NBSupCent_AB 13516 Animation = NBSupCent_AB.NBSupCent_AB 13517 AnimationMode = ONCE_BACKWARDS 13518 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13519 Flags = START_FRAME_LAST 13520 End 13521 TransitionState = UP_NIGHT DOWN_DEFAULT 13522 Model = NBSupCent_ABN 13523 Animation = NBSupCent_ABN.NBSupCent_ABN 13524 AnimationMode = ONCE_BACKWARDS 13525 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13526 Flags = START_FRAME_LAST 13527 End 13528 TransitionState = UP_SNOW DOWN_DEFAULT 13529 Model = NBSupCent_ABS 13530 Animation = NBSupCent_ABS.NBSupCent_ABS 13531 AnimationMode = ONCE_BACKWARDS 13532 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13533 Flags = START_FRAME_LAST 13534 End 13535 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13536 Model = NBSupCent_ABSN 13537 Animation = NBSupCent_ABSN.NBSupCent_ABSN 13538 AnimationMode = ONCE_BACKWARDS 13539 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13540 Flags = START_FRAME_LAST 13541 End 13542 End 13543 PlacementViewAngle = -45 13544 13545 ; ***DESIGN parameters *** 13546 DisplayName = OBJECT:InternetCenter 13547 Side = ChinaInfantryGeneral 13548 EditorSorting = STRUCTURE 13549 BuildCost = 2500 13550 BuildTime = 30.0 ; in seconds 13551 EnergyProduction = 0 13552 CommandSet = Infa_ChinaInternetCenterCommandSetOne 13553 VisionRange = 200.0 ; Shroud clearing distance 13554 ShroudClearingRange = 200 13555 ArmorSet 13556 Conditions = None 13557 Armor = StructureArmorInternetCenter 13558 DamageFX = StructureDamageFXNoShake 13559 End 13560 ExperienceValue = 200 200 200 200 ; Experience point value at each level 13561 13562 Prerequisites 13563 Object = Infa_ChinaWarFactory 13564 End 13565 13566 13567 ;******************************************************************************************************************* 13568 MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** 13569 ;******************************************************************************************************************* 13570 13571 ; *** AUDIO Parameters *** 13572 VoiceSelect = CommandCenterChinaSelect 13573 SoundOnDamaged = BuildingDamagedStateLight 13574 SoundOnReallyDamaged = BuildingDestroy 13575 13576 UnitSpecificSounds 13577 UnderConstruction = UnderConstructionLoop 13578 End 13579 13580 ; *** ENGINEERING Parameters *** 13581 RadarPriority = STRUCTURE 13582 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY CAN_ATTACK FS_INTERNET_CENTER 13583 13584 Body = StructureBody ModuleTag_08 13585 MaxHealth = 2500.0 13586 InitialHealth = 2500.0 13587 13588 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13589 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13590 SubdualDamageCap = 2700 13591 SubdualDamageHealRate = 500 13592 SubdualDamageHealAmount = 100 13593 End 13594 13595 Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives aiHackInternet command to passengers 13596 PassengersAllowedToFire = No 13597 Slots = 8 13598 ScatterNearbyOnExit = No 13599 HealthRegen%PerSec = 10 13600 DamagePercentToUnits = 50% 13601 AllowInsideKindOf = MONEY_HACKER 13602 ExitDelay = 500 13603 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 13604 GoAggressiveOnExit = No ; AI Will tell people to set their mood to Aggressive on exiting 13605 End 13606 13607 Behavior = DestroyDie ModuleTag_12 13608 ;nothing 13609 End 13610 Behavior = CreateObjectDie ModuleTag_13 13611 CreationList = OCL_LargeStructureDebris 13612 End 13613 Behavior = FXListDie ModuleTag_14 13614 DeathFX = FX_StructureMediumDeath 13615 End 13616 13617 Behavior = SpyVisionUpdate ModuleTag_15 13618 NeedsUpgrade = Yes 13619 SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers (No timers means always on) 13620 SpyOnKindof = COMMANDCENTER ; Defaults to ALL 13621 TriggeredBy = Upgrade_ChinaSatelliteHackOne 13622 End 13623 13624 Behavior = SpyVisionUpdate ModuleTag_16 13625 NeedsUpgrade = Yes 13626 SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers 13627 SelfPoweredDuration = 20000 13628 SelfPoweredInterval = 240000 13629 TriggeredBy = Upgrade_ChinaSatelliteHackTwo 13630 End 13631 13632 Behavior = ArmorUpgrade ModuleTag_30 13633 TriggeredBy = Upgrade_ChinaEMPMines 13634 End 13635 Behavior = CommandSetUpgrade ModuleTag_31 13636 CommandSet = Infa_ChinaInternetCenterCommandSetOneUpgrade 13637 TriggeredBy = Upgrade_ChinaMines 13638 13639 CommandSetAlt = Infa_ChinaInternetCenterCommandSetTwoUpgrade 13640 TriggerAlt = Upgrade_ChinaSatelliteHackOne 13641 End 13642 Behavior = CommandSetUpgrade ModuleTag_32 13643 CommandSet = Infa_ChinaInternetCenterCommandSetTwo 13644 TriggeredBy = Upgrade_ChinaSatelliteHackOne 13645 13646 CommandSetAlt = Infa_ChinaInternetCenterCommandSetTwoUpgrade 13647 TriggerAlt = Upgrade_ChinaMines 13648 End 13649 13650 Behavior = ModelConditionUpgrade ModuleTag_18 13651 ConditionFlag = USER_1 13652 TriggeredBy = Upgrade_ChinaSatelliteHackOne 13653 End 13654 13655 Behavior = ModelConditionUpgrade ModuleTag_19 13656 ConditionFlag = USER_2 13657 TriggeredBy = Upgrade_ChinaSatelliteHackTwo 13658 End 13659 13660 Behavior = ProductionUpdate ModuleTag_22 13661 End 13662 13663 Behavior = GenerateMinefieldBehavior ModuleTag_23 13664 TriggeredBy = Upgrade_ChinaMines 13665 MineName = ChinaStandardMine 13666 SmartBorder = Yes 13667 AlwaysCircular = Yes 13668 13669 Upgradable = Yes 13670 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 13671 UpgradedMineName = ChinaEMPMine 13672 End 13673 13674 13675 Behavior = FlammableUpdate ModuleTag_24 13676 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13677 AflameDamageAmount = 5 ; taking this much damage... 13678 AflameDamageDelay = 500 ; this often. 13679 End 13680 13681 Behavior = TransitionDamageFX ModuleTag_25 13682 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 13683 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13684 ;--------------------------------------------------------------------------------------- 13685 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13686 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 13687 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 13688 End 13689 13690 Geometry = BOX 13691 GeometryMajorRadius = 50.0 13692 GeometryMinorRadius = 50.0 13693 GeometryHeight = 36.0 13694 GeometryIsSmall = No 13695 Shadow = SHADOW_VOLUME 13696 BuildCompletion = PLACED_BY_PLAYER 13697 13698 End 13699 13700 13701 13702 13703 13704 13705 ;------------------------------------------------------------------------------ 13706 Object Infa_ChinaBunker 13707 13708 ; *** ART Parameters *** 13709 SelectPortrait = SNSuperBunk_L 13710 ButtonImage = SNSuperBunk 13711 Draw = W3DModelDraw ModuleTag_01 13712 OkToChangeModelColor = Yes 13713 13714 13715 ;day 13716 ConditionState = NONE 13717 Model = NBBunkerI 13718 End 13719 ConditionState = DAMAGED 13720 Model = NBBunkerI_D 13721 ParticleSysBone = Fire01 SmolderingFire 13722 ParticleSysBone = Smoke01 SmolderingSmoke 13723 ParticleSysBone = Fire01 SmolderingFlameCore 13724 ParticleSysBone = Fire02 SmolderingFire 13725 ParticleSysBone = Smoke02 SmolderingSmoke 13726 ParticleSysBone = Fire02 SmolderingFlameCore 13727 End 13728 ConditionState = REALLYDAMAGED RUBBLE 13729 Model = NBBunkerI_E 13730 ParticleSysBone = Fire01 SmolderingFire 13731 ParticleSysBone = Fire01 SmolderingFlameCore 13732 ParticleSysBone = Fire02 SmolderingFire 13733 ParticleSysBone = Fire02 SmolderingFlameCore 13734 ParticleSysBone = Fire03 SmolderingFire 13735 ParticleSysBone = Fire03 SmolderingFlameCore 13736 ParticleSysBone = Fire04 SmolderingFire 13737 ParticleSysBone = Fire04 SmolderingFlameCore 13738 ParticleSysBone = Fire05 SmolderingFire 13739 ParticleSysBone = Fire05 SmolderingFlameCore 13740 ParticleSysBone = Smoke01 SmolderingSmoke 13741 ParticleSysBone = Smoke02 SmolderingSmoke 13742 ParticleSysBone = Smoke03 SmolderingSmoke 13743 ParticleSysBone = Smoke04 SmolderingSmoke 13744 ParticleSysBone = Smoke05 SmolderingSmoke 13745 End 13746 13747 ConditionState = GARRISONED 13748 Model = NBBunkerI_G 13749 End 13750 ConditionState = DAMAGED GARRISONED 13751 Model = NBBunkerI_DG 13752 ParticleSysBone = Fire01 SmolderingFire 13753 ParticleSysBone = Smoke01 SmolderingSmoke 13754 ParticleSysBone = Fire01 SmolderingFlameCore 13755 ParticleSysBone = Fire02 SmolderingFire 13756 ParticleSysBone = Smoke02 SmolderingSmoke 13757 ParticleSysBone = Fire02 SmolderingFlameCore 13758 End 13759 ConditionState = REALLYDAMAGED RUBBLE GARRISONED 13760 Model = NBBunkerI_EG 13761 ParticleSysBone = Fire01 SmolderingFire 13762 ParticleSysBone = Fire01 SmolderingFlameCore 13763 ParticleSysBone = Fire02 SmolderingFire 13764 ParticleSysBone = Fire02 SmolderingFlameCore 13765 ParticleSysBone = Fire03 SmolderingFire 13766 ParticleSysBone = Fire03 SmolderingFlameCore 13767 ParticleSysBone = Fire04 SmolderingFire 13768 ParticleSysBone = Fire04 SmolderingFlameCore 13769 ParticleSysBone = Fire05 SmolderingFire 13770 ParticleSysBone = Fire05 SmolderingFlameCore 13771 ParticleSysBone = Smoke01 SmolderingSmoke 13772 ParticleSysBone = Smoke02 SmolderingSmoke 13773 ParticleSysBone = Smoke03 SmolderingSmoke 13774 ParticleSysBone = Smoke04 SmolderingSmoke 13775 ParticleSysBone = Smoke05 SmolderingSmoke 13776 End 13777 13778 13779 13780 ConditionState = SNOW 13781 Model = NBBunkerI_S 13782 End 13783 ConditionState = DAMAGED SNOW 13784 Model = NBBunkerI_DS 13785 ParticleSysBone = Fire01 SmolderingFire 13786 ParticleSysBone = Smoke01 SmolderingSmoke 13787 ParticleSysBone = Fire01 SmolderingFlameCore 13788 ParticleSysBone = Fire02 SmolderingFire 13789 ParticleSysBone = Smoke02 SmolderingSmoke 13790 ParticleSysBone = Fire02 SmolderingFlameCore 13791 End 13792 ConditionState = REALLYDAMAGED RUBBLE SNOW 13793 Model = NBBunkerI_ES 13794 ParticleSysBone = Fire01 SmolderingFire 13795 ParticleSysBone = Fire01 SmolderingFlameCore 13796 ParticleSysBone = Fire02 SmolderingFire 13797 ParticleSysBone = Fire02 SmolderingFlameCore 13798 ParticleSysBone = Fire03 SmolderingFire 13799 ParticleSysBone = Fire03 SmolderingFlameCore 13800 ParticleSysBone = Fire04 SmolderingFire 13801 ParticleSysBone = Fire04 SmolderingFlameCore 13802 ParticleSysBone = Fire05 SmolderingFire 13803 ParticleSysBone = Fire05 SmolderingFlameCore 13804 ParticleSysBone = Smoke01 SmolderingSmoke 13805 ParticleSysBone = Smoke02 SmolderingSmoke 13806 ParticleSysBone = Smoke03 SmolderingSmoke 13807 ParticleSysBone = Smoke04 SmolderingSmoke 13808 ParticleSysBone = Smoke05 SmolderingSmoke 13809 End 13810 13811 13812 ConditionState = SNOW GARRISONED 13813 Model = NBBunkerI_SG 13814 End 13815 ConditionState = DAMAGED SNOW GARRISONED 13816 Model = NBBunkerI_DSG 13817 ParticleSysBone = Fire01 SmolderingFire 13818 ParticleSysBone = Smoke01 SmolderingSmoke 13819 ParticleSysBone = Fire01 SmolderingFlameCore 13820 ParticleSysBone = Fire02 SmolderingFire 13821 ParticleSysBone = Smoke02 SmolderingSmoke 13822 ParticleSysBone = Fire02 SmolderingFlameCore 13823 End 13824 ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED 13825 Model = NBBunkerI_ESG 13826 ParticleSysBone = Fire01 SmolderingFire 13827 ParticleSysBone = Fire01 SmolderingFlameCore 13828 ParticleSysBone = Fire02 SmolderingFire 13829 ParticleSysBone = Fire02 SmolderingFlameCore 13830 ParticleSysBone = Fire03 SmolderingFire 13831 ParticleSysBone = Fire03 SmolderingFlameCore 13832 ParticleSysBone = Fire04 SmolderingFire 13833 ParticleSysBone = Fire04 SmolderingFlameCore 13834 ParticleSysBone = Fire05 SmolderingFire 13835 ParticleSysBone = Fire05 SmolderingFlameCore 13836 ParticleSysBone = Smoke01 SmolderingSmoke 13837 ParticleSysBone = Smoke02 SmolderingSmoke 13838 ParticleSysBone = Smoke03 SmolderingSmoke 13839 ParticleSysBone = Smoke04 SmolderingSmoke 13840 ParticleSysBone = Smoke05 SmolderingSmoke 13841 End 13842 13843 13844 13845 13846 ;night 13847 ConditionState = NIGHT 13848 Model = NBBunkerI_N 13849 End 13850 ConditionState = DAMAGED NIGHT 13851 Model = NBBunkerI_DN 13852 ParticleSysBone = Fire01 SmolderingFire 13853 ParticleSysBone = Smoke01 SmolderingSmoke 13854 ParticleSysBone = Fire01 SmolderingFlameCore 13855 ParticleSysBone = Fire02 SmolderingFire 13856 ParticleSysBone = Smoke02 SmolderingSmoke 13857 ParticleSysBone = Fire02 SmolderingFlameCore 13858 End 13859 ConditionState = REALLYDAMAGED RUBBLE NIGHT 13860 Model = NBBunkerI_EN 13861 ParticleSysBone = Fire01 SmolderingFire 13862 ParticleSysBone = Fire01 SmolderingFlameCore 13863 ParticleSysBone = Fire02 SmolderingFire 13864 ParticleSysBone = Fire02 SmolderingFlameCore 13865 ParticleSysBone = Fire03 SmolderingFire 13866 ParticleSysBone = Fire03 SmolderingFlameCore 13867 ParticleSysBone = Fire04 SmolderingFire 13868 ParticleSysBone = Fire04 SmolderingFlameCore 13869 ParticleSysBone = Fire05 SmolderingFire 13870 ParticleSysBone = Fire05 SmolderingFlameCore 13871 ParticleSysBone = Smoke01 SmolderingSmoke 13872 ParticleSysBone = Smoke02 SmolderingSmoke 13873 ParticleSysBone = Smoke03 SmolderingSmoke 13874 ParticleSysBone = Smoke04 SmolderingSmoke 13875 ParticleSysBone = Smoke05 SmolderingSmoke 13876 End 13877 13878 ;night 13879 ConditionState = NIGHT GARRISONED 13880 Model = NBBunkerI_NG 13881 End 13882 ConditionState = DAMAGED NIGHT GARRISONED 13883 Model = NBBunkerI_DNG 13884 ParticleSysBone = Fire01 SmolderingFire 13885 ParticleSysBone = Smoke01 SmolderingSmoke 13886 ParticleSysBone = Fire01 SmolderingFlameCore 13887 ParticleSysBone = Fire02 SmolderingFire 13888 ParticleSysBone = Smoke02 SmolderingSmoke 13889 ParticleSysBone = Fire02 SmolderingFlameCore 13890 End 13891 ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED 13892 Model = NBBunkerI_ENG 13893 ParticleSysBone = Fire01 SmolderingFire 13894 ParticleSysBone = Fire01 SmolderingFlameCore 13895 ParticleSysBone = Fire02 SmolderingFire 13896 ParticleSysBone = Fire02 SmolderingFlameCore 13897 ParticleSysBone = Fire03 SmolderingFire 13898 ParticleSysBone = Fire03 SmolderingFlameCore 13899 ParticleSysBone = Fire04 SmolderingFire 13900 ParticleSysBone = Fire04 SmolderingFlameCore 13901 ParticleSysBone = Fire05 SmolderingFire 13902 ParticleSysBone = Fire05 SmolderingFlameCore 13903 ParticleSysBone = Smoke01 SmolderingSmoke 13904 ParticleSysBone = Smoke02 SmolderingSmoke 13905 ParticleSysBone = Smoke03 SmolderingSmoke 13906 ParticleSysBone = Smoke04 SmolderingSmoke 13907 ParticleSysBone = Smoke05 SmolderingSmoke 13908 End 13909 13910 13911 13912 13913 ;night snow 13914 ConditionState = NIGHT SNOW 13915 Model = NBBunkerI_NS 13916 End 13917 ConditionState = DAMAGED NIGHT SNOW 13918 Model = NBBunkerI_DNS 13919 ParticleSysBone = Fire01 SmolderingFire 13920 ParticleSysBone = Smoke01 SmolderingSmoke 13921 ParticleSysBone = Fire01 SmolderingFlameCore 13922 ParticleSysBone = Fire02 SmolderingFire 13923 ParticleSysBone = Smoke02 SmolderingSmoke 13924 ParticleSysBone = Fire02 SmolderingFlameCore 13925 End 13926 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13927 Model = NBBunkerI_ENS 13928 ParticleSysBone = Fire01 SmolderingFire 13929 ParticleSysBone = Fire01 SmolderingFlameCore 13930 ParticleSysBone = Fire02 SmolderingFire 13931 ParticleSysBone = Fire02 SmolderingFlameCore 13932 ParticleSysBone = Fire03 SmolderingFire 13933 ParticleSysBone = Fire03 SmolderingFlameCore 13934 ParticleSysBone = Fire04 SmolderingFire 13935 ParticleSysBone = Fire04 SmolderingFlameCore 13936 ParticleSysBone = Fire05 SmolderingFire 13937 ParticleSysBone = Fire05 SmolderingFlameCore 13938 ParticleSysBone = Smoke01 SmolderingSmoke 13939 ParticleSysBone = Smoke02 SmolderingSmoke 13940 ParticleSysBone = Smoke03 SmolderingSmoke 13941 ParticleSysBone = Smoke04 SmolderingSmoke 13942 ParticleSysBone = Smoke05 SmolderingSmoke 13943 End 13944 13945 13946 ;night snow 13947 ConditionState = NIGHT SNOW GARRISONED 13948 Model = NBBunkerI_NSG 13949 End 13950 ConditionState = DAMAGED NIGHT SNOW GARRISONED 13951 Model = NBBunkerI_DNSG 13952 ParticleSysBone = Fire01 SmolderingFire 13953 ParticleSysBone = Smoke01 SmolderingSmoke 13954 ParticleSysBone = Fire01 SmolderingFlameCore 13955 ParticleSysBone = Fire02 SmolderingFire 13956 ParticleSysBone = Smoke02 SmolderingSmoke 13957 ParticleSysBone = Fire02 SmolderingFlameCore 13958 End 13959 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED 13960 Model = NBBunkerI_ENSG 13961 ParticleSysBone = Fire01 SmolderingFire 13962 ParticleSysBone = Fire01 SmolderingFlameCore 13963 ParticleSysBone = Fire02 SmolderingFire 13964 ParticleSysBone = Fire02 SmolderingFlameCore 13965 ParticleSysBone = Fire03 SmolderingFire 13966 ParticleSysBone = Fire03 SmolderingFlameCore 13967 ParticleSysBone = Fire04 SmolderingFire 13968 ParticleSysBone = Fire04 SmolderingFlameCore 13969 ParticleSysBone = Fire05 SmolderingFire 13970 ParticleSysBone = Fire05 SmolderingFlameCore 13971 ParticleSysBone = Smoke01 SmolderingSmoke 13972 ParticleSysBone = Smoke02 SmolderingSmoke 13973 ParticleSysBone = Smoke03 SmolderingSmoke 13974 ParticleSysBone = Smoke04 SmolderingSmoke 13975 ParticleSysBone = Smoke05 SmolderingSmoke 13976 End 13977 13978 13979 ;************************************************************************************************************************** 13980 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13981 ;for this draw module 13982 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13983 Model = NBBunkerI 13984 ;Animation = NBBunkerI.NBBunkerI 13985 ;AnimationMode = LOOP 13986 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13987 End 13988 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13989 Model = NBBunkerI_D 13990 ;Animation = NBBunkerI_D.NBBunkerI_D 13991 ;AnimationMode = LOOP 13992 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13993 End 13994 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13995 Model = NBBunkerI_E 13996 ;Animation = NBBunkerI_E.NBBunkerI_E 13997 ;AnimationMode = LOOP 13998 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13999 End 14000 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14001 Model = NBBunkerI_N 14002 ;Animation = NBBunkerI_N.NBBunkerI_N 14003 ;AnimationMode = LOOP 14004 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14005 End 14006 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14007 Model = NBBunkerI_DN 14008 ;Animation = NBBunkerI_DN.NBBunkerI_DN 14009 ;AnimationMode = LOOP 14010 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14011 End 14012 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14013 Model = NBBunkerI_EN 14014 ;Animation = NBBunkerI_EN.NBBunkerI_EN 14015 ;AnimationMode = LOOP 14016 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14017 End 14018 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14019 Model = NBBunkerI_S 14020 ;Animation = NBBunkerI_S.NBBunkerI_S 14021 ;AnimationMode = LOOP 14022 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14023 End 14024 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14025 Model = NBBunkerI_DS 14026 ;Animation = NBBunkerI_DS.NBBunkerI_DS 14027 ;AnimationMode = LOOP 14028 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14029 End 14030 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14031 Model = NBBunkerI_ES 14032 ;Animation = NBBunkerI_ES.NBBunkerI_ES 14033 ;AnimationMode = LOOP 14034 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14035 End 14036 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14037 Model = NBBunkerI_NS 14038 ;Animation = NBBunkerI_NS.NBBunkerI_NS 14039 ;AnimationMode = LOOP 14040 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14041 End 14042 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14043 Model = NBBunkerI_DNS 14044 ;Animation = NBBunkerI_DNS.NBBunkerI_DNS 14045 ;AnimationMode = LOOP 14046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14047 End 14048 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14049 Model = NBBunkerI_ENS 14050 ; Animation = NBBunkerI_ENS.NBBunkerI_ENS 14051 ; AnimationMode = LOOP 14052 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14053 End 14054 14055 ConditionState = AWAITING_CONSTRUCTION 14056 Model = NONE 14057 End 14058 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14059 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14060 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14061 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14062 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14063 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14064 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14065 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14066 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14067 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14068 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14069 AliasConditionState = SOLD 14070 AliasConditionState = SOLD DAMAGED 14071 AliasConditionState = SOLD REALLYDAMAGED 14072 AliasConditionState = SOLD NIGHT 14073 AliasConditionState = SOLD NIGHT DAMAGED 14074 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14075 AliasConditionState = SOLD SNOW 14076 AliasConditionState = SOLD SNOW DAMAGED 14077 AliasConditionState = SOLD SNOW REALLYDAMAGED 14078 AliasConditionState = SOLD NIGHT SNOW 14079 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14080 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14081 AliasConditionState = SOLD GARRISONED 14082 AliasConditionState = SOLD DAMAGED GARRISONED 14083 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 14084 AliasConditionState = SOLD NIGHT GARRISONED 14085 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 14086 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 14087 AliasConditionState = SOLD SNOW GARRISONED 14088 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 14089 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 14090 AliasConditionState = SOLD NIGHT SNOW GARRISONED 14091 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 14092 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 14093 ;************************************************************************************************************************** 14094 14095 14096 End 14097 14098 ; ------------ construction-zone fence ----------------- 14099 Draw = W3DModelDraw ModuleTag_02 14100 AnimationsRequirePower = No 14101 DefaultConditionState 14102 Model = None 14103 TransitionKey = DOWN_DEFAULT 14104 End 14105 ConditionState = NIGHT 14106 Model = None 14107 TransitionKey = DOWN_DEFAULT 14108 End 14109 ConditionState = SNOW 14110 Model = None 14111 TransitionKey = DOWN_DEFAULT 14112 End 14113 ConditionState = SNOW NIGHT 14114 Model = None 14115 TransitionKey = DOWN_DEFAULT 14116 End 14117 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14118 Model = NBBunker_A4 14119 Animation = NBBunker_A4.NBBunker_A4 14120 AnimationMode = MANUAL 14121 Flags = START_FRAME_LAST 14122 TransitionKey = UP_DAY 14123 End 14124 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14125 Model = NBBunker_A4N 14126 Animation = NBBunker_A4N.NBBunker_A4N 14127 AnimationMode = MANUAL 14128 Flags = START_FRAME_LAST 14129 TransitionKey = UP_NIGHT 14130 End 14131 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14132 Model = NBBunker_A4S 14133 Animation = NBBunker_A4S.NBBunker_A4S 14134 AnimationMode = MANUAL 14135 Flags = START_FRAME_LAST 14136 TransitionKey = UP_SNOW 14137 End 14138 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14139 Model = NBBunker_A4SN 14140 Animation = NBBunker_A4SN.NBBunker_A4SN 14141 AnimationMode = MANUAL 14142 Flags = START_FRAME_LAST 14143 TransitionKey = UP_SNOWNIGHT 14144 End 14145 TransitionState = DOWN_DEFAULT UP_DAY 14146 Model = NBBunker_A4 14147 Animation = NBBunker_A4.NBBunker_A4 14148 AnimationMode = ONCE 14149 AnimationSpeedFactorRange = 1.0 1.0 14150 Flags = START_FRAME_FIRST 14151 End 14152 TransitionState = DOWN_DEFAULT UP_NIGHT 14153 Model = NBBunker_A4N 14154 Animation = NBBunker_A4N.NBBunker_A4N 14155 AnimationMode = ONCE 14156 AnimationSpeedFactorRange = 1.0 1.0 14157 Flags = START_FRAME_FIRST 14158 End 14159 TransitionState = DOWN_DEFAULT UP_SNOW 14160 Model = NBBunker_A4S 14161 Animation = NBBunker_A4S.NBBunker_A4S 14162 AnimationMode = ONCE 14163 AnimationSpeedFactorRange = 1.0 1.0 14164 Flags = START_FRAME_FIRST 14165 End 14166 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14167 Model = NBBunker_A4SN 14168 Animation = NBBunker_A4SN.NBBunker_A4SN 14169 AnimationMode = ONCE 14170 AnimationSpeedFactorRange = 1.0 1.0 14171 Flags = START_FRAME_FIRST 14172 End 14173 TransitionState = UP_DAY DOWN_DEFAULT 14174 Model = NBBunker_A4 14175 Animation = NBBunker_A4.NBBunker_A4 14176 AnimationMode = ONCE_BACKWARDS 14177 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14178 Flags = START_FRAME_LAST 14179 End 14180 TransitionState = UP_NIGHT DOWN_DEFAULT 14181 Model = NBBunker_A4N 14182 Animation = NBBunker_A4N.NBBunker_A4N 14183 AnimationMode = ONCE_BACKWARDS 14184 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14185 Flags = START_FRAME_LAST 14186 End 14187 TransitionState = UP_SNOW DOWN_DEFAULT 14188 Model = NBBunker_A4S 14189 Animation = NBBunker_A4S.NBBunker_A4S 14190 AnimationMode = ONCE_BACKWARDS 14191 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14192 Flags = START_FRAME_LAST 14193 End 14194 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14195 Model = NBBunker_A4SN 14196 Animation = NBBunker_A4SN.NBBunker_A4SN 14197 AnimationMode = ONCE_BACKWARDS 14198 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14199 Flags = START_FRAME_LAST 14200 End 14201 End 14202 14203 ; ------------ under-construction scaffolding ----------------- 14204 Draw = W3DModelDraw ModuleTag_03 14205 AnimationsRequirePower = No 14206 MinLODRequired = MEDIUM 14207 DefaultConditionState 14208 Model = None 14209 TransitionKey = DOWN_DEFAULT 14210 End 14211 ConditionState = NIGHT 14212 Model = None 14213 TransitionKey = DOWN_DEFAULT 14214 End 14215 ConditionState = SNOW 14216 Model = None 14217 TransitionKey = DOWN_DEFAULT 14218 End 14219 ConditionState = SNOW NIGHT 14220 Model = None 14221 TransitionKey = DOWN_DEFAULT 14222 End 14223 ConditionState = PARTIALLY_CONSTRUCTED 14224 Model = NBBunker_A6 14225 Animation = NBBunker_A6.NBBunker_A6 14226 AnimationMode = MANUAL 14227 Flags = START_FRAME_LAST 14228 TransitionKey = UP_DAY 14229 ParticleSysBone = Smoke01 BuildUpSmokeChina 14230 ParticleSysBone = Smoke02 BuildUpSmokeChina 14231 ParticleSysBone = Smoke03 BuildUpSmokeChina 14232 ParticleSysBone = Smoke04 BuildUpSmokeChina 14233 End 14234 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14235 Model = NBBunker_A6N 14236 Animation = NBBunker_A6N.NBBunker_A6N 14237 AnimationMode = MANUAL 14238 Flags = START_FRAME_LAST 14239 TransitionKey = UP_NIGHT 14240 ParticleSysBone = Smoke01 BuildUpSmokeChina 14241 ParticleSysBone = Smoke02 BuildUpSmokeChina 14242 ParticleSysBone = Smoke03 BuildUpSmokeChina 14243 ParticleSysBone = Smoke04 BuildUpSmokeChina 14244 End 14245 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14246 Model = NBBunker_A6S 14247 Animation = NBBunker_A6S.NBBunker_A6S 14248 AnimationMode = MANUAL 14249 Flags = START_FRAME_LAST 14250 TransitionKey = UP_SNOW 14251 ParticleSysBone = Smoke01 BuildUpSnowSmoke 14252 ParticleSysBone = Smoke02 BuildUpSnowSmoke 14253 ParticleSysBone = Smoke03 BuildUpSnowSmoke 14254 ParticleSysBone = Smoke04 BuildUpSnowSmoke 14255 End 14256 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14257 Model = NBBunker_A6SN 14258 Animation = NBBunker_A6SN.NBBunker_A6SN 14259 AnimationMode = MANUAL 14260 Flags = START_FRAME_LAST 14261 TransitionKey = UP_SNOWNIGHT 14262 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 14263 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 14264 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 14265 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 14266 End 14267 TransitionState = DOWN_DEFAULT UP_DAY 14268 Model = NBBunker_A6 14269 Animation = NBBunker_A6.NBBunker_A6 14270 AnimationMode = ONCE 14271 AnimationSpeedFactorRange = 1.0 1.0 14272 Flags = START_FRAME_FIRST 14273 End 14274 TransitionState = DOWN_DEFAULT UP_NIGHT 14275 Model = NBBunker_A6N 14276 Animation = NBBunker_A6N.NBBunker_A6N 14277 AnimationMode = ONCE 14278 AnimationSpeedFactorRange = 1.0 1.0 14279 Flags = START_FRAME_FIRST 14280 End 14281 TransitionState = DOWN_DEFAULT UP_SNOW 14282 Model = NBBunker_A6S 14283 Animation = NBBunker_A6S.NBBunker_A6S 14284 AnimationMode = ONCE 14285 AnimationSpeedFactorRange = 1.0 1.0 14286 Flags = START_FRAME_FIRST 14287 End 14288 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14289 Model = NBBunker_A6SN 14290 Animation = NBBunker_A6SN.NBBunker_A6SN 14291 AnimationMode = ONCE 14292 AnimationSpeedFactorRange = 1.0 1.0 14293 Flags = START_FRAME_FIRST 14294 End 14295 TransitionState = UP_DAY DOWN_DEFAULT 14296 Model = NBBunker_A6 14297 Animation = NBBunker_A6.NBBunker_A6 14298 AnimationMode = ONCE_BACKWARDS 14299 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14300 Flags = START_FRAME_LAST 14301 End 14302 TransitionState = UP_NIGHT DOWN_DEFAULT 14303 Model = NBBunker_A6N 14304 Animation = NBBunker_A6N.NBBunker_A6N 14305 AnimationMode = ONCE_BACKWARDS 14306 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14307 Flags = START_FRAME_LAST 14308 End 14309 TransitionState = UP_SNOW DOWN_DEFAULT 14310 Model = NBBunker_A6S 14311 Animation = NBBunker_A6S.NBBunker_A6S 14312 AnimationMode = ONCE_BACKWARDS 14313 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14314 Flags = START_FRAME_LAST 14315 End 14316 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14317 Model = NBBunker_A6SN 14318 Animation = NBBunker_A6SN.NBBunker_A6SN 14319 AnimationMode = ONCE_BACKWARDS 14320 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14321 Flags = START_FRAME_LAST 14322 End 14323 End 14324 14325 ; ------------ being-constructed crane ----------------- 14326 Draw = W3DModelDraw ModuleTag_04 14327 AnimationsRequirePower = No 14328 DefaultConditionState 14329 Model = None 14330 TransitionKey = DOWN_DEFAULT 14331 End 14332 ConditionState = NIGHT 14333 Model = None 14334 TransitionKey = DOWN_DEFAULT 14335 End 14336 ConditionState = SNOW 14337 Model = None 14338 TransitionKey = DOWN_DEFAULT 14339 End 14340 ConditionState = SNOW NIGHT 14341 Model = None 14342 TransitionKey = DOWN_DEFAULT 14343 End 14344 ConditionState = SOLD 14345 Model = NONE 14346 End 14347 14348 ConditionState = ACTIVELY_BEING_CONSTRUCTED 14349 Model = NBBunker_A5 14350 Animation = NBBunker_A5.NBBunker_A5 14351 AnimationMode = LOOP 14352 TransitionKey = UP_DAY 14353 End 14354 14355 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 14356 Model = NBBunker_A5N 14357 Animation = NBBunker_A5N.NBBunker_A5N 14358 AnimationMode = LOOP 14359 TransitionKey = UP_NIGHT 14360 End 14361 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 14362 Model = NBBunker_A5S 14363 Animation = NBBunker_A5S.NBBunker_A5S 14364 AnimationMode = LOOP 14365 TransitionKey = UP_SNOW 14366 End 14367 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 14368 Model = NBBunker_A5SN 14369 Animation = NBBunker_A5SN.NBBunker_A5SN 14370 AnimationMode = LOOP 14371 TransitionKey = UP_SNOWNIGHT 14372 End 14373 TransitionState = DOWN_DEFAULT UP_DAY 14374 Model = NBBunker_AB 14375 Animation = NBBunker_AB.NBBunker_AB 14376 AnimationMode = ONCE 14377 AnimationSpeedFactorRange = 1.0 1.0 14378 Flags = START_FRAME_FIRST 14379 End 14380 14381 TransitionState = DOWN_DEFAULT UP_NIGHT 14382 Model = NBBunker_ABN 14383 Animation = NBBunker_ABN.NBBunker_ABN 14384 AnimationMode = ONCE 14385 AnimationSpeedFactorRange = 1.0 1.0 14386 Flags = START_FRAME_FIRST 14387 End 14388 TransitionState = DOWN_DEFAULT UP_SNOW 14389 Model = NBBunker_ABS 14390 Animation = NBBunker_ABS.NBBunker_ABS 14391 AnimationMode = ONCE 14392 AnimationSpeedFactorRange = 1.0 1.0 14393 Flags = START_FRAME_FIRST 14394 End 14395 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14396 Model = NBBunker_ABSN 14397 Animation = NBBunker_ABSN.NBBunker_ABSN 14398 AnimationMode = ONCE 14399 AnimationSpeedFactorRange = 1.0 1.0 14400 Flags = START_FRAME_FIRST 14401 End 14402 TransitionState = UP_DAY DOWN_DEFAULT 14403 Model = NBBunker_AB 14404 Animation = NBBunker_AB.NBBunker_AB 14405 AnimationMode = ONCE_BACKWARDS 14406 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14407 Flags = START_FRAME_LAST 14408 End 14409 TransitionState = UP_NIGHT DOWN_DEFAULT 14410 Model = NBBunker_ABN 14411 Animation = NBBunker_ABN.NBBunker_ABN 14412 AnimationMode = ONCE_BACKWARDS 14413 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14414 Flags = START_FRAME_LAST 14415 End 14416 TransitionState = UP_SNOW DOWN_DEFAULT 14417 Model = NBBunker_ABS 14418 Animation = NBBunker_ABS.NBBunker_ABS 14419 AnimationMode = ONCE_BACKWARDS 14420 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14421 Flags = START_FRAME_LAST 14422 End 14423 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14424 Model = NBBunker_ABSN 14425 Animation = NBBunker_ABSN.NBBunker_ABSN 14426 AnimationMode = ONCE_BACKWARDS 14427 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14428 Flags = START_FRAME_LAST 14429 End 14430 End 14431 14432 PlacementViewAngle = -135 14433 14434 ; ***DESIGN parameters *** ;rto look here 14435 DisplayName = OBJECT:Infa_Bunker 14436 Side = ChinaInfantryGeneral 14437 EditorSorting = STRUCTURE 14438 Prerequisites 14439 Object = Infa_ChinaBarracks 14440 End 14441 BuildCost = 700 14442 BuildTime = 8.0 ; in seconds 14443 EnergyProduction = 0 14444 VisionRange = 300.0 ; Shroud clearing distance 14445 ShroudClearingRange = 200 14446 ArmorSet 14447 Conditions = None 14448 Armor = StructureArmorTough 14449 DamageFX = StructureDamageFXNoShake 14450 End 14451 CommandSet = Infa_ChinaBunkerCommandSetUpgrade 14452 14453 ; *** AUDIO Parameters *** 14454 VoiceSelect = BunkerSelect 14455 SoundOnDamaged = BuildingDamagedStateLight 14456 SoundOnReallyDamaged = BuildingDestroy 14457 14458 UnitSpecificSounds 14459 UnderConstruction = UnderConstructionLoop 14460 End 14461 14462 ; *** ENGINEERING Parameters *** 14463 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE 14464 Body = StructureBody ModuleTag_05 14465 MaxHealth = 1000.0 14466 InitialHealth = 1000.0 14467 14468 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14469 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14470 SubdualDamageCap = 1200 14471 SubdualDamageHealRate = 500 14472 SubdualDamageHealAmount = 100 14473 End 14474 ; Behavior = FXListDie ModuleTag_07 14475 ; DeathFX = FX_SmallStructureDeath 14476 ; End 14477 14478 ExperienceValue = 20 20 20 20 ; Experience point value at each level 14479 14480 Behavior = GarrisonContain ModuleTag_08 14481 ContainMax = 10 14482 EnterSound = GarrisonEnter 14483 ExitSound = GarrisonExit 14484 ImmuneToClearBuildingAttacks = Yes 14485 End 14486 14487 Behavior = GenerateMinefieldBehavior ModuleTag_09 14488 TriggeredBy = Upgrade_ChinaMines 14489 MineName = ChinaStandardMine 14490 SmartBorder = Yes 14491 AlwaysCircular = Yes 14492 14493 Upgradable = Yes 14494 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 14495 UpgradedMineName = ChinaEMPMine 14496 End 14497 14498 Behavior = ProductionUpdate ModuleTag_10 14499 ; nothing, but is required if we have any Object-level Upgrades! 14500 End 14501 14502 Behavior = GrantUpgradeCreate ModuleTag_11 14503 UpgradeToGrant = Upgrade_ChinaMines 14504 ExemptStatus = UNDER_CONSTRUCTION 14505 End 14506 14507 Behavior = FlammableUpdate ModuleTag_12 14508 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14509 AflameDamageAmount = 5 ; taking this much damage... 14510 AflameDamageDelay = 500 ; this often. 14511 End 14512 14513 Behavior = CreateObjectDie ModuleTag_13 14514 CreationList = OCL_LargeStructureDebris 14515 End 14516 Behavior = FXListDie ModuleTag_14 14517 DeathFX = FX_StructureSmallDeath 14518 End 14519 Behavior = DestroyDie ModuleTag_06 14520 ;nothing 14521 End 14522 14523 Behavior = TransitionDamageFX ModuleTag_15 14524 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 14525 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14526 ;--------------------------------------------------------------------------------------- 14527 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14528 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14529 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14530 End 14531 14532 Behavior = CommandSetUpgrade ModuleTag_25 14533 CommandSet = Infa_ChinaBunkerCommandSetUpgrade 14534 TriggeredBy = Upgrade_ChinaMines 14535 End 14536 Behavior = ArmorUpgrade ModuleTag_26 14537 TriggeredBy = Upgrade_ChinaEMPMines 14538 End 14539 14540 14541 Geometry = BOX 14542 GeometryMajorRadius = 16.0 14543 GeometryMinorRadius = 16.0 14544 GeometryHeight = 20.0 14545 GeometryIsSmall = No 14546 Shadow = SHADOW_VOLUME 14547 BuildCompletion = PLACED_BY_PLAYER 14548 14549 End 14550 14551 14552 14553 14554 14555 14556 14557 14558 14559 14560 14561 14562 14563 14564 14565 14566 14567 14568 14569 14570 14571 14572 14573 14574 14575 14576 14577 14578 14579 14580 14581 14582 14583 14584 14585 14586 14587 14588 14589 14590 14591 14592 14593 14594 14595 14596 14597 14598 14599 14600 14601 14602 14603 ;------------------¸ÄΪÕì²ì±ø------------------------------------------------------------ 14604 Object Infa_ChinaInfantryMiniGunner 14605 14606 ; *** ART Parameters *** 14607 SelectPortrait = T9 14608 ButtonImage = T9 14609 14610 UpgradeCameo1 = Upgrade_Nationalism 14611 UpgradeCameo2 = Upgrade_GLACamouflage 14612 ;UpgradeCameo3 = NONE 14613 ;UpgradeCameo4 = NONE 14614 ;UpgradeCameo5 = NONE 14615 14616 Draw = W3DModelDraw ModuleTag_01 14617 14618 OkToChangeModelColor = Yes 14619 14620 ; this says "we don't use these condition states at all, so completely 14621 ; ignore them for purposes of matchmaking"... this is useful to help 14622 ; reduce the number of AliasConditionState clauses you must add in 14623 ; order to avoid ambiguity in some cases. 14624 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 14625 14626 ; ------- Standing-Around Animations 14627 14628 DefaultConditionState 14629 Model = NICNSCI_SKN 14630 IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 14631 IdleAnimation = NICNSC_SKL.NICNSC_IDA 14632 IdleAnimation = NICNSC_SKL.NICNSC_IDB 14633 AnimationMode = ONCE 14634 WeaponFireFXBone = PRIMARY Muzzle 14635 WeaponMuzzleFlash = PRIMARY MuzzleFX 14636 TransitionKey = TRANS_Stand 14637 End 14638 14639 ConditionState = REALLYDAMAGED 14640 IdleAnimation = NICNSC_SKL.NICNSC_STB 14641 AnimationMode = ONCE 14642 TransitionKey = TRANS_StandDamaged 14643 End 14644 14645 ; ------- Machine Gun Animations 14646 14647 ConditionState = USING_WEAPON_A 14648 Animation = NICNSC_SKL.NICNSC_ATA 14649 AnimationMode = LOOP 14650 TransitionKey = TRANS_Firing 14651 End 14652 14653 ConditionState = USING_WEAPON_A REALLYDAMAGED 14654 Animation = NICNSC_SKL.NICNSC_ATC 14655 AnimationMode = LOOP 14656 TransitionKey = TRANS_FiringDamaged 14657 End 14658 14659 ConditionState = USING_WEAPON_B 14660 Animation = NICNSC_SKL.NICNSC_ATA2 14661 AnimationMode = LOOP 14662 ; TransitionKey = TRANS_Firing 14663 End 14664 14665 ConditionState = USING_WEAPON_B REALLYDAMAGED 14666 Animation = NICNSC_SKL.NICNSC_ATC2 14667 AnimationMode = LOOP 14668 ; TransitionKey = TRANS_FiringDamaged 14669 End 14670 14671 ; ------- Firing-related Transitions 14672 14673 TransitionState = TRANS_Firing TRANS_FiringDamaged 14674 Animation = NICNSC_SKL.NICNSC_AA2AC 14675 AnimationMode = ONCE 14676 End 14677 14678 TransitionState = TRANS_Stand TRANS_Firing 14679 Animation = NICNSC_SKL.NICNSC_SA2AA 14680 AnimationMode = ONCE 14681 End 14682 14683 TransitionState = TRANS_Firing TRANS_Stand 14684 Animation = NICNSC_SKL.NICNSC_AA2SA 14685 AnimationMode = ONCE 14686 End 14687 14688 TransitionState = TRANS_StandDamaged TRANS_FiringDamaged 14689 Animation = NICNSC_SKL.NICNSC_ATCST 14690 AnimationMode = ONCE 14691 End 14692 14693 TransitionState = TRANS_FiringDamaged TRANS_StandDamaged 14694 Animation = NICNSC_SKL.NICNSC_ATCED 14695 AnimationMode = ONCE 14696 End 14697 14698 14699 ; ------------- Damage Transitions -------------------- 14700 TransitionState = TRANS_StandDamaged TRANS_RunDamaged 14701 Animation = NICNSC_SKL.NICNSC_AA2AC 14702 AnimationMode = ONCE 14703 AnimationSpeedFactorRange = 2 2 14704 End 14705 TransitionState = TRANS_RunDamaged TRANS_StandDamaged 14706 Animation = NICNSC_SKL.NICNSC_AA2AC 14707 AnimationMode = ONCE_BACKWARDS 14708 AnimationSpeedFactorRange = 2 2 14709 Flags = START_FRAME_LAST 14710 End 14711 TransitionState = TRANS_Stand TRANS_StandDamaged 14712 Animation = NICNSC_SKL.NICNSC_AA2SA 14713 AnimationMode = ONCE_BACKWARDS 14714 AnimationSpeedFactorRange = 4 5 14715 Flags = START_FRAME_LAST 14716 End 14717 14718 14719 14720 14721 ; ------- Bayonet Animations 14722 14723 ConditionState = PREATTACK_C 14724 Animation = NICNSC_SKL.NICNSC_ATB1 14725 AnimationMode = ONCE 14726 TransitionKey = TRANS_Stab 14727 End 14728 AliasConditionState = PREATTACK_C MOVING 14729 AliasConditionState = PREATTACK_C FIRING_C 14730 AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_C 14731 14732 ConditionState = FIRING_C 14733 Animation = NICNSC_SKL.NICNSC_ATB2 14734 AnimationMode = ONCE 14735 ; this is basically a trick: this guy has a nontrivial animation for firing, 14736 ; and a long recycle time between shots. we want him to finish his fire animation 14737 ; (unless he's ordered to do something else), so this is just a handy trick that 14738 ; says, "if the previous state had this transition key, allow it to finish before 14739 ; switching to us, if possible". 14740 WaitForStateToFinishIfPossible = TRANS_Stab 14741 End 14742 AliasConditionState = BETWEEN_FIRING_SHOTS_C 14743 AliasConditionState = RELOADING_C 14744 14745 ; ------- Parachuting Animations 14746 14747 ConditionState = FREEFALL 14748 Animation = NICNSC_SKL.NICNSC_POP 14749 AnimationMode = MANUAL 14750 Flags = START_FRAME_FIRST 14751 TransitionKey = TRANS_Falling 14752 End 14753 AliasConditionState = FREEFALL REALLYDAMAGED 14754 AliasConditionState = FREEFALL DYING 14755 14756 ConditionState = PARACHUTING 14757 Animation = NICNSC_SKL.NICNSC_PHG 14758 AnimationMode = LOOP 14759 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 14760 TransitionKey = TRANS_Chute 14761 End 14762 AliasConditionState = PARACHUTING REALLYDAMAGED 14763 AliasConditionState = PARACHUTING DYING 14764 14765 TransitionState = TRANS_Falling TRANS_Chute 14766 Animation = NICNSC_SKL.NICNSC_POP 14767 AnimationMode = ONCE 14768 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 14769 End 14770 14771 TransitionState = TRANS_Chute TRANS_Stand 14772 Animation = NICNSC_SKL.NICNSC_PTD 14773 AnimationMode = ONCE 14774 End 14775 14776 ; ------- Movement Animations 14777 14778 ConditionState = MOVING 14779 Animation = NICNSC_SKL.NICNSC_RNA 26 14780 AnimationMode = LOOP 14781 Flags = RANDOMSTART 14782 TransitionKey = None 14783 ParticleSysBone = None InfantryDustTrails 14784 End 14785 AliasConditionState = MOVING ATTACKING 14786 14787 ConditionState = MOVING REALLYDAMAGED 14788 Animation = NICNSC_SKL.NICNSC_RNB 28 14789 AnimationMode = LOOP 14790 Flags = RANDOMSTART 14791 TransitionKey = TRANS_RunDamaged 14792 TransitionKey = None 14793 End 14794 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 14795 14796 ; ------- Bldg-capture 14797 14798 ConditionState = UNPACKING 14799 Model = NICNSC_F_SKN 14800 Animation = NICNSC_F_SKL.NICNSC_F_FDP1 14801 AnimationMode = ONCE 14802 End 14803 AliasConditionState = UNPACKING REALLYDAMAGED 14804 14805 ConditionState = RAISING_FLAG 14806 Model = NICNSC_F_SKN 14807 Animation = NICNSC_F_SKL.NICNSC_F_FDP2 14808 AnimationMode = ONCE 14809 TransitionKey = TRANS_Raising 14810 End 14811 AliasConditionState = RAISING_FLAG REALLYDAMAGED 14812 14813 ConditionState = PACKING 14814 Model = NICNSC_F_SKN 14815 Animation = NICNSC_F_SKL.NICNSC_F_FDP1 14816 AnimationMode = ONCE_BACKWARDS 14817 Flags = START_FRAME_LAST 14818 TransitionKey = TRANS_Packing 14819 End 14820 AliasConditionState = PACKING REALLYDAMAGED 14821 14822 TransitionState = TRANS_Raising TRANS_Packing 14823 Model = NICNSC_F_SKN 14824 Animation = NICNSC_F_SKL.NICNSC_F_FDP2 14825 AnimationMode = ONCE_BACKWARDS 14826 Flags = START_FRAME_LAST 14827 End 14828 14829 ; ------- Dying Animations 14830 14831 ConditionState = DYING 14832 Animation = NICNSC_SKL.NICNSC_DTA 14833 Animation = NICNSC_SKL.NICNSC_DTB 14834 AnimationMode = ONCE 14835 TransitionKey = TRANS_Dying 14836 End 14837 14838 TransitionState = TRANS_Dying TRANS_Flailing 14839 Animation = NICNSC_SKL.NICNSC_ATDE1 14840 AnimationMode = ONCE 14841 End 14842 14843 ConditionState = DYING EXPLODED_FLAILING 14844 Animation = NICNSC_SKL.NICNSC_ATDE2 14845 AnimationMode = LOOP 14846 TransitionKey = TRANS_Flailing 14847 End 14848 14849 ConditionState = DYING EXPLODED_BOUNCING 14850 Animation = NICNSC_SKL.NICNSC_ATDE3 14851 AnimationMode = ONCE 14852 TransitionKey = None 14853 End 14854 14855 ; ------- Misc Animations 14856 14857 ConditionState = SPECIAL_CHEERING 14858 Animation = NICNSC_SKL.NICNSC_CHA 14859 AnimationMode = LOOP 14860 End 14861 14862 End 14863 14864 ; ***DESIGN parameters *** 14865 DisplayName = OBJECT:MiniGunner 14866 Side = ChinaInfantryGeneral 14867 EditorSorting = INFANTRY 14868 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 14869 WeaponSet 14870 Conditions = None 14871 Weapon = PRIMARY Infa_MiniGunnerGun 14872 Weapon = SECONDARY Infa_MiniGunnerGunAir 14873 PreferredAgainst = SECONDARY AIRCRAFT 14874 End 14875 ArmorSet 14876 Conditions = None 14877 Armor = InfGen_HumanArmor 14878 DamageFX = InfantryDamageFX 14879 End 14880 ArmorSet 14881 Conditions = PLAYER_UPGRADE 14882 Armor = HazMatHumanArmor 14883 DamageFX = InfantryDamageFX 14884 End 14885 VisionRange = 100 14886 ShroudClearingRange = 200 14887 Prerequisites 14888 Object = Infa_ChinaBarracks 14889 End 14890 BuildCost = 350 14891 BuildTime = 10.0 ;in seconds 14892 14893 ExperienceValue = 5 5 10 20 ;Experience point value at each level 14894 ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level 14895 IsTrainable = Yes ;Can gain experience 14896 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14897 CommandSet = Infa_ChinaInfantryMiniGunnerCommandSet 14898 14899 ; *** AUDIO Parameters *** 14900 VoiceSelect = RedMinigunnerVoiceSelect 14901 VoiceMove = RedGuardVoiceMove 14902 VoiceGuard = RedGuardVoiceMove 14903 VoiceAttack = RedMinigunnerVoiceAttack 14904 VoiceGroupSelect = BattleCrySound 14905 VoiceFear = RedGuardVoiceFear 14906 VoiceTaskComplete = RedGuardVoiceCaptureComplete 14907 UnitSpecificSounds 14908 VoiceMelee = RedGuardVoiceAttackBayonet 14909 VoiceGarrison = RedGuardVoiceGarrison 14910 VoiceCreate = RedMinigunnerVoiceCreate 14911 VoiceSubdue = RedGuardVoiceSubdue 14912 VoiceEnter = RedGuardVoiceMove 14913 VoiceEnterHostile = RedGuardVoiceMove 14914 VoiceGetHealed = RedGuardVoiceMove 14915 End 14916 14917 ; *** ENGINEERING Parameters *** 14918 RadarPriority = UNIT 14919 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE 14920 14921 Body = ActiveBody ModuleTag_02 14922 MaxHealth = 120.0 14923 InitialHealth = 120.0 14924 End 14925 14926 Behavior = VeterancyGainCreate ModuleTag_03 14927 StartingLevel = VETERAN 14928 End 14929 14930 Behavior = VeterancyGainCreate ModuleTag_08 14931 StartingLevel = ELITE 14932 ScienceRequired = Infa_SCIENCE_RedGuardTraining 14933 End 14934 14935 Behavior = AIUpdateInterface ModuleTag_04 14936 AutoAcquireEnemiesWhenIdle = Yes 14937 End 14938 14939 Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit. 14940 End 14941 14942 Locomotor = SET_NORMAL RedguardLocomotor 14943 14944 Behavior = HordeUpdate ModuleTag_06 14945 RubOffRadius = 100 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 14946 UpdateRate = 1000 ; how often to recheck horde status (msec) 14947 Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 14948 KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness 14949 AlliesOnly = Yes ; do we only count allies towards horde status? 14950 ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) 14951 Count = 5 ; how many units must be within Radius to grant us horde-ness 14952 Action = HORDE ; when horde-ing, grant us the HORDE bonus 14953 End 14954 Behavior = PhysicsBehavior ModuleTag_07 14955 Mass = 5.0 14956 End 14957 14958 ; --- begin Death modules --- 14959 Behavior = SlowDeathBehavior ModuleTag_Death01 14960 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 14961 SinkDelay = 3000 14962 SinkRate = 0.5 ; in Dist/Sec 14963 DestructionDelay = 8000 14964 FX = INITIAL FX_RedGuardDie 14965 End 14966 Behavior = SlowDeathBehavior ModuleTag_Death02 14967 DeathTypes = NONE +CRUSHED +SPLATTED 14968 SinkDelay = 3000 14969 SinkRate = 0.5 ; in Dist/Sec 14970 DestructionDelay = 8000 14971 FX = INITIAL FX_GIDieCrushed 14972 End 14973 Behavior = SlowDeathBehavior ModuleTag_Death03 14974 DeathTypes = NONE +EXPLODED 14975 SinkDelay = 3000 14976 SinkRate = 0.5 ; in Dist/Sec 14977 DestructionDelay = 8000 14978 FX = INITIAL FX_RedGuardDie 14979 FlingForce = 8 14980 FlingForceVariance = 3 14981 FlingPitch = 60 14982 FlingPitchVariance = 10 14983 End 14984 Behavior = SlowDeathBehavior ModuleTag_Death04 14985 DeathTypes = NONE +BURNED 14986 DestructionDelay = 0 14987 FX = INITIAL FX_DieByFireChina 14988 OCL = INITIAL OCL_FlamingInfantry 14989 End 14990 Behavior = SlowDeathBehavior ModuleTag_Death05 14991 DeathTypes = NONE +POISONED 14992 DestructionDelay = 0 14993 FX = INITIAL FX_DieByToxinChina 14994 OCL = INITIAL OCL_ToxicInfantry 14995 End 14996 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 14997 DeathTypes = NONE +POISONED_BETA 14998 DestructionDelay = 0 14999 FX = INITIAL FX_DieByToxinChina 15000 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15001 End 15002 15003 Behavior = SlowDeathBehavior ModuleTag_Death07 15004 DeathTypes = NONE +POISONED_GAMMA 15005 DestructionDelay = 0 15006 FX = INITIAL FX_DieByToxinChina 15007 OCL = INITIAL OCL_ToxicInfantryGamma 15008 End 15009 ; --- end Death modules --- 15010 15011 Behavior = PoisonedBehavior ModuleTag_15 15012 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15013 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15014 End 15015 15016 Behavior = SpecialAbility ModuleTag_16 15017 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 15018 UpdateModuleStartsAttack = Yes 15019 StartsPaused = Yes 15020 InitiateSound = RedGuardVoiceCapture 15021 End 15022 Behavior = SpecialAbilityUpdate ModuleTag_17 15023 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 15024 StartAbilityRange = 5.0 15025 UnpackTime = 3000 ; (changing this will scale anim speed) 15026 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 15027 PackTime = 2000 ; (changing this will scale anim speed) 15028 DoCaptureFX = Yes 15029 AwardXPForTriggering = 4 15030 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 15031 End 15032 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 15033 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 15034 TriggeredBy = Upgrade_InfantryCaptureBuilding 15035 End 15036 15037 Behavior = SpecialAbility ModuleTag_07 15038 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 15039 UpdateModuleStartsAttack = Yes 15040 InitiateSound = TankHunterVoiceTNT 15041 End 15042 Behavior = SpecialAbilityUpdate ModuleTag_08 15043 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 15044 StartAbilityRange = 5.0 15045 PreparationTime = 0 15046 SpecialObject = TNTStickyBomb 15047 MaxSpecialObjects = 8 15048 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 15049 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 15050 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 15051 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 15052 End 15053 Behavior = StealthDetectorUpdate ModuleTag_08 15054 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15055 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 15056 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15057 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15058 End 15059 15060 Behavior = StealthUpdate ModuleTag_07 15061 StealthDelay = 2500 ; msec 15062 StealthForbiddenConditions = ATTACKING USING_ABILITY 15063 MoveThresholdSpeed = 3 15064 InnateStealth = No ;Requires upgrade first 15065 OrderIdleEnemiesToAttackMeUponReveal = Yes 15066 End 15067 15068 Behavior = StealthUpgrade ModuleTag_08 15069 TriggeredBy = Upgrade_GLACamouflage 15070 End 15071 Geometry = CYLINDER 15072 GeometryMajorRadius = 7.0 15073 GeometryMinorRadius = 7.0 15074 GeometryHeight = 12.0 15075 GeometryIsSmall = Yes 15076 Shadow = SHADOW_DECAL 15077 ShadowSizeX = 14; 15078 ShadowSizeY = 14; 15079 ShadowTexture = ShadowI; 15080 BuildCompletion = APPEARS_AT_RALLY_POINT 15081 15082 End 15083 15084 15085 15086 15087 ;----------------------¸ÄΪ85ʽ²½±øÕ½³µ-------------------------------------------------------- 15088 Object Infa_ChinaVehicleTroopCrawler 15089 15090 ; *** ART Parameters *** 15091 SelectPortrait = T2 15092 ButtonImage = T2 15093 15094 ;UpgradeCameo1 = NONE 15095 ;UpgradeCameo2 = NONE 15096 ;UpgradeCameo3 = NONE 15097 ;UpgradeCameo4 = NONE 15098 ;UpgradeCameo5 = NONE 15099 15100 Draw = W3DTruckDraw ModuleTag_01 15101 OkToChangeModelColor = Yes 15102 15103 ConditionState = NONE 15104 Model = RvBMP1 15105 Turret = Turret 15106 WeaponFireFXBone = PRIMARY TurretMS 15107 WeaponLaunchBone = PRIMARY TurretMS 15108 WeaponMuzzleFlash = PRIMARY MuzzleFX01 15109 End 15110 ConditionState = REALLYDAMAGED 15111 Model = RvBMP1 15112 Turret = Turret 15113 WeaponFireFXBone = PRIMARY TurretMS 15114 WeaponLaunchBone = PRIMARY TurretMS 15115 WeaponMuzzleFlash = PRIMARY MuzzleFX01 15116 End 15117 15118 TrackMarks = EXTireTrack.tga 15119 15120 Dust = RocketBuggyDust 15121 DirtSpray = RocketBuggyDirtSpray 15122 ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide 15123 15124 ; These parameters are only used if the model has a separate suspension, 15125 ; and the locomotor has HasSuspension = Yes. 15126 LeftFrontTireBone = Wheel01 15127 RightFrontTireBone = Wheel08 15128 LeftRearTireBone = Wheel03 15129 RightRearTireBone = Wheel05 15130 MidLeftFrontTireBone = Wheel02 15131 MidRightFrontTireBone = Wheel07 15132 MidLeftRearTireBone = Wheel04 15133 MidRightRearTireBone = Wheel06 15134 15135 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15136 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 15137 15138 End 15139 15140 15141 ; ***DESIGN parameters *** 15142 DisplayName = OBJECT:AssaultTroopTransport 15143 Side = ChinaInfantryGeneral 15144 EditorSorting = VEHICLE 15145 TransportSlotCount = 8 ;Just enough to fit into a Chinook. 15146 WeaponSet 15147 Conditions = None 15148 Weapon = PRIMARY Chinook 15149 End 15150 15151 ArmorSet 15152 Conditions = None 15153 Armor = TankArmor 15154 DamageFX = TankDamageFX 15155 End 15156 BuildCost = 2400 15157 BuildTime = 18.0 ;in seconds 15158 VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! 15159 ShroudClearingRange = 400 15160 Prerequisites 15161 Object = Infa_ChinaWarFactory 15162 End 15163 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15164 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15165 CommandSet = Infa_ChinaTroopCrawlerCommandSet 15166 15167 ; *** AUDIO Parameters *** 15168 VoiceSelect = AssaultTroopCrawlerVoiceSelect 15169 VoiceMove = TroopCrawlerVoiceMove 15170 VoiceGuard = TroopCrawlerVoiceMove 15171 VoiceAttack = AssaultTroopCrawlerVoiceAttack 15172 SoundMoveStart = TroopCrawlerMoveStart 15173 SoundMoveStartDamaged = TroopCrawlerMoveStart 15174 SoundEnter = HumveeEnter 15175 SoundExit = HumveeExit 15176 UnitSpecificSounds 15177 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15178 VoiceCreate = AssaultTroopCrawlerVoiceCreate 15179 TurretMoveStart = NoSound 15180 TurretMoveLoop = TurretMoveLoop 15181 TruckLandingSound = NoSound ;RocketBuggyLand 15182 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 15183 VoiceCrush = TroopCrawlerVoiceCrush 15184 VoiceUnload = TroopCrawlerVoiceUnload 15185 VoiceEnter = TroopCrawlerVoiceMove 15186 End 15187 15188 15189 ; *** ENGINEERING Parameters *** 15190 RadarPriority = UNIT 15191 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE 15192 15193 Body = ActiveBody ModuleTag_02 15194 MaxHealth = 350.0 15195 InitialHealth = 350.0 15196 15197 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15198 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15199 SubdualDamageCap = 480 15200 SubdualDamageHealRate = 500 15201 SubdualDamageHealAmount = 50 15202 End 15203 Behavior = StealthDetectorUpdate ModuleTag_03 15204 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 15205 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 15206 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15207 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15208 PingSound = IRPing 15209 LoudPingSound = IRPingLoud 15210 IRParticleSysName = IRDetectSonar 15211 IRBrightParticleSysName = IRDetectSonarBright 15212 IRGridParticleSysName = IRDetectGrid 15213 IRBeaconParticleSysName = IRLenzflare 15214 IRParticleSysBone = IRFX 15215 End 15216 15217 ;OBSOLETE 15218 ; Behavior = AIUpdateInterface ModuleTag_04 15219 ; Turret 15220 ; ControlledWeaponSlots = PRIMARY 15221 ; End 15222 ; End 15223 ; Dude, quit changing this. He is NOT an AssaultTransport. The guys don't hop out and attack. He is a transport. 15224 ; Behavior = AssaultTransportAIUpdate ModuleTag_NewAI 15225 ; MembersGetHealedAtLifeRatio = 0.5 15226 ; End 15227 Behavior = TransportAIUpdate ModuleTag_CorrectAI 15228 End 15229 15230 Locomotor = SET_NORMAL TroopCrawlerLocomotor 15231 Behavior = PhysicsBehavior ModuleTag_05 15232 Mass = 50.0 15233 End 15234 Behavior = TransportContain ModuleTag_06 15235 PassengersAllowedToFire = Yes 15236 Slots = 8 15237 InitialPayload = Infa_ChinaInfantryMiniGunner 8 15238 ScatterNearbyOnExit = Yes 15239 HealthRegen%PerSec = 10 15240 DamagePercentToUnits = 50% ;10% 15241 AllowInsideKindOf = INFANTRY 15242 ExitDelay = 250 15243 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 15244 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 15245 ArmedRidersUpgradeMyWeaponSet = Yes 15246 End 15247 15248 Behavior = SlowDeathBehavior ModuleTag_07 15249 DeathTypes = ALL -CRUSHED -SPLATTED 15250 DestructionDelay = 1 15251 FX = FINAL FX_SupplyTruckExplosionOneFinal 15252 OCL = FINAL OCL_FinalAssaultTroopCrawlerDebris 15253 End 15254 15255 Behavior = TransitionDamageFX ModuleTag_08 15256 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 15257 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 15258 End 15259 15260 Behavior = DestroyDie ModuleTag_09 15261 DeathTypes = NONE +CRUSHED +SPLATTED 15262 End 15263 15264 Behavior = FXListDie ModuleTag_10 15265 DeathTypes = NONE +CRUSHED +SPLATTED 15266 DeathFX = FX_CarCrush 15267 End 15268 15269 ; A crushing defeat 15270 Behavior = FXListDie ModuleTag_11 15271 DeathTypes = NONE +CRUSHED +SPLATTED 15272 DeathFX = FX_CarCrush 15273 End 15274 15275 Behavior = CreateCrateDie ModuleTag_12 15276 CrateData = SalvageCrateData 15277 ;CrateData = EliteTankCrateData 15278 ;CrateData = HeroicTankCrateData 15279 End 15280 15281 Behavior = FlammableUpdate ModuleTag_21 15282 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15283 AflameDamageAmount = 3 ; taking this much damage... 15284 AflameDamageDelay = 500 ; this often. 15285 End 15286 Behavior = PropagandaTowerBehavior ModuleTag_22 15287 Radius = 100 15288 DelayBetweenUpdates = 4000 ; in milliseconds 15289 HealPercentEachSecond = 4% ; get this % of max health every second 15290 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 15291 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 15292 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 15293 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 15294 End 15295 Scale = 1.10 ;Scaling 15296 GeometryMajorRadius = 1.0 15297 GeometryMinorRadius = 1.0 15298 GeometryHeight = 8.0 15299 15300 Geometry = BOX 15301 GeometryMajorRadius = 22.0 15302 GeometryMinorRadius = 9.0 15303 GeometryHeight = 13.0 15304 GeometryIsSmall = No 15305 Shadow = SHADOW_VOLUME 15306 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 15307 15308 End 15309 15310 15311 15312 15313 15314 15315 15316 15317 15318 15319 15320 15321 15322 15323 15324 15325 15326 15327 15328 15329 15330 15331 15332 15333 15334 15335 15336 15337 15338 ;------------------------------------------------------------------------------ 15339 Object Infa_ChinaVehicleListeningOutpost 15340 15341 ; *** ART Parameters *** 15342 SelectPortrait = NVLOutpost_L 15343 ButtonImage = NVLOutpost 15344 15345 Draw = W3DTruckDraw ModuleTag_01 15346 OkToChangeModelColor = Yes 15347 15348 ExtraPublicBone = IRFX 15349 15350 ConditionState = NONE 15351 Model = NVLOUTPOST 15352 End 15353 15354 ConditionState = REALLYDAMAGED 15355 Model = NVLOUTPOST_D 15356 End 15357 15358 ConditionState = RUBBLE 15359 Model = NVLOUTPOST_D1 15360 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior 15361 End 15362 15363 TrackMarks = EXTireTrack.tga 15364 15365 Dust = RocketBuggyDust 15366 DirtSpray = RocketBuggyDirtSpray 15367 LeftFrontTireBone = TIRE01 15368 RightFrontTireBone = TIRE02 15369 LeftRearTireBone = TIRE03 15370 RightRearTireBone = TIRE04 15371 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15372 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 15373 End 15374 15375 Draw = W3DModelDraw ModuleTag_33 15376 OkToChangeModelColor = Yes 15377 15378 ConditionState = NONE 15379 Model = NVLOUTPOST_B 15380 Animation = NVLOUTPOST_B.NVLOUTPOST_B 15381 AnimationMode = LOOP 15382 TransitionKey = Trans_Deployed 15383 End 15384 ConditionState = REALLYDAMAGED 15385 Model = NVLOUTPOST_BD 15386 Animation = NVLOUTPOST_BD.NVLOUTPOST_BD 15387 AnimationMode = LOOP 15388 TransitionKey = Trans_Deployed_ReallyDamaged 15389 End 15390 15391 ConditionState = MOVING 15392 Model = NVLOUTPOST_A 15393 Animation = NVLOUTPOST_A.NVLOUTPOST_A 15394 AnimationMode = LOOP 15395 TransitionKey = Trans_Moving 15396 End 15397 ConditionState = REALLYDAMAGED MOVING 15398 Model = NVLOUTPOST_AD 15399 Animation = NVLOUTPOST_AD.NVLOUTPOST_AD 15400 AnimationMode = LOOP 15401 TransitionKey = Trans_Moving_ReallyDamaged 15402 End 15403 15404 ConditionState = RUBBLE 15405 Model = NONE 15406 End 15407 AliasConditionState = RUBBLE MOVING 15408 15409 ;**** PACKING AND UNPACKING MODES *** 15410 TransitionState = Trans_Moving Trans_Deployed 15411 Model = NVLOUTPOST_C 15412 Animation = NVLOUTPOST_C.NVLOUTPOST_C 15413 AnimationMode = ONCE 15414 End 15415 TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged 15416 Model = NVLOUTPOST_CD 15417 Animation = NVLOUTPOST_CD.NVLOUTPOST_CD 15418 AnimationMode = ONCE 15419 End 15420 15421 TransitionState = Trans_Deployed Trans_Moving 15422 Model = NVLOUTPOST_C 15423 Animation = NVLOUTPOST_C.NVLOUTPOST_C 15424 AnimationMode = ONCE_BACKWARDS 15425 End 15426 TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged 15427 Model = NVLOUTPOST_CD 15428 Animation = NVLOUTPOST_CD.NVLOUTPOST_CD 15429 AnimationMode = ONCE_BACKWARDS 15430 End 15431 End 15432 15433 ; ***DESIGN parameters *** 15434 DisplayName = OBJECT:AssaultListeningOutpost 15435 Side = ChinaInfantryGeneral 15436 EditorSorting = VEHICLE 15437 TransportSlotCount = 8 ;This means, 'how many seats do I occupy in another transport.' 15438 WeaponSet 15439 Conditions = None 15440 Weapon = PRIMARY NONE 15441 End 15442 WeaponSet 15443 Conditions = PLAYER_UPGRADE 15444 Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon 15445 End 15446 15447 ArmorSet 15448 Conditions = None 15449 Armor = TankArmor 15450 DamageFX = TankDamageFX 15451 End 15452 BuildCost = 1000 15453 BuildTime = 15.0 ;in seconds 15454 VisionRange = 250 15455 ShroudClearingRange = 500 15456 Prerequisites 15457 Object = Infa_ChinaWarFactory 15458 End 15459 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15460 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15461 CommandSet = Infa_ChinaListeningOutpostCommandSet 15462 15463 ; *** AUDIO Parameters *** 15464 VoiceSelect = ListeningOutpostVoiceSelect 15465 VoiceMove = ListeningOutpostVoiceMove 15466 VoiceGuard = ListeningOutpostVoiceMove 15467 VoiceAttack = ListeningOutpostVoiceAttack 15468 SoundMoveStart = RadarVanMoveStart 15469 SoundMoveStartDamaged = RadarVanMoveStart 15470 SoundEnter = HumveeEnter 15471 SoundExit = HumveeExit 15472 UnitSpecificSounds 15473 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15474 VoiceCreate = ListeningOutpostVoiceCreate 15475 TurretMoveStart = NoSound 15476 TurretMoveLoop = TurretMoveLoop 15477 TruckLandingSound = NoSound ;RocketBuggyLand 15478 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 15479 VoiceCrush = NoSound 15480 VoiceUnload = NoSound ; nothing recorded 15481 VoiceEnter = ListeningOutpostVoiceMove 15482 End 15483 15484 15485 ; *** ENGINEERING Parameters *** 15486 RadarPriority = UNIT 15487 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE 15488 15489 Body = ActiveBody ModuleTag_02 15490 MaxHealth = 350.0 15491 InitialHealth = 350.0 15492 15493 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15494 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15495 SubdualDamageCap = 590 15496 SubdualDamageHealRate = 500 15497 SubdualDamageHealAmount = 50 15498 End 15499 Behavior = StealthDetectorUpdate ModuleTag_03 15500 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 15501 DetectionRange = 300 ;Dustin, enable this for independant balancing! 15502 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15503 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15504 ; PingSound = IRPing 15505 ; LoudPingSound = IRPingLoud 15506 ; IRParticleSysName = IRDetectSonar 15507 ; IRBrightParticleSysName = IRDetectSonarBright 15508 IRGridParticleSysName = IRDetectGrid 15509 IRBeaconParticleSysName = IRLenzflare 15510 IRParticleSysBone = IRFX 15511 End 15512 15513 Behavior = TransportAIUpdate ModuleTag_99 15514 AutoAcquireEnemiesWhenIdle = No ; let the contained do it for themselves 15515 End 15516 Behavior = StealthUpdate ModuleTag_04 15517 StealthDelay = 2000 ; msec 15518 StealthForbiddenConditions = MOVING RIDERS_ATTACKING 15519 FriendlyOpacityMin = 50.0% 15520 FriendlyOpacityMax = 100.0% 15521 InnateStealth = Yes 15522 OrderIdleEnemiesToAttackMeUponReveal = Yes 15523 End 15524 15525 Locomotor = SET_NORMAL ListeningOutpostLocomotor 15526 Behavior = PhysicsBehavior ModuleTag_05 15527 Mass = 90.0 15528 End 15529 Behavior = TransportContain ModuleTag_06 15530 PassengersAllowedToFire = Yes 15531 Slots = 10 15532 InitialPayload = Infa_ChinaInfantryTankHunter 4 15533 ScatterNearbyOnExit = No 15534 HealthRegen%PerSec = 10 15535 DamagePercentToUnits = 50% 15536 AllowInsideKindOf = INFANTRY 15537 ExitDelay = 250 15538 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 15539 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 15540 ArmedRidersUpgradeMyWeaponSet = Yes 15541 End 15542 15543 Behavior = SlowDeathBehavior ModuleTag_07 15544 DeathTypes = ALL -CRUSHED -SPLATTED 15545 DestructionDelay = 1789 15546 FX = INITIAL FX_SupplyTruckExplosionOneFinal 15547 OCL = INITIAL OCL_InitialListeningOutpostDebris 15548 FX = FINAL FX_SupplyTruckExplosionOneFinal 15549 OCL = FINAL OCL_FinalListeningOutpostDebris 15550 End 15551 15552 Behavior = TransitionDamageFX ModuleTag_08 15553 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 15554 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 15555 End 15556 15557 Behavior = DestroyDie ModuleTag_09 15558 DeathTypes = NONE +CRUSHED +SPLATTED 15559 End 15560 15561 Behavior = FXListDie ModuleTag_10 15562 DeathTypes = NONE +CRUSHED +SPLATTED 15563 DeathFX = FX_CarCrush 15564 End 15565 15566 ; A crushing defeat 15567 Behavior = FXListDie ModuleTag_11 15568 DeathTypes = NONE +CRUSHED +SPLATTED 15569 DeathFX = FX_CarCrush 15570 End 15571 15572 Behavior = CreateCrateDie ModuleTag_12 15573 CrateData = SalvageCrateData 15574 ;CrateData = EliteTankCrateData 15575 ;CrateData = HeroicTankCrateData 15576 End 15577 15578 Behavior = PropagandaTowerBehavior ModuleTag_13 15579 Radius = 75 15580 DelayBetweenUpdates = 4000 ; in milliseconds 15581 HealPercentEachSecond = 4% ; get this % of max health every second 15582 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 15583 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 15584 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 15585 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 15586 End 15587 15588 Behavior = FlammableUpdate ModuleTag_21 15589 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15590 AflameDamageAmount = 3 ; taking this much damage... 15591 AflameDamageDelay = 500 ; this often. 15592 End 15593 15594 Geometry = BOX 15595 GeometryMajorRadius = 22.0 15596 GeometryMinorRadius = 9.0 15597 GeometryHeight = 13.0 15598 GeometryIsSmall = No 15599 Shadow = SHADOW_VOLUME 15600 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 15601 15602 End 15603 15604 15605 15606 15607 15608 15609 15610 15611 15612 15613 15614 15615 15616 15617 15618 15619 15620 15621 ;---------------------------------------------------------------------------------------------------------- 15622 Object Infa_ChinaVehicleHelix 15623 15624 ; *** ART Parameters *** 15625 SelectPortrait = SNHelix_L 15626 ButtonImage = SNHelix 15627 15628 UpgradeCameo2 = Upgrade_ChinaBlackNapalm 15629 UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon 15630 UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower 15631 UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker 15632 15633 Draw = W3DModelDraw ModuleTag_01 15634 ParticlesAttachedToAnimatedBones = Yes 15635 15636 DefaultConditionState 15637 Model = NVHELIX 15638 Animation = NVHELIX.NVHELIX 15639 AnimationMode = LOOP 15640 15641 WeaponFireFXBone = PRIMARY Muzzle03 15642 WeaponMuzzleFlash = PRIMARY TurretFX03 15643 15644 ParticleSysBone = SMOKE01 HelixExhaust 15645 ParticleSysBone = SMOKE02 HelixExhaust 15646 15647 HideSubObject = BombWing 15648 End 15649 ConditionState = REALLYDAMAGED 15650 Model = NVHELIX_d 15651 Animation = NVHELIX_d.NVHELIX_d 15652 AnimationMode = LOOP 15653 End 15654 15655 ConditionState = RUBBLE 15656 Model = NVHELIX_d 15657 Animation = NVHELIX_d.NVHELIX_d 15658 AnimationMode = LOOP 15659 End 15660 15661 ConditionState = RUBBLE SPECIAL_DAMAGED 15662 Model = NVHELIX_d 15663 End 15664 15665 OkToChangeModelColor = Yes 15666 End 15667 15668 Draw = W3DModelDraw ModuleTag_02 15669 OkToChangeModelColor = Yes 15670 ;AttachToBoneInContainer = CHASSISBONE 15671 15672 ConditionState = NONE 15673 Model = NVHELIX_B 15674 End 15675 ConditionState = REALLYDAMAGED 15676 Model = NVHELIX_BD 15677 ParticleSysBone = Smoke01 SmolderingSmoke 15678 ParticleSysBone = Smoke02 SmolderingSmoke 15679 ParticleSysBone = Flame01 SmolderingFire 15680 ParticleSysBone = Flame01 SmolderingFlameCore 15681 ParticleSysBone = Spark01 LiveWireSparks 15682 End 15683 ; night 15684 ConditionState = NIGHT 15685 Model = NVHELIX_B 15686 End 15687 ConditionState = NIGHT REALLYDAMAGED 15688 Model = NVHELIX_BD 15689 ParticleSysBone = Smoke01 SmolderingSmoke 15690 ParticleSysBone = Smoke02 SmolderingSmoke 15691 ParticleSysBone = Flame01 SmolderingFire 15692 ParticleSysBone = Flame01 SmolderingFlameCore 15693 ParticleSysBone = Spark01 LiveWireSparks 15694 End 15695 End 15696 15697 15698 ; ***DESIGN parameters *** 15699 DisplayName = OBJECT:Infa_Helix 15700 EditorSorting = VEHICLE 15701 Side = ChinaInfantryGeneral 15702 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 15703 VisionRange = 200.0 15704 ShroudClearingRange = 600 15705 BuildCost = 1500 15706 BuildTime = 20.0 ;in seconds 15707 Prerequisites 15708 Object = Infa_ChinaAirfield 15709 End 15710 ExperienceValue = 50 100 150 200 ;Experience point value at each level 15711 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 15712 IsTrainable = Yes 15713 CommandSet = Infa_ChinaVehicleHelixCommandSet 15714 15715 15716 ArmorSet 15717 Conditions = None 15718 Armor = ChinookArmor 15719 DamageFX = None 15720 End 15721 15722 15723 WeaponSet 15724 Conditions = None 15725 ;---------------------------- 15726 Weapon = PRIMARY HelixMinigunWeapon 15727 PreferredAgainst = PRIMARY INFANTRY 15728 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 15729 ;---------------------------- 15730 End 15731 15732 WeaponSet 15733 Conditions = PLAYER_UPGRADE 15734 ;---------------------------- 15735 Weapon = PRIMARY HelixMinigunWeapon 15736 PreferredAgainst = PRIMARY INFANTRY 15737 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 15738 ;---------------------------- 15739 End 15740 15741 15742 ; *** AUDIO Parameters *** 15743 VoiceSelect = HelixVoiceSelect 15744 VoiceMove = HelixVoiceMove 15745 VoiceAttack = HelixVoiceAttack 15746 SoundAmbient = HelixAmbientLoop 15747 SoundEnter = HumveeEnter 15748 SoundExit = HumveeExit 15749 UnitSpecificSounds 15750 VoiceCreate = HelixVoiceCreate 15751 VoiceUnload = HelixVoiceUnload 15752 VoiceGarrison = HelixVoiceMove 15753 End 15754 15755 15756 15757 15758 ; *** ENGINEERING Parameters *** 15759 RadarPriority = UNIT 15760 ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at 15761 ; (well, "near" actually) an Airfield to get healed... 15762 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 15763 15764 Body = ActiveBody ModuleTag_03 15765 MaxHealth = 300.0 15766 InitialHealth = 300.0 15767 End 15768 15769 Behavior = FXListDie ModuleTag_05 15770 DeathFX = FX_HelicopterStartDeath 15771 End 15772 15773 Behavior = TransitionDamageFX ModuleTag_06 15774 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 15775 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 15776 End 15777 15778 Behavior = ChinookAIUpdate ModuleTag_07 15779 AutoAcquireEnemiesWhenIdle = Yes 15780 RotorWashParticleSystem = HelixRotorWashRing 15781 End 15782 Locomotor = SET_NORMAL HelixLocomotor 15783 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 15784 15785 15786 Behavior = WeaponSetUpgrade ModuleNapalmTag_30 15787 TriggeredBy = Upgrade_ChinaBlackNapalm 15788 End 15789 15790 15791 ;*****Start Napalm Bomb Code****** 15792 Behavior = SpecialAbility ModuleNapalmTag_32 15793 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 15794 UpdateModuleStartsAttack = Yes 15795 StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on 15796 InitiateSound = HelixVoiceAttack 15797 End 15798 Behavior = SpecialAbilityUpdate ModuleNapalmTag_33 15799 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 15800 StartAbilityRange = 3.0 15801 PreparationTime = 0 15802 SpecialObject = NapalmBomb 15803 MaxSpecialObjects = 1 15804 SpecialObjectsPersistWhenOwnerDies = Yes 15805 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 15806 UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. 15807 UnpackTime = 500 ;slight delay to drop bomb 15808 FlipOwnerAfterUnpacking = No 15809 FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability 15810 UnpackSound = NoSound 15811 LoseStealthOnTrigger = No 15812 ApproachRequiresLOS = No ; we are a helicopter, we can see everything 15813 NeedToFaceTarget = No ; can drop the bomb at any angle to target 15814 15815 PersistentPrepTime = 100 15816 PersistenceRequiresRecharge = Yes 15817 15818 End 15819 Behavior = UnpauseSpecialPowerUpgrade ModuleNapalmTag_38 15820 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 15821 TriggeredBy = Upgrade_HelixNapalmBomb 15822 End 15823 Behavior = SubObjectsUpgrade ModuleNapalmTag_39 15824 TriggeredBy = Upgrade_HelixNapalmBomb 15825 ShowSubObjects = BombWing 15826 End 15827 ;*****End Napalm Bomb Code****** 15828 15829 15830 15831 Behavior = PhysicsBehavior ModuleTag_09 15832 Mass = 50.0 15833 End 15834 15835 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 15836 DestructionDelay = 99999999 ; the destruction delay 15837 SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral 15838 SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral 15839 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 15840 MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) 15841 SoundDeathLoop = HelixDamagedLoop 15842 MinSelfSpin = 40 ; in degrees per second 15843 MaxSelfSpin = 120 ; in degrees per second 15844 SelfSpinUpdateDelay = 300 ; in milliseconds 15845 SelfSpinUpdateAmount = 5 ; in degrees 15846 FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall 15847 MinBladeFlyOffDelay = 1000 ; in milliseconds 15848 MaxBladeFlyOffDelay = 1000 ; in milliseconds 15849 AttachParticle = SootySmokeTrail 15850 AttachParticleBone = Propeller02 15851 BladeObjectName = HelixBlades 15852 BladeBoneName = Propeller01 15853 FXBlade = FX_HelicopterBladeExplosion 15854 OCLBlade = OCL_HelicopterBladeExplosion 15855 FXHitGround = FX_HelicopterHitGround 15856 OCLHitGround = OCL_HelicopterHitGround 15857 FXFinalBlowUp = FX_GroundedHelicopterBlowUpBig 15858 OCLFinalBlowUp = OCL_HelixBlades 15859 DelayFromGroundToFinalDeath = 30 15860 FinalRubbleObject = HelixRubbleHull 15861 End 15862 15863 Behavior = ProductionUpdate ModuleTag_11 15864 End 15865 15866 Behavior = FlammableUpdate ModuleTag_21 15867 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15868 AflameDamageAmount = 3 ; taking this much damage... 15869 AflameDamageDelay = 500 ; this often. 15870 End 15871 15872 Behavior = HelixContain ModuleTag_29 15873 Slots = 8 ;Special, high-capacity Helix 15874 DamagePercentToUnits = 100% 15875 AllowInsideKindOf = INFANTRY 15876 ForbidInsideKindOf = AIRCRAFT 15877 ExitDelay = 100 15878 NumberOfExitPaths = 1 15879 PassengersAllowedToFire = Yes 15880 End 15881 15882 Behavior = WeaponSetUpgrade ModuleTag_30 15883 TriggeredBy = Upgrade_ChinaBlackNapalm 15884 End 15885 15886 15887 Behavior = SpecialAbility ModuleTag_32 15888 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 15889 UpdateModuleStartsAttack = Yes 15890 StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on 15891 InitiateSound = HelixVoiceAttack 15892 End 15893 15894 Behavior = SpecialAbilityUpdate ModuleTag_33 15895 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 15896 StartAbilityRange = 3.0 15897 PreparationTime = 0 15898 SpecialObject = NapalmBomb 15899 MaxSpecialObjects = 1 15900 SpecialObjectsPersistWhenOwnerDies = Yes 15901 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 15902 UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. 15903 UnpackTime = 500 ;slight delay to drop bomb 15904 FlipOwnerAfterUnpacking = No 15905 FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability 15906 UnpackSound = NoSound 15907 LoseStealthOnTrigger = No 15908 ApproachRequiresLOS = No ; we are a helicopter, we can see everything 15909 NeedToFaceTarget = No ; can drop the bomb at any angle to target 15910 15911 PersistentPrepTime = 100 15912 PersistenceRequiresRecharge = Yes 15913 15914 End 15915 15916 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 15917 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 15918 TriggeredBy = Upgrade_HelixNapalmBomb 15919 End 15920 15921 Behavior = SubObjectsUpgrade ModuleTag_39 15922 TriggeredBy = Upgrade_HelixNapalmBomb 15923 ShowSubObjects = BombWing 15924 End 15925 15926 Geometry = CYLINDER 15927 GeometryMajorRadius = 35.0 15928 GeometryHeight = 30.0 15929 GeometryIsSmall = No 15930 Shadow = SHADOW_VOLUME 15931 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 15932 15933 End 15934 15935 15936 15937
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