[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

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

   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
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 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  
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1413  
1414  
1415  
1416  
1417  
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1421  
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1423  
1424  
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1426  
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1429  
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1434  
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1437  
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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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