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1 ;-------------------------------- 2 Object Lazr_AmericaJetSpectreGunship 3 4 ; *** ART Parameters *** 5 6 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 7 8 9 10 ;----NORMAL------------- 11 DefaultConditionState 12 Model = AVSGunship 13 WeaponFireFXBone = PRIMARY MUZZLE 14 WeaponFireFXBone = SECONDARY MUZZLE 15 WeaponMuzzleFlash = PRIMARY MUZZLEFX 16 WeaponMuzzleFlash = SECONDARY MUZZLEFX 17 End 18 19 ConditionState = DOOR_1_OPENING 20 Model = AVSGunship 21 Animation = AVSGunship.AVSGunship 22 AnimationMode = ONCE 23 Flags = MAINTAIN_FRAME_ACROSS_STATES 24 ParticleSysBone = WingTip01 SpectreContrail 25 ParticleSysBone = WingTip02 SpectreContrail 26 End 27 28 ConditionState = DOOR_1_CLOSING 29 Model = AVSGunship 30 Animation = AVSGunship.AVSGunship 31 AnimationMode = ONCE_BACKWARDS 32 Flags = MAINTAIN_FRAME_ACROSS_STATES 33 ParticleSysBone = WingTip01 JetContrailThin 34 ParticleSysBone = WingTip02 JetContrailThin 35 ParticleSysBone = Engine01 SpectreAfterburnerTrail 36 ParticleSysBone = Engine02 SpectreAfterburnerTrail 37 ParticleSysBone = Engine01 SpectreEngineFlare 38 ParticleSysBone = Engine02 SpectreEngineFlare 39 End 40 41 42 ;----DAMAGED------------- 43 ConditionState = DOOR_1_OPENING DAMAGED 44 Model = AVSGunship_D 45 Animation = AVSGunship_D.AVSGunship_D 46 AnimationMode = ONCE 47 Flags = MAINTAIN_FRAME_ACROSS_STATES 48 ParticleSysBone = WingTip01 SpectreContrail 49 ParticleSysBone = WingTip02 SpectreContrail 50 ParticleSysBone = Smoke01 JetFireLarge 51 ParticleSysBone = Smoke02 JetFireLarge 52 ParticleSysBone = Smoke01 JetSmokeLarge 53 ParticleSysBone = Smoke02 JetSmokeLarge 54 End 55 56 ConditionState = DOOR_1_CLOSING DAMAGED 57 Model = AVSGunship_D 58 Animation = AVSGunship_D.AVSGunship_D 59 AnimationMode = ONCE_BACKWARDS 60 Flags = MAINTAIN_FRAME_ACROSS_STATES 61 ParticleSysBone = WingTip01 JetContrailThin 62 ParticleSysBone = WingTip02 JetContrailThin 63 ParticleSysBone = Engine01 SpectreAfterburnerTrail 64 ParticleSysBone = Engine02 SpectreAfterburnerTrail 65 ParticleSysBone = Engine01 SpectreEngineFlare 66 ParticleSysBone = Engine02 SpectreEngineFlare 67 ParticleSysBone = Smoke01 JetFireLarge 68 ParticleSysBone = Smoke02 JetFireLarge 69 ParticleSysBone = Smoke01 JetSmokeLarge 70 ParticleSysBone = Smoke02 JetSmokeLarge 71 End 72 73 74 ;----REALLY DAMAGED------------- 75 ConditionState = DOOR_1_OPENING REALLYDAMAGED 76 Model = AVSGunship_D 77 Animation = AVSGunship_D.AVSGunship_D 78 AnimationMode = ONCE 79 Flags = MAINTAIN_FRAME_ACROSS_STATES 80 ParticleSysBone = WingTip01 SpectreContrail 81 ParticleSysBone = WingTip02 SpectreContrail 82 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 83 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 84 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 85 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 86 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 87 ParticleSysBone = Smoke01 JetSmokeLarge 88 ParticleSysBone = Smoke02 SpectreSmokeLarge 89 ParticleSysBone = Smoke03 JetSmokeLarge 90 ParticleSysBone = Smoke04 SpectreSmokeLarge 91 End 92 93 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 94 Model = AVSGunship_D 95 Animation = AVSGunship_D.AVSGunship_D 96 AnimationMode = ONCE_BACKWARDS 97 Flags = MAINTAIN_FRAME_ACROSS_STATES 98 ParticleSysBone = WingTip01 JetContrailThin 99 ParticleSysBone = WingTip02 JetContrailThin 100 ParticleSysBone = Engine01 SpectreAfterburnerTrail 101 ParticleSysBone = Engine02 SpectreAfterburnerTrail 102 ParticleSysBone = Engine01 SpectreEngineFlare 103 ParticleSysBone = Engine02 SpectreEngineFlare 104 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 105 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 106 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 107 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 108 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 109 ParticleSysBone = Smoke01 JetSmokeLarge 110 ParticleSysBone = Smoke02 SpectreSmokeLarge 111 ParticleSysBone = Smoke03 JetSmokeLarge 112 ParticleSysBone = Smoke04 SpectreSmokeLarge 113 End 114 115 116 ConditionState = RUBBLE 117 Model = AVSGunship_D1 118 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 119 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 120 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 121 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 122 ParticleSysBone = Smoke01 SpectreSmokeLarge 123 ParticleSysBone = Smoke03 SpectreSmokeLarge 124 ParticleSysBone = Smoke02 SpectreSmokeLarge 125 ParticleSysBone = Smoke05 SpectreSmokeLarge 126 End 127 AliasConditionState = REALLYDAMAGED RUBBLE 128 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 129 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 130 131 132 133 OkToChangeModelColor = Yes 134 135 ParticlesAttachedToAnimatedBones = Yes 136 137 138 End 139 140 141 142 ; ***DESIGN parameters *** 143 DisplayName = OBJECT:SpectreGunship 144 EditorSorting = VEHICLE 145 Side = AmericaLaserGeneral 146 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 147 VisionRange = 300.0 148 ShroudClearingRange = 300 149 Prerequisites 150 Object = Lazr_AmericaAirfield 151 End 152 153 ArmorSet 154 Conditions = None 155 Armor = SpectreGunshipArmor 156 DamageFX = None 157 End 158 ArmorSet 159 Conditions = PLAYER_UPGRADE 160 Armor = CountermeasuresSpectreGunshipArmor 161 DamageFX = None 162 End 163 164 165 WeaponSet 166 Conditions = None 167 Weapon = PRIMARY SpectreHowitzerGun 168 End 169 170 ExperienceValue = 50 100 150 400 ;Experience point value at each level 171 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 172 IsTrainable = No ;Not Player built, so no veterancy.............................. 173 174 ; *** AUDIO Parameters *** 175 VoiceSelect = SpectreGunshipVoiceSelect 176 VoiceAttack = SpectreGunshipVoiceAttack 177 VoiceMove = SpectreGunshipVoiceMove 178 SoundAmbient = SpectreGunshipAmbientLoop 179 SoundAmbientRubble = NoSound 180 UnitSpecificSounds 181 Afterburner = SpectreGunshipAfterburnerLoop 182 HowitzerFire = SpectreHowitzerWeapon 183 End 184 185 186 ; *** ENGINEERING Parameters *** 187 RadarPriority = UNIT 188 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 189 190 Body = ActiveBody ModuleTag_03 191 MaxHealth = 1000.0 192 InitialHealth = 1000.0 193 End 194 195 ExperienceValue = 40 40 40 40 ; Experience point value at each level 196 197 Behavior = JetSlowDeathBehavior ModuleTag_04 198 DestructionDelay = 99999999 ; destruction will happen when we 199 RollRate = 0.0 200 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 201 PitchRate = 0.0 202 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 203 FXInitialDeath = FX_SpectreGunshipExplosionLight 204 OCLInitialDeath = None 205 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 206 FXSecondary = FX_spectreDeathExplosion 207 OCLSecondary = None 208 FXHitGround = FX_spectreGunshipDeathExplosion 209 OCLHitGround = OCL_A10DeathHitGround 210 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 211 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 212 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 213 End 214 215 Behavior = PhysicsBehavior ModuleTag_05 216 Mass = 500.0 217 End 218 219 ;SCRIPTED SUPPORT: These special power is triggered directly 220 ;from the transport without creating a transport. This is done 221 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 222 ;which also prevents creating the payload transport. 223 224 Behavior = AIUpdateInterface ModuleTag_07 225 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 226 End 227 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 228 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 229 230 Behavior = SpecialAbility ModuleTag_32 231 SpecialPowerTemplate = SuperweaponSpectreGunship 232 UpdateModuleStartsAttack = Yes 233 End 234 235 236 Behavior = SpectreGunshipUpdate ModuleTag_10 237 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 238 SpecialPowerTemplate = SuperweaponSpectreGunship 239 HowitzerWeaponTemplate = SpectreHowitzerGun 240 GattlingTemplateName = SpectreGunshipGattlingCannon 241 RandomOffsetForHowitzer = 20 242 TargetingReticleRadius = 25 243 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 244 GunshipOrbitRadius = 250 245 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 246 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 247 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 248 AttackAreaRadius = 200 249 OrbitTime = 15000 ;20000 ;32000 ; thirty-two seconds 250 251 AttackAreaDecal 252 Texture = SCCSpecTarg 253 Style = SHADOW_ALPHA_DECAL 254 OpacityMin = 25% 255 OpacityMax = 50% 256 OpacityThrobTime = 1500 257 Color = R:127 G:177 B:222 A:255 258 OnlyVisibleToOwningPlayer = Yes 259 End 260 TargetingReticleDecal 261 Texture = SCCSpecRet 262 Style = SHADOW_ALPHA_DECAL 263 OpacityMin = 50% 264 OpacityMax = 100% 265 OpacityThrobTime = 300 266 Color = R:127 G:177 B:222 A:255 267 OnlyVisibleToOwningPlayer = Yes 268 End 269 End 270 271 272 273 274 275 Behavior = HelixContain ModuleTag_09 276 Slots = 1 277 DamagePercentToUnits = 100% 278 AllowInsideKindOf = PORTABLE_STRUCTURE 279 PassengersAllowedToFire = Yes 280 ShouldDrawPips = No 281 End 282 283 284 Behavior = FlammableUpdate ModuleTag_08 285 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 286 AflameDamageAmount = 3 ; taking this much damage... 287 AflameDamageDelay = 500 ; this often. 288 End 289 290 Behavior = ArmorUpgrade ModuleTag_Armor01 291 TriggeredBy = Upgrade_AmericaCountermeasures 292 End 293 294 Behavior = CountermeasuresBehavior ModuleTag_11 295 TriggeredBy = Upgrade_AmericaCountermeasures 296 FlareTemplateName = CountermeasureFlare 297 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 298 VolleySize = 4 ; Number of flares launched per volley (requires bones) 299 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 300 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 301 DelayBetweenVolleys = 1000 ; Time between flare volleys 302 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 303 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 304 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 305 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 306 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 307 End 308 309 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 310 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 311 312 313 Geometry = Box 314 GeometryIsSmall = No 315 GeometryMajorRadius = 40.0 316 GeometryMinorRadius = 10.0 317 GeometryHeight = 10.0 318 Shadow = SHADOW_VOLUME 319 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 320 321 End 322 ;-------------------------------- 323 ;------------------------------------------------------------------------------ 324 Object Lazr_SpectreGunshipGattlingCannon 325 326 ; *** ART Parameters *** 327 Draw = W3DDependencyModelDraw ModuleTag_01 328 OkToChangeModelColor = Yes 329 AttachToBoneInContainer = CHASIS 330 331 DefaultConditionState 332 Model = AVSGUNSHIP_GUN 333 TurretPitch = TURRETEL01 334 WeaponFireFXBone = PRIMARY Muzzle 335 WeaponFireFXBone = SECONDARY Muzzle 336 WeaponMuzzleFlash = PRIMARY MuzzleFX 337 WeaponMuzzleFlash = SECONDARY MuzzleFX 338 End 339 340 End 341 342 ; ***DESIGN parameters *** 343 Side = AmericaLaserGeneral 344 EditorSorting = SYSTEM 345 TransportSlotCount = 1 346 WeaponSet 347 Conditions = None 348 Weapon = PRIMARY SpectreGattlingGun 349 End 350 351 ArmorSet 352 Conditions = None 353 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 354 End 355 VisionRange = 200 356 357 ; *** AUDIO Parameters *** 358 UnitSpecificSounds 359 TurretMoveStart = NoSound 360 TurretMoveLoop = NoSound ;TurretMoveLoop 361 VoiceRapidFire = NoSound 362 End 363 364 ; *** ENGINEERING Parameters *** 365 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 366 Body = StructureBody ModuleTag_02 367 MaxHealth = 100.0 368 InitialHealth = 100.0 369 End 370 371 Behavior = AIUpdateInterface ModuleTag_03 372 Turret 373 ControlledWeaponSlots = PRIMARY 374 TurretTurnRate = 160 // turn rate, in degrees per sec 375 TurretPitchRate = 160 376 AllowsPitch = Yes 377 End 378 AutoAcquireEnemiesWhenIdle = No 379 End 380 381 Behavior = DestroyDie ModuleTag_04 382 ;nothing 383 End 384 385 Geometry = BOX 386 GeometryMajorRadius = 20.0 387 GeometryMinorRadius = 3.0 388 GeometryHeight = 3.0 389 GeometryIsSmall = No 390 Shadow = NONE 391 392 End 393 394 ;------------------------------------------------------------------------------ 395 Object Lazr_SpectreGunshipHowitzer 396 397 ; *** ART Parameters *** 398 Draw = W3DModelDraw ModuleTag_01 399 OkToChangeModelColor = Yes 400 401 DefaultConditionState 402 Model = AVSGUNSHIP_GHOW 403 TurretPitch = TURRETEL01 404 WeaponFireFXBone = PRIMARY Muzzle 405 WeaponFireFXBone = SECONDARY Muzzle 406 WeaponMuzzleFlash = PRIMARY MuzzleFX 407 WeaponMuzzleFlash = SECONDARY MuzzleFX 408 End 409 410 End 411 412 ; ***DESIGN parameters *** 413 Side = AmericaLaserGeneral 414 EditorSorting = SYSTEM 415 TransportSlotCount = 1 416 WeaponSet 417 Conditions = None 418 Weapon = PRIMARY SpectreHowitzerGun 419 End 420 421 ArmorSet 422 Conditions = None 423 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 424 End 425 VisionRange = 200 426 427 ; *** AUDIO Parameters *** 428 UnitSpecificSounds 429 TurretMoveStart = NoSound 430 TurretMoveLoop = NoSound ;TurretMoveLoop 431 VoiceRapidFire = NoSound 432 End 433 434 ; *** ENGINEERING Parameters *** 435 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 436 Body = StructureBody ModuleTag_02 437 MaxHealth = 100.0 438 InitialHealth = 100.0 439 End 440 441 Behavior = AIUpdateInterface ModuleTag_03 442 Turret 443 ControlledWeaponSlots = PRIMARY SECONDARY 444 TurretTurnRate = 60 // turn rate, in degrees per sec 445 TurretPitchRate = 60 446 AllowsPitch = Yes 447 End 448 AutoAcquireEnemiesWhenIdle = No 449 End 450 451 Behavior = DestroyDie ModuleTag_04 452 ;nothing 453 End 454 455 Behavior = StealthDetectorUpdate ModuleTag_06 456 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 457 ;DetectionRange = ??? ; Defaults to VisionRange 458 CanDetectWhileContained = Yes 459 End 460 461 Geometry = BOX 462 GeometryMajorRadius = 13.0 463 GeometryMinorRadius = 13.0 464 GeometryHeight = 8.0 465 GeometryIsSmall = No 466 Shadow = NONE 467 468 End 469 470 471 472 473 474 475 476 477 478 ;------------------------------------------------------------------------------ 479 Object Lazr_AmericaJetRaptor 480 481 ; *** ART Parameters *** 482 SelectPortrait = T21 483 ButtonImage = T21 484 485 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 486 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 487 UpgradeCameo3 = Upgrade_AmericaCountermeasures 488 ;UpgradeCameo4 = NONE 489 ;UpgradeCameo5 = NONE 490 491 Draw = W3DModelDraw ModuleTag_01 492 493 DefaultConditionState 494 Model = avf16 495 HideSubObject = BurnerFX01 BurnerFX02 496 WeaponLaunchBone = PRIMARY WeaponA 497 End 498 499 ConditionState = JETEXHAUST 500 ; exhaust 501 ParticleSysBone = Wingtip01 JetContrail 502 ParticleSysBone = Wingtip02 JetContrail 503 End 504 505 ConditionState = JETEXHAUST JETAFTERBURNER 506 ; exhaust 507 ParticleSysBone = Wingtip01 JetContrail 508 ParticleSysBone = Wingtip02 JetContrail 509 ; afterburner 510 ShowSubObject = BurnerFX01 BurnerFX02 511 ParticleSysBone = Engine01 JetLenzflare 512 ParticleSysBone = Engine02 JetLenzflare 513 End 514 515 ConditionState = REALLYDAMAGED 516 Model = avf16 517 ; damage 518 ParticleSysBone = Smoke01 JetSmoke 519 ParticleSysBone = Engine01 JetEngineDamagedSmoke 520 End 521 522 ConditionState = REALLYDAMAGED JETEXHAUST 523 Model = avf16 524 ; damage 525 ParticleSysBone = Smoke01 JetSmoke 526 ParticleSysBone = Engine01 JetEngineDamagedSmoke 527 ; exhaust 528 ParticleSysBone = Wingtip01 JetContrail 529 ParticleSysBone = Wingtip02 JetContrail 530 End 531 532 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 533 Model = avf16 534 ; damage 535 ParticleSysBone = Smoke01 JetSmoke 536 ParticleSysBone = Engine01 JetEngineDamagedSmoke 537 ; afterburner 538 ShowSubObject = BurnerFX01 BurnerFX02 539 ParticleSysBone = Engine01 JetLenzflare 540 ParticleSysBone = Engine02 JetLenzflare 541 ; exhaust 542 ParticleSysBone = Wingtip01 JetContrail 543 ParticleSysBone = Wingtip02 JetContrail 544 End 545 546 ConditionState = RUBBLE 547 Model = avf16 548 HideSubObject = None 549 ShowSubObject = None 550 End 551 552 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 553 Model = avf16 554 ;HideSubObject is needed cause there're inherited from default condition state 555 HideSubObject = None 556 ShowSubObject = None 557 ParticleSysBone = Engine01 JetExhaust 558 ParticleSysBone = Engine02 JetExhaust 559 ; exhaust 560 ParticleSysBone = Wingtip01 JetContrail 561 ParticleSysBone = Wingtip02 JetContrail 562 End 563 564 OkToChangeModelColor = Yes 565 566 End 567 568 ; ***DESIGN parameters *** 569 DisplayName = OBJECT:Raptor 570 EditorSorting = VEHICLE 571 Side = AmericaLaserGeneral 572 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 573 VisionRange = 200.0 574 ShroudClearingRange = 400 575 Prerequisites 576 Object = Lazr_AmericaAirfield 577 End 578 579 WeaponSet 580 Conditions = None 581 Weapon = PRIMARY RaptorJetMissileWeapon 582 End 583 WeaponSet 584 Conditions = PLAYER_UPGRADE 585 Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon 586 End 587 ArmorSet 588 Conditions = None 589 Armor = AirplaneArmor 590 DamageFX = None 591 End 592 ArmorSet 593 Conditions = PLAYER_UPGRADE 594 Armor = CountermeasuresAirplaneArmor 595 DamageFX = None 596 End 597 598 599 BuildCost = 1400 600 BuildTime = 20 601 ExperienceValue = 50 50 100 150 ;Experience point value at each level 602 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 603 IsTrainable = Yes ;Can gain experience 604 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 605 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 606 CommandSet = AmericaJetRaptorCommandSet 607 608 ; *** AUDIO Parameters *** 609 VoiceSelect = RaptorVoiceSelect 610 VoiceMove = RaptorVoiceMove 611 VoiceAttack = RaptorVoiceAttack 612 VoiceAttackAir = RaptorVoiceAttackAir 613 VoiceGuard = RaptorVoiceAirPatrol 614 SoundAmbient = RaptorAmbientLoop 615 SoundAmbientRubble = NoSound 616 ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield 617 ; SoundAmbient = NoSound 618 UnitSpecificSounds 619 VoiceCreate = RaptorVoiceCreate 620 SoundEject = PilotSoundEject 621 VoiceEject = PilotVoiceEject 622 Afterburner = RaptorAfterburner 623 VoiceLowFuel = RaptorVoiceLowFuel 624 VoiceGarrison = RaptorVoiceMove 625 End 626 627 ; *** ENGINEERING Parameters *** 628 RadarPriority = UNIT 629 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 630 Body = ActiveBody ModuleTag_02 631 MaxHealth = 160.0 632 InitialHealth = 160.0 633 End 634 635 Behavior = WeaponSetUpgrade ModuleTag_03 636 TriggeredBy = Upgrade_AmericaLaserMissiles 637 End 638 Behavior = ArmorUpgrade ModuleTag_Armor01 639 TriggeredBy = Upgrade_AmericaCountermeasures 640 End 641 642 Behavior = CountermeasuresBehavior ModuleTag_10 643 TriggeredBy = Upgrade_AmericaCountermeasures 644 FlareTemplateName = CountermeasureFlare 645 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 646 VolleySize = 3 ; Number of flares launched per volley (requires bones) 647 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 648 VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value. 649 DelayBetweenVolleys = 1000 ; Time between flare volleys 650 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 651 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 652 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 653 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 654 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 655 End 656 657 Behavior = ExperienceScalarUpgrade ModuleTag_04 658 TriggeredBy = Upgrade_AmericaAdvancedTraining 659 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 660 End 661 662 Behavior = JetSlowDeathBehavior ModuleTag_05 663 FXOnGroundDeath = FX_JetOnGroundDeath 664 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 665 DestructionDelay = 99999999; destruction will happen when we 666 RollRate = 0.2 667 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 668 PitchRate = 0.0 669 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 670 FXInitialDeath = FX_RaptorDeathInitial 671 OCLInitialDeath = OCL_RaptorDeathInitial 672 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 673 FXSecondary = FX_JetDeathSecondary 674 OCLSecondary = OCL_RaptorDeathSecondary 675 FXHitGround = FX_JetDeathHitGround 676 OCLHitGround = OCL_RaptorDeathHitGround 677 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 678 FXFinalBlowUp = FX_JetDeathFinalBlowUp 679 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 680 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 681 End 682 Behavior = EjectPilotDie ModuleTag_06 683 ExemptStatus = HIJACKED 684 GroundCreationList = OCL_EjectPilotOnGround 685 AirCreationList = OCL_EjectPilotViaParachute 686 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 687 End 688 689 Behavior = PhysicsBehavior ModuleTag_07 690 Mass = 500.0 691 End 692 693 Behavior = TransitionDamageFX ModuleTag_08 694 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 695 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 696 End 697 698 Behavior = JetAIUpdate ModuleTag_09 699 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 700 ; note that it's expressed as a percent of max health, not an absolute 701 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 702 TakeoffPause = 500 703 MinHeight = 5 704 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 705 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 706 End 707 Locomotor = SET_NORMAL RaptorJetLocomotor 708 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 709 710 Behavior = FlammableUpdate ModuleTag_21 711 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 712 AflameDamageAmount = 3 ; taking this much damage... 713 AflameDamageDelay = 500 ; this often. 714 End 715 716 717 Geometry = Box 718 GeometryIsSmall = Yes 719 GeometryMajorRadius = 14.0 720 GeometryMinorRadius = 7.0 721 GeometryHeight = 5.0 722 Shadow = SHADOW_VOLUME 723 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 724 725 End 726 727 728 729 730 ;------------------------------------------------------------------------------ 731 Object Lazr_AmericaJetB52 732 733 ; *** ART Parameters *** 734 Draw = W3DModelDraw ModuleTag_01 735 DefaultConditionState 736 Model = AVBomber 737 ParticleSysBone = Engine00 JetBlackTrailThin 738 ParticleSysBone = Engine02 JetBlackTrailThin 739 ParticleSysBone = Engine03 JetBlackTrailThin 740 ParticleSysBone = Engine04 JetBlackTrailThin 741 ParticleSysBone = WingTip01 JetContrailThin 742 ParticleSysBone = WingTip02 JetContrailThin 743 End 744 ConditionState = DAMAGED 745 Model = AVBomber_D 746 ParticleSysBone = Smoke01 JetFireLarge 747 ParticleSysBone = Smoke02 JetFireLarge 748 ParticleSysBone = Engine00 JetBlackTrailThin 749 ParticleSysBone = Engine02 JetBlackTrailThin 750 ParticleSysBone = Engine03 JetBlackTrailThin 751 ParticleSysBone = Engine04 JetBlackTrailThin 752 ParticleSysBone = Smoke01 JetSmokeLarge 753 ParticleSysBone = Smoke02 JetSmokeLarge 754 End 755 ConditionState = REALLYDAMAGED 756 Model = AVBomber_D 757 ParticleSysBone = Smoke01 JetFireLarge 758 ParticleSysBone = Smoke02 JetFireLarge 759 ParticleSysBone = Engine00 JetBlackTrailThin 760 ParticleSysBone = Engine02 JetBlackTrailThin 761 ParticleSysBone = Engine03 JetBlackTrailThin 762 ParticleSysBone = Engine04 JetBlackTrailThin 763 ParticleSysBone = Smoke01 JetSmokeLarge 764 ParticleSysBone = Smoke02 JetSmokeLarge 765 End 766 ConditionState = RUBBLE 767 Model = AVBomber_D1 768 ParticleSysBone = Smoke01 JetFireLarge 769 ParticleSysBone = Smoke02 JetFireLarge 770 ParticleSysBone = Smoke01 JetSmokeLarge 771 ParticleSysBone = Smoke02 JetSmokeLarge 772 End 773 OkToChangeModelColor = Yes 774 End 775 776 Draw = W3DModelDraw ModuleTag_02 777 DefaultConditionState 778 Model = AVBomber_A2U 779 Animation = AVBomber_A2K.AVBomber_A2 780 AnimationMode = MANUAL 781 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 782 End 783 ConditionState = DOOR_1_OPENING 784 Animation = AVBomber_A2K.AVBomber_A2 785 AnimationMode = ONCE 786 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 787 End 788 ConditionState = DOOR_1_CLOSING 789 Animation = AVBomber_A2K.AVBomber_A2 790 AnimationMode = ONCE_BACKWARDS 791 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 792 End 793 794 ConditionState = REALLYDAMAGED 795 Model = AVBomber_A2DU 796 Animation = AVBomber_A2K.AVBomber_A2 797 AnimationMode = MANUAL 798 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 799 End 800 ConditionState = DOOR_1_OPENING REALLYDAMAGED 801 Model = AVBomber_A2DU 802 Animation = AVBomber_A2K.AVBomber_A2 803 AnimationMode = ONCE 804 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 805 End 806 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 807 Model = AVBomber_A2DU 808 Animation = AVBomber_A2K.AVBomber_A2 809 AnimationMode = ONCE_BACKWARDS 810 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 811 End 812 End 813 814 ; ***DESIGN parameters *** 815 DisplayName = OBJECT:B52 816 EditorSorting = VEHICLE 817 Side = AmericaLaserGeneral 818 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 819 VisionRange = 0.0 820 ArmorSet 821 Conditions = None 822 Armor = AirplaneArmor 823 DamageFX = TankDamageFX 824 End 825 ArmorSet 826 Conditions = PLAYER_UPGRADE 827 Armor = CountermeasuresAirplaneArmor 828 DamageFX = None 829 End 830 CommandSet = Command_ScriptedTransportDrops 831 832 ; *** AUDIO Parameters *** 833 SoundAmbient = B52AmbientLoop 834 SoundAmbientRubble = NoSound 835 836 ; *** ENGINEERING Parameters *** 837 RadarPriority = UNIT 838 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 839 Body = ActiveBody ModuleTag_03 840 MaxHealth = 1000.0 841 InitialHealth = 1000.0 842 End 843 844 ExperienceValue = 50 50 50 50 ; Experience point value at each level 845 846 ;SCRIPTED SUPPORT: These special powers are triggered directly 847 ;from the transport without creating a transport. This is done 848 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 849 ;which also prevents creating the payload transport. 850 Behavior = OCLSpecialPower ModuleTag_04 851 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 852 OCL = SUPERWEAPON_DaisyCutter 853 CreateLocation = USE_OWNER_OBJECT 854 ScriptedSpecialPowerOnly = Yes 855 End 856 Behavior = OCLSpecialPower ModuleTag_05 857 SpecialPowerTemplate = SuperweaponParadropAmerica 858 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 859 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 860 OCL = SUPERWEAPON_Paradrop1 861 CreateLocation = USE_OWNER_OBJECT 862 ScriptedSpecialPowerOnly = Yes 863 End 864 Behavior = OCLSpecialPower ModuleTag_06 865 SpecialPowerTemplate = SuperweaponCarpetBomb 866 OCL = SUPERWEAPON_CarpetBomb 867 CreateLocation = USE_OWNER_OBJECT 868 ScriptedSpecialPowerOnly = Yes 869 End 870 871 Behavior = PhysicsBehavior ModuleTag_07 872 Mass = 500.0 873 End 874 875 Behavior = DeliverPayloadAIUpdate ModuleTag_08 876 DoorDelay = 500 877 MaxAttempts = 4 878 DropOffset = X:0 Y:0 Z:-10 879 DropDelay = 300 ; time in between each item dropped (if more than one) 880 PutInContainer = AmericaParachute 881 DeliveryDistance = 150 882 End 883 Locomotor = SET_NORMAL B52Locomotor 884 885 Behavior = TransportContain ModuleTag_09 886 Slots = 100 ; hey, it's a BIG transport 887 ScatterNearbyOnExit = No 888 OrientLikeContainerOnExit = Yes 889 KeepContainerVelocityOnExit = Yes 890 ExitPitchRate = 30 891 ExitBone = WeaponA01 892 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 893 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 894 NumberOfExitPaths = 0 895 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 896 End 897 898 Behavior = JetSlowDeathBehavior ModuleTag_10 899 DestructionDelay = 2000 900 RollRate = 0.0 901 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 902 PitchRate = 0 903 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 904 FXInitialDeath = FX_JetBigDeathInitial 905 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 906 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 907 OCLSecondary = OCL_AmericaJetCargoHulkDeath 908 FXSecondary = FX_BigPlaneDeath 909 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 910 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 911 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 912 End 913 914 Behavior = TransitionDamageFX ModuleTag_11 915 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 916 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 917 End 918 919 Behavior = ArmorUpgrade ModuleTag_Armor01 920 TriggeredBy = Upgrade_AmericaCountermeasures 921 End 922 923 Behavior = CountermeasuresBehavior ModuleTag_12 924 TriggeredBy = Upgrade_AmericaCountermeasures 925 FlareTemplateName = CountermeasureFlare 926 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 927 VolleySize = 4 ; Number of flares launched per volley (requires bones) 928 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 929 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 930 DelayBetweenVolleys = 1000 ; Time between flare volleys 931 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 932 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 933 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 934 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 935 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 936 End 937 938 Geometry = Box 939 GeometryIsSmall = No 940 GeometryMajorRadius = 60.0 941 GeometryMinorRadius = 10.0 942 GeometryHeight = 10.0 943 Shadow = SHADOW_VOLUME 944 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 945 946 End 947 948 949 950 951 952 953 954 ;------------------------------------------------------------------------------ 955 Object Lazr_AmericaJetAurora 956 957 ; *** ART Parameters *** 958 SelectPortrait = SAAurora_L 959 ButtonImage = SAAurora 960 961 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 962 UpgradeCameo2 = Upgrade_AmericaCountermeasures 963 ;UpgradeCameo3 = NONE 964 ;UpgradeCameo4 = NONE 965 ;UpgradeCameo5 = NONE 966 967 Draw = W3DModelDraw ModuleTag_01 968 969 DefaultConditionState 970 Model = AVAurora 971 HideSubObject = BurnerFX03 BurnerFX04 972 WeaponLaunchBone = PRIMARY WeaponA 973 End 974 975 ConditionState = JETEXHAUST 976 ; exhaust 977 ParticleSysBone = Wingtip01 JetContrail 978 ParticleSysBone = Wingtip02 JetContrail 979 End 980 981 ConditionState = JETEXHAUST JETAFTERBURNER 982 ; exhaust 983 ParticleSysBone = Wingtip01 JetContrail 984 ParticleSysBone = Wingtip02 JetContrail 985 ; afterburner 986 ShowSubObject = BurnerFX03 BurnerFX04 987 ParticleSysBone = Engine01 JetLenzflare 988 ParticleSysBone = Engine02 JetLenzflare 989 End 990 991 ConditionState = REALLYDAMAGED 992 Model = AVAurora_D 993 ; damage 994 ParticleSysBone = Smoke01 JetSmoke 995 ParticleSysBone = Engine01 JetEngineDamagedSmoke 996 End 997 998 ConditionState = REALLYDAMAGED JETEXHAUST 999 Model = AVAurora_D 1000 ; damage 1001 ParticleSysBone = Smoke01 JetSmoke 1002 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1003 ; exhaust 1004 ParticleSysBone = Wingtip01 JetContrail 1005 ParticleSysBone = Wingtip02 JetContrail 1006 End 1007 1008 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1009 Model = AVAurora_D 1010 ; damage 1011 ParticleSysBone = Smoke01 JetSmoke 1012 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1013 ; afterburner 1014 ShowSubObject = BurnerFX03 BurnerFX04 1015 ParticleSysBone = Engine01 JetLenzflare 1016 ParticleSysBone = Engine02 JetLenzflare 1017 ; exhaust 1018 ParticleSysBone = Wingtip01 JetContrail 1019 ParticleSysBone = Wingtip02 JetContrail 1020 End 1021 1022 ConditionState = RUBBLE 1023 Model = AVAurora_D1 1024 HideSubObject = None 1025 ShowSubObject = None 1026 End 1027 1028 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1029 Model = AVAurora_D1 1030 ;HideSubObject is needed cause there're inherited from default condition state 1031 HideSubObject = None 1032 ShowSubObject = None 1033 ParticleSysBone = Engine01 JetExhaust 1034 ParticleSysBone = Engine02 JetExhaust 1035 ; exhaust 1036 ParticleSysBone = Wingtip01 JetContrail 1037 ParticleSysBone = Wingtip02 JetContrail 1038 End 1039 1040 OkToChangeModelColor = Yes 1041 End 1042 1043 ; ***DESIGN parameters *** 1044 DisplayName = OBJECT:Aurora 1045 EditorSorting = VEHICLE 1046 Side = AmericaLaserGeneral 1047 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1048 VisionRange = 180.0 1049 ShroudClearingRange = 600 1050 Prerequisites 1051 Object = Lazr_AmericaAirfield 1052 Object = Lazr_AmericaStrategyCenter 1053 End 1054 BuildCost = 2500 1055 BuildTime = 30.0 ;in seconds 1056 WeaponSet 1057 Conditions = None 1058 Weapon = PRIMARY AuroraBombWeapon 1059 End 1060 ArmorSet 1061 Conditions = None 1062 Armor = AirplaneArmor 1063 DamageFX = None 1064 End 1065 ArmorSet 1066 Conditions = PLAYER_UPGRADE 1067 Armor = CountermeasuresAirplaneArmor 1068 DamageFX = None 1069 End 1070 1071 ExperienceValue = 200 200 400 400 ;Experience point value at each level 1072 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 1073 IsTrainable = Yes ;Can gain experience 1074 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1075 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1076 CommandSet = AmericaJetAuroraCommandSet 1077 1078 ; *** AUDIO Parameters *** 1079 VoiceSelect = AuroraBomberVoiceSelect 1080 VoiceMove = AuroraBomberVoiceMove 1081 VoiceGuard = AuroraBomberVoiceMove 1082 VoiceAttack = AuroraBomberVoiceAttack 1083 SoundAmbient = AuroraBomberAmbientLoop 1084 SoundAmbientRubble = NoSound 1085 UnitSpecificSounds 1086 VoiceCreate = AuroraBomberVoiceCreate 1087 SoundEject = PilotSoundEject 1088 VoiceEject = PilotVoiceEject 1089 Afterburner = RaptorAfterburner 1090 VoiceLowFuel = AuroraBomberVoiceLowFuel 1091 VoiceGarrison = AuroraBomberVoiceMove 1092 End 1093 1094 ; *** ENGINEERING Parameters *** 1095 RadarPriority = UNIT 1096 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1097 Body = ActiveBody ModuleTag_02 1098 MaxHealth = 80.0 1099 InitialHealth = 80.0 1100 End 1101 1102 Behavior = JetSlowDeathBehavior ModuleTag_03 1103 FXOnGroundDeath = FX_JetOnGroundDeath 1104 OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp 1105 DestructionDelay = 99999999; destruction will happen when we 1106 RollRate = 0.2 1107 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1108 PitchRate = 0.0 1109 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1110 FXInitialDeath = FX_AuroraDeathInitial 1111 ;OCLInitialDeath = None 1112 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1113 FXSecondary = FX_JetDeathSecondary 1114 ;OCLSecondary = None 1115 FXHitGround = FX_JetDeathHitGround 1116 ;OCLHitGround = None 1117 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1118 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1119 OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1120 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1121 End 1122 Behavior = EjectPilotDie ModuleTag_04 1123 GroundCreationList = OCL_EjectPilotOnGround 1124 AirCreationList = OCL_EjectPilotViaParachute 1125 ExemptStatus = HIJACKED 1126 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1127 End 1128 1129 Behavior = PhysicsBehavior ModuleTag_05 1130 Mass = 500.0 1131 End 1132 1133 Behavior = ExperienceScalarUpgrade ModuleTag_06 1134 TriggeredBy = Upgrade_AmericaAdvancedTraining 1135 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1136 End 1137 1138 Behavior = JetAIUpdate ModuleTag_07 1139 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1140 ; note that it's expressed as a percent of max health, not an absolute 1141 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1142 TakeoffPause = 500 1143 MinHeight = 5 1144 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode 1145 AttackLocomotorType = SET_SUPERSONIC 1146 AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately 1147 AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer 1148 ReturnForAmmoLocomotorType = SET_SLUGGISH 1149 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1150 End 1151 Locomotor = SET_NORMAL AuroraJetLocomotor 1152 Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor 1153 Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor 1154 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1155 1156 Behavior = ArmorUpgrade ModuleTag_Armor01 1157 TriggeredBy = Upgrade_AmericaCountermeasures 1158 End 1159 1160 Behavior = CountermeasuresBehavior ModuleTag_10 1161 TriggeredBy = Upgrade_AmericaCountermeasures 1162 FlareTemplateName = CountermeasureFlare 1163 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1164 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1165 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1166 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1167 DelayBetweenVolleys = 1000 ; Time between flare volleys 1168 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1169 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1170 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1171 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1172 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1173 End 1174 1175 Behavior = FlammableUpdate ModuleTag_21 1176 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1177 AflameDamageAmount = 3 ; taking this much damage... 1178 AflameDamageDelay = 500 ; this often. 1179 End 1180 1181 Behavior = TransitionDamageFX ModuleTag_22 1182 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1183 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1184 End 1185 1186 1187 Geometry = Box 1188 GeometryIsSmall = Yes 1189 GeometryMajorRadius = 14.0 1190 GeometryMinorRadius = 7.0 1191 GeometryHeight = 5.0 1192 Shadow = SHADOW_VOLUME 1193 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1194 1195 End 1196 1197 ;------------------------------------------------------------------------------ 1198 Object Lazr_AmericaJetStealthFighter 1199 1200 ; *** ART Parameters *** 1201 SelectPortrait = SAStealth_L 1202 ButtonImage = SAStealth 1203 1204 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 1205 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 1206 UpgradeCameo3 = Upgrade_AmericaCountermeasures 1207 UpgradeCameo4 = Upgrade_AmericaBunkerBusters 1208 ;UpgradeCameo5 = NONE 1209 1210 Draw = W3DModelDraw ModuleTag_01 1211 1212 DefaultConditionState 1213 Model = AVStealth 1214 HideSubObject = BurnerFX03 BurnerFX04 1215 WeaponLaunchBone = PRIMARY WeaponA 1216 End 1217 1218 ConditionState = JETEXHAUST 1219 ParticleSysBone = Wingtip01 JetContrail 1220 ParticleSysBone = Wingtip02 JetContrail 1221 End 1222 1223 ConditionState = JETEXHAUST JETAFTERBURNER 1224 ; exhaust 1225 ParticleSysBone = Wingtip01 JetContrail 1226 ParticleSysBone = Wingtip02 JetContrail 1227 ; afterburners 1228 ShowSubObject = BurnerFX03 BurnerFX04 1229 ParticleSysBone = Engine01 JetLenzflare 1230 ParticleSysBone = Engine02 JetLenzflare 1231 End 1232 1233 ConditionState = REALLYDAMAGED 1234 Model = AVStealth_D 1235 ; damage 1236 ParticleSysBone = Smoke01 JetSmoke 1237 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1238 End 1239 1240 ConditionState = REALLYDAMAGED JETEXHAUST 1241 Model = AVStealth_D 1242 ; damage 1243 ParticleSysBone = Smoke01 JetSmoke 1244 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1245 ; exhaust 1246 ParticleSysBone = Wingtip01 JetContrail 1247 ParticleSysBone = Wingtip02 JetContrail 1248 End 1249 1250 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1251 Model = AVStealth_D 1252 ; damage 1253 ParticleSysBone = Smoke01 JetSmoke 1254 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1255 ; exhaust 1256 ParticleSysBone = Wingtip01 JetContrail 1257 ParticleSysBone = Wingtip02 JetContrail 1258 ; afterburners 1259 ShowSubObject = BurnerFX03 BurnerFX04 1260 ParticleSysBone = Engine01 JetLenzflare 1261 ParticleSysBone = Engine02 JetLenzflare 1262 End 1263 1264 ConditionState = RUBBLE 1265 Model = AVStealth_D1 1266 HideSubObject = None 1267 ShowSubObject = None 1268 End 1269 1270 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1271 Model = AVStealth_D1 1272 ;HideSubObject is needed cause there're inherited from default condition state 1273 HideSubObject = None 1274 ShowSubObject = None 1275 ParticleSysBone = Engine01 JetExhaust 1276 ParticleSysBone = Engine02 JetExhaust 1277 ParticleSysBone = Wingtip01 JetContrail 1278 ParticleSysBone = Wingtip02 JetContrail 1279 End 1280 1281 OkToChangeModelColor = Yes 1282 1283 End 1284 1285 ; ***DESIGN parameters *** 1286 DisplayName = OBJECT:StealthFighter 1287 EditorSorting = VEHICLE 1288 Side = AmericaLaserGeneral 1289 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1290 VisionRange = 180.0 1291 ShroudClearingRange = 300.0 1292 Prerequisites 1293 Object = Lazr_AmericaAirfield 1294 Science = SCIENCE_StealthFighter 1295 End 1296 WeaponSet 1297 Conditions = None 1298 Weapon = PRIMARY StealthJetMissileWeapon 1299 End 1300 WeaponSet 1301 Conditions = PLAYER_UPGRADE 1302 Weapon = PRIMARY StealthJetLaserGuidedMissileWeapon 1303 End 1304 ArmorSet 1305 Conditions = None 1306 Armor = AirplaneArmor 1307 DamageFX = None 1308 End 1309 ArmorSet 1310 Conditions = PLAYER_UPGRADE 1311 Armor = CountermeasuresAirplaneArmor 1312 DamageFX = None 1313 End 1314 1315 BuildCost = 1600 1316 BuildTime = 25.0 ;in seconds 1317 ExperienceValue = 100 100 200 300 ;Experience point value at each level 1318 ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level 1319 IsTrainable = Yes ;Can gain experience 1320 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1321 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1322 CommandSet = Lazr_AmericaJetStealthFighterCommandSet 1323 1324 ; *** AUDIO Parameters *** 1325 VoiceSelect = StealthFighterVoiceSelect 1326 VoiceMove = StealthFighterVoiceMove 1327 VoiceAttack = StealthFighterVoiceAttack 1328 VoiceAttackAir = StealthFighterVoiceAttackAir 1329 VoiceGuard = StealthFighterVoiceAirPatrol 1330 SoundAmbient = StealthFighterAmbientLoop 1331 SoundAmbientRubble = NoSound 1332 SoundStealthOn = StealthOn 1333 SoundStealthOff = StealthOff 1334 UnitSpecificSounds 1335 VoiceCreate = StealthFighterVoiceCreate 1336 SoundEject = PilotSoundEject 1337 VoiceEject = PilotVoiceEject 1338 Afterburner = RaptorAfterburner 1339 VoiceLowFuel = AuroraBomberVoiceLowFuel 1340 VoiceGarrison = StealthFighterVoiceMove 1341 End 1342 1343 ; *** ENGINEERING Parameters *** 1344 RadarPriority = LOCAL_UNIT_ONLY 1345 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1346 Body = ActiveBody ModuleTag_02 1347 MaxHealth = 120.0 1348 InitialHealth = 120.0 1349 End 1350 1351 Behavior = JetSlowDeathBehavior ModuleTag_03 1352 FXOnGroundDeath = FX_JetOnGroundDeath 1353 OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp 1354 DestructionDelay = 99999999; destruction will happen when we 1355 RollRate = 0.2 1356 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1357 PitchRate = 0.0 1358 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1359 FXInitialDeath = FX_StealthFighterDeathInitial 1360 ;OCLInitialDeath = None 1361 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1362 FXSecondary = FX_JetDeathSecondary 1363 ;OCLSecondary = None 1364 FXHitGround = FX_JetDeathHitGround 1365 ;OCLHitGround = None 1366 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1367 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1368 OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp 1369 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1370 End 1371 Behavior = EjectPilotDie ModuleTag_04 1372 GroundCreationList = OCL_EjectPilotOnGround 1373 AirCreationList = OCL_EjectPilotViaParachute 1374 ExemptStatus = HIJACKED 1375 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1376 End 1377 1378 Behavior = PhysicsBehavior ModuleTag_05 1379 Mass = 500.0 1380 End 1381 1382 Behavior = JetAIUpdate ModuleTag_06 1383 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1384 ; note that it's expressed as a percent of max health, not an absolute 1385 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1386 TakeoffPause = 500 1387 MinHeight = 5 1388 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1389 End 1390 1391 Behavior = WeaponSetUpgrade ModuleTag_07 1392 TriggeredBy = Upgrade_AmericaLaserMissiles 1393 End 1394 1395 Behavior = ExperienceScalarUpgrade ModuleTag_08 1396 TriggeredBy = Upgrade_AmericaAdvancedTraining 1397 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1398 End 1399 1400 Behavior = StealthUpdate ModuleTag_09 1401 StealthDelay = 1500 ; msec 1402 StealthForbiddenConditions = FIRING_PRIMARY 1403 ; not currently used... but maybe someday? (srj) 1404 ;RevealDistanceFromTarget = 0.0f 1405 FriendlyOpacityMin = 50.0% 1406 FriendlyOpacityMax = 100.0% 1407 InnateStealth = Yes 1408 OrderIdleEnemiesToAttackMeUponReveal = Yes 1409 End 1410 1411 Behavior = ArmorUpgrade ModuleTag_Armor01 1412 TriggeredBy = Upgrade_AmericaCountermeasures 1413 End 1414 1415 Behavior = CountermeasuresBehavior ModuleTag_10 1416 TriggeredBy = Upgrade_AmericaCountermeasures 1417 FlareTemplateName = CountermeasureFlare 1418 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1419 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1420 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1421 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1422 DelayBetweenVolleys = 1000 ; Time between flare volleys 1423 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1424 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1425 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1426 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1427 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1428 End 1429 1430 Locomotor = SET_NORMAL StealthJetLocomotor 1431 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1432 1433 Behavior = FlammableUpdate ModuleTag_21 1434 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1435 AflameDamageAmount = 3 ; taking this much damage... 1436 AflameDamageDelay = 500 ; this often. 1437 End 1438 1439 Behavior = TransitionDamageFX ModuleTag_22 1440 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1441 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1442 End 1443 1444 1445 Geometry = Cylinder 1446 GeometryIsSmall = Yes 1447 GeometryMajorRadius = 7.0 1448 GeometryMinorRadius = 7.0 1449 GeometryHeight = 7.0 1450 Shadow = SHADOW_VOLUME 1451 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1452 1453 End 1454 1455 ;------------------------¸ÄΪÑÛ¾µÉßÖ±Éý»ú------------------------------------------------------ 1456 Object Lazr_AmericaVehicleComanche 1457 1458 ; *** ART Parameters *** 1459 SelectPortrait = T7 1460 ButtonImage = T7 1461 1462 UpgradeCameo1 = Upgrade_ComancheRocketPods 1463 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 1464 UpgradeCameo3 = Upgrade_AmericaCountermeasures 1465 ;UpgradeCameo4 = NONE 1466 ;UpgradeCameo5 = NONE 1467 1468 Draw = W3DModelDraw ModuleTag_01 1469 1470 DefaultConditionState 1471 Model = AvAH1 1472 HideSubObject = MissileUpgrade 1473 Animation = AvAH1.AvAH1 1474 AnimationMode = LOOP 1475 WeaponMuzzleFlash = PRIMARY TurretFX 1476 WeaponFireFXBone = PRIMARY Muzzle 1477 WeaponFireFXBone = SECONDARY Muzzle 1478 WeaponLaunchBone = SECONDARY Muzzle 1479 End 1480 1481 ConditionState = REALLYDAMAGED 1482 Model = AvAH1 1483 Animation = AvAH1.AvAH1 1484 AnimationMode = LOOP 1485 End 1486 1487 ConditionState = WEAPONSET_PLAYER_UPGRADE 1488 ShowSubObject = MissileUpgrade 1489 Animation = AvAH1.AvAH1 1490 AnimationMode = LOOP 1491 WeaponFireFXBone = TERTIARY WeaponB 1492 WeaponLaunchBone = TERTIARY WeaponB 1493 End 1494 1495 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 1496 Model = AvAH1 1497 ShowSubObject = MissileUpgrade 1498 Animation = AvAH1.AvAH1 1499 AnimationMode = LOOP 1500 WeaponFireFXBone = TERTIARY WeaponB 1501 WeaponLaunchBone = TERTIARY WeaponB 1502 End 1503 1504 ConditionState = RUBBLE 1505 Model = AvAH1 1506 Animation = AvAH1.AvAH1 1507 AnimationMode = LOOP 1508 End 1509 1510 ConditionState = RUBBLE SPECIAL_DAMAGED 1511 Model = AvAH1 1512 HideSubObject = AVComanche_Prop 1513 End 1514 1515 OkToChangeModelColor = Yes 1516 End 1517 1518 ; ***DESIGN parameters *** 1519 DisplayName = OBJECT:Comanche 1520 EditorSorting = VEHICLE 1521 Side = AmericaLaserGeneral 1522 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1523 VisionRange = 200.0 1524 ShroudClearingRange = 600 1525 Prerequisites 1526 Object = Lazr_AmericaAirfield 1527 End 1528 1529 WeaponSet 1530 Conditions = None 1531 ; ----- 1532 Weapon = PRIMARY Comanche20mmCannonWeapon 1533 PreferredAgainst = PRIMARY INFANTRY 1534 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 1535 ; ----- 1536 Weapon = SECONDARY ChinaInfantryTankHunterMissileLauncher 1537 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 1538 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 1539 ; ----- 1540 Weapon = TERTIARY NONE 1541 End 1542 WeaponSet 1543 Conditions = PLAYER_UPGRADE 1544 ; ----- 1545 Weapon = PRIMARY Comanche20mmCannonWeapon 1546 PreferredAgainst = PRIMARY INFANTRY 1547 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 1548 ; ----- 1549 Weapon = SECONDARY ChinaInfantryTankHunterMissileLauncher 1550 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 1551 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 1552 ; ----- 1553 Weapon = TERTIARY ComancheRocketPodWeapon 1554 AutoChooseSources = TERTIARY NONE 1555 End 1556 ArmorSet 1557 Conditions = None 1558 Armor = ComancheArmor 1559 DamageFX = None 1560 End 1561 ArmorSet 1562 Conditions = PLAYER_UPGRADE 1563 Armor = CountermeasuresComancheArmor 1564 DamageFX = None 1565 End 1566 BuildCost = 1500 1567 BuildTime = 20 ; in seconds 1568 ExperienceValue = 50 50 100 200 ; Experience point value at each level 1569 ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level 1570 IsTrainable = Yes ; Can gain experience 1571 CommandSet = Lazr_AmericaVehicleComancheCommandSet 1572 1573 ; *** AUDIO Parameters *** 1574 VoiceSelect = ComancheVoiceSelect 1575 VoiceMove = ComancheVoiceMove 1576 VoiceGuard = ComancheVoiceMove 1577 VoiceAttack = ComancheVoiceAttack 1578 SoundAmbient = ComancheAmbientLoop 1579 SoundAmbientRubble = NoSound 1580 UnitSpecificSounds 1581 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1582 VoiceCreate = ComancheVoiceCreate 1583 SoundEject = PilotSoundEject 1584 VoiceEject = PilotVoiceEject 1585 Afterburner = RaptorAfterburner 1586 VoiceGarrison = ComancheVoiceMove 1587 TurretMoveStart = NoSound 1588 TurretMoveLoop = NoSound 1589 VoiceFireRocketPods = ComancheVoiceAttackRocket 1590 End 1591 1592 1593 ; *** ENGINEERING Parameters *** 1594 RadarPriority = UNIT 1595 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD 1596 1597 Behavior = WeaponSetUpgrade ModuleTag_02 1598 TriggeredBy = Upgrade_ComancheRocketPods 1599 End 1600 Behavior = ExperienceScalarUpgrade ModuleTag_03 1601 TriggeredBy = Upgrade_AmericaAdvancedTraining 1602 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1603 End 1604 1605 Body = ActiveBody ModuleTag_04 1606 MaxHealth = 220.0 1607 InitialHealth = 220.0 1608 End 1609 1610 Behavior = FXListDie ModuleTag_05 1611 DeathFX = FX_ComancheStartDeath 1612 End 1613 1614 Behavior = JetAIUpdate ModuleTag_06 1615 MinHeight = 5 1616 NeedsRunway = No 1617 KeepsParkingSpaceWhenAirborne = No 1618 AutoAcquireEnemiesWhenIdle = Yes 1619 ; note that comanches do not return to base when idle 1620 1621 ; this is a bit of a trick... normally, units cannot move-and-fire at 1622 ; the same time. we need the comanche to be able to. so we give it 1623 ; a "turret" (invisible) and put the two main weapons on it, but with 1624 ; no turn rate. voila! 1625 Turret 1626 TurretTurnRate = 0 ; this "turret" does not turn 1627 TurretPitchRate = 0 ; nor does it pitch 1628 ControlledWeaponSlots = PRIMARY SECONDARY 1629 End 1630 1631 End 1632 Locomotor = SET_NORMAL ComancheLocomotor 1633 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 1634 1635 Behavior = PhysicsBehavior ModuleTag_07 1636 Mass = 50.0 1637 End 1638 Behavior = HelicopterSlowDeathBehavior ModuleTag_08 1639 DestructionDelay = 99999999 ; the destruction delay 1640 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 1641 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 1642 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 1643 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 1644 SoundDeathLoop = ComancheDamagedLoop 1645 MinSelfSpin = 100 ; in degrees per second 1646 MaxSelfSpin = 300 ; in degrees per second 1647 SelfSpinUpdateDelay = 100 ; in milliseconds 1648 SelfSpinUpdateAmount = 10 ; in degrees 1649 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 1650 MinBladeFlyOffDelay = 1500 ; in milliseconds 1651 MaxBladeFlyOffDelay = 1500 ; in milliseconds 1652 AttachParticle = SootySmokeTrail 1653 AttachParticleBone = Propeller02 1654 BladeObjectName = ComancheBlades 1655 BladeBoneName = Propeller01 1656 ; Most things that eject pilots do so immediately upon death, 1657 ; via use of EjectPilotDie, but Helicopters are a special case... 1658 ; they need to do so after their blades are ejected. 1659 OCLEjectPilot = OCL_EjectPilotViaParachute 1660 FXBlade = FX_HelicopterBladeExplosion 1661 OCLBlade = OCL_HelicopterBladeExplosion 1662 FXHitGround = FX_HelicopterHitGround 1663 OCLHitGround = OCL_HelicopterHitGround 1664 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 1665 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 1666 DelayFromGroundToFinalDeath = 1500 1667 FinalRubbleObject = ComancheRubbleHull 1668 End 1669 1670 Behavior = TransitionDamageFX ModuleTag_09 1671 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 1672 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 1673 End 1674 1675 Behavior = ArmorUpgrade ModuleTag_Armor01 1676 TriggeredBy = Upgrade_AmericaCountermeasures 1677 End 1678 1679 Behavior = CountermeasuresBehavior ModuleTag_10 1680 TriggeredBy = Upgrade_AmericaCountermeasures 1681 FlareTemplateName = CountermeasureFlare 1682 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1683 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1684 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1685 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1686 DelayBetweenVolleys = 1000 ; Time between flare volleys 1687 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1688 ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1689 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1690 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1691 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1692 End 1693 1694 Behavior = FlammableUpdate ModuleTag_21 1695 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1696 AflameDamageAmount = 3 ; taking this much damage... 1697 AflameDamageDelay = 500 ; this often. 1698 End 1699 1700 Geometry = BOX 1701 GeometryMajorRadius = 20.0 1702 GeometryMinorRadius = 3.0 1703 GeometryHeight = 25.0 1704 GeometryIsSmall = No 1705 Shadow = SHADOW_VOLUME 1706 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1707 1708 End 1709 1710 1711 1712 1713 1714 ;------------------------------------------------------------------------------ 1715 Object Lazr_AmericaJetA10Thunderbolt 1716 1717 ; *** ART Parameters *** 1718 SelectPortrait = SAWarthog_L 1719 ButtonImage = SAWarthog 1720 1721 Draw = W3DModelDraw ModuleTag_01 1722 1723 OkToChangeModelColor = Yes 1724 1725 ExtraPublicBone = WeaponA01 1726 ExtraPublicBone = WeaponA02 1727 ExtraPublicBone = WeaponA03 1728 ExtraPublicBone = WeaponA04 1729 ExtraPublicBone = WeaponA05 1730 ExtraPublicBone = WeaponA06 1731 1732 DefaultConditionState 1733 Model = AVWarthog 1734 WeaponMuzzleFlash = PRIMARY MuzzleFX01 1735 WeaponFireFXBone = PRIMARY Muzzle01 1736 ParticleSysBone = Engine01 JetBlackTrailThin 1737 ParticleSysBone = Engine02 JetBlackTrailThin 1738 ParticleSysBone = Wingtip01 JetContrailThin 1739 ParticleSysBone = Wingtip02 JetContrailThin 1740 End 1741 1742 ConditionState = REALLYDAMAGED 1743 Model = AVWarthog_D 1744 WeaponMuzzleFlash = PRIMARY MuzzleFX01 1745 WeaponFireFXBone = PRIMARY Muzzle01 1746 End 1747 AliasConditionState = RUBBLE 1748 1749 ParticlesAttachedToAnimatedBones = Yes 1750 1751 End 1752 1753 ; ***DESIGN parameters *** 1754 DisplayName = OBJECT:A10Thunderbolt 1755 EditorSorting = VEHICLE 1756 Side = AmericaLaserGeneral 1757 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1758 VisionRange = 300.0 1759 ShroudClearingRange = 300 1760 Prerequisites 1761 Object = Lazr_AmericaAirfield 1762 End 1763 WeaponSet 1764 Conditions = None 1765 Weapon = PRIMARY A10ThunderboltVulcan 1766 End 1767 ArmorSet 1768 Conditions = None 1769 Armor = AirplaneArmor 1770 DamageFX = None 1771 End 1772 ArmorSet 1773 Conditions = PLAYER_UPGRADE 1774 Armor = CountermeasuresAirplaneArmor 1775 DamageFX = None 1776 End 1777 1778 ExperienceValue = 50 100 150 400 ;Experience point value at each level 1779 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 1780 IsTrainable = Yes ;Can gain experience 1781 1782 ; *** AUDIO Parameters *** 1783 SoundAmbient = A10ThunderboltAmbientLoop 1784 SoundAmbientRubble = NoSound 1785 UnitSpecificSounds 1786 SoundEject = PilotSoundEject 1787 VoiceEject = PilotVoiceEject 1788 StartDive = A10ThunderboltDive 1789 End 1790 1791 ; *** ENGINEERING Parameters *** 1792 RadarPriority = UNIT 1793 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED 1794 Body = ActiveBody ModuleTag_02 1795 MaxHealth = 600.0 1796 InitialHealth = 600.0 1797 End 1798 1799 ExperienceValue = 40 40 40 40 ; Experience point value at each level 1800 1801 Behavior = JetSlowDeathBehavior ModuleTag_03 1802 DestructionDelay = 99999999 ; destruction will happen when we 1803 RollRate = 0.0 1804 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1805 PitchRate = 0.0 1806 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1807 FXInitialDeath = FX_JetDeathInitial 1808 OCLInitialDeath = None 1809 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1810 FXSecondary = FX_JetDeathSecondary 1811 OCLSecondary = None 1812 FXHitGround = FX_JetDeathHitGround 1813 OCLHitGround = OCL_A10DeathHitGround 1814 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1815 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1816 OCLFinalBlowUp = OCL_A10DeathFinalBlowUp 1817 End 1818 1819 Behavior = PhysicsBehavior ModuleTag_05 1820 Mass = 500.0 1821 End 1822 1823 ;SCRIPTED SUPPORT: These special power is triggered directly 1824 ;from the transport without creating a transport. This is done 1825 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 1826 ;which also prevents creating the payload transport. 1827 Behavior = OCLSpecialPower ModuleTag_06 1828 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike ;@@KRIS@@ 1829 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 1830 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 1831 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 1832 CreateLocation = USE_OWNER_OBJECT 1833 ScriptedSpecialPowerOnly = Yes 1834 End 1835 1836 Behavior = DeliverPayloadAIUpdate ModuleTag_07 1837 End 1838 Locomotor = SET_NORMAL A10ThunderboltLocomotor 1839 1840 Behavior = ArmorUpgrade ModuleTag_Armor01 1841 TriggeredBy = Upgrade_AmericaCountermeasures 1842 End 1843 1844 Behavior = CountermeasuresBehavior ModuleTag_10 1845 TriggeredBy = Upgrade_AmericaCountermeasures 1846 FlareTemplateName = CountermeasureFlare 1847 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1848 VolleySize = 3 ; Number of flares launched per volley (requires bones) 1849 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1850 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1851 DelayBetweenVolleys = 1000 ; Time between flare volleys 1852 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1853 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1854 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1855 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1856 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1857 End 1858 1859 Behavior = FlammableUpdate ModuleTag_21 1860 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1861 AflameDamageAmount = 3 ; taking this much damage... 1862 AflameDamageDelay = 500 ; this often. 1863 End 1864 1865 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 1866 ;;;;;;;; End 1867 1868 Geometry = Cylinder 1869 GeometryIsSmall = Yes 1870 GeometryMajorRadius = 10.0 1871 GeometryMinorRadius = 10.0 1872 GeometryHeight = 10.0 1873 Shadow = SHADOW_VOLUME 1874 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1875 1876 End 1877 1878 1879 1880 ;------------------------------------------------------------------------------ 1881 Object Lazr_AmericaVehicleChinook 1882 1883 ; *** ART Parameters *** 1884 SelectPortrait = SAChinook_L 1885 ButtonImage = SAChinook 1886 1887 ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 1888 ;UpgradeCameo2 = NONE 1889 ;UpgradeCameo3 = NONE 1890 ;UpgradeCameo4 = NONE 1891 ;UpgradeCameo5 = NONE 1892 1893 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 1894 1895 ExtraPublicBone = RopeStart 1896 ExtraPublicBone = RopeEnd 1897 1898 DefaultConditionState 1899 Model = AVChinook 1900 Animation = AVChinook.AVChinook 1901 AnimationMode = LOOP 1902 End 1903 1904 ConditionState = REALLYDAMAGED 1905 Model = AVChinook_d 1906 Animation = AVChinook_d.AVChinook_d 1907 AnimationMode = LOOP 1908 End 1909 1910 ConditionState = RUBBLE 1911 Model = AVChinook_d 1912 Animation = AVChinook_d.AVChinook_d 1913 AnimationMode = LOOP 1914 End 1915 1916 ConditionState = RUBBLE SPECIAL_DAMAGED 1917 Model = AVChinook_d 1918 HideSubObject = Props01 1919 HideSubObject = Props02 1920 End 1921 1922 OkToChangeModelColor = Yes 1923 End 1924 1925 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 1926 ConditionState = NONE 1927 Model = None ; Nothing here 1928 TransitionKey = TRANS_Empty 1929 WaitForStateToFinishIfPossible = TRANS_Unloading 1930 End 1931 1932 ConditionState = DYING 1933 Model = None ; Nothing here 1934 End 1935 AliasConditionState = RUBBLE 1936 AliasConditionState = CARRYING RUBBLE 1937 AliasConditionState = DOCKING RUBBLE 1938 AliasConditionState = DOCKING CARRYING RUBBLE 1939 1940 ConditionState = CARRYING 1941 Model = AVChinook_A ;Carrying a full wobbly net of stuff 1942 Animation = AVChinook_A.AVChinook_A 1943 AnimationMode = LOOP 1944 TransitionKey = TRANS_Full 1945 WaitForStateToFinishIfPossible = TRANS_PickingUp 1946 End 1947 1948 ConditionState = DOCKING 1949 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 1950 Animation = AVChinook_A1SK.AVChinook_A1 1951 AnimationMode = ONCE_BACKWARDS 1952 Flags = START_FRAME_LAST 1953 AnimationSpeedFactorRange = .75 .75 1954 TransitionKey = TRANS_PickingUp 1955 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 1956 End 1957 1958 ConditionState = DOCKING CARRYING 1959 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 1960 Animation = AVChinook_A1SK.AVChinook_A1 1961 AnimationMode = ONCE 1962 AnimationSpeedFactorRange = 2.75 2.75 1963 TransitionKey = TRANS_Unloading 1964 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 1965 End 1966 End 1967 1968 ; ***DESIGN parameters *** 1969 DisplayName = OBJECT:Chinook 1970 EditorSorting = VEHICLE 1971 Side = AmericaLaserGeneral 1972 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1973 VisionRange = 300.0 1974 ShroudClearingRange = 600 1975 BuildCost = 1200 1976 BuildTime = 10.0 ;in seconds 1977 Prerequisites 1978 Object = Lazr_AmericaSupplyCenter 1979 End 1980 ExperienceValue = 50 50 50 50 ;Experience point value at each level 1981 IsTrainable = No 1982 CommandSet = Lazr_AmericaVehicleChinookCommandSet 1983 ArmorSet 1984 Conditions = None 1985 Armor = ChinookArmor 1986 DamageFX = None 1987 End 1988 1989 ; *** AUDIO Parameters *** 1990 VoiceSelect = ChinookVoiceSelect 1991 VoiceMove = ChinookVoiceMove 1992 VoiceAttack = ChinookVoiceAttack 1993 SoundAmbient = ChinookAmbientLoop 1994 SoundAmbientRubble = NoSound 1995 SoundEnter = HumveeEnter 1996 SoundExit = HumveeExit 1997 UnitSpecificSounds 1998 VoiceCreate = ChinookVoiceCreate 1999 VoiceSupply = ChinookVoiceSupply 2000 VoiceUnload = ChinookVoiceUnload 2001 VoiceCombatDrop = ChinookVoiceCombatDrop 2002 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 2003 VoiceGarrison = ChinookVoiceMove 2004 End 2005 2006 ; *** ENGINEERING Parameters *** 2007 RadarPriority = UNIT 2008 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 2009 ; (well, "near" actually) an Airfield to get healed... 2010 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 2011 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD 2012 2013 Body = ActiveBody ModuleTag_03 2014 MaxHealth = 300.0 2015 InitialHealth = 300.0 2016 End 2017 2018 Behavior = FXListDie ModuleTag_05 2019 DeathFX = FX_HelicopterStartDeath 2020 End 2021 2022 Behavior = TransitionDamageFX ModuleTag_06 2023 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 2024 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 2025 End 2026 2027 Behavior = ChinookAIUpdate ModuleTag_07 2028 MaxBoxes = 8 2029 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) 2030 SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) 2031 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) 2032 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 2033 NumRopes = 4 2034 ; these define how long we can wait, once a guy is on-rope, before throwing another 2035 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 2036 ; and we'll wait for each guy to clear before spawning another. 2037 PerRopeDelayMin = 900 2038 PerRopeDelayMax = 1500 2039 RopeWidth = 0.5 2040 RopeColor = R:0 G:0 B:0 2041 RopeWobbleLen = 10 2042 RopeWobbleAmplitude = 0.25 2043 RopeWobbleRate = 180 2044 RopeFinalHeight = 10 ; stop this far above ground 2045 RappelSpeed = 30 2046 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 2047 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 2048 End 2049 Locomotor = SET_NORMAL ChinookLocomotor 2050 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 2051 2052 Behavior = TransportContain ModuleTag_08 2053 Slots = 10 2054 DamagePercentToUnits = 100% 2055 AllowInsideKindOf = INFANTRY VEHICLE 2056 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 2057 ExitDelay = 100 2058 NumberOfExitPaths = 1 2059 End 2060 Behavior = PhysicsBehavior ModuleTag_09 2061 Mass = 50.0 2062 End 2063 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 2064 DestructionDelay = 99999999 ; the destruction delay 2065 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 2066 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 2067 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 2068 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 2069 SoundDeathLoop = ComancheDamagedLoop 2070 MinSelfSpin = 100 ; in degrees per second 2071 MaxSelfSpin = 300 ; in degrees per second 2072 SelfSpinUpdateDelay = 100 ; in milliseconds 2073 SelfSpinUpdateAmount = 10 ; in degrees 2074 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 2075 MinBladeFlyOffDelay = 1500 ; in milliseconds 2076 MaxBladeFlyOffDelay = 1500 ; in milliseconds 2077 AttachParticle = SootySmokeTrail 2078 AttachParticleBone = Propeller02 2079 BladeObjectName = ComancheBlades 2080 BladeBoneName = Propeller01 2081 FXBlade = FX_HelicopterBladeExplosion 2082 OCLBlade = OCL_HelicopterBladeExplosion 2083 FXHitGround = FX_HelicopterHitGround 2084 OCLHitGround = OCL_HelicopterHitGround 2085 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 2086 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 2087 DelayFromGroundToFinalDeath = 30 2088 FinalRubbleObject = ChinookRubbleHull 2089 End 2090 2091 Behavior = FlammableUpdate ModuleTag_21 2092 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2093 AflameDamageAmount = 3 ; taking this much damage... 2094 AflameDamageDelay = 500 ; this often. 2095 End 2096 Scale = 1.30 ;Scaling 2097 GeometryMajorRadius = 1.0 2098 GeometryMinorRadius = 1.0 2099 GeometryHeight = 8.0 2100 2101 Geometry = BOX 2102 GeometryMajorRadius = 20.0 2103 GeometryMinorRadius = 6.0 2104 GeometryHeight = 12.0 2105 GeometryIsSmall = No 2106 Shadow = SHADOW_VOLUME 2107 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2108 2109 End 2110 2111 2112 2113 2114 ;------------------------------------------------------------------------------ 2115 Object Lazr_AmericaJetCargoPlane 2116 2117 ; *** ART Parameters *** 2118 Draw = W3DModelDraw ModuleTag_01 2119 DefaultConditionState 2120 Model = AVCargoPln 2121 Animation = AVCargoPln.AVCargoPln 2122 AnimationMode = LOOP 2123 ParticleSysBone = Propeller01 JetBlackTrailThin 2124 ParticleSysBone = Propeller02 JetBlackTrailThin 2125 ParticleSysBone = Propeller03 JetBlackTrailThin 2126 ParticleSysBone = Propeller04 JetBlackTrailThin 2127 ParticleSysBone = WingTip01 JetContrailThin 2128 ParticleSysBone = WingTip02 JetContrailThin 2129 End 2130 2131 ConditionState = DAMAGED 2132 Model = AVCargoPln_D 2133 Animation = AVCargoPln_D.AVCargoPln_D 2134 AnimationMode = MANUAL 2135 Flags = START_FRAME_FIRST 2136 ParticleSysBone = Smoke01 JetFireLarge 2137 ParticleSysBone = Smoke02 JetFireLarge 2138 ParticleSysBone = Propeller03 JetBlackTrailThin 2139 ParticleSysBone = Propeller04 JetBlackTrailThin 2140 ParticleSysBone = Smoke01 JetSmokeLarge 2141 ParticleSysBone = Smoke02 JetSmokeLarge 2142 End 2143 2144 ConditionState = REALLYDAMAGED 2145 Model = AVCargoPln_D 2146 Animation = AVCargoPln_D.AVCargoPln_D 2147 AnimationMode = MANUAL 2148 Flags = START_FRAME_FIRST 2149 ParticleSysBone = Smoke01 JetFireLarge 2150 ParticleSysBone = Smoke02 JetFireLarge 2151 ParticleSysBone = Smoke03 JetFireLarge 2152 ParticleSysBone = Smoke05 JetFireLarge 2153 ParticleSysBone = Propeller03 JetBlackTrailThin 2154 ParticleSysBone = Propeller04 JetBlackTrailThin 2155 ParticleSysBone = Smoke01 JetSmokeLarge 2156 ParticleSysBone = Smoke02 JetSmokeLarge 2157 ParticleSysBone = Smoke03 JetSmokeLarge 2158 ParticleSysBone = Smoke05 JetSmokeLarge 2159 End 2160 2161 ConditionState = RUBBLE 2162 Model = AVCargoPln_D1 2163 Animation = AVCargoPln_D.AVCargoPln_D 2164 AnimationMode = MANUAL 2165 Flags = START_FRAME_FIRST 2166 ParticleSysBone = Smoke01 JetFireLarge 2167 ParticleSysBone = Smoke06 JetFireLarge 2168 ParticleSysBone = Smoke03 JetFireLarge 2169 ParticleSysBone = Smoke05 JetFireLarge 2170 ParticleSysBone = Smoke01 JetSmokeLarge 2171 ParticleSysBone = Smoke06 JetSmokeLarge 2172 ParticleSysBone = Smoke03 JetSmokeLarge 2173 ParticleSysBone = Smoke05 JetSmokeLarge 2174 End 2175 2176 OkToChangeModelColor = Yes 2177 ParticlesAttachedToAnimatedBones = Yes 2178 2179 End 2180 2181 Draw = W3DModelDraw ModuleTag_02 2182 DefaultConditionState 2183 Model = AVCargoPln_A2 2184 Animation = AVCargoPln_A2.AVCargoPln_A2 2185 AnimationMode = MANUAL 2186 Flags = START_FRAME_FIRST 2187 End 2188 ConditionState = DOOR_1_OPENING 2189 Model = AVCargoPln_A2 2190 Animation = AVCargoPln_A2.AVCargoPln_A2 2191 AnimationMode = ONCE 2192 Flags = START_FRAME_FIRST 2193 End 2194 ConditionState = DOOR_1_CLOSING 2195 Model = AVCargoPln_A2 2196 Animation = AVCargoPln_A2.AVCargoPln_A2 2197 AnimationMode = ONCE_BACKWARDS 2198 Flags = START_FRAME_LAST 2199 End 2200 End 2201 2202 ; ***DESIGN parameters *** 2203 DisplayName = OBJECT:CargoPlane 2204 EditorSorting = VEHICLE 2205 Side = AmericaLaserGeneral 2206 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2207 VisionRange = 0.0 2208 ArmorSet 2209 Conditions = None 2210 Armor = AirplaneArmor 2211 DamageFX = TankDamageFX 2212 End 2213 ArmorSet 2214 Conditions = PLAYER_UPGRADE 2215 Armor = CountermeasuresAirplaneArmor 2216 DamageFX = None 2217 End 2218 CommandSet = Command_ScriptedTransportDrops 2219 2220 ; *** AUDIO Parameters *** 2221 SoundAmbient = C130AmbientLoop 2222 SoundAmbientRubble = NoSound 2223 2224 ; *** ENGINEERING Parameters *** 2225 RadarPriority = UNIT 2226 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED 2227 Body = ActiveBody ModuleTag_03 2228 MaxHealth = 1000.0 2229 InitialHealth = 1000.0 2230 End 2231 2232 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2233 2234 Behavior = PhysicsBehavior ModuleTag_04 2235 Mass = 500.0 2236 End 2237 2238 ;SCRIPTED SUPPORT: These special powers are triggered directly 2239 ;from the transport without creating a transport. This is done 2240 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2241 ;which also prevents creating the payload transport. 2242 Behavior = OCLSpecialPower ModuleTag_05 2243 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 2244 OCL = SUPERWEAPON_DaisyCutter 2245 CreateLocation = USE_OWNER_OBJECT 2246 ScriptedSpecialPowerOnly = Yes 2247 End 2248 Behavior = OCLSpecialPower ModuleTag_06 2249 SpecialPowerTemplate = SuperweaponParadropAmerica 2250 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 2251 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 2252 OCL = SUPERWEAPON_Paradrop1 2253 CreateLocation = USE_OWNER_OBJECT 2254 ScriptedSpecialPowerOnly = Yes 2255 End 2256 Behavior = OCLSpecialPower ModuleTag_07 2257 SpecialPowerTemplate = SuperweaponCarpetBomb 2258 OCL = SUPERWEAPON_CarpetBomb 2259 CreateLocation = USE_OWNER_OBJECT 2260 ScriptedSpecialPowerOnly = Yes 2261 End 2262 Behavior = OCLSpecialPower ModuleTag_08 2263 SpecialPowerTemplate = SuperweaponCrateDrop 2264 OCL = SUPERWEAPON_CrateDrop 2265 CreateLocation = USE_OWNER_OBJECT 2266 ScriptedSpecialPowerOnly = Yes 2267 End 2268 2269 Behavior = DeliverPayloadAIUpdate ModuleTag_09 2270 DoorDelay = 500 2271 MaxAttempts = 4 2272 DropOffset = X:0 Y:0 Z:-10 2273 DropDelay = 1000 ; time in between each item dropped (if more than one) 2274 PutInContainer = AmericaParachute 2275 DeliveryDistance = 150 2276 End 2277 Locomotor = SET_NORMAL B52Locomotor 2278 2279 Behavior = TransportContain ModuleTag_10 2280 Slots = 100 ; hey, it's a BIG transport 2281 ScatterNearbyOnExit = No 2282 OrientLikeContainerOnExit = Yes 2283 KeepContainerVelocityOnExit = Yes 2284 ExitPitchRate = 30 2285 ExitBone = WeaponA01 2286 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 2287 ;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE) 2288 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 2289 NumberOfExitPaths = 0 2290 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 2291 End 2292 2293 Behavior = JetSlowDeathBehavior ModuleTag_11 2294 DestructionDelay = 2000 2295 RollRate = 0.0 2296 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2297 PitchRate = 0 2298 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2299 FXInitialDeath = FX_JetBigDeathInitial 2300 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 2301 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 2302 OCLSecondary = OCL_AmericaJetCargoHulkDeath 2303 FXSecondary = FX_BigPlaneDeath 2304 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 2305 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 2306 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 2307 End 2308 2309 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 2310 ;;;;;;;; End 2311 2312 Behavior = ArmorUpgrade ModuleTag_Armor01 2313 TriggeredBy = Upgrade_AmericaCountermeasures 2314 End 2315 2316 Behavior = CountermeasuresBehavior ModuleTag_13 2317 TriggeredBy = Upgrade_AmericaCountermeasures 2318 FlareTemplateName = CountermeasureFlare 2319 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2320 VolleySize = 4 ; Number of flares launched per volley (requires bones) 2321 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2322 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2323 DelayBetweenVolleys = 1000 ; Time between flare volleys 2324 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 2325 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2326 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2327 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2328 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2329 End 2330 2331 Behavior = TransitionDamageFX ModuleTag_17 2332 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2333 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2334 End 2335 2336 2337 Geometry = Box 2338 GeometryIsSmall = No 2339 GeometryMajorRadius = 40.0 2340 GeometryMinorRadius = 10.0 2341 GeometryHeight = 10.0 2342 Shadow = SHADOW_VOLUME 2343 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2344 End 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 ;------------------------------------------------------------------------------ 2379 Object Lazr_AmericaInfantryColonelBurton 2380 2381 ; *** ART Parameters *** 2382 SelectPortrait = SABurton_L 2383 ButtonImage = SABurton 2384 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 2385 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 2386 2387 Draw = W3DModelDraw ModuleTag_01 2388 OkToChangeModelColor = Yes 2389 2390 ; idle 2391 DefaultConditionState 2392 Model = AIHERO_SKN 2393 IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 2394 IdleAnimation = AIHERO_SKL.AIHERO_IDA 2395 IdleAnimation = AIHERO_SKL.AIHERO_IDB 2396 AnimationMode = ONCE 2397 TransitionKey = TRANS_Stand 2398 WeaponFireFXBone = PRIMARY Muzzle 2399 WeaponMuzzleFlash = PRIMARY MuzzleFX 2400 WeaponMuzzleFlash = SECONDARY NONE 2401 HideSubObject = MUZZLEFX01 2402 End 2403 2404 2405 ; injured idle 2406 ConditionState = REALLYDAMAGED 2407 IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 2408 IdleAnimation = AIHERO_SKL.AIHERO_IIDA 2409 IdleAnimation = AIHERO_SKL.AIHERO_IIDB 2410 AnimationMode = ONCE 2411 TransitionKey = TRANS_StandInjured 2412 End 2413 2414 2415 TransitionState = TRANS_Stand TRANS_StandInjured 2416 Animation = AIHERO_SKL.AIHERO_ISTAHIT 2417 AnimationMode = ONCE 2418 End 2419 2420 ; moving 2421 ConditionState = MOVING 2422 Animation = AIHERO_SKL.AIHERO_RNA 26 2423 AnimationMode = LOOP 2424 Flags = RANDOMSTART 2425 TransitionKey = TRANS_Walking 2426 ParticleSysBone = None InfantryDustTrails 2427 HideSubObject = MUZZLEFX01 2428 End 2429 AliasConditionState = MOVING FIRING_A 2430 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 2431 AliasConditionState = MOVING RELOADING_A 2432 AliasConditionState = MOVING FIRING_B 2433 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B 2434 AliasConditionState = MOVING RELOADING_B 2435 2436 ; injured moving 2437 ConditionState = MOVING REALLYDAMAGED 2438 Animation = AIHERO_SKL.AIHERO_IRNA 26 2439 AnimationMode = LOOP 2440 Flags = RANDOMSTART 2441 TransitionKey = TRANS_WalkingInjured 2442 ParticleSysBone = None InfantryDustTrails 2443 HideSubObject = MUZZLEFX01 2444 End 2445 AliasConditionState = MOVING FIRING_A REALLYDAMAGED 2446 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 2447 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 2448 AliasConditionState = MOVING FIRING_B REALLYDAMAGED 2449 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 2450 AliasConditionState = MOVING RELOADING_B REALLYDAMAGED 2451 2452 ; Firing animation 2453 ConditionState = FIRING_A 2454 Animation = AIHERO_SKL.AIHERO_ATA 2455 AnimationMode = ONCE 2456 AnimationSpeedFactorRange = 1.5 1.5 2457 TransitionKey = TRANS_FiringA 2458 End 2459 2460 ConditionState = BETWEEN_FIRING_SHOTS_A 2461 Animation = AIHERO_SKL.AIHERO_ATA 2462 AnimationMode = MANUAL 2463 Flags = START_FRAME_LAST 2464 WaitForStateToFinishIfPossible = TRANS_FiringA 2465 End 2466 AliasConditionState = RELOADING_A 2467 2468 ; Injured Firing animation 2469 ConditionState = FIRING_A REALLYDAMAGED 2470 Animation = AIHERO_SKL.AIHERO_IATA 2471 AnimationMode = ONCE 2472 AnimationSpeedFactorRange = 1.5 1.5 2473 TransitionKey = TRANS_FiringAInjured 2474 End 2475 2476 ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 2477 Animation = AIHERO_SKL.AIHERO_IATA 2478 AnimationMode = MANUAL 2479 Flags = START_FRAME_LAST 2480 WaitForStateToFinishIfPossible = TRANS_FiringAInjured 2481 End 2482 AliasConditionState = RELOADING_A REALLYDAMAGED 2483 2484 TransitionState = TRANS_FiringA TRANS_FiringAInjured 2485 Animation = AIHERO_SKL.AIHERO_IATAHIT 2486 AnimationMode = ONCE 2487 End 2488 2489 ; Placing charge animation 2490 ConditionState = UNPACKING 2491 Animation = AIHERO_SKL.AIHERO_ATB1 2492 AnimationMode = ONCE 2493 End 2494 AliasConditionState = MOVING UNPACKING 2495 2496 ; Injured Placing charge animation 2497 ConditionState = UNPACKING REALLYDAMAGED 2498 Animation = AIHERO_SKL.AIHERO_IATB1 2499 AnimationMode = ONCE 2500 End 2501 AliasConditionState = MOVING UNPACKING REALLYDAMAGED 2502 2503 ; Stab animations 2504 ConditionState = PREATTACK_B 2505 Animation = AIHERO_SKL.AIHERO_ATC 2506 AnimationMode = ONCE 2507 TransitionKey = TRANS_Stabbing 2508 HideSubObject = MUZZLEFX01 2509 End 2510 AliasConditionState = PREATTACK_B MOVING 2511 AliasConditionState = PREATTACK_B FIRING_B 2512 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 2513 2514 ConditionState = FIRING_B 2515 Animation = AIHERO_SKL.AIHERO_ATC 2516 AnimationMode = MANUAL 2517 Flags = START_FRAME_LAST 2518 TransitionKey = TRANS_Stabbing 2519 HideSubObject = MUZZLEFX01 2520 End 2521 AliasConditionState = BETWEEN_FIRING_SHOTS_B 2522 AliasConditionState = RELOADING_B 2523 2524 TransitionState = TRANS_Stabbing TRANS_Stand 2525 Animation = AIHERO_SKL.AIHERO_ATC2 2526 AnimationMode = ONCE 2527 End 2528 2529 ; Injured Stab animations 2530 ConditionState = PREATTACK_B REALLYDAMAGED 2531 Animation = AIHERO_SKL.AIHERO_IATC1 2532 AnimationMode = ONCE 2533 TransitionKey = TRANS_StabbingInjured 2534 HideSubObject = MUZZLEFX01 2535 End 2536 AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED 2537 AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED 2538 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 2539 2540 ConditionState = FIRING_B REALLYDAMAGED 2541 Animation = AIHERO_SKL.AIHERO_IATC2 2542 AnimationMode = MANUAL 2543 Flags = START_FRAME_LAST 2544 TransitionKey = TRANS_StabbingInjured 2545 HideSubObject = MUZZLEFX01 2546 End 2547 AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 2548 AliasConditionState = RELOADING_B REALLYDAMAGED 2549 2550 TransitionState = TRANS_StabbingInjured TRANS_StandInjured 2551 Animation = AIHERO_SKL.AIHERO_IATC2 2552 AnimationMode = ONCE 2553 End 2554 2555 ; cheering 2556 ConditionState = SPECIAL_CHEERING 2557 Animation = AIHERO_SKL.AIHERO_CHA 2558 AnimationMode = ONCE 2559 End 2560 2561 ; injured cheering 2562 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 2563 Animation = AIHERO_SKL.AIHERO_ICHA 2564 AnimationMode = ONCE 2565 End 2566 2567 ; climbing 2568 ConditionState = CLIMBING 2569 Animation = AIHERO_SKL.AIHERO_CLMID 2570 AnimationMode = LOOP 2571 TransitionKey = TRANS_Climbing 2572 End 2573 AliasConditionState = RAPPELLING 2574 AliasConditionState = CLIMBING REALLYDAMAGED 2575 AliasConditionState = RAPPELLING REALLYDAMAGED 2576 2577 ConditionState = CLIMBING MOVING 2578 Animation = AIHERO_SKL.AIHERO_CLMUP 2579 AnimationMode = LOOP 2580 TransitionKey = TRANS_Climbing 2581 End 2582 AliasConditionState = CLIMBING MOVING REALLYDAMAGED 2583 2584 ConditionState = RAPPELLING MOVING 2585 Animation = AIHERO_SKL.AIHERO_CLMUP 2586 AnimationMode = LOOP_BACKWARDS 2587 TransitionKey = TRANS_Climbing 2588 End 2589 AliasConditionState = RAPPELLING MOVING REALLYDAMAGED 2590 2591 ; these transitions don't really work well with our code. leave 'em out. 2592 ; TransitionState = TRANS_Climbing TRANS_Stand 2593 ; Animation = AIHERO_SKL.AIHERO_CLMST 2594 ; AnimationMode = ONCE 2595 ; End 2596 ; 2597 ; TransitionState = TRANS_Stand TRANS_Climbing 2598 ; Animation = AIHERO_SKL.AIHERO_CLMST 2599 ; AnimationMode = ONCE_BACKWARDS 2600 ; End 2601 2602 ; dying anims 2603 ConditionState = DYING 2604 Animation = AIHERO_SKL.AIHERO_DTA 2605 Animation = AIHERO_SKL.AIHERO_DTB 2606 Animation = AIHero_SKL.AIHero_IDTA 2607 Animation = AIHero_SKL.AIHero_IDTB 2608 AnimationMode = ONCE 2609 TransitionKey = TRANS_Dying 2610 End 2611 AliasConditionState = RAPPELLING DYING 2612 AliasConditionState = CLIMBING DYING 2613 2614 TransitionState = TRANS_Dying TRANS_Flailing 2615 Animation = AIHERO_SKL.AIHERO_ADTG21 2616 AnimationMode = ONCE 2617 End 2618 2619 ConditionState = DYING EXPLODED_FLAILING 2620 Animation = AIHERO_SKL.AIHERO_ADTG22 2621 AnimationMode = LOOP 2622 TransitionKey = TRANS_Flailing 2623 End 2624 2625 ConditionState = DYING EXPLODED_BOUNCING 2626 Animation = AIHERO_SKL.AIHERO_ADTG23 2627 AnimationMode = ONCE 2628 TransitionKey = None 2629 End 2630 2631 ; misc anims 2632 ConditionState = FREEFALL 2633 Animation = AIHERO_SKL.AIHERO_PFL 2634 AnimationMode = LOOP 2635 TransitionKey = TRANS_Falling 2636 End 2637 AliasConditionState = FREEFALL REALLYDAMAGED 2638 AliasConditionState = FREEFALL DYING 2639 2640 ConditionState = PARACHUTING 2641 Animation = AIHERO_SKL.AIHERO_PHG 2642 AnimationMode = LOOP 2643 TransitionKey = TRANS_Chute 2644 End 2645 AliasConditionState = PARACHUTING REALLYDAMAGED 2646 AliasConditionState = PARACHUTING DYING 2647 2648 TransitionState = TRANS_Falling TRANS_Chute 2649 Animation = AIHERO_SKL.AIHERO_POP 2650 AnimationMode = ONCE 2651 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2652 End 2653 2654 TransitionState = TRANS_Chute TRANS_Stand 2655 Animation = AIHERO_SKL.AIHERO_PTD 2656 AnimationMode = ONCE 2657 End 2658 2659 TransitionState = TRANS_Chute TRANS_StandInjured 2660 Animation = AIHERO_SKL.AIHERO_PTD 2661 AnimationMode = ONCE 2662 End 2663 2664 End 2665 2666 ; ***DESIGN parameters *** 2667 DisplayName = OBJECT:ColonelBurton 2668 Side = AmericaLaserGeneral 2669 EditorSorting = INFANTRY 2670 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2671 WeaponSet 2672 Conditions = None 2673 Weapon = PRIMARY ColonelBurtonSniperRifleWeapon 2674 Weapon = SECONDARY ColonelBurtonKnifeWeapon 2675 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 2676 AutoChooseSources = SECONDARY NONE 2677 End 2678 ArmorSet 2679 Conditions = None 2680 Armor = HumanArmor 2681 DamageFX = InfantryDamageFX 2682 End 2683 ArmorSet 2684 Conditions = PLAYER_UPGRADE 2685 Armor = ChemSuitHumanArmor 2686 DamageFX = InfantryDamageFX 2687 End 2688 VisionRange = 150 2689 ShroudClearingRange = 500 2690 Prerequisites 2691 Object = Lazr_AmericaBarracks 2692 Object = Lazr_AmericaStrategyCenter 2693 End 2694 BuildCost = 1500 2695 BuildTime = 20.0 ;in seconds 2696 2697 ExperienceValue = 50 100 100 150 ; Experience point value at each level 2698 ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level 2699 IsTrainable = Yes ; Can gain experience 2700 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2701 CommandSet = Lazr_AmericaInfantryColonelBurtonCommandSet 2702 2703 MaxSimultaneousOfType = 1 2704 2705 ; *** AUDIO Parameters *** 2706 VoiceSelect = ColonelBurtonVoiceSelect 2707 VoiceMove = ColonelBurtonVoiceMove 2708 VoiceAttack = ColonelBurtonVoiceAttack 2709 VoiceFear = ColonelBurtonVoiceFear 2710 VoiceGuard = ColonelBurtonVoiceMove 2711 SoundStealthOn = StealthOn 2712 SoundStealthOff = StealthOff 2713 2714 UnitSpecificSounds 2715 VoiceMelee = ColonelBurtonVoiceAttackKnife 2716 VoiceCreate = ColonelBurtonVoiceCreate 2717 VoiceGarrison = ColonelBurtonVoiceGarrison 2718 VoiceEnter = ColonelBurtonVoiceMove 2719 VoiceEnterHostile = ColonelBurtonVoiceMove 2720 VoiceGetHealed = ColonelBurtonVoiceMove 2721 End 2722 2723 ; *** ENGINEERING Parameters *** 2724 RadarPriority = UNIT 2725 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE 2726 2727 Body = ActiveBody ModuleTag_02 2728 MaxHealth = 200.0 2729 InitialHealth = 200.0 2730 End 2731 2732 Behavior = ArmorUpgrade ModuleTag_Armor01 2733 TriggeredBy = Upgrade_AmericaChemicalSuits 2734 End 2735 2736 Behavior = AIUpdateInterface ModuleTag_03 2737 AutoAcquireEnemiesWhenIdle = Yes 2738 End 2739 2740 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 2741 End 2742 2743 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 2744 ScanRate = 1000 ; once a second. 2745 ScanRange = 300 ; 2746 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 2747 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 2748 End 2749 2750 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor 2751 2752 Behavior = PhysicsBehavior ModuleTag_06 2753 Mass = 5.0 2754 End 2755 2756 Behavior = StealthUpdate ModuleTag_07 2757 StealthDelay = 2000 ; msec 2758 StealthForbiddenConditions = FIRING_PRIMARY 2759 HintDetectableConditions = IS_FIRING_WEAPON 2760 FriendlyOpacityMin = 50.0% 2761 FriendlyOpacityMax = 100.0% 2762 InnateStealth = Yes 2763 OrderIdleEnemiesToAttackMeUponReveal = Yes 2764 EnemyDetectionEvaEvent = EnemyColonelBurtonDetected 2765 OwnDetectionEvaEvent = OwnColonelBurtonDetected 2766 End 2767 2768 Behavior = SpecialAbility ModuleTag_08 2769 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges 2770 UpdateModuleStartsAttack = Yes 2771 InitiateSound = ColonelBurtonVoicePlantRemoteCharge 2772 End 2773 Behavior = SpecialAbilityUpdate ModuleTag_09 2774 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges 2775 StartAbilityRange = 0.0 2776 PreparationTime = 0 2777 SpecialObject = RemoteC4Charge 2778 MaxSpecialObjects = 8 2779 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 2780 AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. 2781 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 2782 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 2783 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 2784 PackTime = 0 2785 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. 2786 FlipOwnerAfterUnpacking = Yes 2787 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 2788 UnpackSound = ColonelBurtonPlantCharge 2789 LoseStealthOnTrigger = Yes 2790 PreTriggerUnstealthTime = 5000 ; in milliseconds 2791 End 2792 2793 Behavior = SpecialAbility ModuleTag_10 2794 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges 2795 UpdateModuleStartsAttack = Yes 2796 InitiateSound = ColonelBurtonVoicePlantTimedCharge 2797 End 2798 Behavior = SpecialAbilityUpdate ModuleTag_11 2799 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges 2800 StartAbilityRange = 0.0 2801 PreparationTime = 0 2802 SpecialObject = TimedC4Charge 2803 MaxSpecialObjects = 10 2804 SpecialObjectsPersistWhenOwnerDies = Yes 2805 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 2806 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 2807 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 2808 FlipOwnerAfterUnpacking = Yes 2809 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 2810 UnpackSound = ColonelBurtonPlantCharge 2811 LoseStealthOnTrigger = Yes 2812 PreTriggerUnstealthTime = 5000 ; in milliseconds 2813 2814 End 2815 2816 Behavior = ExperienceScalarUpgrade ModuleTag_12 2817 TriggeredBy = Upgrade_AmericaAdvancedTraining 2818 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 2819 End 2820 2821 ;Hero units can't be squished! 2822 ;Behavior = SquishCollide ModuleTag_13 2823 ; ;nothing 2824 ;End 2825 2826 2827 ; --- begin Death modules --- 2828 Behavior = SlowDeathBehavior ModuleTag_Death01 2829 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 2830 SinkDelay = 3000 2831 SinkRate = 0.5 ; in Dist/Sec 2832 DestructionDelay = 8000 2833 FX = INITIAL FX_ColonelBurtonDie 2834 End 2835 Behavior = SlowDeathBehavior ModuleTag_Death02 2836 DeathTypes = NONE +CRUSHED +SPLATTED 2837 SinkDelay = 3000 2838 SinkRate = 0.5 ; in Dist/Sec 2839 DestructionDelay = 8000 2840 FX = INITIAL FX_GIDieCrushed 2841 End 2842 Behavior = SlowDeathBehavior ModuleTag_Death03 2843 DeathTypes = NONE +EXPLODED 2844 SinkDelay = 3000 2845 SinkRate = 0.5 ; in Dist/Sec 2846 DestructionDelay = 8000 2847 FX = INITIAL FX_ColonelBurtonDie 2848 FlingForce = 8 2849 FlingForceVariance = 3 2850 FlingPitch = 60 2851 FlingPitchVariance = 10 2852 End 2853 Behavior = SlowDeathBehavior ModuleTag_Death04 2854 DeathTypes = NONE +BURNED 2855 DestructionDelay = 0 2856 FX = INITIAL FX_DieByFireUSA 2857 OCL = INITIAL OCL_FlamingInfantry 2858 End 2859 Behavior = SlowDeathBehavior ModuleTag_Death05 2860 DeathTypes = NONE +POISONED 2861 DestructionDelay = 0 2862 FX = INITIAL FX_DieByToxinUSA 2863 OCL = INITIAL OCL_ToxicInfantry 2864 End 2865 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 2866 DeathTypes = NONE +POISONED_BETA 2867 DestructionDelay = 0 2868 FX = INITIAL FX_DieByToxinUSA 2869 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 2870 End 2871 Behavior = SlowDeathBehavior ModuleTag_Death07 2872 DeathTypes = NONE +POISONED_GAMMA 2873 DestructionDelay = 0 2874 FX = INITIAL FX_DieByToxinGLA 2875 OCL = INITIAL OCL_ToxicInfantryGamma 2876 End 2877 ; --- end Death modules --- 2878 2879 Behavior = PoisonedBehavior ModuleTag_18 2880 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 2881 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 2882 End 2883 2884 Geometry = CYLINDER 2885 GeometryMajorRadius = 10.0 2886 GeometryMinorRadius = 10.0 2887 GeometryHeight = 12.0 2888 GeometryIsSmall = Yes 2889 Shadow = SHADOW_DECAL 2890 ShadowSizeX = 14 2891 ShadowSizeY = 14 2892 ShadowTexture = ShadowI 2893 BuildCompletion = APPEARS_AT_RALLY_POINT 2894 2895 End 2896 2897 2898 2899 2900 2901 ;------------------------------------------------------------------------------ 2902 Object Lazr_AmericaInfantryRanger 2903 2904 ; *** ART Parameters *** 2905 SelectPortrait = SARanger_L 2906 ButtonImage = SARanger 2907 2908 UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade 2909 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 2910 UpgradeCameo3 = Upgrade_InfantryCaptureBuilding 2911 UpgradeCameo4 = Upgrade_AmericaChemicalSuits 2912 ;UpgradeCameo5 = NONE 2913 2914 Draw = W3DModelDraw ModuleTag_01 2915 2916 OkToChangeModelColor = Yes 2917 2918 ; this says "we don't use these condition states at all, so completely 2919 ; ignore them for purposes of matchmaking"... this is useful to help 2920 ; reduce the number of AliasConditionState clauses you must add in 2921 ; order to avoid ambiguity in some cases. 2922 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 2923 2924 ; --- Idle 2925 DefaultConditionState 2926 Model = AIRngr_SKN 2927 IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 2928 IdleAnimation = AIRngr_SKL.AIRngr_IDA 2929 IdleAnimation = AIRngr_SKL.AIRngr_IDB 2930 AnimationMode = ONCE 2931 WeaponFireFXBone = PRIMARY Muzzle 2932 WeaponMuzzleFlash = PRIMARY MuzzleFX 2933 WeaponFireFXBone = SECONDARY Muzzle 2934 WeaponLaunchBone = SECONDARY Muzzle 2935 TransitionKey = TRANS_Stand 2936 2937 End 2938 2939 ConditionState = REALLYDAMAGED 2940 IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 2941 IdleAnimation = AIRngr_SKL.AIRngr_IDC 2942 IdleAnimation = AIRngr_SKL.AIRngr_IDD 2943 AnimationMode = ONCE 2944 TransitionKey = TRANS_StandInjured 2945 End 2946 2947 TransitionState = TRANS_Stand TRANS_StandInjured 2948 Animation = AIRngr_SKL.AIRngr_SA2SB 2949 AnimationMode = ONCE 2950 End 2951 2952 ; --- attacking (Machine Gun) 2953 ConditionState = USING_WEAPON_A 2954 Animation = AIRngr_SKL.AIRngr_ATA 2955 AnimationMode = LOOP 2956 TransitionKey = TRANS_FiringA 2957 End 2958 2959 ConditionState = USING_WEAPON_A REALLYDAMAGED 2960 Animation = AIRngr_SKL.AIRngr_ATA2 2961 AnimationMode = LOOP 2962 TransitionKey = TRANS_FiringAInjured 2963 End 2964 2965 TransitionState = TRANS_FiringA TRANS_FiringAInjured 2966 Animation = AIRngr_SKL.AIRngr_A2WAA 2967 AnimationMode = ONCE 2968 End 2969 2970 TransitionState = TRANS_Stand TRANS_FiringA 2971 Animation = AIRngr_SKL.AIRngr_ATAST 2972 AnimationMode = ONCE 2973 AnimationSpeedFactorRange = 4 4 2974 End 2975 2976 TransitionState = TRANS_FiringA TRANS_Stand 2977 Animation = AIRngr_SKL.AIRngr_ATAED 2978 AnimationMode = ONCE 2979 AnimationSpeedFactorRange = 4 4 2980 End 2981 2982 TransitionState = TRANS_StandInjured TRANS_FiringAInjured 2983 Animation = AIRngr_SKL.AIRngr_S2WAA 2984 AnimationMode = ONCE 2985 AnimationSpeedFactorRange = 4 4 2986 End 2987 2988 TransitionState = TRANS_FiringAInjured TRANS_StandInjured 2989 Animation = AIRngr_SKL.AIRngr_WAA2S 2990 AnimationMode = ONCE 2991 AnimationSpeedFactorRange = 4 4 2992 End 2993 2994 TransitionState = TRANS_Stand TRANS_Move 2995 Animation = AIRngr_SKL.AIRngr_STA2RNA 2996 AnimationMode = ONCE 2997 End 2998 2999 ; --- attacking (Grenade Launcher) 3000 ConditionState = PREATTACK_B 3001 Animation = AIRngr_SKL.AIRngr_ATBA 3002 AnimationMode = ONCE 3003 TransitionKey = TRANS_FiringB 3004 End 3005 AliasConditionState = PREATTACK_B MOVING 3006 AliasConditionState = PREATTACK_B FIRING_B 3007 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 3008 3009 ConditionState = FIRING_B 3010 Animation = AIRngr_SKL.AIRngr_ATBB 3011 AnimationMode = ONCE 3012 TransitionKey = TRANS_FiringB 3013 End 3014 3015 ConditionState = BETWEEN_FIRING_SHOTS_B 3016 Animation = AIRngr_SKL.AIRngr_ATBB 3017 AnimationMode = MANUAL 3018 Flags = START_FRAME_LAST 3019 TransitionKey = TRANS_FiringB 3020 WaitForStateToFinishIfPossible = TRANS_FiringB 3021 End 3022 AliasConditionState = RELOADING_B 3023 3024 TransitionState = TRANS_Stand TRANS_FiringB 3025 Animation = AIRngr_SKL.AIRngr_ATBST1 3026 AnimationMode = ONCE 3027 End 3028 3029 TransitionState = TRANS_FiringB TRANS_Stand 3030 Animation = AIRngr_SKL.AIRngr_ATBST2 3031 AnimationMode = ONCE 3032 End 3033 3034 ConditionState = PREATTACK_B REALLYDAMAGED 3035 Animation = AIRngr_SKL.AIRngr_ATB2A 3036 AnimationMode = ONCE 3037 TransitionKey = TRANS_FiringBInjured 3038 End 3039 AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED 3040 AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED 3041 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 3042 3043 ConditionState = FIRING_B REALLYDAMAGED 3044 Animation = AIRngr_SKL.AIRngr_ATB2B 3045 AnimationMode = ONCE 3046 TransitionKey = TRANS_FiringBInjured 3047 End 3048 3049 ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED 3050 Animation = AIRngr_SKL.AIRngr_ATB2B 3051 AnimationMode = MANUAL 3052 Flags = START_FRAME_LAST 3053 TransitionKey = TRANS_FiringBInjured 3054 WaitForStateToFinishIfPossible = TRANS_FiringBInjured 3055 End 3056 AliasConditionState = RELOADING_B REALLYDAMAGED 3057 3058 TransitionState = TRANS_StandInjured TRANS_FiringBInjured 3059 Animation = AIRngr_SKL.AIRngr_ATB2ST1 3060 AnimationMode = ONCE 3061 End 3062 3063 TransitionState = TRANS_FiringBInjured TRANS_StandInjured 3064 Animation = AIRngr_SKL.AIRngr_ATB2ST2 3065 AnimationMode = ONCE 3066 End 3067 3068 ; -- cross-attack transitions 3069 3070 TransitionState = TRANS_FiringA TRANS_FiringB 3071 Animation = AIRngr_SKL.AIRngr_ATA2AB 3072 AnimationMode = ONCE 3073 AnimationSpeedFactorRange = 4 4 3074 End 3075 3076 TransitionState = TRANS_FiringB TRANS_FiringA 3077 Animation = AIRngr_SKL.AIRngr_ATA2AB 3078 AnimationMode = ONCE_BACKWARDS 3079 AnimationSpeedFactorRange = 4 4 3080 End 3081 3082 3083 ; --- moving 3084 ConditionState = MOVING 3085 Animation = AIRngr_SKL.AIRngr_RNA 30 3086 AnimationMode = LOOP 3087 Flags = RANDOMSTART 3088 TransitionKey = TRANS_Move 3089 ParticleSysBone = None InfantryDustTrails 3090 End 3091 AliasConditionState = MOVING ATTACKING 3092 3093 ConditionState = MOVING REALLYDAMAGED 3094 Animation = AIRngr_SKL.AIRngr_RNB 30 3095 AnimationMode = LOOP 3096 Flags = RANDOMSTART 3097 TransitionKey = TRANS_Move 3098 End 3099 AliasConditionState = MOVING REALLYDAMAGED ATTACKING 3100 3101 ; --- dying anims 3102 ConditionState = DYING 3103 Animation = AIRngr_SKL.AIRngr_DTA 3104 Animation = AIRngr_SKL.AIRngr_DTB 3105 AnimationMode = ONCE 3106 TransitionKey = None 3107 End 3108 3109 TransitionState = TRANS_Dying TRANS_Flailing 3110 Animation = AIRngr_SKL.AIRngr_ADTF1 3111 AnimationMode = ONCE 3112 End 3113 3114 ConditionState = DYING EXPLODED_FLAILING 3115 Animation = AIRngr_SKL.AIRngr_ADTF2 3116 AnimationMode = LOOP 3117 TransitionKey = TRANS_Flailing 3118 End 3119 3120 ConditionState = DYING EXPLODED_BOUNCING 3121 Animation = AIRngr_SKL.AIRngr_ADTF3 3122 AnimationMode = ONCE 3123 TransitionKey = None 3124 End 3125 AliasConditionState = DYING SPLATTED 3126 3127 ; --- cheering 3128 ConditionState = SPECIAL_CHEERING 3129 Animation = AIRngr_SKL.AIRngr_CHA 3130 AnimationMode = LOOP 3131 End 3132 3133 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 3134 Animation = AIRngr_SKL.AIRngr_CHB 3135 AnimationMode = LOOP 3136 End 3137 3138 ; ----- PARACHUTING ANIMATIONS 3139 ConditionState = FREEFALL 3140 Animation = AIRngr_SKL.AIRngr_PFL 3141 AnimationMode = LOOP 3142 TransitionKey = TRANS_Falling 3143 End 3144 AliasConditionState = FREEFALL REALLYDAMAGED 3145 AliasConditionState = FREEFALL DYING 3146 ConditionState = PARACHUTING 3147 Animation = AIRngr_SKL.AIRngr_PHG 3148 AnimationMode = LOOP 3149 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3150 TransitionKey = TRANS_Chute 3151 End 3152 AliasConditionState = PARACHUTING REALLYDAMAGED 3153 AliasConditionState = PARACHUTING DYING 3154 TransitionState = TRANS_Falling TRANS_Chute 3155 Animation = AIRngr_SKL.AIRngr_POP 3156 AnimationMode = ONCE 3157 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3158 End 3159 TransitionState = TRANS_Chute TRANS_Stand 3160 Animation = AIRngr_SKL.AIRngr_PTD 3161 AnimationMode = ONCE 3162 End 3163 TransitionState = TRANS_Chute TRANS_StandInjured 3164 Animation = AIRngr_SKL.AIRngr_PTD 3165 AnimationMode = ONCE 3166 End 3167 3168 ; ------- Bldg-capture 3169 3170 ConditionState = UNPACKING 3171 Model = AIRngr_F_SKN 3172 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 3173 AnimationMode = ONCE 3174 End 3175 AliasConditionState = UNPACKING REALLYDAMAGED 3176 3177 3178 ConditionState = RAISING_FLAG 3179 Model = AIRngr_F_SKN 3180 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 3181 AnimationMode = ONCE 3182 TransitionKey = TRANS_Raising 3183 End 3184 AliasConditionState = RAISING_FLAG REALLYDAMAGED 3185 3186 ConditionState = PACKING 3187 Model = AIRngr_F_SKN 3188 Animation = AIRngr_F_SKL.AIRngr_F_FDP1 3189 AnimationMode = ONCE_BACKWARDS 3190 Flags = START_FRAME_LAST 3191 TransitionKey = TRANS_Packing 3192 End 3193 AliasConditionState = PACKING REALLYDAMAGED 3194 3195 TransitionState = TRANS_Raising TRANS_Packing 3196 Model = AIRngr_F_SKN 3197 Animation = AIRngr_F_SKL.AIRngr_F_FDP2 3198 AnimationMode = ONCE_BACKWARDS 3199 Flags = START_FRAME_LAST 3200 End 3201 3202 ; --- RAPPELLING ANIMATIONS 3203 ConditionState = RAPPELLING 3204 Animation = AIRngr_SKL.AIRngr_RPL1 ;30 3205 AnimationMode = LOOP 3206 Flags = RANDOMSTART 3207 TransitionKey = TRANS_Rappelling 3208 End 3209 AliasConditionState = MOVING RAPPELLING 3210 3211 TransitionState = TRANS_Rappelling TRANS_Stand 3212 Animation = AIRngr_SKL.AIRngr_RPL2 3213 AnimationMode = ONCE 3214 End 3215 3216 TransitionState = TRANS_Rappelling TRANS_StandInjured 3217 Animation = AIRngr_SKL.AIRngr_RPL2 3218 AnimationMode = ONCE 3219 End 3220 3221 End 3222 3223 ; ***DESIGN parameters *** 3224 DisplayName = OBJECT:Ranger 3225 Side = AmericaLaserGeneral 3226 EditorSorting = INFANTRY 3227 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3228 3229 WeaponSet 3230 Conditions = None 3231 Weapon = PRIMARY RangerAdvancedCombatRifle 3232 End 3233 WeaponSet 3234 Conditions = PLAYER_UPGRADE 3235 Weapon = PRIMARY RangerAdvancedCombatRifle 3236 Weapon = SECONDARY RangerFlashBangGrenadeWeapon 3237 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 3238 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 3239 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 3240 End 3241 ArmorSet 3242 Conditions = None 3243 Armor = HumanArmor 3244 DamageFX = InfantryDamageFX 3245 End 3246 ArmorSet 3247 Conditions = PLAYER_UPGRADE 3248 Armor = ChemSuitHumanArmor 3249 DamageFX = None 3250 End 3251 VisionRange = 100 3252 ShroudClearingRange = 400 3253 Prerequisites 3254 Object = Lazr_AmericaBarracks 3255 End 3256 BuildCost = 225 3257 BuildTime = 5.0 ;in seconds 3258 3259 ExperienceValue = 20 20 40 60 ;Experience point value at each level 3260 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 3261 IsTrainable = Yes ;Can gain experience 3262 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3263 CommandSet = Lazr_AmericaInfantryRangerCommandSet 3264 3265 ; *** AUDIO Parameters *** 3266 VoiceSelect = RangerVoiceSelect 3267 VoiceMove = RangerVoiceMove 3268 VoiceGuard = RangerVoiceMove 3269 VoiceAttack = RangerVoiceAttack 3270 VoiceFear = RangerVoiceFear 3271 VoiceTaskComplete = RangerVoiceCaptureComplete 3272 3273 UnitSpecificSounds 3274 VoiceEnter = RangerVoiceMove 3275 VoiceEnterHostile = RangerVoiceMove 3276 VoiceGarrison = RangerVoiceGarrison 3277 VoiceCreate = RangerVoiceCreate 3278 VoiceSubdue = RangerVoiceSubdue 3279 VoiceClearBuilding = RangerVoiceClearBuilding 3280 VoiceGetHealed = RangerVoiceMove 3281 VoicePrimaryWeaponMode = RangerVoiceModeGun 3282 VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang 3283 End 3284 3285 UnitSpecificFX 3286 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3287 CombatDropKillFX = FX_RangerCombatDropKill 3288 End 3289 3290 ; *** ENGINEERING Parameters *** 3291 RadarPriority = UNIT 3292 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE 3293 3294 Behavior = CommandButtonHuntUpdate ModuleTag_02 3295 End 3296 3297 Body = ActiveBody ModuleTag_03 3298 MaxHealth = 180.0 3299 InitialHealth = 180.0 3300 End 3301 3302 Behavior = ExperienceScalarUpgrade ModuleTag_04 3303 TriggeredBy = Upgrade_AmericaAdvancedTraining 3304 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 3305 End 3306 3307 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 3308 ScanRate = 1000 ; once a second. 3309 ScanRange = 300 ; 3310 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3311 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3312 End 3313 3314 Behavior = AIUpdateInterface ModuleTag_06 3315 AutoAcquireEnemiesWhenIdle = Yes 3316 End 3317 Locomotor = SET_NORMAL BasicHumanLocomotor 3318 3319 Behavior = PhysicsBehavior ModuleTag_07 3320 Mass = 5.0 3321 End 3322 3323 Behavior = ProductionUpdate ModuleTag_08 3324 ; nothing 3325 End 3326 3327 Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit. 3328 End 3329 3330 Behavior = WeaponSetUpgrade ModuleTag_10 3331 TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade 3332 End 3333 3334 3335 ; --- begin Death modules --- 3336 Behavior = SlowDeathBehavior ModuleTag_Death01 3337 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3338 SinkDelay = 3000 3339 SinkRate = 0.5 ; in Dist/Sec 3340 DestructionDelay = 8000 3341 FX = INITIAL FX_RangerDie 3342 End 3343 Behavior = SlowDeathBehavior ModuleTag_Death02 3344 DeathTypes = NONE +CRUSHED +SPLATTED 3345 SinkDelay = 3000 3346 SinkRate = 0.5 ; in Dist/Sec 3347 DestructionDelay = 8000 3348 FX = INITIAL FX_GIDieCrushed 3349 End 3350 Behavior = SlowDeathBehavior ModuleTag_Death03 3351 DeathTypes = NONE +EXPLODED 3352 SinkDelay = 3000 3353 SinkRate = 0.5 ; in Dist/Sec 3354 DestructionDelay = 8000 3355 FX = INITIAL FX_RangerDie 3356 FlingForce = 8 3357 FlingForceVariance = 3 3358 FlingPitch = 60 3359 FlingPitchVariance = 10 3360 End 3361 Behavior = SlowDeathBehavior ModuleTag_Death04 3362 DeathTypes = NONE +BURNED 3363 DestructionDelay = 0 3364 FX = INITIAL FX_DieByFireUSA 3365 OCL = INITIAL OCL_FlamingInfantry 3366 End 3367 Behavior = SlowDeathBehavior ModuleTag_Death05 3368 DeathTypes = NONE +POISONED 3369 DestructionDelay = 0 3370 FX = INITIAL FX_DieByToxinUSA 3371 OCL = INITIAL OCL_ToxicInfantry 3372 End 3373 3374 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3375 DeathTypes = NONE +POISONED_BETA 3376 DestructionDelay = 0 3377 FX = INITIAL FX_DieByToxinUSA 3378 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3379 End 3380 Behavior = SlowDeathBehavior ModuleTag_Death07 3381 DeathTypes = NONE +POISONED_GAMMA 3382 DestructionDelay = 0 3383 FX = INITIAL FX_DieByToxinGLA 3384 OCL = INITIAL OCL_ToxicInfantryGamma 3385 End 3386 ; --- end Death modules --- 3387 3388 Behavior = SquishCollide ModuleTag_12 3389 ;nothing 3390 End 3391 Behavior = ArmorUpgrade ModuleTag_Armor01 3392 TriggeredBy = Upgrade_AmericaChemicalSuits 3393 End 3394 3395 Behavior = PoisonedBehavior ModuleTag_17 3396 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3397 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3398 End 3399 3400 Behavior = SpecialAbility ModuleTag_18 3401 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3402 UpdateModuleStartsAttack = Yes 3403 StartsPaused = Yes ; Unpaused by upgrade module 3404 InitiateSound = RangerVoiceCapture 3405 End 3406 Behavior = SpecialAbilityUpdate ModuleTag_19 3407 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3408 StartAbilityRange = 5.0 3409 UnpackTime = 3000 ; (changing this will scale anim speed) 3410 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 3411 PackTime = 2000 ; (changing this will scale anim speed) 3412 DoCaptureFX = Yes 3413 AwardXPForTriggering = 15 3414 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 3415 End 3416 3417 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20 3418 SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding 3419 TriggeredBy = Upgrade_InfantryCaptureBuilding 3420 End 3421 3422 Behavior = LockWeaponCreate ModuleTag_21 3423 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 3424 End 3425 3426 Geometry = CYLINDER 3427 GeometryMajorRadius = 7.0 3428 GeometryMinorRadius = 7.0 3429 GeometryHeight = 13.0 3430 3431 GeometryIsSmall = Yes 3432 Shadow = SHADOW_DECAL 3433 ShadowSizeX = 14; 3434 ShadowSizeY = 14; 3435 ShadowTexture = ShadowI; 3436 BuildCompletion = APPEARS_AT_RALLY_POINT 3437 3438 End 3439 3440 ;------------------------------------------------------------------------------ 3441 Object Lazr_AmericaInfantryMissileDefender 3442 3443 ; *** ART Parameters *** 3444 SelectPortrait = SAMissleDefender_L 3445 ButtonImage = SAMissleDefender 3446 3447 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 3448 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 3449 ;UpgradeCameo3 = NONE 3450 ;UpgradeCameo4 = NONE 3451 ;UpgradeCameo5 = NONE 3452 3453 Draw = W3DModelDraw ModuleTag_01 3454 OkToChangeModelColor = Yes 3455 3456 ;***NOTE*** 3457 ;A little history -- the MissileDefender now uses the assets of the TankHunter. 3458 ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW 3459 ;MD. It was a design/art/code decision because the new missile defender animations 3460 ;don't suit that of a mobile/offensive unit with packing and unpacking. 3461 3462 DefaultConditionState 3463 Model = NITHNT_SKN 3464 IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 3465 IdleAnimation = NITHNT_SKL.NITHNT_IDA 3466 IdleAnimation = NITHNT_SKL.NITHNT_IDB 3467 AnimationMode = ONCE 3468 AnimationSpeedFactorRange = 0.8 1.2 3469 TransitionKey = TRANS_Stand 3470 WeaponMuzzleFlash = PRIMARY MuzzleFX 3471 WeaponFireFXBone = PRIMARY Muzzle 3472 WeaponLaunchBone = PRIMARY Muzzle 3473 WeaponLaunchBone = SECONDARY Muzzle 3474 3475 End 3476 AliasConditionState = REALLYDAMAGED 3477 3478 ConditionState = FIRING_A 3479 Animation = NITHNT_SKL.NITHNT_ATA 3480 AnimationMode = ONCE 3481 TransitionKey = TRANS_START_FIRING 3482 End 3483 AliasConditionState = FIRING_A REALLYDAMAGED 3484 3485 ConditionState = BETWEEN_FIRING_SHOTS_A 3486 Animation = NITHNT_SKL.NITHNT_STA 3487 AnimationMode = ONCE 3488 ; this is basically a trick: this guy has a nontrivial animation for firing, 3489 ; and a long recycle time between shots. we want him to finish his fire animation 3490 ; (unless he's ordered to do something else), so this is just a handy trick that 3491 ; says, "if the previous state had this transition key, allow it to finish before 3492 ; switching to us, if possible". 3493 WaitForStateToFinishIfPossible = TRANS_START_FIRING 3494 End 3495 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 3496 3497 ConditionState = MOVING 3498 Animation = NITHNT_SKL.NITHNT_RNA 20 3499 AnimationMode = LOOP 3500 Flags = RANDOMSTART 3501 TransitionKey = None 3502 ParticleSysBone = None InfantryDustTrails 3503 End 3504 AliasConditionState = MOVING REALLYDAMAGED 3505 3506 ConditionState = RELOADING_A 3507 Animation = NITHNT_SKL.NITHNT_ATA 10 3508 AnimationMode = ONCE 3509 ;WeaponLaunchBone = PRIMARY WeaponA 3510 End 3511 AliasConditionState = MOVING RELOADING_A 3512 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 3513 3514 ConditionState = DYING 3515 Animation = NITHNT_SKL.NITHNT_DTA 3516 Animation = NITHNT_SKL.NITHNT_DTB 3517 AnimationSpeedFactorRange = 0.9 1.25 3518 AnimationMode = ONCE 3519 TransitionKey = TRANS_Dying 3520 End 3521 3522 TransitionState = TRANS_Dying TRANS_Flailing 3523 Animation = NITHNT_SKL.NITHNT_ADTA1 3524 AnimationMode = ONCE 3525 End 3526 3527 ConditionState = DYING EXPLODED_FLAILING 3528 Animation = NITHNT_SKL.NITHNT_ADTA2 3529 AnimationMode = LOOP 3530 TransitionKey = TRANS_Flailing 3531 End 3532 3533 ConditionState = DYING EXPLODED_BOUNCING 3534 Animation = NITHNT_SKL.NITHNT_ADTA3 3535 AnimationMode = ONCE 3536 TransitionKey = None 3537 End 3538 3539 ;PARACHUTING ANIMATIONS 3540 ConditionState = FREEFALL 3541 Animation = NITHNT_SKL.NITHNT_PFL 3542 AnimationMode = LOOP 3543 TransitionKey = TRANS_Falling 3544 End 3545 AliasConditionState = FREEFALL REALLYDAMAGED 3546 AliasConditionState = FREEFALL DYING 3547 3548 ConditionState = PARACHUTING 3549 Animation = NITHNT_SKL.NITHNT_PHG 3550 AnimationMode = LOOP 3551 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3552 TransitionKey = TRANS_Chute 3553 End 3554 AliasConditionState = PARACHUTING REALLYDAMAGED 3555 AliasConditionState = PARACHUTING DYING 3556 3557 TransitionState = TRANS_Falling TRANS_Chute 3558 Animation = NITHNT_SKL.NITHNT_POP 3559 AnimationMode = ONCE 3560 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3561 End 3562 3563 TransitionState = TRANS_Chute TRANS_Stand 3564 Animation = NITHNT_SKL.NITHNT_PTD 3565 AnimationMode = ONCE 3566 End 3567 3568 End 3569 3570 ; ***DESIGN parameters *** 3571 DisplayName = OBJECT:MissileTeam 3572 Side = AmericaLaserGeneral 3573 EditorSorting = INFANTRY 3574 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3575 3576 WeaponSet 3577 Conditions = None 3578 Weapon = PRIMARY MissileDefenderMissileWeapon 3579 Weapon = SECONDARY MissileDefenderLaserGuidedMissileWeapon ;Controlled by special ability 3580 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 3581 AutoChooseSources = SECONDARY NONE 3582 End 3583 ArmorSet 3584 Conditions = None 3585 Armor = HumanArmor 3586 DamageFX = InfantryDamageFX 3587 End 3588 ArmorSet 3589 Conditions = PLAYER_UPGRADE 3590 Armor = ChemSuitHumanArmor 3591 DamageFX = InfantryDamageFX 3592 End 3593 3594 VisionRange = 150 3595 ShroudClearingRange = 400 3596 Prerequisites 3597 Object = Lazr_AmericaBarracks 3598 3599 End 3600 BuildCost = 300 3601 BuildTime = 5.0 ;in seconds 3602 3603 ExperienceValue = 20 20 40 60 ;Experience point value at each level 3604 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 3605 IsTrainable = Yes ;Can gain experience 3606 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3607 CommandSet = AmericaInfantryMissileDefenderCommandSet 3608 3609 ; *** AUDIO Parameters *** 3610 VoiceSelect = MissileDefenderVoiceSelect 3611 VoiceMove = MissileDefenderVoiceMove 3612 VoiceGuard = MissileDefenderVoiceMove 3613 VoiceAttack = MissileDefenderVoiceAttack 3614 VoiceAttackAir = MissileDefenderVoiceAttack 3615 VoiceFear = MissileDefenderVoiceFear 3616 3617 UnitSpecificSounds 3618 VoiceGarrison = MissileDefenderVoiceGarrison 3619 VoiceCreate = MissileDefenderVoiceCreate 3620 VoiceEnter = MissileDefenderVoiceMove 3621 VoiceGetHealed = MissileDefenderVoiceMove 3622 End 3623 3624 ; *** ENGINEERING Parameters *** 3625 RadarPriority = UNIT 3626 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE 3627 3628 Body = ActiveBody ModuleTag_02 3629 MaxHealth = 100.0 3630 InitialHealth = 100.0 3631 End 3632 3633 Behavior = ArmorUpgrade ModuleTag_Armor01 3634 TriggeredBy = Upgrade_AmericaChemicalSuits 3635 End 3636 3637 Behavior = ExperienceScalarUpgrade ModuleTag_03 3638 TriggeredBy = Upgrade_AmericaAdvancedTraining 3639 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 3640 End 3641 3642 Behavior = AIUpdateInterface ModuleTag_04 3643 AutoAcquireEnemiesWhenIdle = Yes 3644 End 3645 3646 Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 3647 ScanRate = 1000 ; once a second. 3648 ScanRange = 300 ; 3649 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3650 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3651 End 3652 3653 Locomotor = SET_NORMAL MissileDefenderLocomotor 3654 3655 Behavior = PhysicsBehavior ModuleTag_06 3656 Mass = 5.0 3657 End 3658 3659 Behavior = SpecialAbility ModuleTag_08 3660 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles 3661 UpdateModuleStartsAttack = Yes 3662 InitiateSound = MissileDefenderVoiceAttackLaser 3663 End 3664 Behavior = SpecialAbilityUpdate ModuleTag_09 3665 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles 3666 StartAbilityRange = 200.0 3667 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. 3668 PreparationTime = 1000 3669 PersistentPrepTime = 500 3670 SpecialObject = LaserBeam 3671 SpecialObjectAttachToBone = Muzzle01 3672 End 3673 3674 Behavior = SquishCollide ModuleTag_10 3675 ;nothing 3676 End 3677 3678 ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using 3679 ;the laser guided missiles. 3680 Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. 3681 End 3682 3683 3684 3685 ; --- begin Death modules --- 3686 Behavior = SlowDeathBehavior ModuleTag_Death01 3687 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3688 SinkDelay = 3000 3689 SinkRate = 0.5 ; in Dist/Sec 3690 DestructionDelay = 8000 3691 FX = INITIAL FX_MissileDefenderDie 3692 End 3693 Behavior = SlowDeathBehavior ModuleTag_Death02 3694 DeathTypes = NONE +CRUSHED +SPLATTED 3695 SinkDelay = 3000 3696 SinkRate = 0.5 ; in Dist/Sec 3697 DestructionDelay = 8000 3698 FX = INITIAL FX_GIDieCrushed 3699 End 3700 Behavior = SlowDeathBehavior ModuleTag_Death03 3701 DeathTypes = NONE +EXPLODED 3702 SinkDelay = 3000 3703 SinkRate = 0.5 ; in Dist/Sec 3704 DestructionDelay = 8000 3705 FX = INITIAL FX_MissileDefenderDie 3706 FlingForce = 8 3707 FlingForceVariance = 3 3708 FlingPitch = 60 3709 FlingPitchVariance = 10 3710 End 3711 Behavior = SlowDeathBehavior ModuleTag_Death04 3712 DeathTypes = NONE +BURNED 3713 DestructionDelay = 0 3714 FX = INITIAL FX_DieByFireUSA 3715 OCL = INITIAL OCL_FlamingInfantry 3716 End 3717 Behavior = SlowDeathBehavior ModuleTag_Death05 3718 DeathTypes = NONE +POISONED 3719 DestructionDelay = 0 3720 FX = INITIAL FX_DieByToxinUSA 3721 OCL = INITIAL OCL_ToxicInfantry 3722 End 3723 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3724 DeathTypes = NONE +POISONED_BETA 3725 DestructionDelay = 0 3726 FX = INITIAL FX_DieByToxinUSA 3727 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3728 End 3729 Behavior = SlowDeathBehavior ModuleTag_Death07 3730 DeathTypes = NONE +POISONED_GAMMA 3731 DestructionDelay = 0 3732 FX = INITIAL FX_DieByToxinGLA 3733 OCL = INITIAL OCL_ToxicInfantryGamma 3734 End 3735 ; --- end Death modules --- 3736 3737 Behavior = PoisonedBehavior ModuleTag_13 3738 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3739 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3740 End 3741 3742 Geometry = CYLINDER 3743 GeometryMajorRadius = 7.0 3744 GeometryMinorRadius = 7.0 3745 GeometryHeight = 12.0 3746 GeometryIsSmall = Yes 3747 Shadow = SHADOW_DECAL 3748 ShadowSizeX = 14; 3749 ShadowSizeY = 14; 3750 ShadowTexture = ShadowI; 3751 BuildCompletion = APPEARS_AT_RALLY_POINT 3752 3753 End 3754 3755 ;------------------------------------------------------------------------------ 3756 ; @todo -- this entire unit is "first pass only" and needs lots of specialization 3757 Object Lazr_AmericaInfantryPilot 3758 3759 ; *** ART Parameters *** 3760 SelectPortrait = SAPilot_L 3761 ButtonImage = SAPilot 3762 3763 ;UpgradeCameo1 = NONE 3764 ;UpgradeCameo2 = NONE 3765 ;UpgradeCameo3 = NONE 3766 ;UpgradeCameo4 = NONE 3767 ;UpgradeCameo5 = NONE 3768 3769 Draw = W3DModelDraw ModuleTag_01 3770 OkToChangeModelColor = Yes 3771 3772 DefaultConditionState 3773 Model = AIRPlt_SKN 3774 IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 3775 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA 3776 IdleAnimation = AIRPlt_SKL.AIRPlt_IDB 3777 AnimationMode = ONCE 3778 TransitionKey = TRANS_Stand 3779 End 3780 3781 ConditionState = FREEFALL 3782 Animation = AIRPlt_SKL.AIRPLT_PFL 3783 AnimationMode = ONCE 3784 TransitionKey = TRANS_Falling 3785 End 3786 AliasConditionState = FREEFALL DYING 3787 3788 ConditionState = PARACHUTING 3789 Animation = AIRPlt_SKL.AIRPlt_PHG 3790 AnimationMode = LOOP 3791 TransitionKey = TRANS_Chute 3792 WaitForStateToFinishIfPossible = TRANS_Falling 3793 End 3794 AliasConditionState = PARACHUTING DYING 3795 3796 ConditionState = MOVING 3797 Animation = AIRPlt_SKL.AIRPlt_RNA 3798 AnimationMode = LOOP 3799 TransitionKey = TRANS_Stand 3800 ParticleSysBone = None InfantryDustTrails 3801 End 3802 3803 3804 ConditionState = DYING 3805 Animation = AIRPlt_SKL.AIRPlt_DTA 3806 Animation = AIRPlt_SKL.AIRPlt_DTB 3807 AnimationMode = ONCE 3808 TransitionKey = TRANS_Dying 3809 End 3810 3811 TransitionState = TRANS_Dying TRANS_Flailing 3812 Animation = AIRPlt_SKL.AIRPlt_ADTE1 3813 AnimationMode = ONCE 3814 End 3815 3816 ConditionState = DYING EXPLODED_FLAILING 3817 Animation = AIRPlt_SKL.AIRPlt_ADTE2 3818 AnimationMode = LOOP 3819 TransitionKey = TRANS_Flailing 3820 End 3821 3822 ConditionState = DYING EXPLODED_BOUNCING 3823 Animation = AIRPlt_SKL.AIRPlt_ADTE3 3824 AnimationMode = ONCE 3825 TransitionKey = None 3826 End 3827 3828 ConditionState = SPECIAL_CHEERING 3829 Animation = AIRPLT_SKL.AIRPLT_CHA 3830 AnimationMode = LOOP 3831 End 3832 3833 ;@TODO -- MISSING ANIMATION FILE 3834 ;TransitionState = TRANS_Falling TRANS_Chute 3835 ; Animation = AIRPLT_SKL.AIRPLT_POP 3836 ; AnimationMode = ONCE 3837 ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 3838 ;End 3839 3840 TransitionState = TRANS_Chute TRANS_Stand 3841 Animation = AIRPlt_SKL.AIRPlt_PTD 3842 AnimationMode = ONCE 3843 End 3844 3845 End 3846 3847 ; ***DESIGN parameters *** 3848 DisplayName = OBJECT:Pilot 3849 Side = AmericaLaserGeneral 3850 EditorSorting = INFANTRY 3851 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 3852 ExperienceValue = 10 10 10 10 ;Experience point value at each level 3853 ExperienceRequired = 0 1 2 3 ;Experience points needed to gain each level 3854 IsTrainable = Yes ;Can gain experience 3855 CommandSet = AmericaInfantryPilotCommandSet 3856 3857 ArmorSet 3858 Conditions = None 3859 Armor = HumanArmor 3860 DamageFX = InfantryDamageFX 3861 End 3862 3863 VisionRange = 150 3864 ShroudClearingRange = 300 3865 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3866 3867 ; *** AUDIO Parameters *** 3868 VoiceSelect = PilotVoiceSelect 3869 VoiceMove = PilotVoiceMove 3870 VoiceAttack = PilotVoiceMove 3871 VoiceGarrison = NoSound 3872 VoiceFear = PilotVoiceFear 3873 UnitSpecificSounds 3874 VoiceEnter = PilotVoiceEnter 3875 VoiceEnterHostile = PilotVoiceEnter 3876 VoiceGetHealed = PilotVoiceMove 3877 End 3878 3879 ; *** ENGINEERING Parameters *** 3880 RadarPriority = UNIT 3881 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY NO_GARRISON SCORE IGNORES_SELECT_ALL 3882 3883 Behavior = VeterancyGainCreate ModuleTag_02 3884 ; omit the "ScienceRequired" so that this upgrade always occurs. 3885 ; Pilots should never (repeat, never) be less than VETERAN status. 3886 StartingLevel = VETERAN 3887 End 3888 3889 Behavior = VeterancyCrateCollide ModuleTag_03 3890 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with 3891 ForbiddenKindOf = DOZER ; but not to TRANSPORTs or DOZERs! 3892 EffectRange = 0 ; 0=="affect only the thing you collide with" 3893 AddsOwnerVeterancy = Yes ; we add our own veterancy to the target (rather than just +1 level) 3894 IsPilot = Yes ; set the pilot flag because it's different than the veterancy crate and has extra checking 3895 End 3896 3897 Body = ActiveBody ModuleTag_04 3898 MaxHealth = 100.0 3899 InitialHealth = 100.0 3900 End 3901 3902 Behavior = AIUpdateInterface ModuleTag_05 3903 AutoAcquireEnemiesWhenIdle = Yes 3904 End 3905 3906 Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba 3907 ScanRate = 1000 ; once a second. 3908 ScanRange = 300 ; 3909 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 3910 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 3911 End 3912 3913 Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba 3914 ScanRate = 1000 ; once a second. 3915 ScanRange = 300 ; 3916 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. 3917 End 3918 3919 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 3920 Locomotor = SET_NORMAL_UPGRADED BasicHumanLocomotorPlus25 3921 3922 Behavior = PhysicsBehavior ModuleTag_08 3923 Mass = 5.0 3924 End 3925 3926 Behavior = LocomotorSetUpgrade ModuleTag_10 3927 TriggeredBy = Upgrade_Veterancy_HEROIC 3928 End 3929 3930 Behavior = SquishCollide ModuleTag_11 3931 ;nothing 3932 End 3933 3934 3935 ; --- begin Death modules --- 3936 Behavior = SlowDeathBehavior ModuleTag_Death01 3937 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 3938 SinkDelay = 3000 3939 SinkRate = 0.5 ; in Dist/Sec 3940 DestructionDelay = 8000 3941 FX = INITIAL FX_PilotDie 3942 End 3943 Behavior = SlowDeathBehavior ModuleTag_Death02 3944 DeathTypes = NONE +CRUSHED +SPLATTED 3945 SinkDelay = 3000 3946 SinkRate = 0.5 ; in Dist/Sec 3947 DestructionDelay = 8000 3948 FX = INITIAL FX_GIDieCrushed 3949 End 3950 Behavior = SlowDeathBehavior ModuleTag_Death03 3951 DeathTypes = NONE +EXPLODED 3952 SinkDelay = 3000 3953 SinkRate = 0.5 ; in Dist/Sec 3954 DestructionDelay = 8000 3955 FX = INITIAL FX_PilotDie 3956 FlingForce = 8 3957 FlingForceVariance = 3 3958 FlingPitch = 60 3959 FlingPitchVariance = 10 3960 End 3961 Behavior = SlowDeathBehavior ModuleTag_Death04 3962 DeathTypes = NONE +BURNED 3963 DestructionDelay = 0 3964 FX = INITIAL FX_DieByFireUSA 3965 OCL = INITIAL OCL_FlamingInfantry 3966 End 3967 Behavior = SlowDeathBehavior ModuleTag_Death05 3968 DeathTypes = NONE +POISONED 3969 DestructionDelay = 0 3970 FX = INITIAL FX_DieByToxinUSA 3971 OCL = INITIAL OCL_ToxicInfantry 3972 End 3973 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 3974 DeathTypes = NONE +POISONED_BETA 3975 DestructionDelay = 0 3976 FX = INITIAL FX_DieByToxinUSA 3977 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 3978 End 3979 Behavior = SlowDeathBehavior ModuleTag_Death07 3980 DeathTypes = NONE +POISONED_GAMMA 3981 DestructionDelay = 0 3982 FX = INITIAL FX_DieByToxinGLA 3983 OCL = INITIAL OCL_ToxicInfantryGamma 3984 End 3985 ; --- end Death modules --- 3986 3987 Behavior = PoisonedBehavior ModuleTag_14 3988 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 3989 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 3990 End 3991 3992 Geometry = CYLINDER 3993 GeometryMajorRadius = 10.0 3994 GeometryMinorRadius = 10.0 3995 GeometryHeight = 12.0 3996 GeometryIsSmall = Yes 3997 Shadow = SHADOW_DECAL 3998 ShadowSizeX = 14; 3999 ShadowSizeY = 14; 4000 ShadowTexture = ShadowI; 4001 BuildCompletion = APPEARS_AT_RALLY_POINT 4002 4003 End 4004 4005 ;------------------------------------------------------------------------------ 4006 Object Lazr_AmericaInfantryPathfinder 4007 4008 ; *** ART Parameters *** 4009 SelectPortrait = SAPathfinder1_L 4010 ButtonImage = SAPathfinder1 4011 4012 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 4013 UpgradeCameo2 = Upgrade_AmericaChemicalSuits 4014 ;UpgradeCameo3 = NONE 4015 ;UpgradeCameo4 = NONE 4016 ;UpgradeCameo5 = NONE 4017 4018 Draw = W3DModelDraw ModuleTag_01 4019 4020 OkToChangeModelColor = Yes 4021 4022 DefaultConditionState 4023 Model = AIPFDR_SKN 4024 IdleAnimation = AIPFDR_SKL.AIPFDR_STA 4025 IdleAnimation = AIPFDR_SKL.AIPFDR_IDA 4026 AnimationMode = ONCE 4027 WeaponFireFXBone = PRIMARY Muzzle 4028 WeaponMuzzleFlash = PRIMARY MuzzleFX 4029 TransitionKey = TRANS_Standing 4030 End 4031 AliasConditionState = REALLYDAMAGED 4032 4033 ConditionState = MOVING 4034 Animation = AIPFDR_SKL.AIPFDR_RNA 25 4035 AnimationMode = LOOP 4036 Flags = RANDOMSTART 4037 TransitionKey = TRANS_Standing 4038 ParticleSysBone = None InfantryDustTrails 4039 End 4040 AliasConditionState = MOVING REALLYDAMAGED 4041 4042 ConditionState = FIRING_A 4043 Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position 4044 AnimationMode = ONCE 4045 TransitionKey = TRANS_FiringA 4046 End 4047 AliasConditionState = FIRING_A MOVING 4048 AliasConditionState = FIRING_A MOVING REALLYDAMAGED 4049 AliasConditionState = FIRING_A REALLYDAMAGED 4050 4051 ConditionState = BETWEEN_FIRING_SHOTS_A 4052 Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position 4053 AnimationMode = ONCE 4054 WaitForStateToFinishIfPossible = TRANS_FiringA 4055 End 4056 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 4057 AliasConditionState = RELOADING_A 4058 AliasConditionState = RELOADING_A REALLYDAMAGED 4059 4060 ConditionState = DYING 4061 Animation = AIPFDR_SKL.AIPFDR_DTA 4062 AnimationMode = ONCE 4063 TransitionKey = TRANS_Dying 4064 End 4065 4066 TransitionState = TRANS_Dying TRANS_Flailing 4067 Animation = AIPFDR_SKL.AIPFDR_ADTA1 4068 AnimationMode = ONCE 4069 End 4070 4071 ConditionState = DYING EXPLODED_FLAILING 4072 Animation = AIPFDR_SKL.AIPFDR_ADTA2 4073 AnimationMode = LOOP 4074 TransitionKey = TRANS_Flailing 4075 End 4076 4077 ConditionState = DYING EXPLODED_BOUNCING 4078 Animation = AIPFDR_SKL.AIPFDR_ADTA3 4079 AnimationMode = ONCE 4080 TransitionKey = None 4081 End 4082 4083 ConditionState = FREEFALL 4084 Animation = AIPFDR_SKL.AIPFDR_PFL 4085 AnimationMode = LOOP 4086 TransitionKey = TRANS_Falling 4087 End 4088 AliasConditionState = FREEFALL DYING 4089 4090 ConditionState = PARACHUTING 4091 Animation = AIPFDR_SKL.AIPFDR_PHG 4092 AnimationMode = LOOP 4093 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 4094 ;our bone positions should come from the last frame, rather than the first 4095 TransitionKey = TRANS_Chute 4096 End 4097 AliasConditionState = PARACHUTING DYING 4098 4099 4100 TransitionState = TRANS_Falling TRANS_Chute 4101 Animation = AIPFDR_SKL.AIPFDR_POP 4102 AnimationMode = ONCE 4103 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME 4104 ;our bone positions should come from the last frame, rather than the first 4105 End 4106 4107 TransitionState = TRANS_Chute TRANS_Standing 4108 Animation = AIPFDR_SKL.AIPFDR_PTD 4109 AnimationMode = ONCE 4110 End 4111 End 4112 4113 4114 ; ***DESIGN parameters *** 4115 DisplayName = OBJECT:Pathfinder 4116 Side = AmericaLaserGeneral 4117 EditorSorting = INFANTRY 4118 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 4119 4120 WeaponSet 4121 Conditions = None 4122 Weapon = PRIMARY USAPathfinderSniperRifle 4123 End 4124 ArmorSet 4125 Conditions = None 4126 Armor = HumanArmor 4127 DamageFX = InfantryDamageFX 4128 End 4129 ArmorSet 4130 Conditions = PLAYER_UPGRADE 4131 Armor = ChemSuitHumanArmor 4132 DamageFX = InfantryDamageFX 4133 End 4134 VisionRange = 200 4135 ShroudClearingRange = 400 4136 Prerequisites 4137 Object = Lazr_AmericaBarracks 4138 Science = SCIENCE_Pathfinder 4139 End 4140 BuildCost = 600 4141 BuildTime = 10.0 ;in seconds 4142 4143 ExperienceValue = 40 40 60 80 ;Experience point value at each level 4144 ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level 4145 IsTrainable = Yes ;Can gain experience 4146 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4147 CommandSet = AmericaInfantryPathfinderCommandSet 4148 4149 ; *** AUDIO Parameters *** 4150 VoiceSelect = PathfinderVoiceSelect 4151 VoiceMove = PathfinderVoiceMove 4152 VoiceGuard = PathfinderVoiceMove 4153 VoiceAttack = PathfinderVoiceAttack 4154 VoiceFear = PathfinderVoiceFear 4155 SoundStealthOn = StealthOn 4156 SoundStealthOff = StealthOff 4157 VoiceFear = PathfinderVoiceFear 4158 4159 UnitSpecificSounds 4160 VoiceCreate = PathfinderVoiceCreate 4161 VoiceGarrison = PathfinderVoiceGarrison 4162 VoiceEnter = PathfinderVoiceMove 4163 VoiceEnterHostile = PathfinderVoiceMove 4164 VoiceGetHealed = PathfinderVoiceMove 4165 End 4166 4167 ; *** ENGINEERING Parameters *** 4168 RadarPriority = UNIT 4169 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE CANNOT_RETALIATE 4170 4171 Body = ActiveBody ModuleTag_02 4172 MaxHealth = 120.0 4173 InitialHealth = 120.0 4174 End 4175 4176 Behavior = ArmorUpgrade ModuleTag_Armor01 4177 TriggeredBy = Upgrade_AmericaChemicalSuits 4178 End 4179 4180 Behavior = AIUpdateInterface ModuleTag_03 4181 AutoAcquireEnemiesWhenIdle = Yes Stealthed 4182 MoodAttackCheckRate = 250 4183 End 4184 4185 Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 4186 ScanRate = 1000 ; once a second. 4187 ScanRange = 300 ; 4188 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 4189 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 4190 End 4191 4192 Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor 4193 4194 Behavior = ExperienceScalarUpgrade ModuleTag_05 4195 TriggeredBy = Upgrade_AmericaAdvancedTraining 4196 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 4197 End 4198 4199 Behavior = PhysicsBehavior ModuleTag_06 4200 Mass = 5.0 4201 End 4202 Behavior = StealthDetectorUpdate ModuleTag_08 4203 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 4204 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 4205 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 4206 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 4207 End 4208 Behavior = StealthUpdate ModuleTag_09 4209 StealthDelay = 0 ; msec 4210 StealthForbiddenConditions = MOVING ; stays stealthy while attacking 4211 FriendlyOpacityMin = 30.0% 4212 FriendlyOpacityMax = 80.0% 4213 PulseFrequency = 500 ; msec 4214 MoveThresholdSpeed = 3 4215 InnateStealth = Yes 4216 OrderIdleEnemiesToAttackMeUponReveal = Yes 4217 End 4218 4219 Behavior = SquishCollide ModuleTag_10 4220 ;nothing 4221 End 4222 4223 4224 ; --- begin Death modules --- 4225 Behavior = SlowDeathBehavior ModuleTag_Death01 4226 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 4227 SinkDelay = 3000 4228 SinkRate = 0.5 ; in Dist/Sec 4229 DestructionDelay = 8000 4230 FX = INITIAL FX_PathfinderDie 4231 End 4232 Behavior = SlowDeathBehavior ModuleTag_Death02 4233 DeathTypes = NONE +CRUSHED +SPLATTED 4234 SinkDelay = 3000 4235 SinkRate = 0.5 ; in Dist/Sec 4236 DestructionDelay = 8000 4237 FX = INITIAL FX_GIDieCrushed 4238 End 4239 Behavior = SlowDeathBehavior ModuleTag_Death03 4240 DeathTypes = NONE +EXPLODED 4241 SinkDelay = 3000 4242 SinkRate = 0.5 ; in Dist/Sec 4243 DestructionDelay = 8000 4244 FX = INITIAL FX_PathfinderDie 4245 FlingForce = 8 4246 FlingForceVariance = 3 4247 FlingPitch = 60 4248 FlingPitchVariance = 10 4249 End 4250 Behavior = SlowDeathBehavior ModuleTag_Death04 4251 DeathTypes = NONE +BURNED 4252 DestructionDelay = 0 4253 FX = INITIAL FX_DieByFireUSA 4254 OCL = INITIAL OCL_FlamingInfantry 4255 End 4256 Behavior = SlowDeathBehavior ModuleTag_Death05 4257 DeathTypes = NONE +POISONED 4258 DestructionDelay = 0 4259 FX = INITIAL FX_DieByToxinUSA 4260 OCL = INITIAL OCL_ToxicInfantry 4261 End 4262 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 4263 DeathTypes = NONE +POISONED_BETA 4264 DestructionDelay = 0 4265 FX = INITIAL FX_DieByToxinUSA 4266 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 4267 End 4268 Behavior = SlowDeathBehavior ModuleTag_Death07 4269 DeathTypes = NONE +POISONED_GAMMA 4270 DestructionDelay = 0 4271 FX = INITIAL FX_DieByToxinGLA 4272 OCL = INITIAL OCL_ToxicInfantryGamma 4273 End 4274 ; --- end Death modules --- 4275 4276 Behavior = PoisonedBehavior ModuleTag_13 4277 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 4278 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 4279 End 4280 4281 Geometry = CYLINDER 4282 GeometryMajorRadius = 10.0 4283 GeometryMinorRadius = 10.0 4284 GeometryHeight = 12.0 4285 GeometryIsSmall = Yes 4286 Shadow = SHADOW_DECAL 4287 ShadowSizeX = 14; 4288 ShadowSizeY = 14; 4289 ShadowTexture = ShadowI; 4290 BuildCompletion = APPEARS_AT_RALLY_POINT 4291 4292 End 4293 4294 4295 4296 4297 4298 4299 4300 4301 4302 4303 4304 4305 4306 4307 4308 4309 4310 4311 4312 4313 4314 4315 4316 4317 4318 4319 4320 4321 4322 4323 4324 4325 4326 4327 4328 4329 4330 4331 4332 4333 4334 4335 4336 4337 4338 4339 4340 4341 4342 4343 4344 4345 4346 4347 4348 4349 4350 4351 4352 4353 4354 4355 4356 4357 4358 4359 4360 4361 4362 4363 4364 4365 4366 4367 ;------------------------------------------------------------------------------ 4368 Object Lazr_AmericaVehicleHumvee 4369 4370 ; *** ART Parameters *** 4371 SelectPortrait = SAHummer_L 4372 ButtonImage = SAHummer 4373 4374 UpgradeCameo1 = Upgrade_AmericaBattleDrone 4375 UpgradeCameo2 = Upgrade_AmericaScoutDrone 4376 UpgradeCameo3 = Upgrade_AmericaTOWMissile 4377 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 4378 UpgradeCameo5 = Upgrade_AmericaHellfireDrone 4379 4380 Draw = W3DTruckDraw ModuleTag_01 4381 OkToChangeModelColor = Yes 4382 4383 ConditionState = NONE 4384 Model = AVHUMMER 4385 Turret = Turret 4386 ShowSubObject = Turret 4387 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 4388 WeaponFireFXBone = PRIMARY Muzzle 4389 WeaponMuzzleFlash = PRIMARY MuzzleFX 4390 End 4391 4392 ConditionState = REALLYDAMAGED 4393 Model = AVHUMMER_d 4394 Turret = Turret 4395 ShowSubObject = Turret 4396 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 4397 WeaponFireFXBone = PRIMARY Muzzle 4398 WeaponMuzzleFlash = PRIMARY MuzzleFX 4399 End 4400 4401 ConditionState = WEAPONSET_PLAYER_UPGRADE 4402 Model = AVHUMMER 4403 Turret = TurretUp01 4404 HideSubObject = Turret MuzzleFX01 4405 ShowSubObject = TurretUp01 Housecolor03 4406 WeaponFireFXBone = PRIMARY MuzzleUp 4407 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 4408 WeaponFireFXBone = SECONDARY WeaponB 4409 WeaponLaunchBone = SECONDARY WeaponB 4410 WeaponFireFXBone = TERTIARY WeaponB 4411 WeaponLaunchBone = TERTIARY WeaponB 4412 End 4413 4414 ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 4415 Model = AVHUMMER_d 4416 Turret = TurretUp01 4417 HideSubObject = Turret MuzzleFX01 4418 ShowSubObject = TurretUp01 Housecolor03 4419 WeaponFireFXBone = PRIMARY MuzzleUp 4420 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 4421 WeaponFireFXBone = SECONDARY WeaponB 4422 WeaponLaunchBone = SECONDARY WeaponB 4423 WeaponFireFXBone = TERTIARY WeaponB 4424 WeaponLaunchBone = TERTIARY WeaponB 4425 End 4426 4427 TrackMarks = EXTireTrack.tga 4428 4429 Dust = RocketBuggyDust 4430 DirtSpray = RocketBuggyDirtSpray 4431 PowerslideSpray = RocketBuggyDirtPowerSlide 4432 4433 ; These parameters are only used if the model has a separate suspension, 4434 ; and the locomotor has HasSuspension = Yes. 4435 LeftFrontTireBone = Tire01 4436 RightFrontTireBone = Tire02 4437 LeftRearTireBone = Tire03 4438 RightRearTireBone = Tire04 4439 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4440 PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. 4441 4442 End 4443 4444 ; ***DESIGN parameters *** 4445 DisplayName = OBJECT:Humvee 4446 Side = AmericaLaserGeneral 4447 EditorSorting = VEHICLE 4448 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4449 WeaponSet 4450 Conditions = None 4451 Weapon = PRIMARY HumveeGun 4452 End 4453 WeaponSet 4454 Conditions = PLAYER_UPGRADE 4455 Weapon = PRIMARY HumveeGun 4456 Weapon = SECONDARY HumveeMissileWeapon 4457 Weapon = TERTIARY HumveeMissileWeaponAir 4458 PreferredAgainst = TERTIARY AIRCRAFT 4459 End 4460 ArmorSet 4461 Conditions = None 4462 Armor = HumveeArmor 4463 DamageFX = TruckDamageFX 4464 End 4465 BuildCost = 700 4466 BuildTime = 10.0 ;in seconds 4467 VisionRange = 150 4468 ShroudClearingRange = 320 4469 Prerequisites 4470 Object = Lazr_AmericaWarFactory 4471 End 4472 ExperienceValue = 50 50 100 150 ;Experience point value at each level 4473 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 4474 IsTrainable = Yes ;Can gain experience 4475 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4476 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4477 CommandSet = Lazr_AmericaVehicleHumveeCommandSet 4478 4479 ; *** AUDIO Parameters *** 4480 VoiceSelect = HumveeVoiceSelect 4481 VoiceMove = HumveeVoiceMove 4482 VoiceGuard = HumveeVoiceMove 4483 VoiceAttack = HumveeVoiceAttack 4484 VoiceAttackAir = HumveeVoiceAttackTOW 4485 SoundMoveStart = HumveeMoveStart 4486 SoundMoveStartDamaged = HumveeMoveStart 4487 SoundEnter = HumveeEnter 4488 SoundExit = HumveeExit 4489 4490 UnitSpecificSounds 4491 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4492 ;TurretMoveStart = NoSound 4493 VoiceCreate = HumveeVoiceCreate 4494 TurretMoveLoop = TurretMoveLoop 4495 SoundEject = PilotSoundEject 4496 VoiceEject = PilotVoiceEject 4497 VoiceCrush = HumveeVoiceCrush 4498 ; Required for the W3DTruckDraw module 4499 TruckLandingSound = RocketBuggyLand 4500 TruckPowerslideSound = RocketBuggyPowerslide 4501 VoiceUnload = HumveeVoiceUnload 4502 VoiceEnter = HumveeVoiceMove 4503 End 4504 4505 4506 ; *** ENGINEERING Parameters *** 4507 RadarPriority = UNIT 4508 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 4509 4510 Body = ActiveBody ModuleTag_02 4511 MaxHealth = 240.0 4512 InitialHealth = 240.0 4513 4514 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4515 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4516 SubdualDamageCap = 480 4517 SubdualDamageHealRate = 500 4518 SubdualDamageHealAmount = 50 4519 End 4520 Behavior = TransportAIUpdate ModuleTag_03 4521 Turret 4522 TurretTurnRate = 180 4523 RecenterTime = 5000 ; how long to wait during idle before recentering 4524 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 4525 End 4526 AutoAcquireEnemiesWhenIdle = Yes 4527 MoodAttackCheckRate = 250 4528 End 4529 Locomotor = SET_NORMAL HumveeLocomotor 4530 4531 Behavior = PhysicsBehavior ModuleTag_04 4532 Mass = 50.0 4533 End 4534 4535 Behavior = TransportContain ModuleTag_05 4536 PassengersAllowedToFire = Yes 4537 Slots = 5 4538 EnterSound = GarrisonEnter 4539 ExitSound = GarrisonExit 4540 DamagePercentToUnits = 100% ;10% 4541 AllowInsideKindOf = INFANTRY 4542 ExitDelay = 250 4543 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 4544 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 4545 End 4546 4547 Behavior = ObjectCreationUpgrade ModuleTag_06 4548 UpgradeObject = Lazr_OCL_AmericanBattleDrone 4549 TriggeredBy = Upgrade_AmericaBattleDrone 4550 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 4551 End 4552 Behavior = ObjectCreationUpgrade ModuleTag_07 4553 UpgradeObject = OCL_AmericanScoutDrone 4554 TriggeredBy = Upgrade_AmericaScoutDrone 4555 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 4556 End 4557 Behavior = ObjectCreationUpgrade ModuleTag_14 4558 UpgradeObject = OCL_AmericanHellfireDrone 4559 TriggeredBy = Upgrade_AmericaHellfireDrone 4560 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 4561 End 4562 4563 Behavior = ProductionUpdate ModuleTag_08 4564 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 4565 End 4566 4567 Behavior = WeaponSetUpgrade ModuleTag_09 4568 TriggeredBy = Upgrade_AmericaTOWMissile 4569 End 4570 Behavior = ExperienceScalarUpgrade ModuleTag_10 4571 TriggeredBy = Upgrade_AmericaAdvancedTraining 4572 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 4573 End 4574 4575 Behavior = SlowDeathBehavior ModuleTag_11 4576 DeathTypes = ALL -CRUSHED -SPLATTED 4577 ProbabilityModifier = 25 4578 DestructionDelay = 1 4579 OCL = INITIAL OCL_InitialHumveeDebris 4580 FX = FINAL FX_BattleMasterExplosionOneFinal 4581 OCL = FINAL OCL_FinalHumveeDebris 4582 End 4583 4584 Behavior = DestroyDie ModuleTag_12 4585 DeathTypes = NONE +CRUSHED +SPLATTED 4586 End 4587 4588 Behavior = FXListDie ModuleTag_13 4589 DeathTypes = NONE +CRUSHED +SPLATTED 4590 DeathFX = FX_CarCrush 4591 End 4592 4593 Behavior = CreateCrateDie ModuleTag_CratesChange 4594 CrateData = SalvageCrateData 4595 ;CrateData = EliteTankCrateData 4596 ;CrateData = HeroicTankCrateData 4597 End 4598 4599 ; This is commented out per hotlist request 10/9 ML 4600 ; Behavior = CreateObjectDie ModuleTag_15 4601 ; DeathTypes = ALL -CRUSHED -SPLATTED 4602 ; CreationList = OCL_AmericanRangerDebris01 4603 ; ExemptStatus = HIJACKED 4604 ; End 4605 4606 Behavior = EjectPilotDie ModuleTag_16 4607 DeathTypes = ALL -CRUSHED -SPLATTED 4608 ExemptStatus = HIJACKED 4609 ; The following added out per hotlist request 10/9 as above ML 4610 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 4611 GroundCreationList = OCL_EjectPilotOnGround 4612 AirCreationList = OCL_EjectPilotViaParachute 4613 End 4614 4615 Behavior = TransitionDamageFX ModuleTag_17 4616 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 4617 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4618 End 4619 4620 Behavior = FlammableUpdate ModuleTag_21 4621 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4622 AflameDamageAmount = 3 ; taking this much damage... 4623 AflameDamageDelay = 500 ; this often. 4624 End 4625 4626 Geometry = BOX 4627 GeometryMajorRadius = 14.0 4628 GeometryMinorRadius = 7.0 4629 GeometryHeight = 11.5 4630 GeometryIsSmall = Yes 4631 Shadow = SHADOW_VOLUME 4632 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4633 4634 End 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4648 ;---------------------------------------------------------- 4649 Object Lazr_AmericaVehicleTomahawk 4650 4651 ; *** ART Parameters *** 4652 SelectPortrait = SACTomahawk_L 4653 ButtonImage = SACTomahawk 4654 4655 UpgradeCameo1 = Upgrade_AmericaScoutDrone 4656 UpgradeCameo2 = Upgrade_AmericaBattleDrone 4657 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 4658 UpgradeCameo4 = Upgrade_AmericaHellfireDrone 4659 ;UpgradeCameo5 = XXX 4660 4661 Draw = W3DTankDraw ModuleTag_01 4662 OkToChangeModelColor = Yes 4663 4664 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 4665 4666 DefaultConditionState 4667 Model = AVTomahawk 4668 Turret = TURRET 4669 TurretPitch = TURRETEL 4670 WeaponLaunchBone = PRIMARY WeaponA 4671 WeaponHideShowBone = PRIMARY MISSILE 4672 End 4673 4674 ConditionState = REALLYDAMAGED 4675 Model = AVTomahawk_D 4676 End 4677 AliasConditionState = RUBBLE 4678 4679 TrackMarks = EXTnkTrack.tga 4680 4681 End 4682 4683 ; ***DESIGN parameters *** 4684 DisplayName = OBJECT:Tomahawk 4685 Side = AmericaLaserGeneral 4686 EditorSorting = VEHICLE 4687 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4688 BuildCost = 1200 4689 BuildTime = 20.0 ;in seconds 4690 VisionRange = 180 4691 ShroudClearingRange = 200 4692 Prerequisites 4693 Object = Lazr_AmericaWarFactory 4694 Object = Lazr_AmericaStrategyCenter 4695 End 4696 ExperienceValue = 50 50 100 150 ;Experience point value at each level 4697 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 4698 IsTrainable = Yes ;Can gain experience 4699 WeaponSet 4700 Conditions = None 4701 Weapon = PRIMARY TomahawkMissileWeapon 4702 End 4703 ArmorSet 4704 Conditions = None 4705 Armor = TruckArmor 4706 DamageFX = TankDamageFX 4707 End 4708 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4709 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4710 CommandSet = AmericaVehicleTomahawkCommandSet 4711 4712 ; *** AUDIO Parameters *** 4713 VoiceSelect = TomahawkVoiceSelect 4714 VoiceMove = TomahawkVoiceMove 4715 VoiceGuard = TomahawkVoiceMove 4716 VoiceAttack = TomahawkVoiceAttack 4717 SoundMoveStart = TomahawkMoveStart 4718 SoundMoveStartDamaged = TomahawkMoveStart 4719 4720 UnitSpecificSounds 4721 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4722 VoiceCreate = TomahawkVoiceCreate 4723 TurretMoveStart = NoSound 4724 TurretMoveLoop = TurretMoveLoopLoud 4725 SoundEject = PilotSoundEject 4726 VoiceEject = PilotVoiceEject 4727 VoiceCrush = TomahawkVoiceCrush 4728 VoiceEnter = TomahawkVoiceMove 4729 VoiceBombard = TomahawkVoiceAttack 4730 End 4731 4732 ; *** ENGINEERING Parameters *** 4733 RadarPriority = UNIT 4734 KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 4735 4736 Body = ActiveBody ModuleTag_02 4737 MaxHealth = 180.0 4738 InitialHealth = 180.0 4739 4740 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4741 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4742 SubdualDamageCap = 360 4743 SubdualDamageHealRate = 500 4744 SubdualDamageHealAmount = 50 4745 End 4746 4747 Behavior = AIUpdateInterface ModuleTag_03 4748 Turret 4749 TurretTurnRate = 60 ; turn rate, in degrees per sec 4750 TurretPitchRate = 60 4751 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here 4752 AllowsPitch = Yes 4753 ControlledWeaponSlots = PRIMARY 4754 End 4755 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 4756 End 4757 Locomotor = SET_NORMAL TomahawkLocomotor 4758 4759 Behavior = PhysicsBehavior ModuleTag_04 4760 Mass = 50.0 4761 End 4762 Behavior = SlowDeathBehavior ModuleTag_05 4763 DeathTypes = ALL -CRUSHED -SPLATTED 4764 DestructionDelay = 500 4765 DestructionDelayVariance = 100 4766 FX = INITIAL FX_GenericTankDeathEffect 4767 OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie 4768 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 4769 End 4770 4771 Behavior = ObjectCreationUpgrade ModuleTag_06 4772 UpgradeObject = Lazr_OCL_AmericanBattleDrone 4773 TriggeredBy = Upgrade_AmericaBattleDrone 4774 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 4775 End 4776 Behavior = ObjectCreationUpgrade ModuleTag_07 4777 UpgradeObject = OCL_AmericanScoutDrone 4778 TriggeredBy = Upgrade_AmericaScoutDrone 4779 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 4780 End 4781 Behavior = ObjectCreationUpgrade ModuleTag_15 4782 UpgradeObject = OCL_AmericanHellfireDrone 4783 TriggeredBy = Upgrade_AmericaHellfireDrone 4784 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 4785 End 4786 4787 Behavior = ProductionUpdate ModuleTag_08 4788 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 4789 End 4790 4791 Behavior = ExperienceScalarUpgrade ModuleTag_09 4792 TriggeredBy = Upgrade_AmericaAdvancedTraining 4793 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 4794 End 4795 4796 Behavior = DestroyDie ModuleTag_10 4797 DeathTypes = NONE +CRUSHED +SPLATTED 4798 End 4799 4800 Behavior = FXListDie ModuleTag_11 4801 DeathTypes = NONE +CRUSHED +SPLATTED 4802 DeathFX = FX_CarCrush 4803 End 4804 4805 Behavior = CreateObjectDie ModuleTag_12 4806 DeathTypes = NONE +CRUSHED +SPLATTED 4807 CreationList = OCL_CrusaderTank_CrushEffect 4808 End 4809 4810 ; Behavior = FXListDie 4811 ; DeathTypes = ALL -CRUSHED -SPLATTED 4812 ; DeathFX = FX_GenericTankDeathEffect 4813 ; End 4814 ; Behavior = CreateObjectDie 4815 ; DeathTypes = ALL -CRUSHED -SPLATTED 4816 ; CreationList = OCL_GenericTankDeathEffect 4817 ; End 4818 Behavior = EjectPilotDie ModuleTag_13 4819 DeathTypes = ALL -CRUSHED -SPLATTED 4820 ExemptStatus = HIJACKED 4821 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 4822 GroundCreationList = OCL_EjectPilotOnGround 4823 AirCreationList = OCL_EjectPilotViaParachute 4824 End 4825 4826 Behavior = TransitionDamageFX ModuleTag_14 4827 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 4828 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4829 End 4830 4831 Behavior = FlammableUpdate ModuleTag_21 4832 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4833 AflameDamageAmount = 3 ; taking this much damage... 4834 AflameDamageDelay = 500 ; this often. 4835 End 4836 4837 Geometry = BOX 4838 GeometryMajorRadius = 15.0 4839 GeometryMinorRadius = 10.0 4840 GeometryHeight = 10.0 4841 GeometryIsSmall = Yes 4842 Shadow = SHADOW_VOLUME 4843 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4844 4845 End 4846 4847 4848 4849 4850 4851 4852 4853 4854 4855 4856 4857 4858 4859 4860 ;------------------------------------------------------------------------------ 4861 ; Also known as the Ambulance 4862 Object Lazr_AmericaVehicleMedic 4863 4864 ; *** ART Parameters *** 4865 SelectPortrait = SAAmbulance_L 4866 ButtonImage = SAAmbulance 4867 4868 UpgradeCameo1 = Upgrade_AmericaBattleDrone 4869 UpgradeCameo2 = Upgrade_AmericaScoutDrone 4870 ;UpgradeCameo3 = NONE 4871 ;UpgradeCameo4 = NONE 4872 ;UpgradeCameo5 = NONE 4873 4874 Draw = W3DTruckDraw ModuleTag_01 4875 4876 ConditionState = NONE 4877 Model = AVAmbulance 4878 Turret = Turret 4879 TurretPitch = TurretEL 4880 WeaponFireFXBone = PRIMARY WeaponA 4881 WeaponLaunchBone = PRIMARY WeaponA 4882 End 4883 ConditionState = REALLYDAMAGED 4884 Model = AVAmbulance_D 4885 Turret = Turret 4886 TurretPitch = TurretEL 4887 WeaponFireFXBone = PRIMARY WeaponA 4888 WeaponLaunchBone = PRIMARY WeaponA 4889 End 4890 4891 ConditionState = RUBBLE 4892 Model = AVAmbulance_D 4893 End 4894 4895 TrackMarks = EXTireTrack.tga 4896 OkToChangeModelColor = Yes 4897 4898 Dust = RocketBuggyDust 4899 DirtSpray = RocketBuggyDirtSpray 4900 PowerslideSpray = RocketBuggyDirtPowerSlide 4901 4902 ; These parameters are only used if the model has a separate suspension, 4903 ; and the locomotor has HasSuspension = Yes. 4904 LeftFrontTireBone = Tire01 4905 RightFrontTireBone = Tire02 4906 LeftRearTireBone = Tire03 4907 RightRearTireBone = Tire04 4908 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4909 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 4910 4911 4912 End 4913 4914 ; ***DESIGN parameters *** 4915 DisplayName = OBJECT:Medic 4916 Side = AmericaLaserGeneral 4917 EditorSorting = VEHICLE 4918 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4919 WeaponSet 4920 ;*** Fully automated and driven by the CleanupHazardUpdate *** 4921 Conditions = None 4922 Weapon = PRIMARY AmbulanceCleanHazardWeapon 4923 AutoChooseSources = PRIMARY NONE 4924 End 4925 ArmorSet 4926 Conditions = None 4927 Armor = ToxinTruckArmor 4928 DamageFX = TruckDamageFX 4929 End 4930 BuildCost = 600 4931 BuildTime = 10.0 ;in seconds 4932 VisionRange = 100 4933 ShroudClearingRange = 400 4934 Prerequisites 4935 Object = Lazr_AmericaWarFactory 4936 End 4937 ExperienceValue = 50 50 50 50 ;Experience point value at each level 4938 IsTrainable = No 4939 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4940 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4941 CommandSet = Lazr_AmericaVehicleAmbulanceCommandSet 4942 4943 ; *** AUDIO Parameters *** 4944 VoiceSelect = AmbulanceVoiceSelect 4945 VoiceMove = AmbulanceVoiceMove 4946 VoiceGuard = AmbulanceVoiceMove 4947 VoiceAttack = AmbulanceVoiceDetox 4948 SoundMoveStart = HumveeMoveStart 4949 SoundMoveStartDamaged = HumveeMoveStart 4950 SoundEnter = HumveeEnter 4951 SoundExit = HumveeExit 4952 4953 UnitSpecificSounds 4954 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4955 VoiceCreate = AmbulanceVoiceCreate 4956 TurretMoveStart = NoSound 4957 TurretMoveLoop = TurretMoveLoop 4958 ; Required for the W3DTruckDraw module 4959 TruckLandingSound = RocketBuggyLand 4960 TruckPowerslideSound = RocketBuggyPowerslide 4961 VoiceCrush = AmbulanceVoiceCrush 4962 VoiceEnter = AmbulanceVoiceMove 4963 End 4964 4965 4966 ; *** ENGINEERING Parameters *** 4967 RadarPriority = UNIT 4968 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 4969 4970 Body = ActiveBody ModuleTag_02 4971 MaxHealth = 240.0 4972 InitialHealth = 240.0 4973 4974 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4975 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4976 SubdualDamageCap = 480 4977 SubdualDamageHealRate = 500 4978 SubdualDamageHealAmount = 50 4979 End 4980 4981 Behavior = CleanupHazardUpdate ModuleTag_03 4982 WeaponSlot = PRIMARY 4983 ScanRate = 1000 4984 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! 4985 End 4986 4987 ;Can be ordered to clean up a larger area with the ability to move around at an extended range. 4988 Behavior = CleanupAreaPower ModuleTag_04 4989 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea 4990 MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up 4991 InitiateSound = AmbulanceVoiceDetox 4992 End 4993 4994 Behavior = TransportAIUpdate ModuleTag_05 4995 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... 4996 Turret 4997 TurretTurnRate = 180 4998 TurretPitchRate = 180 4999 AllowsPitch = Yes 5000 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 5001 TurretFireAngleSweep = PRIMARY 25 5002 ControlledWeaponSlots = PRIMARY 5003 End 5004 End 5005 Locomotor = SET_NORMAL HumveeLocomotor 5006 5007 Behavior = TransportContain ModuleTag_06 5008 Slots = 3 5009 HealthRegen%PerSec = 25 5010 DamagePercentToUnits = 10% 5011 AllowInsideKindOf = INFANTRY 5012 AllowAlliesInside = Yes 5013 AllowNeutralInside = No 5014 AllowEnemiesInside = No 5015 ExitDelay = 250 5016 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 5017 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 5018 End 5019 5020 Behavior = PhysicsBehavior ModuleTag_07 5021 Mass = 50.0 5022 End 5023 Behavior = SlowDeathBehavior ModuleTag_08 5024 DeathTypes = ALL -CRUSHED -SPLATTED 5025 DestructionDelay = 0 5026 FX = FINAL FX_GenericTankDeathExplosion 5027 OCL = FINAL OCL_FinalAmbulanceDebris 5028 End 5029 5030 Behavior = ObjectCreationUpgrade ModuleTag_09 5031 UpgradeObject = Lazr_OCL_AmericanBattleDrone 5032 TriggeredBy = Upgrade_AmericaBattleDrone 5033 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5034 End 5035 Behavior = ObjectCreationUpgrade ModuleTag_10 5036 UpgradeObject = OCL_AmericanScoutDrone 5037 TriggeredBy = Upgrade_AmericaScoutDrone 5038 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5039 End 5040 Behavior = ObjectCreationUpgrade ModuleTag_19 5041 UpgradeObject = OCL_AmericanHellfireDrone 5042 TriggeredBy = Upgrade_AmericaHellfireDrone 5043 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5044 End 5045 Behavior = ProductionUpdate ModuleTag_11 5046 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5047 End 5048 5049 Behavior = DestroyDie ModuleTag_12 5050 DeathTypes = NONE +CRUSHED +SPLATTED 5051 End 5052 5053 Behavior = FXListDie ModuleTag_13 5054 DeathTypes = NONE +CRUSHED +SPLATTED 5055 DeathFX = FX_CarCrush 5056 End 5057 5058 Behavior = CreateObjectDie ModuleTag_14 5059 DeathTypes = NONE +CRUSHED +SPLATTED 5060 CreationList = OCL_CrusaderTank_CrushEffect 5061 End 5062 5063 Behavior = FXListDie ModuleTag_15 5064 DeathTypes = ALL -CRUSHED -SPLATTED 5065 DeathFX = FX_GenericTankDeathEffect 5066 End 5067 5068 Behavior = CreateCrateDie ModuleTag_16 5069 CrateData = SalvageCrateData 5070 ;CrateData = EliteTankCrateData 5071 ;CrateData = HeroicTankCrateData 5072 End 5073 5074 Behavior = ExperienceScalarUpgrade ModuleTag_17 5075 TriggeredBy = Upgrade_AmericaAdvancedTraining 5076 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5077 End 5078 5079 Behavior = TransitionDamageFX ModuleTag_18 5080 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5081 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5082 End 5083 5084 Behavior = FlammableUpdate ModuleTag_21 5085 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5086 AflameDamageAmount = 3 ; taking this much damage... 5087 AflameDamageDelay = 500 ; this often. 5088 5089 End 5090 5091 Behavior = AutoHealBehavior ModuleTag_22 5092 HealingAmount = 4 5093 HealingDelay = 1000 ; msec 5094 Radius = 100.0f 5095 StartsActive = Yes 5096 KindOf = INFANTRY 5097 End 5098 5099 Geometry = BOX 5100 GeometryMajorRadius = 14.0 5101 GeometryMinorRadius = 7.0 5102 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams 5103 GeometryIsSmall = Yes 5104 Shadow = SHADOW_VOLUME 5105 5106 End 5107 5108 ;------------------------------------------------------------------------------ 5109 Object Lazr_AmericaVehicleBattleDrone 5110 5111 ; *** ART Parameters *** 5112 SelectPortrait = SABattleDrone_L 5113 ButtonImage = SABattleDrone 5114 5115 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5116 ;UpgradeCameo2 = NONE 5117 ;UpgradeCameo3 = NONE 5118 ;UpgradeCameo4 = NONE 5119 ;UpgradeCameo5 = NONE 5120 5121 ;MAIN CHASSIS 5122 Draw = W3DModelDraw ModuleTag_01 5123 OkToChangeModelColor = Yes 5124 5125 DefaultConditionState 5126 Model = AVBATTLEDR 5127 Animation = AVBATTLEDR.AVBATTLEDR 5128 AnimationMode = LOOP 5129 Turret = Turret01 5130 TurretPitch = TurretEL01 5131 WeaponMuzzleFlash = PRIMARY TurretFX01 5132 WeaponFireFXBone = PRIMARY Muzzle01 5133 End 5134 5135 ConditionState = REALLYDAMAGED 5136 Model = AVBATTLEDR_D 5137 Animation = AVBATTLEDR_D.AVBATTLEDR_D 5138 AnimationMode = LOOP 5139 End 5140 End 5141 5142 ;EXTENDING ARM (FOR REPAIRING) 5143 Draw = W3DModelDraw ModuleTag_02 5144 OkToChangeModelColor = Yes 5145 5146 DefaultConditionState 5147 Model = AVBATTLEDR_A 5148 End 5149 5150 ;Unloading the arm (before starting to repair) 5151 ConditionState = UNPACKING 5152 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 5153 AnimationMode = ONCE 5154 End 5155 5156 ;Loading the arm (after reparing complete) 5157 ConditionState = PACKING 5158 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 5159 AnimationMode = ONCE_BACKWARDS 5160 Flags = START_FRAME_LAST 5161 End 5162 5163 ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) 5164 ConditionState = FIRING_B 5165 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 5166 AnimationMode = ONCE 5167 End 5168 5169 5170 ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) 5171 ConditionState = FIRING_C 5172 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 5173 AnimationMode = ONCE_BACKWARDS 5174 Flags = START_FRAME_LAST 5175 End 5176 5177 End 5178 5179 5180 ; ***DESIGN parameters *** 5181 DisplayName = OBJECT:BattleDrone 5182 Side = AmericaLaserGeneral 5183 EditorSorting = VEHICLE 5184 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5185 WeaponSet 5186 Conditions = None 5187 Weapon = PRIMARY BattleDroneMachineGun 5188 End 5189 ArmorSet 5190 Conditions = None 5191 Armor = TankArmor 5192 DamageFX = SmallTankDamageFX 5193 End 5194 5195 BuildCost = 200 5196 BuildTime = 5.0 ;in seconds 5197 VisionRange = 150 5198 ShroudClearingRange = 150 5199 Prerequisites 5200 Object = Lazr_AmericaWarFactory 5201 End 5202 ExperienceValue = 10 10 10 10 ;Experience point value at each level 5203 IsTrainable = No 5204 5205 ; *** AUDIO Parameters *** 5206 VoiceSelect = NoSound 5207 VoiceMove = NoSound 5208 VoiceAttack = NoSound 5209 SoundMoveStart = NoSound 5210 UnitSpecificSounds 5211 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5212 TurretMoveStart = NoSound 5213 TurretMoveLoop = TurretMoveLoop 5214 End 5215 5216 ; *** ENGINEERING Parameters *** 5217 RadarPriority = UNIT 5218 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 5219 Body = ActiveBody ModuleTag_03 5220 MaxHealth = 100.0 5221 InitialHealth = 100.0 5222 End 5223 5224 Behavior = AIUpdateInterface ModuleTag_04 5225 Turret 5226 TurretTurnRate = 360 // turn rate, in degrees per sec 5227 TurretPitchRate = 360 5228 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 5229 AllowsPitch = Yes 5230 ControlledWeaponSlots = PRIMARY 5231 End 5232 AutoAcquireEnemiesWhenIdle = Yes 5233 End 5234 Locomotor = SET_NORMAL BattleDroneLocomotor 5235 Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) 5236 Behavior = PhysicsBehavior ModuleTag_05 5237 Mass = 50.0 5238 KillWhenRestingOnGround = Yes 5239 AllowBouncing = No 5240 End 5241 5242 Behavior = MaxHealthUpgrade ModuleTag_06 5243 TriggeredBy = Upgrade_AmericaDroneArmor 5244 AddMaxHealth = 50.0 5245 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5246 End 5247 5248 Behavior = SlavedUpdate ModuleTag_07 5249 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5250 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5251 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5252 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5253 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5254 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5255 RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) 5256 RepairMinAltitude = 18.0 ;My minimum repair hover altitude. 5257 RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. 5258 RepairRatePerSecond = 5.0 ;How many health points can I repair per second. 5259 RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. 5260 RepairMinReadyTime = 300 5261 RepairMaxReadyTime = 750 5262 RepairMinWeldTime = 250 5263 RepairMaxWeldTime = 500 5264 RepairWeldingSys = BlueSparks 5265 RepairWeldingFXBone = Muzzle02 5266 StayOnSameLayerAsMaster = Yes 5267 End 5268 5269 Behavior = DestroyDie ModuleTag_08 5270 DeathTypes = ALL 5271 End 5272 Behavior = CreateObjectDie ModuleTag_09 5273 DeathTypes = ALL 5274 CreationList = OCL_AmericaBattleDroneExplode 5275 End 5276 5277 Behavior = TransitionDamageFX ModuleTag_10 5278 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5279 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5280 End 5281 5282 Behavior = FXListDie ModuleTag_11 5283 DeathTypes = ALL 5284 DeathFX = FX_AmericaBattleDroneExplode 5285 End 5286 5287 Behavior = UpgradeDie ModuleTag_12 5288 ;This frees the object based upgrade for the producer object. 5289 DeathTypes = ALL 5290 UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 5291 End 5292 5293 Behavior = FlammableUpdate ModuleTag_21 5294 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5295 AflameDamageAmount = 3 ; taking this much damage... 5296 AflameDamageDelay = 500 ; this often. 5297 End 5298 5299 Geometry = CYLINDER 5300 GeometryMajorRadius = 5 5301 GeometryMinorRadius = 5 5302 GeometryHeight = 10.0 5303 GeometryIsSmall = Yes 5304 Shadow = SHADOW_VOLUME 5305 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5306 5307 End 5308 5309 5310 ;------------------------------------------------------------------------------ 5311 Object Lazr_AmericaVehicleScoutDrone 5312 5313 ; *** ART Parameters *** 5314 SelectPortrait = SAScout_L 5315 ButtonImage = SAScout 5316 5317 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5318 ;UpgradeCameo2 = NONE 5319 ;UpgradeCameo3 = NONE 5320 ;UpgradeCameo4 = NONE 5321 ;UpgradeCameo5 = NONE 5322 5323 Draw = W3DModelDraw ModuleTag_01 5324 OkToChangeModelColor = Yes 5325 5326 ConditionState = NONE 5327 Model = AVScoutDr 5328 Animation = AVScoutDr.AVScoutDr 5329 AnimationMode = LOOP 5330 End 5331 5332 ConditionState = REALLYDAMAGED 5333 Model = AVScoutDr_d 5334 Animation = AVScoutDr_d.AVScoutDr_d 5335 AnimationMode = LOOP 5336 End 5337 End 5338 5339 ; ***DESIGN parameters *** 5340 DisplayName = OBJECT:ScoutDrone 5341 Side = AmericaLaserGeneral 5342 EditorSorting = VEHICLE 5343 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5344 ArmorSet 5345 Conditions = None 5346 Armor = TankArmor 5347 DamageFX = SmallTankDamageFX 5348 End 5349 BuildCost = 100 5350 BuildTime = 5.0 ;in seconds 5351 VisionRange = 150 5352 ShroudClearingRange = 500 5353 IsTrainable = No ;Can gain experience 5354 5355 ; *** AUDIO Parameters *** 5356 VoiceSelect = NoSound 5357 VoiceMove = NoSound 5358 VoiceAttack = NoSound 5359 SoundMoveStart = NoSound 5360 5361 UnitSpecificSounds 5362 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5363 TurretMoveStart = NoSound 5364 TurretMoveLoop = TurretMoveLoop 5365 End 5366 5367 5368 ; *** ENGINEERING Parameters *** 5369 RadarPriority = UNIT 5370 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT 5371 5372 Body = ActiveBody ModuleTag_02 5373 MaxHealth = 100.0 5374 InitialHealth = 100.0 5375 End 5376 5377 Behavior = AIUpdateInterface ModuleTag_03 5378 Turret 5379 TurretTurnRate = 60 // turn rate, in degrees per sec 5380 ControlledWeaponSlots = PRIMARY 5381 End 5382 AutoAcquireEnemiesWhenIdle = Yes 5383 End 5384 Locomotor = SET_NORMAL DroneLocomotor 5385 Behavior = StealthDetectorUpdate ModuleTag_04 5386 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5387 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 5388 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5389 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5390 End 5391 Behavior = PhysicsBehavior ModuleTag_05 5392 Mass = 50.0 5393 KillWhenRestingOnGround = Yes 5394 AllowBouncing = No 5395 End 5396 5397 Behavior = SlavedUpdate ModuleTag_06 5398 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5399 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5400 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5401 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5402 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5403 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5404 DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. 5405 StayOnSameLayerAsMaster = Yes 5406 End 5407 5408 Behavior = MaxHealthUpgrade ModuleTag_07 5409 TriggeredBy = Upgrade_AmericaDroneArmor 5410 AddMaxHealth = 50.0 5411 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5412 End 5413 5414 Behavior = DestroyDie ModuleTag_08 5415 DeathTypes = ALL 5416 End 5417 Behavior = CreateObjectDie ModuleTag_09 5418 DeathTypes = ALL 5419 CreationList = OCL_AmericaScoutDroneExplode 5420 End 5421 Behavior = FXListDie ModuleTag_10 5422 DeathTypes = ALL 5423 DeathFX = FX_AmericaScoutDroneExplode 5424 End 5425 5426 Behavior = TransitionDamageFX ModuleTag_11 5427 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5428 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5429 End 5430 5431 Behavior = UpgradeDie ModuleTag_12 5432 ;This frees the object based upgrade for the producer object. 5433 DeathTypes = ALL 5434 UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 5435 End 5436 5437 5438 Behavior = FlammableUpdate ModuleTag_21 5439 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5440 AflameDamageAmount = 3 ; taking this much damage... 5441 AflameDamageDelay = 500 ; this often. 5442 End 5443 5444 Geometry = CYLINDER 5445 GeometryMajorRadius = 5.0 5446 GeometryMinorRadius = 6.0 5447 GeometryHeight = 3.0 5448 GeometryIsSmall = Yes 5449 Shadow = SHADOW_VOLUME 5450 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5451 5452 End 5453 5454 ;------------------------------------------------------------------------------ 5455 Object Lazr_AmericaVehicleHellfireDrone 5456 5457 ; *** ART Parameters *** 5458 SelectPortrait = SAHellfire_L 5459 ButtonImage = SAHellfire 5460 5461 UpgradeCameo1 = Upgrade_AmericaDroneArmor 5462 ;UpgradeCameo2 = NONE 5463 ;UpgradeCameo3 = NONE 5464 ;UpgradeCameo4 = NONE 5465 ;UpgradeCameo5 = NONE 5466 5467 Draw = W3DModelDraw ModuleTag_01 5468 OkToChangeModelColor = Yes 5469 5470 DefaultConditionState 5471 Model = AVScoutDr 5472 WeaponLaunchBone = PRIMARY WeaponA 5473 End 5474 5475 ConditionState = REALLYDAMAGED 5476 Model = AVScoutDr_d 5477 End 5478 End 5479 5480 ; ***DESIGN parameters *** 5481 DisplayName = OBJECT:HellfireDrone 5482 Side = AmericaSuperWeaponGeneral 5483 EditorSorting = VEHICLE 5484 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5485 ArmorSet 5486 Conditions = None 5487 Armor = TankArmor 5488 DamageFX = SmallTankDamageFX 5489 End 5490 BuildCost = 600 5491 BuildTime = 5.0 ;in seconds 5492 VisionRange = 100 5493 ShroudClearingRange = 500 5494 IsTrainable = No ;Can gain experience 5495 5496 ; *** AUDIO Parameters *** 5497 VoiceSelect = NoSound 5498 VoiceMove = NoSound 5499 VoiceAttack = NoSound 5500 SoundMoveStart = NoSound 5501 5502 WeaponSet 5503 Conditions = NONE 5504 Weapon = PRIMARY HellfireMissileWeapon 5505 End 5506 5507 5508 ; *** ENGINEERING Parameters *** 5509 RadarPriority = UNIT 5510 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 5511 5512 Body = ActiveBody ModuleTag_02 5513 MaxHealth = 100.0 5514 InitialHealth = 100.0 5515 End 5516 5517 Behavior = AIUpdateInterface ModuleTag_03 5518 Turret 5519 TurretTurnRate = 360 // turn rate, in degrees per sec 5520 TurretPitchRate = 360 // turn rate, in degrees per sec 5521 ControlledWeaponSlots = PRIMARY 5522 End 5523 AutoAcquireEnemiesWhenIdle = Yes 5524 End 5525 Locomotor = SET_NORMAL HellfireDroneLocomotor 5526 Behavior = PhysicsBehavior ModuleTag_05 5527 Mass = 50.0 5528 KillWhenRestingOnGround = Yes 5529 AllowBouncing = No 5530 End 5531 Behavior = SlavedUpdate ModuleTag_06 5532 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 5533 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 5534 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 5535 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 5536 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 5537 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 5538 StayOnSameLayerAsMaster = Yes 5539 End 5540 5541 Behavior = MaxHealthUpgrade ModuleTag_07 5542 TriggeredBy = Upgrade_AmericaDroneArmor 5543 AddMaxHealth = 50.0 5544 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5545 End 5546 5547 Behavior = DestroyDie ModuleTag_08 5548 DeathTypes = ALL 5549 End 5550 Behavior = CreateObjectDie ModuleTag_09 5551 DeathTypes = ALL 5552 CreationList = OCL_AmericaScoutDroneExplode 5553 End 5554 Behavior = FXListDie ModuleTag_10 5555 DeathTypes = ALL 5556 DeathFX = FX_AmericaScoutDroneExplode 5557 End 5558 5559 Behavior = TransitionDamageFX ModuleTag_11 5560 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 5561 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 5562 End 5563 5564 Behavior = UpgradeDie ModuleTag_12 5565 ;This frees the object based upgrade for the producer object. 5566 DeathTypes = ALL 5567 UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 5568 End 5569 5570 5571 Behavior = FlammableUpdate ModuleTag_21 5572 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5573 AflameDamageAmount = 3 ; taking this much damage... 5574 AflameDamageDelay = 500 ; this often. 5575 End 5576 5577 Geometry = CYLINDER 5578 GeometryMajorRadius = 5.0 5579 GeometryMinorRadius = 6.0 5580 GeometryHeight = 3.0 5581 GeometryIsSmall = Yes 5582 Shadow = SHADOW_VOLUME 5583 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5584 5585 End 5586 5587 5588 5589 ;------------------------------------------------------------------------------ 5590 Object Lazr_AmericaVehicleSpyDrone 5591 5592 ; *** ART Parameters *** 5593 SelectPortrait = SAScout_L 5594 ButtonImage = SAScout 5595 Draw = W3DModelDraw ModuleTag_01 5596 OkToChangeModelColor = Yes 5597 5598 ConditionState = NONE 5599 Model = AVSpyDrone 5600 Animation = AVSpyDrone.AVSpyDrone 5601 AnimationMode = LOOP 5602 End 5603 5604 ; Damage state waiting for pristine's approval (or may just not need one) 5605 ; ConditionState = REALLYDAMAGED 5606 ; Model = AVSpyDrone_d 5607 ; Animation = AVSpyDrone_d.AVSpyDrone_d 5608 ; AnimationMode = LOOP 5609 ; End 5610 End 5611 5612 ; ***DESIGN parameters *** 5613 DisplayName = OBJECT:SpyDrone 5614 Side = AmericaLaserGeneral 5615 EditorSorting = VEHICLE 5616 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 5617 ArmorSet 5618 Conditions = None 5619 Armor = AirplaneArmor 5620 DamageFX = SmallTankDamageFX 5621 End 5622 VisionRange = 250 5623 ShroudClearingRange = 0; Dynamic range below 5624 IsTrainable = No 5625 5626 ; *** AUDIO Parameters *** 5627 VoiceSelect = NoSound 5628 VoiceMove = NoSound 5629 VoiceAttack = NoSound 5630 SoundMoveStart = NoSound 5631 5632 UnitSpecificSounds 5633 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5634 TurretMoveStart = NoSound 5635 TurretMoveLoop = TurretMoveLoop 5636 End 5637 5638 5639 ; *** ENGINEERING Parameters *** 5640 RadarPriority = UNIT 5641 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT 5642 5643 Body = ActiveBody ModuleTag_02 5644 MaxHealth = 200.0 5645 InitialHealth = 200.0 5646 End 5647 5648 Behavior = AIUpdateInterface ModuleTag_03 5649 AutoAcquireEnemiesWhenIdle = No 5650 End 5651 5652 Locomotor = SET_NORMAL SpyDroneLocomtor 5653 5654 Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 5655 FinalVision = 250.0 5656 ChangeInterval = 50 5657 ShrinkDelay = 2000 5658 ShrinkTime = 1000 5659 GrowDelay = 0 5660 GrowTime = 1000 5661 GrowInterval = 10 ; Faster than most 5662 5663 GridDecalTemplate 5664 Texture = EXGrid 5665 Style = SHADOW_ADDITIVE_DECAL 5666 OpacityMin = 50% 5667 OpacityMax = 100% 5668 OpacityThrobTime = 500 5669 Color = R:32 G:64 B:128 A:0 //dim blue, additive 5670 End 5671 5672 End 5673 5674 Behavior = StealthDetectorUpdate ModuleTag_05 5675 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5676 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 5677 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5678 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5679 End 5680 Behavior = PhysicsBehavior ModuleTag_06 5681 Mass = 50.0 5682 End 5683 5684 Behavior = DestroyDie ModuleTag_07 5685 DeathTypes = ALL 5686 End 5687 Behavior = CreateObjectDie ModuleTag_08 5688 DeathTypes = ALL 5689 CreationList = OCL_AmericaScoutDroneExplode 5690 End 5691 Behavior = StealthUpdate ModuleTag_09 5692 StealthDelay = 0 ; msec 5693 StealthForbiddenConditions = NONE 5694 InnateStealth = Yes 5695 OrderIdleEnemiesToAttackMeUponReveal = Yes 5696 End 5697 Behavior = MaxHealthUpgrade ModuleTag_10 5698 TriggeredBy = Upgrade_AmericaDroneArmor 5699 AddMaxHealth = 50.0 5700 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5701 End 5702 5703 Behavior = FlammableUpdate ModuleTag_21 5704 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5705 AflameDamageAmount = 3 ; taking this much damage... 5706 AflameDamageDelay = 500 ; this often. 5707 End 5708 5709 Geometry = CYLINDER 5710 GeometryMajorRadius = 5.0 5711 GeometryMinorRadius = 6.0 5712 GeometryHeight = 3.0 5713 GeometryIsSmall = Yes 5714 Shadow = SHADOW_VOLUME 5715 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 5716 5717 End 5718 5719 ;---------------------¸ÄΪm2²¼À×µÂÀûÕ½³µ--------------------------------------------------------- 5720 Object Lazr_AmericaTankCrusader 5721 5722 ; *** ART Parameters *** 5723 SelectPortrait = T11 5724 ButtonImage = T11 5725 5726 UpgradeCameo1 = Upgrade_AmericaBattleDrone 5727 UpgradeCameo2 = Upgrade_AmericaScoutDrone 5728 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 5729 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 5730 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 5731 5732 Draw = W3DTankDraw ModuleTag_01 5733 OkToChangeModelColor = Yes 5734 5735 ConditionState = NONE 5736 Model = AvM2A2 5737 Turret = Turret 5738 WeaponFireFXBone = PRIMARY MuzzleFX01 5739 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5740 WeaponFireFXBone = SECONDARY Rockets 5741 WeaponLaunchBone = SECONDARY Rockets 5742 WeaponFireFXBone = TERTIARY Rockets 5743 WeaponLaunchBone = TERTIARY Rockets 5744 End 5745 5746 ConditionState = REALLYDAMAGED 5747 Model = AvM2A2 5748 Turret = Turret 5749 WeaponFireFXBone = PRIMARY MuzzleFX01 5750 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5751 WeaponFireFXBone = SECONDARY Rockets 5752 WeaponLaunchBone = SECONDARY Rockets 5753 WeaponFireFXBone = TERTIARY Rockets 5754 WeaponLaunchBone = TERTIARY Rockets 5755 End 5756 5757 ConditionState = WEAPONSET_PLAYER_UPGRADE 5758 Model = AvM2A2 5759 Turret = Turret 5760 WeaponFireFXBone = PRIMARY MuzzleFX01 5761 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5762 WeaponFireFXBone = SECONDARY Rockets 5763 WeaponLaunchBone = SECONDARY Rockets 5764 WeaponFireFXBone = TERTIARY Rockets 5765 WeaponLaunchBone = TERTIARY Rockets 5766 End 5767 5768 ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 5769 Model = AvM2A2 5770 Turret = Turret 5771 WeaponFireFXBone = PRIMARY MuzzleFX01 5772 WeaponFireFXBone = SECONDARY Rockets 5773 WeaponLaunchBone = SECONDARY Rockets 5774 WeaponFireFXBone = TERTIARY Rockets 5775 WeaponLaunchBone = TERTIARY Rockets 5776 End 5777 5778 TrackMarks = EXTnkTrack.tga 5779 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 5780 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 5781 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 5782 OkToChangeModelColor = Yes 5783 5784 End 5785 ; ***DESIGN parameters *** 5786 DisplayName = OBJECT:Lazr_Tank 5787 Side = AmericaLaserGeneral 5788 EditorSorting = VEHICLE 5789 TransportSlotCount = 3 5790 WeaponSet 5791 Conditions = None 5792 Weapon = PRIMARY Lazr_CrusaderTankGun 5793 End 5794 ArmorSet 5795 Conditions = None 5796 Armor = TankArmor 5797 DamageFX = TankDamageFX 5798 End 5799 5800 BuildCost = 900 5801 BuildTime = 10.0 ;in seconds 5802 VisionRange = 150 5803 ShroudClearingRange = 300 5804 EnergyProduction = -1 5805 Prerequisites 5806 Object = Lazr_AmericaWarFactory 5807 End 5808 ExperienceValue = 100 100 200 400 ;Experience point value at each level 5809 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 5810 IsTrainable = Yes ;Can gain experience 5811 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5812 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5813 CommandSet = Lazr_AmericaTankCrusaderCommandSet 5814 5815 ; *** AUDIO Parameters *** 5816 VoiceSelect = LaserCrusaderVoiceSelect 5817 VoiceMove = CrusaderTankVoiceMove 5818 VoiceGuard = CrusaderTankVoiceMove 5819 VoiceAttack = LaserCrusaderVoiceAttack 5820 SoundMoveStart = CrusaderTankMoveStart 5821 SoundMoveStartDamaged = CrusaderTankMoveStart 5822 UnitSpecificSounds 5823 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5824 VoiceCreate = LaserCrusaderVoiceCreate 5825 VoiceEnter = CrusaderTankVoiceMove 5826 TurretMoveStart = NoSound 5827 TurretMoveLoop = TurretMoveLoop 5828 SoundEject = PilotSoundEject 5829 VoiceEject = PilotVoiceEject 5830 VoiceCrush = CrusaderTankVoiceCrush 5831 End 5832 5833 ; *** ENGINEERING Parameters *** 5834 RadarPriority = UNIT 5835 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED 5836 5837 Body = ActiveBody ModuleTag_02 5838 MaxHealth = 350 5839 InitialHealth = 350 5840 5841 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5842 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5843 SubdualDamageCap = 960 5844 SubdualDamageHealRate = 500 5845 SubdualDamageHealAmount = 50 5846 End 5847 5848 Behavior = AIUpdateInterface ModuleTag_03 5849 Turret 5850 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 5851 ControlledWeaponSlots= PRIMARY 5852 End 5853 AutoAcquireEnemiesWhenIdle = Yes 5854 End 5855 Locomotor = SET_NORMAL CrusaderLocomotor 5856 Behavior = PhysicsBehavior ModuleTag_04 5857 Mass = 50.0 5858 End 5859 5860 Behavior = ObjectCreationUpgrade ModuleTag_05 5861 UpgradeObject = Lazr_OCL_AmericanBattleDrone 5862 TriggeredBy = Upgrade_AmericaBattleDrone 5863 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 5864 End 5865 Behavior = ObjectCreationUpgrade ModuleTag_06 5866 UpgradeObject = OCL_AmericanScoutDrone 5867 TriggeredBy = Upgrade_AmericaScoutDrone 5868 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 5869 End 5870 Behavior = ObjectCreationUpgrade ModuleTag_20 5871 UpgradeObject = OCL_AmericanHellfireDrone 5872 TriggeredBy = Upgrade_AmericaHellfireDrone 5873 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 5874 End 5875 Behavior = ProductionUpdate ModuleTag_07 5876 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 5877 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 5878 End 5879 Behavior = ExperienceScalarUpgrade ModuleTag_08 5880 TriggeredBy = Upgrade_AmericaAdvancedTraining 5881 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 5882 End 5883 Behavior = MaxHealthUpgrade ModuleTag_09 5884 TriggeredBy = Upgrade_AmericaCompositeArmor 5885 AddMaxHealth = 100.0 5886 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5887 End 5888 Behavior = TransportContain ModuleTag_03 5889 Slots = 4 5890 PassengersAllowedToFire = No 5891 AllowInsideKindOf = INFANTRY 5892 EnterSound = GarrisonEnter 5893 ExitSound = GarrisonExit 5894 DamagePercentToUnits = 50% 5895 End 5896 ; Turret fly off death 5897 Behavior = SlowDeathBehavior ModuleTag_10 5898 DeathTypes = ALL -CRUSHED -SPLATTED 5899 ProbabilityModifier = 50 5900 DestructionDelay = 500 5901 DestructionDelayVariance = 100 5902 FX = INITIAL FX_GenericTankDeathEffect 5903 OCL = MIDPOINT OCL_LaserTankDeathEffect 5904 FX = FINAL FX_GenericTankDeathExplosion 5905 End 5906 5907 ; Catch fire, and explode death 5908 Behavior = SlowDeathBehavior ModuleTag_11 5909 DeathTypes = ALL -CRUSHED -SPLATTED 5910 ProbabilityModifier = 50 5911 DestructionDelay = 2000 5912 DestructionDelayVariance = 300 5913 FX = INITIAL FX_CrusaderCatchFire 5914 OCL = FINAL OCL_LaserTankDeathEffect 5915 FX = FINAL FX_GenericTankDeathExplosion 5916 End 5917 5918 Behavior = TransitionDamageFX ModuleTag_12 5919 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 5920 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5921 End 5922 5923 Behavior = DestroyDie ModuleTag_13 5924 DeathTypes = NONE +CRUSHED +SPLATTED 5925 End 5926 5927 ; A crushing defeat 5928 Behavior = FXListDie ModuleTag_14 5929 DeathTypes = NONE +CRUSHED +SPLATTED 5930 DeathFX = FX_CarCrush 5931 End 5932 5933 Behavior = CreateObjectDie ModuleTag_15 5934 DeathTypes = NONE +CRUSHED +SPLATTED 5935 CreationList = OCL_CrusaderTank_CrushEffect 5936 End 5937 5938 Behavior = CreateCrateDie ModuleTag_CratesChange 5939 CrateData = SalvageCrateData 5940 ;CrateData = EliteTankCrateData 5941 ;CrateData = HeroicTankCrateData 5942 End 5943 5944 Behavior = EjectPilotDie ModuleTag_17 5945 GroundCreationList = OCL_EjectPilotOnGround 5946 AirCreationList = OCL_EjectPilotViaParachute 5947 ExemptStatus = HIJACKED 5948 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 5949 End 5950 5951 Behavior = MaxHealthUpgrade ModuleTag_18 5952 TriggeredBy = Upgrade_AmericaCompositeArmor 5953 AddMaxHealth = 100.0 5954 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 5955 End 5956 5957 Behavior = FlammableUpdate ModuleTag_21 5958 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5959 AflameDamageAmount = 3 ; taking this much damage... 5960 AflameDamageDelay = 500 ; this often. 5961 End 5962 Scale = 1.10 ;Scaling 5963 GeometryMajorRadius = 1.0 5964 GeometryMinorRadius = 1.0 5965 GeometryHeight = 8.0 5966 5967 Geometry = BOX 5968 GeometryMajorRadius = 15.0 5969 GeometryMinorRadius = 10.0 5970 GeometryHeight = 10.0 5971 GeometryIsSmall = Yes 5972 Shadow = SHADOW_VOLUME 5973 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5974 5975 End 5976 5977 5978 5979 5980 5981 ;------------------------------------------------------------------------------ 5982 ;USA Construction Dozer or USDozer 5983 Object Lazr_AmericaVehicleDozer 5984 5985 ; *** ART Parameters *** 5986 SelectPortrait = SACDozer_L 5987 ButtonImage = SACDozer 5988 5989 ;UpgradeCameo1 = NONE 5990 ;UpgradeCameo2 = NONE 5991 ;UpgradeCameo3 = NONE 5992 ;UpgradeCameo4 = NONE 5993 ;UpgradeCameo5 = NONE 5994 5995 Draw = W3DTruckDraw ModuleTag_01 5996 5997 OkToChangeModelColor = Yes 5998 5999 DefaultConditionState 6000 Model = AVCONSTDOZ_A 6001 ParticleSysBone = EXHAUSTFX01 DozerSmokeLight 6002 WaitForStateToFinishIfPossible = TRANS_DIGGING 6003 End 6004 6005 ConditionState = PREATTACK_A 6006 Animation = AVCONSTDOZ_A.AVCONSTDOZ_A 6007 AnimationMode = ONCE 6008 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6009 ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt 6010 TransitionKey = TRANS_DIGGING 6011 End 6012 6013 ConditionState = MOVING 6014 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6015 WaitForStateToFinishIfPossible = TRANS_DIGGING 6016 End 6017 6018 ConditionState = REALLYDAMAGED RUBBLE 6019 Model = AVCONSTDOZ_AD 6020 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6021 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 6022 End 6023 6024 ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE 6025 Model = AVCONSTDOZ_AD 6026 Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD 6027 AnimationMode = ONCE 6028 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6029 TransitionKey = TRANS_DIGGING_DAMAGED 6030 End 6031 6032 ConditionState = MOVING REALLYDAMAGED RUBBLE 6033 Model = AVCONSTDOZ_AD 6034 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 6035 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 6036 End 6037 6038 6039 TrackMarks = EXTireTrack2.tga 6040 Dust = RocketBuggyDust 6041 DirtSpray = RocketBuggyDirtSpray 6042 6043 ; These parameters are only used if the model has a separate suspension, 6044 ; and the locomotor has HasSuspension = Yes. 6045 6046 LeftFrontTireBone = TIRE01 6047 RightFrontTireBone = TIRE02 6048 LeftRearTireBone = TIRE03 6049 RightRearTireBone = TIRE04 6050 6051 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6052 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 6053 6054 ParticlesAttachedToAnimatedBones = Yes 6055 6056 6057 End 6058 6059 6060 6061 ; ***DESIGN parameters *** 6062 DisplayName = OBJECT:Dozer 6063 Side = AmericaLaserGeneral 6064 EditorSorting = VEHICLE 6065 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 6066 BuildCost = 1000 6067 BuildTime = 5.0 ; in seconds 6068 VisionRange = 200 6069 ShroudClearingRange = 200 6070 6071 WeaponSet 6072 Conditions = None 6073 Weapon = PRIMARY None 6074 End 6075 WeaponSet 6076 Conditions = MINE_CLEARING_DETAIL 6077 Weapon = PRIMARY DozerMineDisarmingWeapon 6078 End 6079 6080 ArmorSet 6081 Conditions = None 6082 Armor = DozerArmor ;Special Explosion-Proof Armor 6083 DamageFX = TankDamageFX 6084 End 6085 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6086 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6087 CommandSet = Lazr_AmericaDozerCommandSet 6088 6089 ; *** AUDIO Parameters *** 6090 VoiceSelect = DozerUSAVoiceSelect 6091 VoiceMove = DozerUSAVoiceMove 6092 VoiceGuard = DozerUSAVoiceMove 6093 VoiceTaskComplete = DozerUSAVoiceBuildComplete 6094 SoundMoveStart = DozerUSAMoveStart 6095 SoundMoveStartDamaged = DozerUSAMoveStart 6096 UnitSpecificSounds 6097 VoiceCreate = DozerUSAVoiceCreate 6098 VoiceNoBuild = DozerUSAVoiceBuildNot 6099 VoiceCrush = DozerUSAVoiceCrush 6100 VoiceRepair = DozerUSAVoiceRepair 6101 VoiceDisarm = DozerUSAVoiceClearMine 6102 TruckLandingSound = NoSound 6103 TruckPowerslideSound = NoSound 6104 VoiceEnter = DozerUSAVoiceMove 6105 VoiceBuildResponse = DozerUSAVoiceBuild 6106 End 6107 6108 ; *** ENGINEERING Parameters *** 6109 RadarPriority = UNIT 6110 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 6111 6112 Body = ActiveBody ModuleTag_02 6113 MaxHealth = 250.0 6114 InitialHealth = 250.0 6115 6116 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6117 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6118 SubdualDamageCap = 500 6119 SubdualDamageHealRate = 500 6120 SubdualDamageHealAmount = 50 6121 End 6122 Behavior = DozerAIUpdate ModuleTag_03 6123 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 6124 BoredTime = 5000 ; in milliseconds 6125 BoredRange = 150 ; when bored, we look this far away to do something 6126 ; the only "enemies" that workers can acquire are mines, to be disarmed... 6127 AutoAcquireEnemiesWhenIdle = Yes 6128 End 6129 6130 Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor 6131 6132 Behavior = PhysicsBehavior ModuleTag_04 6133 Mass = 75.0 6134 End 6135 6136 Behavior = StealthDetectorUpdate ModuleTag_05 6137 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 6138 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 6139 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 6140 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 6141 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 6142 End 6143 6144 Behavior = TransitionDamageFX ModuleTag_06 6145 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6146 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6147 End 6148 6149 ; Catch fire, and explode death 6150 Behavior = SlowDeathBehavior ModuleTag_07 6151 DeathTypes = ALL -CRUSHED -SPLATTED 6152 ProbabilityModifier = 100 6153 DestructionDelay = 1500 6154 DestructionDelayVariance = 600 6155 FX = INITIAL FX_CrusaderCatchFire 6156 OCL = FINAL OCL_AmericaDozerExplode 6157 FX = FINAL FX_BattleMasterExplosionOneFinal 6158 End 6159 6160 Behavior = CreateCrateDie ModuleTag_CratesChange 6161 CrateData = SalvageCrateData 6162 End 6163 6164 Behavior = FlammableUpdate ModuleTag_21 6165 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6166 AflameDamageAmount = 3 ; taking this much damage... 6167 AflameDamageDelay = 500 ; this often. 6168 End 6169 6170 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 6171 ;;;;;;;; End 6172 6173 Behavior = FXListDie ModuleTag_23 6174 DeathTypes = NONE +CRUSHED +SPLATTED 6175 DeathFX = FX_CarCrush 6176 End 6177 6178 Behavior = DestroyDie ModuleTag_24 6179 DeathTypes = NONE +CRUSHED +SPLATTED 6180 End 6181 6182 Geometry = BOX 6183 GeometryMajorRadius = 15.0 6184 GeometryMinorRadius = 10.0 6185 GeometryHeight = 15.0 6186 GeometryIsSmall = Yes 6187 Shadow = SHADOW_VOLUME 6188 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6189 6190 End 6191 6192 6193 6194 6195 ;------------------------------------------------------------------------------ 6196 Object Lazr_AmericaTankPaladin 6197 6198 ; *** ART Parameters *** 6199 SelectPortrait = SAPaladin_L 6200 ButtonImage = SAPaladin 6201 6202 UpgradeCameo1 = Upgrade_AmericaBattleDrone 6203 UpgradeCameo2 = Upgrade_AmericaScoutDrone 6204 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 6205 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 6206 UpgradeCameo5 = Upgrade_AmericaHellfireDrone 6207 6208 Draw = W3DTankDraw ModuleTag_01 6209 6210 ExtraPublicBone = Laser 6211 6212 ConditionState = NONE 6213 Model = AVPaladin 6214 Turret = Turret01 6215 WeaponFireFXBone = PRIMARY TurretMS 6216 WeaponRecoilBone = PRIMARY Barrel 6217 ;WeaponMuzzleFlash = PRIMARY TurretFX 6218 WeaponLaunchBone = PRIMARY TurretMS 6219 HideSubObject = TurretFX01 6220 End 6221 6222 ConditionState = REALLYDAMAGED 6223 Model = AVPaladin_D 6224 Turret = Turret01 6225 WeaponFireFXBone = PRIMARY TurretMS 6226 WeaponRecoilBone = PRIMARY Barrel 6227 ;WeaponMuzzleFlash = PRIMARY TurretFX 6228 WeaponLaunchBone = PRIMARY TurretMS 6229 HideSubObject = TurretFX01 6230 End 6231 6232 ConditionState = RUBBLE 6233 Model = AVPaladin_D 6234 Turret = Turret01 6235 WeaponFireFXBone = PRIMARY TurretMS 6236 WeaponRecoilBone = PRIMARY Barrel 6237 ;WeaponMuzzleFlash = PRIMARY TurretFX 6238 WeaponLaunchBone = PRIMARY TurretMS 6239 HideSubObject = TurretFX01 6240 End 6241 6242 TrackMarks = EXTnkTrack.tga 6243 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 6244 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 6245 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 6246 OkToChangeModelColor = Yes 6247 End 6248 6249 ; ***DESIGN parameters *** 6250 DisplayName = OBJECT:Paladin 6251 Side = AmericaLaserGeneral 6252 EditorSorting = VEHICLE 6253 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6254 EnergyProduction = -1 6255 WeaponSet 6256 Conditions = None 6257 Weapon = PRIMARY Lazr_PaladinTankGun 6258 End 6259 ArmorSet 6260 Conditions = None 6261 Armor = TankArmor 6262 DamageFX = TankDamageFX 6263 End 6264 ;ArmorSet 6265 ; Conditions = PLAYER_UPGRADE 6266 ; Armor = UpgradedTankArmor 6267 ; DamageFX = TankDamageFX 6268 ;End 6269 BuildCost = 1100 6270 BuildTime = 12.0 ;in seconds 6271 VisionRange = 150 6272 ShroudClearingRange = 300 6273 Prerequisites 6274 Object = Lazr_AmericaWarFactory 6275 Science = SCIENCE_PaladinTank 6276 End 6277 6278 ExperienceValue = 100 100 200 400 ;Experience point value at each level 6279 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 6280 6281 IsTrainable = Yes ;Can gain experience 6282 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6283 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6284 CommandSet = Lazr_AmericaTankPaladinCommandSet 6285 6286 ; *** AUDIO Parameters *** 6287 VoiceSelect = PaladinTankVoiceSelect 6288 VoiceMove = PaladinTankVoiceMove 6289 VoiceGuard = PaladinTankVoiceMove 6290 VoiceAttack = PaladinTankVoiceAttack 6291 SoundMoveStart = PaladinTankMoveStart 6292 SoundMoveStartDamaged = PaladinTankMoveStart 6293 6294 UnitSpecificSounds 6295 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6296 VoiceCreate = PaladinTankVoiceCreate 6297 TurretMoveLoop = TurretMoveLoop 6298 SoundEject = PilotSoundEject 6299 VoiceEject = PilotVoiceEject 6300 VoiceCrush = PaladinTankVoiceCrush 6301 VoiceEnter = PaladinTankVoiceMove 6302 End 6303 6304 ; *** ENGINEERING Parameters *** 6305 RadarPriority = UNIT 6306 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 6307 6308 Body = ActiveBody ModuleTag_02 6309 MaxHealth = 500.0 6310 InitialHealth = 500.0 6311 6312 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6313 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6314 SubdualDamageCap = 1000 6315 SubdualDamageHealRate = 500 6316 SubdualDamageHealAmount = 50 6317 End 6318 6319 Behavior = AIUpdateInterface ModuleTag_03 6320 Turret 6321 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 6322 ControlledWeaponSlots = PRIMARY 6323 End 6324 ;AltTurret 6325 ; TurretTurnRate = 9000; 6326 ; ControlledWeaponSlots = SECONDARY 6327 ;End 6328 AutoAcquireEnemiesWhenIdle = Yes 6329 End 6330 Locomotor = SET_NORMAL CrusaderLocomotor 6331 Behavior = PhysicsBehavior ModuleTag_04 6332 Mass = 50.0 6333 End 6334 6335 ; Turret fly off death 6336 Behavior = SlowDeathBehavior ModuleTag_05 6337 DeathTypes = ALL -CRUSHED -SPLATTED 6338 ProbabilityModifier = 50 6339 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 6340 DestructionDelay = 500 6341 DestructionDelayVariance = 100 6342 FX = INITIAL FX_GenericTankDeathEffect 6343 FX = FINAL FX_GenericTankDeathExplosion 6344 OCL = FINAL OCL_PaladinTankDeathEffect 6345 End 6346 6347 ; Catch fire, and explode death 6348 Behavior = SlowDeathBehavior ModuleTag_06 6349 DeathTypes = ALL -CRUSHED -SPLATTED 6350 ProbabilityModifier = 50 6351 DestructionDelay = 2000 6352 DestructionDelayVariance = 300 6353 FX = INITIAL FX_CrusaderCatchFire 6354 OCL = FINAL OCL_PaladinTankDeathEffect 6355 FX = FINAL FX_GenericTankDeathExplosion 6356 End 6357 6358 Behavior = PointDefenseLaserUpdate ModuleTag_07 6359 WeaponTemplate = PaladinPointDefenseLaser 6360 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 6361 SecondaryTargetTypes = INFANTRY 6362 ScanRate = 500 6363 ScanRange = 120.0 6364 PredictTargetVelocityFactor = 3.0 6365 End 6366 6367 Behavior = ObjectCreationUpgrade ModuleTag_08 6368 UpgradeObject = Lazr_OCL_AmericanBattleDrone 6369 TriggeredBy = Upgrade_AmericaBattleDrone 6370 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 6371 End 6372 Behavior = ObjectCreationUpgrade ModuleTag_09 6373 UpgradeObject = OCL_AmericanScoutDrone 6374 TriggeredBy = Upgrade_AmericaScoutDrone 6375 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 6376 End 6377 Behavior = ObjectCreationUpgrade ModuleTag_19 6378 UpgradeObject = OCL_AmericanHellfireDrone 6379 TriggeredBy = Upgrade_AmericaHellfireDrone 6380 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 6381 End 6382 6383 Behavior = ProductionUpdate ModuleTag_10 6384 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 6385 End 6386 6387 Behavior = ExperienceScalarUpgrade ModuleTag_11 6388 TriggeredBy = Upgrade_AmericaAdvancedTraining 6389 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 6390 End 6391 6392 Behavior = TransitionDamageFX ModuleTag_12 6393 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6394 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6395 End 6396 6397 Behavior = FXListDie ModuleTag_13 6398 DeathTypes = NONE +CRUSHED +SPLATTED 6399 DeathFX = FX_CarCrush 6400 End 6401 Behavior = CreateObjectDie ModuleTag_14 6402 DeathTypes = NONE +CRUSHED +SPLATTED 6403 CreationList = OCL_CrusaderTank_CrushEffect 6404 End 6405 Behavior = DestroyDie ModuleTag_15 6406 DeathTypes = NONE +CRUSHED +SPLATTED 6407 End 6408 Behavior = CreateCrateDie ModuleTag_16 6409 CrateData = SalvageCrateData 6410 ;CrateData = EliteTankCrateData 6411 ;CrateData = HeroicTankCrateData 6412 End 6413 Behavior = EjectPilotDie ModuleTag_17 6414 DeathTypes = ALL -CRUSHED -SPLATTED 6415 ExemptStatus = HIJACKED 6416 GroundCreationList = OCL_EjectPilotOnGround 6417 AirCreationList = OCL_EjectPilotViaParachute 6418 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 6419 End 6420 6421 Behavior = MaxHealthUpgrade ModuleTag_18 6422 TriggeredBy = Upgrade_AmericaCompositeArmor 6423 AddMaxHealth = 100.0 6424 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6425 End 6426 6427 Behavior = FlammableUpdate ModuleTag_21 6428 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6429 AflameDamageAmount = 3 ; taking this much damage... 6430 AflameDamageDelay = 500 ; this often. 6431 End 6432 6433 Geometry = BOX 6434 GeometryMajorRadius = 15.0 6435 GeometryMinorRadius = 10.0 6436 GeometryHeight = 10.0 6437 GeometryIsSmall = Yes 6438 Shadow = SHADOW_VOLUME 6439 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6440 6441 End 6442 6443 ;------------------------------------------------------------------------------ 6444 ;Sentry Drone 6445 Object Lazr_AmericaVehicleSentryDrone 6446 6447 ; *** ART Parameters *** 6448 SelectPortrait = SAsentry_L 6449 ButtonImage = SAsentry 6450 6451 UpgradeCameo1 = Upgrade_AmericaSentryDroneGun 6452 ;UpgradeCameo2 = NONE 6453 ;UpgradeCameo3 = NONE 6454 ;UpgradeCameo4 = NONE 6455 ;UpgradeCameo5 = NONE 6456 6457 Draw = W3DTankDraw ModuleTag_01 6458 6459 InitialRecoilSpeed = 10 6460 MaxRecoilDistance = 1.5 6461 RecoilSettleSpeed = 3 6462 6463 OkToChangeModelColor = Yes 6464 6465 DefaultConditionState 6466 Model = AVSENTRY 6467 Animation = AVSENTRY.AVSENTRY 6468 AnimationMode = LOOP 6469 Turret = TURRET01 6470 HideSubObject = TURRETUP09 ;Hide controlled turret 6471 WeaponFireFXBone = PRIMARY TurretFX 6472 WeaponMuzzleFlash = PRIMARY TurretFX 6473 WeaponRecoilBone = PRIMARY TurretUp 6474 End 6475 ConditionState = REALLYDAMAGED 6476 Turret = TURRET01 6477 Model = AVSENTRY_D 6478 Animation = AVSENTRY_D.AVSENTRY_D 6479 AnimationMode = LOOP 6480 HideSubObject = TURRETUP09 ;Hide controlled turret 6481 End 6482 ConditionState = RUBBLE 6483 Model = AVSENTRY_D1 6484 HideSubObject = TURRETUP09 ;Hide controlled turret 6485 End 6486 AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE 6487 6488 ConditionState = WEAPONSET_PLAYER_UPGRADE 6489 Model = AVSENTRY 6490 Animation = AVSENTRY.AVSENTRY 6491 AnimationMode = LOOP 6492 ShowSubObject = TURRETUP09 6493 End 6494 6495 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 6496 Model = AVSENTRY_D 6497 Animation = AVSENTRY_D.AVSENTRY_D 6498 AnimationMode = LOOP 6499 ShowSubObject = TURRETUP09 6500 End 6501 TrackMarks = EXTnkTrack.tga 6502 TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft 6503 TreadDebrisRight = SentryDroneTrackDebrisDirtRight 6504 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 6505 End 6506 6507 6508 ; ***DESIGN parameters *** 6509 DisplayName = OBJECT:SentryDrone 6510 Side = AmericaLaserGeneral 6511 EditorSorting = VEHICLE 6512 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 6513 WeaponSet 6514 Conditions = None 6515 Weapon = PRIMARY None 6516 End 6517 WeaponSet 6518 Conditions = PLAYER_UPGRADE 6519 Weapon = PRIMARY SentryDroneGun 6520 End 6521 ArmorSet 6522 Conditions = None 6523 Armor = SentryDroneArmor 6524 DamageFX = TruckDamageFX 6525 End 6526 BuildCost = 800 6527 BuildTime = 10.0 ;in seconds 6528 VisionRange = 200 6529 ShroudClearingRange = 350 6530 Prerequisites 6531 Object = Lazr_AmericaWarFactory 6532 End 6533 6534 ExperienceValue = 50 50 100 150 ;Experience point value at each level 6535 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 6536 IsTrainable = No ;Can gain experience 6537 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6538 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6539 CommandSet = Lazr_AmericaVehicleSentryDroneCommandSet 6540 6541 ; *** AUDIO Parameters *** 6542 VoiceSelect = SentryDroneVoiceSelect 6543 VoiceMove = SentryDroneVoiceMove 6544 VoiceGuard = SentryDroneVoiceMove 6545 VoiceAttack = SentryDroneVoiceMove 6546 SoundMoveStart = NoSound 6547 SoundMoveStartDamaged = NoSound 6548 UnitSpecificSounds 6549 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6550 VoiceCreate = NoSound 6551 TurretMoveStart = NoSound 6552 TurretMoveLoop = NoSound 6553 VoiceEnter = NoSound 6554 Deploy = NoSound 6555 Undeploy = NoSound 6556 End 6557 Behavior = WeaponSetUpgrade ModuleTag_03 6558 TriggeredBy = Upgrade_AmericaSentryDroneGun 6559 End 6560 6561 6562 ; *** ENGINEERING Parameters *** 6563 RadarPriority = UNIT 6564 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE 6565 6566 Body = ActiveBody ModuleTag_02 6567 MaxHealth = 300.0 6568 InitialHealth = 300.0 6569 6570 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6571 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6572 SubdualDamageCap = 480 6573 SubdualDamageHealRate = 500 6574 SubdualDamageHealAmount = 50 6575 End 6576 Behavior = DeployStyleAIUpdate ModuleTag_04 6577 Turret 6578 TurretTurnRate = 180 6579 TurretPitchRate = 180 6580 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 6581 AllowsPitch = No 6582 RecenterTime = 1000 ; how long to wait during idle before recentering 6583 ControlledWeaponSlots = PRIMARY 6584 NaturalTurretAngle = 0 6585 InitiallyDisabled = No 6586 MinIdleScanInterval = 250 ; in milliseconds 6587 MaxIdleScanInterval = 250 ; in milliseconds 6588 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 6589 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 6590 End 6591 AutoAcquireEnemiesWhenIdle = Yes Stealthed ; Means "Yes when idle, even if I am stealthed" 6592 PackTime = 1000 6593 UnpackTime = 1000 6594 TurretsFunctionOnlyWhenDeployed = Yes 6595 TurretsMustCenterBeforePacking = Yes 6596 End 6597 6598 Locomotor = SET_NORMAL SentryLocomotor 6599 Behavior = PhysicsBehavior ModuleTag_05 6600 Mass = 50.0 6601 End 6602 Behavior = StealthUpdate ModuleTag_06 6603 StealthDelay = 2000 ; msec 6604 StealthForbiddenConditions = FIRING_PRIMARY MOVING 6605 HintDetectableConditions = IS_FIRING_WEAPON 6606 FriendlyOpacityMin = 50.0% 6607 FriendlyOpacityMax = 100.0% 6608 InnateStealth = Yes 6609 OrderIdleEnemiesToAttackMeUponReveal = Yes 6610 End 6611 6612 Behavior = SlowDeathBehavior ModuleTag_07 6613 DeathTypes = ALL -CRUSHED -SPLATTED 6614 DestructionDelay = 500 6615 DestructionDelayVariance = 100 6616 FX = INITIAL FX_GenericTankDeathEffect 6617 OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie 6618 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 6619 End 6620 6621 Behavior = DestroyDie ModuleTag_08 6622 DeathTypes = NONE +CRUSHED +SPLATTED 6623 End 6624 6625 Behavior = FXListDie ModuleTag_09 6626 DeathTypes = NONE +CRUSHED +SPLATTED 6627 DeathFX = FX_CarCrush 6628 End 6629 6630 Behavior = CreateCrateDie ModuleTag_CratesChange 6631 CrateData = SalvageCrateData 6632 ;CrateData = EliteTankCrateData 6633 ;CrateData = HeroicTankCrateData 6634 End 6635 6636 Behavior = TransitionDamageFX ModuleTag_10 6637 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6638 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6639 End 6640 6641 Behavior = FlammableUpdate ModuleTag_11 6642 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6643 AflameDamageAmount = 3 ; taking this much damage... 6644 AflameDamageDelay = 500 ; this often. 6645 End 6646 Behavior = StealthDetectorUpdate ModuleTag_12 6647 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 6648 DetectionRange = 225 ;Dustin, enable this for independant balancing! 6649 End 6650 Geometry = BOX 6651 GeometryMajorRadius = 9.0 6652 GeometryMinorRadius = 7.0 6653 GeometryHeight = 11.5 6654 GeometryIsSmall = Yes 6655 Shadow = SHADOW_VOLUME 6656 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6657 6658 6659 End 6660 6661 ;------------------------------------------------------------------------------ 6662 Object Lazr_AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly 6663 6664 ; *** ART Parameters *** 6665 SelectPortrait = SNPropSpeaker_L 6666 ButtonImage = SNPropSpeaker 6667 6668 UpgradeCameo1 = Upgrade_Nationalism 6669 UpgradeCameo2 = Upgrade_ChinaUraniumShells 6670 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 6671 ;UpgradeCameo4 = NONE 6672 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 6673 6674 Draw = W3DDependencyModelDraw ModuleTag_01 6675 OkToChangeModelColor = Yes 6676 ExtraPublicBone = TurretFX01 6677 ExtraPublicBone = TurretFX02 6678 ExtraPublicBone = TURRET01 6679 ExtraPublicBone = TURRETEL 6680 ExtraPublicBone = TURRETEL01 6681 6682 AttachToBoneInContainer = FIREPOINT01 6683 6684 DefaultConditionState 6685 Model = AVAVNGER_G 6686 Turret = TURRET01 6687 TurretPitch = TURRETEL01 6688 End 6689 6690 ConditionState = REALLYDAMAGED 6691 Model = AVAVNGER_GD 6692 Turret = TURRET01 6693 TurretPitch = TURRETEL01 6694 End 6695 End 6696 6697 PlacementViewAngle = -45 6698 6699 ; ***DESIGN parameters *** 6700 Side = AmericaLaserGeneral 6701 EditorSorting = SYSTEM 6702 TransportSlotCount = 1 6703 6704 WeaponSet 6705 Conditions = None 6706 Weapon = PRIMARY Lazr_CrusaderTankGun 6707 Weapon = SECONDARY AvengerAirLaserTwo 6708 End 6709 6710 ArmorSet 6711 Conditions = None 6712 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module 6713 End 6714 VisionRange = 200 6715 6716 ; *** AUDIO Parameters *** 6717 UnitSpecificSounds 6718 TurretMoveStart = NoSound 6719 TurretMoveLoop = NoSound ;TurretMoveLoop 6720 End 6721 6722 ; *** ENGINEERING Parameters *** 6723 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI 6724 Body = StructureBody ModuleTag_02 6725 MaxHealth = 100.0 6726 InitialHealth = 100.0 6727 End 6728 6729 Behavior = AIUpdateInterface ModuleTag_03 6730 Turret 6731 ControlledWeaponSlots = PRIMARY SECONDARY 6732 TurretTurnRate = 180 // turn rate, in degrees per sec 6733 TurretPitchRate = 180 6734 AllowsPitch = Yes 6735 NaturalTurretPitch = 45 6736 End 6737 AutoAcquireEnemiesWhenIdle = Yes 6738 MoodAttackCheckRate = 500 ; default is 2000 6739 End 6740 6741 Behavior = DestroyDie ModuleTag_05 6742 ;<No Data> 6743 End 6744 6745 Geometry = BOX 6746 GeometryMajorRadius = 6.0 6747 GeometryMinorRadius = 6.0 6748 GeometryHeight = 10.0 6749 GeometryIsSmall = No 6750 Shadow = SHADOW_VOLUME 6751 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6752 6753 End 6754 6755 ;------------------------------------------------------------------------------ 6756 Object Lazr_AmericaTankAvenger 6757 6758 ; *** ART Parameters *** 6759 SelectPortrait = SAAvnger_L 6760 ButtonImage = SAAvnger 6761 6762 UpgradeCameo1 = Upgrade_AmericaBattleDrone 6763 UpgradeCameo2 = Upgrade_AmericaScoutDrone 6764 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 6765 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 6766 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 6767 6768 Draw = W3DOverlordTruckDraw ModuleTag_01 6769 OkToChangeModelColor = Yes 6770 ExtraPublicBone = TurretFX03 6771 ExtraPublicBone = LazerSpot01 6772 ExtraPublicBone = LazerSpot02 6773 DefaultConditionState 6774 Model = AVAVNGER 6775 End 6776 6777 ConditionState = REALLYDAMAGED 6778 Model = AVAVNGER_D 6779 End 6780 6781 ConditionState = RUBBLE 6782 Model = AVAVNGER_D1 6783 End 6784 6785 Dust = RocketBuggyDust 6786 DirtSpray = RocketBuggyDirtSpray 6787 PowerslideSpray = RocketBuggyDirtPowerSlide 6788 6789 ; These parameters are only used if the model has a separate suspension, 6790 ; and the locomotor has HasSuspension = Yes. 6791 LeftFrontTireBone = Tire01 6792 RightFrontTireBone = Tire02 6793 LeftRearTireBone = Tire03 6794 RightRearTireBone = Tire04 6795 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6796 PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 6797 End 6798 6799 ; ***DESIGN parameters *** 6800 DisplayName = OBJECT:Avenger 6801 Side = AmericaLaserGeneral 6802 EditorSorting = VEHICLE 6803 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6804 WeaponSet 6805 Conditions = None 6806 Weapon = PRIMARY AvengerTargetDesignator 6807 End 6808 ArmorSet 6809 Conditions = None 6810 Armor = AntiAirVehicle 6811 DamageFX = TankDamageFX 6812 End 6813 BuildCost = 1500 6814 BuildTime = 10.0 ;in seconds 6815 VisionRange = 150 6816 ShroudClearingRange = 300 6817 Prerequisites 6818 Object = Lazr_AmericaWarFactory 6819 Object = Lazr_AmericaStrategyCenter 6820 End 6821 6822 ExperienceValue = 100 100 200 400 ;Experience point value at each level 6823 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 6824 6825 IsTrainable = Yes 6826 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6827 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6828 CommandSet = Lazr_AmericaTankAvengerCommandSet 6829 6830 ; *** AUDIO Parameters *** 6831 VoiceSelect = AvengerVoiceSelect 6832 VoiceMove = AvengerVoiceMove 6833 VoiceGuard = AvengerVoiceMove 6834 VoiceAttack = AvengerVoicePaint 6835 VoiceAttackAir = AvengerVoiceAttack 6836 SoundMoveStart = HumveeMoveStart 6837 SoundMoveStartDamaged = HumveeMoveStart 6838 6839 UnitSpecificSounds 6840 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6841 VoiceCreate = AvengerVoiceCreate 6842 TurretMoveLoop = NoSound 6843 SoundEject = PilotSoundEject 6844 VoiceEject = PilotVoiceEject 6845 VoiceCrush = NoSound 6846 VoiceEnter = AvengerVoiceMove 6847 End 6848 ; *** ENGINEERING Parameters *** 6849 RadarPriority = UNIT 6850 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 6851 6852 Body = ActiveBody ModuleTag_02 6853 MaxHealth = 300.0 6854 InitialHealth = 300.0 6855 6856 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6857 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6858 SubdualDamageCap = 1000 6859 SubdualDamageHealRate = 500 6860 SubdualDamageHealAmount = 50 6861 End 6862 6863 Behavior = AIUpdateInterface ModuleTag_03 6864 AutoAcquireEnemiesWhenIdle = Yes 6865 End 6866 Locomotor = SET_NORMAL CrusaderLocomotor 6867 Behavior = PhysicsBehavior ModuleTag_04 6868 Mass = 50.0 6869 End 6870 6871 ; Turret fly off death 6872 Behavior = SlowDeathBehavior ModuleTag_05 6873 DeathTypes = ALL -CRUSHED -SPLATTED 6874 ProbabilityModifier = 50 6875 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 6876 DestructionDelay = 500 6877 DestructionDelayVariance = 100 6878 FX = INITIAL FX_GenericTankDeathEffect 6879 FX = FINAL FX_GenericTankDeathExplosion 6880 OCL = FINAL OCL_AvengerTankDeathEffect 6881 End 6882 6883 ; Catch fire, and explode death 6884 Behavior = SlowDeathBehavior ModuleTag_06 6885 DeathTypes = ALL -CRUSHED -SPLATTED 6886 ProbabilityModifier = 50 6887 DestructionDelay = 2000 6888 DestructionDelayVariance = 300 6889 FX = INITIAL FX_CrusaderCatchFire 6890 OCL = FINAL OCL_AvengerTankDeathEffect 6891 FX = FINAL FX_GenericTankDeathExplosion 6892 End 6893 6894 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 6895 WeaponTemplate = AvengerPointDefenseLaserOne 6896 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 6897 ScanRate = 0 6898 ScanRange = 200.0 6899 PredictTargetVelocityFactor = 1.0 6900 End 6901 6902 ; Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two 6903 ; WeaponTemplate = AvengerPointDefenseLaserTwo 6904 ; PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 6905 ; ScanRate = 100 6906 ; ScanRange = 200.0 6907 ; PredictTargetVelocityFactor = 1.0 6908 ; End 6909 6910 Behavior = OverlordContain ModuleTag_OverlordContain 6911 Slots = 1 6912 DamagePercentToUnits = 100% 6913 AllowInsideKindOf = PORTABLE_STRUCTURE 6914 PassengersAllowedToFire = Yes 6915 PayloadTemplateName = AmericaTankAvengerLaserTurret 6916 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 6917 End 6918 6919 Behavior = ObjectCreationUpgrade ModuleTag_08 6920 UpgradeObject = Lazr_OCL_AmericanBattleDrone 6921 TriggeredBy = Upgrade_AmericaBattleDrone 6922 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 6923 End 6924 Behavior = ObjectCreationUpgrade ModuleTag_09 6925 UpgradeObject = OCL_AmericanScoutDrone 6926 TriggeredBy = Upgrade_AmericaScoutDrone 6927 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 6928 End 6929 Behavior = ObjectCreationUpgrade ModuleTag_19 6930 UpgradeObject = OCL_AmericanHellfireDrone 6931 TriggeredBy = Upgrade_AmericaHellfireDrone 6932 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 6933 End 6934 6935 Behavior = ProductionUpdate ModuleTag_10 6936 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 6937 End 6938 6939 Behavior = ExperienceScalarUpgrade ModuleTag_11 6940 TriggeredBy = Upgrade_AmericaAdvancedTraining 6941 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 6942 End 6943 6944 Behavior = TransitionDamageFX ModuleTag_12 6945 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6946 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6947 End 6948 6949 Behavior = FXListDie ModuleTag_13 6950 DeathTypes = NONE +CRUSHED +SPLATTED 6951 DeathFX = FX_CarCrush 6952 End 6953 Behavior = CreateObjectDie ModuleTag_14 6954 DeathTypes = NONE +CRUSHED +SPLATTED 6955 CreationList = OCL_CrusaderTank_CrushEffect 6956 End 6957 Behavior = DestroyDie ModuleTag_15 6958 DeathTypes = NONE +CRUSHED +SPLATTED 6959 End 6960 Behavior = CreateCrateDie ModuleTag_16 6961 CrateData = SalvageCrateData 6962 ;CrateData = EliteTankCrateData 6963 ;CrateData = HeroicTankCrateData 6964 End 6965 Behavior = EjectPilotDie ModuleTag_17 6966 DeathTypes = ALL -CRUSHED -SPLATTED 6967 ExemptStatus = HIJACKED 6968 GroundCreationList = OCL_EjectPilotOnGround 6969 AirCreationList = OCL_EjectPilotViaParachute 6970 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 6971 End 6972 6973 Behavior = FlammableUpdate ModuleTag_22 6974 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6975 AflameDamageAmount = 3 ; taking this much damage... 6976 AflameDamageDelay = 500 ; this often. 6977 End 6978 6979 Behavior = MaxHealthUpgrade ModuleTag_23 6980 TriggeredBy = Upgrade_AmericaCompositeArmor 6981 AddMaxHealth = 100.0 6982 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 6983 End 6984 6985 Geometry = BOX 6986 GeometryMajorRadius = 15.0 6987 GeometryMinorRadius = 10.0 6988 GeometryHeight = 10.0 6989 GeometryIsSmall = Yes 6990 Shadow = SHADOW_VOLUME 6991 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6992 6993 End 6994 6995 6996 6997 6998 6999 7000 7001 7002 7003 7004 7005 7006 7007 7008 ;------------------------------------------------------------------------------ 7009 Object Lazr_AmericaTankMicrowave 7010 7011 ; *** ART Parameters *** 7012 SelectPortrait = SAThunderBolt_L 7013 ButtonImage = SAThunderBolt 7014 7015 UpgradeCameo1 = Upgrade_AmericaBattleDrone 7016 UpgradeCameo2 = Upgrade_AmericaScoutDrone 7017 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 7018 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 7019 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 7020 7021 Draw = W3DTankDraw ModuleTag_01 7022 7023 ExtraPublicBone = WEAPON02 7024 OkToChangeModelColor = Yes 7025 7026 ConditionState = NONE 7027 Model = AVTHUNDRBLT 7028 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 7029 ParticleSysBone = NONE MicrowaveRotisserie 7030 End 7031 ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 7032 Model = AVTHUNDRBLT 7033 End 7034 ConditionState = REALLYDAMAGED RUBBLE 7035 Model = AVTHUNDRBLT_D 7036 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 7037 ParticleSysBone = NONE MicrowaveRotisserie 7038 End 7039 ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 7040 Model = AVTHUNDRBLT_D 7041 End 7042 7043 TrackMarks = EXTnkTrack.tga 7044 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 7045 End 7046 7047 ; ***DESIGN parameters *** 7048 DisplayName = OBJECT:Microwave 7049 Side = AmericaLaserGeneral 7050 EditorSorting = VEHICLE 7051 TransportSlotCount = 3 7052 ArmorSet 7053 Conditions = None 7054 Armor = TankArmor 7055 DamageFX = TankDamageFX 7056 End 7057 7058 WeaponSet 7059 Conditions = None 7060 ; Weapon = PRIMARY MicrowaveTankVehicleDisabler 7061 Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler 7062 Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer 7063 End 7064 7065 BuildCost = 800 7066 BuildTime = 10.0 ;in seconds 7067 VisionRange = 200 7068 ShroudClearingRange = 300 7069 Prerequisites 7070 Object = Lazr_AmericaWarFactory 7071 Object = Lazr_AmericaStrategyCenter 7072 End 7073 ExperienceValue = 100 100 200 400 ;Experience point value at each level 7074 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 7075 IsTrainable = Yes ;Can gain experience 7076 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 7077 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7078 CommandSet = Lazr_AmericaTankMicrowaveCommandSet 7079 7080 ; *** AUDIO Parameters *** 7081 VoiceSelect = MicrowaveTankVoiceSelect 7082 VoiceMove = MicrowaveTankVoiceMove 7083 VoiceGuard = MicrowaveTankVoiceMove 7084 VoiceAttack = MicrowaveTankVoiceAttack 7085 SoundMoveStart = HumveeMoveStart 7086 SoundMoveStartDamaged = HumveeMoveStart 7087 UnitSpecificSounds 7088 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 7089 VoiceCreate = MicrowaveTankVoiceCreate 7090 VoiceEnter = MicrowaveTankVoiceMove 7091 SoundEject = PilotSoundEject 7092 VoiceEject = PilotVoiceEject 7093 VoiceCrush = MicrowaveTankVoiceMove 7094 End 7095 ; *** ENGINEERING Parameters *** 7096 RadarPriority = UNIT 7097 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE 7098 7099 Body = ActiveBody ModuleTag_02 7100 MaxHealth = 480 7101 InitialHealth = 480 7102 7103 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7104 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7105 SubdualDamageCap = 960 7106 SubdualDamageHealRate = 500 7107 SubdualDamageHealAmount = 50 7108 End 7109 7110 Behavior = AIUpdateInterface ModuleTag_03 7111 AutoAcquireEnemiesWhenIdle = Yes 7112 End 7113 Locomotor = SET_NORMAL CrusaderLocomotor 7114 Behavior = PhysicsBehavior ModuleTag_04 7115 Mass = 50.0 7116 End 7117 7118 ; Turret fly off death 7119 Behavior = SlowDeathBehavior ModuleTag_10 7120 DeathTypes = ALL -CRUSHED -SPLATTED 7121 ProbabilityModifier = 50 7122 DestructionDelay = 500 7123 DestructionDelayVariance = 100 7124 FX = INITIAL FX_GenericTankDeathEffect 7125 OCL = MIDPOINT OCL_MicrowaveTankDeath 7126 FX = FINAL FX_GenericTankDeathExplosion 7127 End 7128 7129 Behavior = TransitionDamageFX ModuleTag_12 7130 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 7131 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 7132 End 7133 7134 Behavior = DestroyDie ModuleTag_13 7135 DeathTypes = NONE +CRUSHED +SPLATTED 7136 End 7137 7138 ; A crushing defeat 7139 Behavior = FXListDie ModuleTag_14 7140 DeathTypes = NONE +CRUSHED +SPLATTED 7141 DeathFX = FX_CarCrush 7142 End 7143 7144 Behavior = CreateObjectDie ModuleTag_15 7145 DeathTypes = NONE +CRUSHED +SPLATTED 7146 CreationList = OCL_MicrowaveTankDeath_CrushEffect 7147 End 7148 7149 Behavior = CreateCrateDie ModuleTag_CratesChange 7150 CrateData = SalvageCrateData 7151 ;CrateData = EliteTankCrateData 7152 ;CrateData = HeroicTankCrateData 7153 End 7154 7155 Behavior = EjectPilotDie ModuleTag_17 7156 GroundCreationList = OCL_EjectPilotOnGround 7157 AirCreationList = OCL_EjectPilotViaParachute 7158 ExemptStatus = HIJACKED 7159 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 7160 End 7161 7162 Behavior = MaxHealthUpgrade ModuleTag_18 7163 TriggeredBy = Upgrade_AmericaCompositeArmor 7164 AddMaxHealth = 100.0 7165 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 7166 End 7167 Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 7168 TriggeredBy = Upgrade_AmericaAdvancedTraining 7169 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 7170 End 7171 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 7172 UpgradeObject = Lazr_OCL_AmericanBattleDrone 7173 TriggeredBy = Upgrade_AmericaBattleDrone 7174 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 7175 End 7176 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 7177 UpgradeObject = OCL_AmericanScoutDrone 7178 TriggeredBy = Upgrade_AmericaScoutDrone 7179 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 7180 End 7181 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 7182 UpgradeObject = OCL_AmericanHellfireDrone 7183 TriggeredBy = Upgrade_AmericaHellfireDrone 7184 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 7185 End 7186 Behavior = ProductionUpdate ModuleTag_Prod01 7187 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 7188 End 7189 7190 Behavior = FlammableUpdate ModuleTag_21 7191 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7192 AflameDamageAmount = 3 ; taking this much damage... 7193 AflameDamageDelay = 500 ; this often. 7194 End 7195 7196 Behavior = FireWeaponUpdate ModuleTag_22 7197 Weapon = MicrowaveTankEmitterWeapon 7198 ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long 7199 End 7200 7201 Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. 7202 End 7203 7204 Geometry = BOX 7205 GeometryMajorRadius = 15.0 7206 GeometryMinorRadius = 10.0 7207 GeometryHeight = 10.0 7208 GeometryIsSmall = Yes 7209 Shadow = SHADOW_VOLUME 7210 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 7211 7212 End 7213 7214 7215 7216 7217 7218 7219 7220 7221 7222 7223 7224 7225 7226 7227 7228 7229 7230 7231 7232 7233 7234 7235 7236 7237 7238 7239 7240 7241 7242 7243 7244 7245 7246 7247 7248 7249 7250 7251 7252 7253 7254 7255 7256 7257 7258 7259 7260 7261 7262 7263 7264 7265 7266 7267 7268 7269 7270 ;------------------------------------------------------------------------------ 7271 Object Lazr_AmericaCommandCenter 7272 7273 ; *** ART Parameters *** 7274 SelectPortrait = SAComCentr_L 7275 ButtonImage = SAComCentr 7276 7277 ; ----------------- Main Building ------------------------ 7278 Draw = W3DModelDraw ModuleTag_01 7279 OkToChangeModelColor = Yes 7280 ; day ****************************************** 7281 ConditionState = NONE 7282 Model = ABBtCmdHQL 7283 Animation = ABBtCmdHQL.ABBtCmdHQL 7284 AnimationMode = LOOP 7285 End 7286 ConditionState = DAMAGED 7287 Model = ABBtCmdHQL_D 7288 Animation = ABBtCmdHQL_D.ABBtCmdHQL_D 7289 AnimationMode = LOOP 7290 End 7291 ConditionState = REALLYDAMAGED RUBBLE 7292 Model = ABBtCmdHQL_E 7293 Animation = ABBtCmdHQL_E.ABBtCmdHQL_E 7294 AnimationMode = LOOP 7295 End 7296 7297 7298 ; night **************************************** 7299 ConditionState = NIGHT 7300 Model = ABBtCmdHQL_N 7301 Animation = ABBtCmdHQL_N.ABBtCmdHQL_N 7302 AnimationMode = LOOP 7303 End 7304 ConditionState = DAMAGED NIGHT 7305 Model = ABBtCmdHQL_DN 7306 Animation = ABBtCmdHQL_DN.ABBtCmdHQL_DN 7307 AnimationMode = LOOP 7308 End 7309 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7310 Model = ABBtCmdHQL_EN 7311 Animation = ABBtCmdHQL_EN.ABBtCmdHQL_EN 7312 AnimationMode = LOOP 7313 End 7314 7315 7316 ; Snow 7317 ConditionState = SNOW 7318 Model = ABBtCmdHQL_S 7319 Animation = ABBtCmdHQL_S.ABBtCmdHQL_S 7320 AnimationMode = LOOP 7321 End 7322 ConditionState = DAMAGED SNOW 7323 Model = ABBtCmdHQL_DS 7324 Animation = ABBtCmdHQL_DS.ABBtCmdHQL_DS 7325 AnimationMode = LOOP 7326 End 7327 ConditionState = REALLYDAMAGED RUBBLE SNOW 7328 Model = ABBtCmdHQL_ES 7329 Animation = ABBtCmdHQL_ES.ABBtCmdHQL_ES 7330 AnimationMode = LOOP 7331 End 7332 7333 ; night snow **************************************** 7334 ConditionState = NIGHT SNOW 7335 Model = ABBtCmdHQL_NS 7336 Animation = ABBtCmdHQL_NS.ABBtCmdHQL_NS 7337 AnimationMode = LOOP 7338 End 7339 ConditionState = DAMAGED NIGHT SNOW 7340 Model = ABBtCmdHQL_DNS 7341 Animation = ABBtCmdHQL_DNS.ABBtCmdHQL_DNS 7342 AnimationMode = LOOP 7343 End 7344 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7345 Model = ABBtCmdHQL_ENS 7346 Animation = ABBtCmdHQL_ENS.ABBtCmdHQL_ENS 7347 AnimationMode = LOOP 7348 End 7349 7350 7351 7352 ;************************************************************************************************************************** 7353 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7354 ;for this draw module 7355 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7356 Model = ABBtCmdHQL 7357 Animation = ABBtCmdHQL.ABBtCmdHQL 7358 AnimationMode = LOOP 7359 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7360 End 7361 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7362 Model = ABBtCmdHQL_D 7363 Animation = ABBtCmdHQL_D.ABBtCmdHQL_D 7364 AnimationMode = LOOP 7365 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7366 End 7367 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7368 Model = ABBtCmdHQL_E 7369 Animation = ABBtCmdHQL_E.ABBtCmdHQL_E 7370 AnimationMode = LOOP 7371 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7372 End 7373 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7374 Model = ABBtCmdHQL_N 7375 Animation = ABBtCmdHQL_N.ABBtCmdHQL_N 7376 AnimationMode = LOOP 7377 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7378 End 7379 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7380 Model = ABBtCmdHQL_DN 7381 Animation = ABBtCmdHQL_DN.ABBtCmdHQL_DN 7382 AnimationMode = LOOP 7383 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7384 End 7385 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7386 Model = ABBtCmdHQL_EN 7387 Animation = ABBtCmdHQL_EN.ABBtCmdHQL_EN 7388 AnimationMode = LOOP 7389 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7390 End 7391 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7392 Model = ABBtCmdHQL_S 7393 Animation = ABBtCmdHQL_S.ABBtCmdHQL_S 7394 AnimationMode = LOOP 7395 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7396 End 7397 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7398 Model = ABBtCmdHQL_DS 7399 Animation = ABBtCmdHQL_DS.ABBtCmdHQL_DS 7400 AnimationMode = LOOP 7401 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7402 End 7403 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7404 Model = ABBtCmdHQL_ES 7405 Animation = ABBtCmdHQL_ES.ABBtCmdHQL_ES 7406 AnimationMode = LOOP 7407 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7408 End 7409 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7410 Model = ABBtCmdHQL_NS 7411 Animation = ABBtCmdHQL_NS.ABBtCmdHQL_NS 7412 AnimationMode = LOOP 7413 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7414 End 7415 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7416 Model = ABBtCmdHQL_DNS 7417 Animation = ABBtCmdHQL_DNS.ABBtCmdHQL_DNS 7418 AnimationMode = LOOP 7419 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7420 End 7421 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7422 Model = ABBtCmdHQL_ENS 7423 Animation = ABBtCmdHQL_ENS.ABBtCmdHQL_ENS 7424 AnimationMode = LOOP 7425 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7426 End 7427 7428 ConditionState = AWAITING_CONSTRUCTION 7429 Model = NONE 7430 End 7431 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7432 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7433 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7434 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7435 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7436 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7437 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7438 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7439 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7440 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7441 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7442 AliasConditionState = SOLD 7443 AliasConditionState = SOLD DAMAGED 7444 AliasConditionState = SOLD REALLYDAMAGED 7445 AliasConditionState = SOLD NIGHT 7446 AliasConditionState = SOLD NIGHT DAMAGED 7447 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7448 AliasConditionState = SOLD SNOW 7449 AliasConditionState = SOLD SNOW DAMAGED 7450 AliasConditionState = SOLD SNOW REALLYDAMAGED 7451 AliasConditionState = SOLD NIGHT SNOW 7452 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7453 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7454 ;************************************************************************************************************************************************************************************************************** 7455 7456 End 7457 7458 ; ----------------- the factory door ------------------- 7459 Draw = W3DModelDraw ModuleTag_02 7460 DefaultConditionState 7461 Model = ABBtCmdHQ_A7 7462 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7463 AnimationMode = MANUAL 7464 Flags = START_FRAME_FIRST 7465 End 7466 7467 7468 ;************************************************************************************************************************** 7469 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7470 ;for this draw module 7471 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7472 Model = ABBtCmdHQ_A7 7473 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7474 End 7475 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7476 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7477 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 7478 7479 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7480 Model = ABBtCmdHQ_A7D 7481 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7482 End 7483 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7484 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7485 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED 7486 7487 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7488 Model = ABBtCmdHQ_A7E 7489 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7490 End 7491 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7492 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7493 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT 7494 7495 7496 ConditionState = AWAITING_CONSTRUCTION 7497 Model = NONE 7498 End 7499 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7500 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7501 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7502 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7503 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7504 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7505 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7506 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7507 AliasConditionState = SOLD DAMAGED 7508 AliasConditionState = SOLD REALLYDAMAGED 7509 AliasConditionState = SOLD NIGHT 7510 AliasConditionState = SOLD NIGHT DAMAGED 7511 7512 7513 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7514 AliasConditionState = SOLD NIGHT SNOW 7515 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7516 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7517 ;************************************************************************************************************************** 7518 7519 7520 ConditionState = DAMAGED 7521 Model = ABBtCmdHQ_A7D 7522 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7523 AnimationMode = MANUAL 7524 Flags = START_FRAME_FIRST 7525 End 7526 ConditionState = REALLYDAMAGED RUBBLE 7527 Model = ABBtCmdHQ_A7E 7528 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7529 AnimationMode = MANUAL 7530 Flags = START_FRAME_FIRST 7531 End 7532 7533 7534 ConditionState = DOOR_1_OPENING 7535 Model = ABBtCmdHQ_A7 7536 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7537 AnimationMode = ONCE 7538 Flags = START_FRAME_FIRST 7539 End 7540 ConditionState = DOOR_1_OPENING DAMAGED 7541 Model = ABBtCmdHQ_A7D 7542 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7543 AnimationMode = ONCE 7544 Flags = START_FRAME_FIRST 7545 End 7546 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7547 Model = ABBtCmdHQ_A7E 7548 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7549 AnimationMode = ONCE 7550 Flags = START_FRAME_FIRST 7551 End 7552 ConditionState = DOOR_1_CLOSING 7553 Model = ABBtCmdHQ_A7 7554 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7555 AnimationMode = ONCE_BACKWARDS 7556 Flags = START_FRAME_LAST 7557 End 7558 7559 7560 ConditionState = DOOR_1_CLOSING DAMAGED 7561 Model = ABBtCmdHQ_A7D 7562 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7563 AnimationMode = ONCE_BACKWARDS 7564 Flags = START_FRAME_LAST 7565 End 7566 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7567 Model = ABBtCmdHQ_A7E 7568 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7569 AnimationMode = ONCE_BACKWARDS 7570 Flags = START_FRAME_LAST 7571 End 7572 ConditionState = DOOR_1_WAITING_OPEN 7573 Model = ABBtCmdHQ_A7 7574 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7575 AnimationMode = MANUAL 7576 Flags = START_FRAME_LAST 7577 End 7578 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 7579 Model = ABBtCmdHQ_A7D 7580 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7581 AnimationMode = MANUAL 7582 Flags = START_FRAME_LAST 7583 End 7584 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7585 Model = ABBtCmdHQ_A7E 7586 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7587 AnimationMode = MANUAL 7588 Flags = START_FRAME_LAST 7589 End 7590 End 7591 7592 PlacementViewAngle = -135 7593 7594 ; ------------ Radar Extending ----------------- 7595 Draw = W3DModelDraw ModuleTag_03 7596 ConditionState = None 7597 Model = ABBtCmdHQ_AC 7598 Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC 7599 AnimationMode = LOOP 7600 End 7601 AliasConditionState = NIGHT 7602 AliasConditionState = SNOW 7603 AliasConditionState = NIGHT SNOW 7604 7605 ConditionState = DAMAGED 7606 Model = ABBtCmdHQ_ACD 7607 Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD 7608 AnimationMode = LOOP 7609 End 7610 AliasConditionState = NIGHT DAMAGED 7611 AliasConditionState = SNOW DAMAGED 7612 AliasConditionState = NIGHT SNOW DAMAGED 7613 7614 ConditionState = REALLYDAMAGED RUBBLE 7615 Model = ABBtCmdHQ_ACE 7616 Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE 7617 AnimationMode = LOOP 7618 End 7619 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7620 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7621 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7622 7623 ;************************************************************************************************************************** 7624 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7625 ;for this draw module 7626 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7627 Model = ABBtCmdHQ_AC 7628 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7629 End 7630 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7631 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7632 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7633 7634 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7635 Model = ABBtCmdHQ_ACD 7636 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7637 End 7638 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7639 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7640 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7641 7642 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7643 Model = ABBtCmdHQ_ACE 7644 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7645 End 7646 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7647 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7648 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7649 7650 ConditionState = AWAITING_CONSTRUCTION 7651 Model = NONE 7652 End 7653 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7654 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7655 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7656 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7657 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7658 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7659 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7660 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7661 AliasConditionState = SOLD DAMAGED 7662 AliasConditionState = SOLD REALLYDAMAGED 7663 AliasConditionState = SOLD NIGHT 7664 AliasConditionState = SOLD NIGHT DAMAGED 7665 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7666 AliasConditionState = SOLD NIGHT SNOW 7667 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7668 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7669 ;************************************************************************************************************************** 7670 7671 End 7672 7673 ; ----------------- The Door ------------------------ 7674 Draw = W3DModelDraw ModuleTag_04 7675 7676 DefaultConditionState 7677 Model = ABBtCmdHQ_A7 7678 7679 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7680 AnimationMode = MANUAL 7681 Flags = START_FRAME_FIRST 7682 End 7683 AliasConditionState = NIGHT 7684 AliasConditionState = SNOW 7685 AliasConditionState = NIGHT SNOW 7686 7687 ConditionState = DAMAGED 7688 Model = ABBtCmdHQ_A7D 7689 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7690 AnimationMode = MANUAL 7691 Flags = START_FRAME_FIRST 7692 End 7693 AliasConditionState = NIGHT DAMAGED 7694 AliasConditionState = SNOW DAMAGED 7695 AliasConditionState = NIGHT SNOW DAMAGED 7696 7697 ConditionState = REALLYDAMAGED RUBBLE 7698 Model = ABBtCmdHQ_A7E 7699 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7700 AnimationMode = MANUAL 7701 Flags = START_FRAME_FIRST 7702 End 7703 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 7704 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 7705 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 7706 7707 ConditionState = DOOR_1_OPENING 7708 Model = ABBtCmdHQ_A7 7709 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7710 AnimationMode = ONCE 7711 Flags = START_FRAME_FIRST 7712 End 7713 AliasConditionState = NIGHT DOOR_1_OPENING 7714 AliasConditionState = SNOW DOOR_1_OPENING 7715 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 7716 7717 ConditionState = DOOR_1_OPENING DAMAGED 7718 Model = ABBtCmdHQ_A7D 7719 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7720 AnimationMode = ONCE 7721 Flags = START_FRAME_FIRST 7722 End 7723 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 7724 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 7725 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 7726 7727 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7728 Model = ABBtCmdHQ_A7E 7729 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7730 AnimationMode = ONCE 7731 Flags = START_FRAME_FIRST 7732 End 7733 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 7734 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 7735 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 7736 7737 ConditionState = DOOR_1_CLOSING 7738 Model = ABBtCmdHQ_A7 7739 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7740 AnimationMode = ONCE_BACKWARDS 7741 Flags = START_FRAME_LAST 7742 End 7743 AliasConditionState = NIGHT DOOR_1_CLOSING 7744 AliasConditionState = SNOW DOOR_1_CLOSING 7745 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 7746 7747 ConditionState = DOOR_1_CLOSING DAMAGED 7748 Model = ABBtCmdHQ_A7D 7749 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7750 AnimationMode = ONCE_BACKWARDS 7751 Flags = START_FRAME_LAST 7752 End 7753 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 7754 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 7755 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 7756 7757 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7758 Model = ABBtCmdHQ_A7E 7759 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7760 AnimationMode = ONCE_BACKWARDS 7761 Flags = START_FRAME_LAST 7762 End 7763 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7764 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7765 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7766 7767 ConditionState = DOOR_1_WAITING_OPEN 7768 Model = ABBtCmdHQ_A7 7769 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 7770 AnimationMode = MANUAL 7771 Flags = START_FRAME_LAST 7772 End 7773 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 7774 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 7775 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 7776 7777 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 7778 Model = ABBtCmdHQ_A7D 7779 Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D 7780 AnimationMode = MANUAL 7781 Flags = START_FRAME_LAST 7782 End 7783 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 7784 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 7785 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 7786 7787 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7788 Model = ABBtCmdHQ_A7E 7789 Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E 7790 AnimationMode = MANUAL 7791 Flags = START_FRAME_LAST 7792 End 7793 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7794 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7795 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7796 7797 ;************************************************************************************************************************** 7798 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7799 ;for this draw module 7800 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7801 Model = ABBtCmdHQ_A7 7802 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7803 End 7804 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7805 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7806 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7807 7808 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7809 Model = ABBtCmdHQ_A7D 7810 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7811 End 7812 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 7813 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 7814 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 7815 7816 7817 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7818 Model = ABBtCmdHQ_A7E 7819 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7820 End 7821 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 7822 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 7823 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 7824 7825 ConditionState = AWAITING_CONSTRUCTION 7826 Model = NONE 7827 End 7828 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7829 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7830 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7831 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7832 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7833 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7834 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7835 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7836 AliasConditionState = SOLD DAMAGED 7837 AliasConditionState = SOLD REALLYDAMAGED 7838 AliasConditionState = SOLD NIGHT 7839 AliasConditionState = SOLD NIGHT DAMAGED 7840 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7841 AliasConditionState = SOLD NIGHT SNOW 7842 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7843 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7844 ;************************************************************************************************************************** 7845 7846 End 7847 7848 ; ------------ construction-zone fence ----------------- 7849 Draw = W3DModelDraw ModuleTag_05 7850 AnimationsRequirePower = No 7851 7852 DefaultConditionState 7853 Model = None 7854 TransitionKey = DOWN_DEFAULT 7855 End 7856 ConditionState = NIGHT 7857 Model = None 7858 TransitionKey = DOWN_DEFAULT 7859 End 7860 ConditionState = SNOW 7861 Model = None 7862 TransitionKey = DOWN_DEFAULT 7863 End 7864 ConditionState = SNOW NIGHT 7865 Model = None 7866 TransitionKey = DOWN_DEFAULT 7867 End 7868 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7869 Model = ABBtCmdHQ_A4 7870 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 7871 AnimationMode = MANUAL 7872 Flags = START_FRAME_LAST 7873 TransitionKey = UP_DAY 7874 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7875 ParticleSysBone = SparksS01 LiveWireSparks02 7876 End 7877 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7878 Model = ABBtCmdHQ_A4N 7879 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 7880 AnimationMode = MANUAL 7881 Flags = START_FRAME_LAST 7882 TransitionKey = UP_NIGHT 7883 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7884 ParticleSysBone = SparksS01 LiveWireSparks02 7885 End 7886 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7887 Model = ABBtCmdHQ_A4S 7888 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 7889 AnimationMode = MANUAL 7890 Flags = START_FRAME_LAST 7891 TransitionKey = UP_SNOW 7892 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7893 ParticleSysBone = SparksS01 LiveWireSparks02 7894 End 7895 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7896 Model = ABBtCmdHQ_A4SN 7897 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 7898 AnimationMode = MANUAL 7899 Flags = START_FRAME_LAST 7900 TransitionKey = UP_SNOWNIGHT 7901 ParticleSysBone = SmokeS01 SmokeBuildingSmall 7902 ParticleSysBone = SparksS01 LiveWireSparks02 7903 End 7904 TransitionState = DOWN_DEFAULT UP_DAY 7905 Model = ABBtCmdHQ_A4 7906 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 7907 AnimationMode = ONCE 7908 AnimationSpeedFactorRange = 1.0 1.0 7909 Flags = START_FRAME_FIRST 7910 End 7911 TransitionState = DOWN_DEFAULT UP_NIGHT 7912 Model = ABBtCmdHQ_A4N 7913 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 7914 AnimationMode = ONCE 7915 AnimationSpeedFactorRange = 1.0 1.0 7916 Flags = START_FRAME_FIRST 7917 End 7918 TransitionState = DOWN_DEFAULT UP_SNOW 7919 Model = ABBtCmdHQ_A4S 7920 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 7921 AnimationMode = ONCE 7922 AnimationSpeedFactorRange = 1.0 1.0 7923 Flags = START_FRAME_FIRST 7924 End 7925 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7926 Model = ABBtCmdHQ_A4SN 7927 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 7928 AnimationMode = ONCE 7929 AnimationSpeedFactorRange = 1.0 1.0 7930 Flags = START_FRAME_FIRST 7931 End 7932 TransitionState = UP_DAY DOWN_DEFAULT 7933 Model = ABBtCmdHQ_A4 7934 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 7935 AnimationMode = ONCE_BACKWARDS 7936 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7937 Flags = START_FRAME_LAST 7938 End 7939 TransitionState = UP_NIGHT DOWN_DEFAULT 7940 Model = ABBtCmdHQ_A4N 7941 Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N 7942 AnimationMode = ONCE_BACKWARDS 7943 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7944 Flags = START_FRAME_LAST 7945 End 7946 TransitionState = UP_SNOW DOWN_DEFAULT 7947 Model = ABBtCmdHQ_A4S 7948 Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S 7949 AnimationMode = ONCE_BACKWARDS 7950 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7951 Flags = START_FRAME_LAST 7952 End 7953 TransitionState = UP_SNOW NIGHT DOWN_DEFAULT 7954 Model = ABBtCmdHQ_A4SN 7955 Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN 7956 AnimationMode = ONCE_BACKWARDS 7957 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7958 Flags = START_FRAME_LAST 7959 End 7960 End 7961 7962 ; ------------ under-construction scaffolding ----------------- 7963 Draw = W3DModelDraw ModuleTag_06 7964 AnimationsRequirePower = No 7965 MinLODRequired = MEDIUM 7966 DefaultConditionState 7967 Model = None 7968 TransitionKey = DOWN_DEFAULT 7969 End 7970 ConditionState = NIGHT 7971 Model = None 7972 TransitionKey = DOWN_DEFAULT 7973 End 7974 ConditionState = SNOW 7975 Model = None 7976 TransitionKey = DOWN_DEFAULT 7977 End 7978 ConditionState = SNOW NIGHT 7979 Model = None 7980 TransitionKey = DOWN_DEFAULT 7981 End 7982 ConditionState = PARTIALLY_CONSTRUCTED 7983 Model = ABBtCmdHQ_A6 7984 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 7985 AnimationMode = MANUAL 7986 Flags = START_FRAME_LAST 7987 TransitionKey = UP_DAY 7988 ParticleSysBone = Sparks01 BuildUpBlueSpark 7989 ParticleSysBone = Sparks02 BuildUpBlueSpark 7990 ParticleSysBone = Sparks04 BuildUpBlueSpark 7991 ParticleSysBone = Sparks05 BuildUpBlueSpark 7992 ParticleSysBone = Sparks06 BuildUpBlueSpark 7993 ParticleSysBone = Sparks08 BuildUpBlueSpark 7994 ParticleSysBone = Sparks09 BuildUpBlueSpark 7995 End 7996 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7997 Model = ABBtCmdHQ_A6N 7998 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 7999 AnimationMode = MANUAL 8000 Flags = START_FRAME_LAST 8001 TransitionKey = UP_NIGHT 8002 ParticleSysBone = Sparks01 BuildUpBlueSpark 8003 ParticleSysBone = Sparks02 BuildUpBlueSpark 8004 ParticleSysBone = Sparks04 BuildUpBlueSpark 8005 ParticleSysBone = Sparks05 BuildUpBlueSpark 8006 ParticleSysBone = Sparks06 BuildUpBlueSpark 8007 ParticleSysBone = Sparks08 BuildUpBlueSpark 8008 ParticleSysBone = Sparks09 BuildUpBlueSpark 8009 End 8010 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8011 Model = ABBtCmdHQ_A6S 8012 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8013 AnimationMode = MANUAL 8014 Flags = START_FRAME_LAST 8015 TransitionKey = UP_SNOW 8016 ParticleSysBone = Sparks01 BuildUpBlueSpark 8017 ParticleSysBone = Sparks02 BuildUpBlueSpark 8018 ParticleSysBone = Sparks04 BuildUpBlueSpark 8019 ParticleSysBone = Sparks05 BuildUpBlueSpark 8020 ParticleSysBone = Sparks06 BuildUpBlueSpark 8021 ParticleSysBone = Sparks08 BuildUpBlueSpark 8022 ParticleSysBone = Sparks09 BuildUpBlueSpark 8023 End 8024 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8025 Model = ABBtCmdHQ_A6SN 8026 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8027 AnimationMode = MANUAL 8028 Flags = START_FRAME_LAST 8029 TransitionKey = UP_SNOWNIGHT 8030 ParticleSysBone = Sparks01 BuildUpBlueSpark 8031 ParticleSysBone = Sparks02 BuildUpBlueSpark 8032 ParticleSysBone = Sparks04 BuildUpBlueSpark 8033 ParticleSysBone = Sparks05 BuildUpBlueSpark 8034 ParticleSysBone = Sparks06 BuildUpBlueSpark 8035 ParticleSysBone = Sparks08 BuildUpBlueSpark 8036 ParticleSysBone = Sparks09 BuildUpBlueSpark 8037 End 8038 TransitionState = DOWN_DEFAULT UP_DAY 8039 Model = ABBtCmdHQ_A6 8040 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 8041 AnimationMode = ONCE 8042 AnimationSpeedFactorRange = 1.0 1.0 8043 Flags = START_FRAME_FIRST 8044 End 8045 TransitionState = DOWN_DEFAULT UP_NIGHT 8046 Model = ABBtCmdHQ_A6N 8047 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 8048 AnimationMode = ONCE 8049 AnimationSpeedFactorRange = 1.0 1.0 8050 Flags = START_FRAME_FIRST 8051 End 8052 TransitionState = DOWN_DEFAULT UP_SNOW 8053 Model = ABBtCmdHQ_A6S 8054 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8055 AnimationMode = ONCE 8056 AnimationSpeedFactorRange = 1.0 1.0 8057 Flags = START_FRAME_FIRST 8058 End 8059 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8060 Model = ABBtCmdHQ_A6SN 8061 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8062 AnimationMode = ONCE 8063 AnimationSpeedFactorRange = 1.0 1.0 8064 Flags = START_FRAME_FIRST 8065 End 8066 TransitionState = UP_DAY DOWN_DEFAULT 8067 Model = ABBtCmdHQ_A6 8068 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 8069 AnimationMode = ONCE_BACKWARDS 8070 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8071 Flags = START_FRAME_LAST 8072 End 8073 TransitionState = UP_NIGHT DOWN_DEFAULT 8074 Model = ABBtCmdHQ_A6N 8075 Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N 8076 AnimationMode = ONCE_BACKWARDS 8077 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8078 Flags = START_FRAME_LAST 8079 End 8080 TransitionState = UP_SNOW DOWN_DEFAULT 8081 Model = ABBtCmdHQ_A6S 8082 Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S 8083 AnimationMode = ONCE_BACKWARDS 8084 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8085 Flags = START_FRAME_LAST 8086 End 8087 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8088 Model = ABBtCmdHQ_A6SN 8089 Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN 8090 AnimationMode = ONCE_BACKWARDS 8091 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8092 Flags = START_FRAME_LAST 8093 End 8094 End 8095 8096 ; ------------ being-constructed crane ----------------- 8097 Draw = W3DModelDraw ModuleTag_07 8098 AnimationsRequirePower = No 8099 DefaultConditionState 8100 Model = None 8101 TransitionKey = DOWN_DEFAULT 8102 End 8103 ConditionState = NIGHT 8104 Model = None 8105 TransitionKey = DOWN_DEFAULT 8106 End 8107 ConditionState = SNOW 8108 Model = None 8109 TransitionKey = DOWN_DEFAULT 8110 End 8111 ConditionState = SNOW NIGHT 8112 Model = None 8113 TransitionKey = DOWN_DEFAULT 8114 End 8115 ConditionState = SOLD 8116 Model = NONE 8117 End 8118 8119 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8120 Model = ABBtCmdHQ_A5 8121 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 8122 AnimationMode = LOOP 8123 TransitionKey = UP_DAY 8124 End 8125 8126 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8127 Model = ABBtCmdHQ_A5N 8128 Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N 8129 AnimationMode = LOOP 8130 TransitionKey = UP_NIGHT 8131 End 8132 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8133 Model = ABBtCmdHQ_A5S 8134 Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S 8135 AnimationMode = LOOP 8136 TransitionKey = UP_SNOW 8137 End 8138 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8139 Model = ABBtCmdHQ_A5SN 8140 Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN 8141 AnimationMode = LOOP 8142 TransitionKey = UP_SNOWNIGHT 8143 End 8144 TransitionState = DOWN_DEFAULT UP_DAY 8145 Model = ABBtCmdHQ_A3 8146 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 8147 AnimationMode = ONCE 8148 AnimationSpeedFactorRange = 1.0 1.0 8149 Flags = START_FRAME_FIRST 8150 End 8151 8152 TransitionState = DOWN_DEFAULT UP_NIGHT 8153 Model = ABBtCmdHQ_A3N 8154 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 8155 AnimationMode = ONCE 8156 AnimationSpeedFactorRange = 1.0 1.0 8157 Flags = START_FRAME_FIRST 8158 End 8159 TransitionState = DOWN_DEFAULT UP_SNOW 8160 Model = ABBtCmdHQ_A3S 8161 ; @todo srj -- not found 8162 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8163 AnimationMode = ONCE 8164 AnimationSpeedFactorRange = 1.0 1.0 8165 Flags = START_FRAME_FIRST 8166 End 8167 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8168 Model = ABBtCmdHQ_A3SN 8169 Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN 8170 AnimationMode = ONCE 8171 AnimationSpeedFactorRange = 1.0 1.0 8172 Flags = START_FRAME_FIRST 8173 End 8174 TransitionState = UP_DAY DOWN_DEFAULT 8175 Model = ABBtCmdHQ_A3 8176 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 8177 AnimationMode = ONCE_BACKWARDS 8178 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8179 Flags = START_FRAME_LAST 8180 End 8181 TransitionState = UP_NIGHT DOWN_DEFAULT 8182 Model = ABBtCmdHQ_A3N 8183 Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N 8184 AnimationMode = ONCE_BACKWARDS 8185 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8186 Flags = START_FRAME_LAST 8187 End 8188 TransitionState = UP_SNOW DOWN_DEFAULT 8189 Model = ABBtCmdHQ_A3S 8190 ; @todo srj -- not found 8191 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8192 AnimationMode = ONCE_BACKWARDS 8193 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8194 Flags = START_FRAME_LAST 8195 End 8196 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8197 Model = ABBtCmdHQ_A3S 8198 Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S 8199 AnimationMode = ONCE_BACKWARDS 8200 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8201 Flags = START_FRAME_LAST 8202 End 8203 End 8204 8205 ; Officers club flag 8206 Draw = W3DModelDraw ModuleTag_OfficersClub 8207 OkToChangeModelColor = No 8208 8209 ConditionState = NONE 8210 Model = None 8211 End 8212 AliasConditionState = DAMAGED 8213 AliasConditionState = REALLYDAMAGED 8214 AliasConditionState = RUBBLE 8215 AliasConditionState = REALLYDAMAGED RUBBLE 8216 ConditionState = PREORDER 8217 Model = OCFlagUSA 8218 Animation = OCFlagUSA.OCFlagUSA 8219 AnimationMode = LOOP 8220 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8221 End 8222 ConditionState = PREORDER DAMAGED 8223 Model = OCFlagUSA_D 8224 Animation = OCFlagUSA_D.OCFlagUSA_D 8225 AnimationMode = LOOP 8226 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8227 End 8228 ConditionState = PREORDER REALLYDAMAGED RUBBLE 8229 Model = OCFlagUSA_E 8230 Animation = OCFlagUSA_E.OCFlagUSA_E 8231 AnimationMode = LOOP 8232 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8233 End 8234 End 8235 8236 8237 PlacementViewAngle = -135 8238 8239 ; ***DESIGN parameters *** 8240 DisplayName = OBJECT:CommandCenter 8241 Side = AmericaLaserGeneral 8242 EditorSorting = STRUCTURE 8243 BuildCost = 2000 8244 BuildTime = 45.0 ; in seconds 8245 EnergyProduction = 0 ;Command Center should be free 8246 CommandSet = Lazr_AmericaCommandCenterCommandSet 8247 VisionRange = 300.0 ; Shroud clearing distance 8248 ShroudClearingRange = 300 8249 ArmorSet 8250 Conditions = None 8251 Armor = StructureArmorTough 8252 DamageFX = StructureDamageFXNoShake 8253 End 8254 ExperienceValue = 200 200 200 200 ; Experience point value at each level 8255 8256 ; *** AUDIO Parameters *** 8257 VoiceSelect = CommandCenterUSASelect 8258 SoundOnDamaged = BuildingDamagedStateLight 8259 SoundOnReallyDamaged = BuildingDestroy 8260 8261 UnitSpecificSounds 8262 UnderConstruction = UnderConstructionLoop 8263 End 8264 8265 ; *** ENGINEERING Parameters *** 8266 RadarPriority = STRUCTURE 8267 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 8268 Body = StructureBody ModuleTag_08 8269 MaxHealth = 5000.0 8270 InitialHealth = 5000.0 8271 8272 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8273 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8274 SubdualDamageCap = 5200 8275 SubdualDamageHealRate = 500 8276 SubdualDamageHealAmount = 100 8277 End 8278 8279 Behavior = PreorderCreate ModuleTag_PreorderCreate 8280 End 8281 8282 Behavior = GrantUpgradeCreate ModuleTag_09 8283 UpgradeToGrant = Upgrade_AmericaRadar 8284 ExemptStatus = UNDER_CONSTRUCTION 8285 End 8286 Behavior = ProductionUpdate ModuleTag_11 8287 NumDoorAnimations = 1 8288 DoorOpeningTime = 1500 ;in mSeconds 8289 DoorWaitOpenTime = 3000 ;in mSeconds 8290 DoorCloseTime = 1500 ;in mSeconds 8291 ConstructionCompleteDuration = 1500 ;in mSeconds 8292 End 8293 Behavior = RadarUpdate ModuleTag_12 8294 RadarExtendTime = 4000 ;in mSeconds 8295 End 8296 Behavior = DefaultProductionExitUpdate ModuleTag_13 8297 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 8298 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 8299 End 8300 Behavior = BaseRegenerateUpdate ModuleTag_14 8301 ;No data 8302 End 8303 Behavior = DestroyDie ModuleTag_15 8304 ;nothing 8305 End 8306 Behavior = CreateObjectDie ModuleTag_16 8307 CreationList = OCL_LargeStructureDebris 8308 End 8309 Behavior = CreateObjectDie ModuleTag_17 8310 CreationList = OCL_AmericanRangerDebris10 8311 ExemptStatus = UNDER_CONSTRUCTION 8312 End 8313 Behavior = FXListDie ModuleTag_18 8314 DeathFX = FX_StructureMediumDeath 8315 End 8316 Behavior = RadarUpgrade ModuleTag_19 8317 TriggeredBy = Upgrade_AmericaRadar 8318 End 8319 Behavior = OCLSpecialPower ModuleTag_20 8320 SpecialPowerTemplate = SuperweaponDaisyCutter 8321 UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB 8322 OCL = SUPERWEAPON_DaisyCutter 8323 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8324 End 8325 Behavior = OCLSpecialPower ModuleTag_21 8326 SpecialPowerTemplate = SpecialPowerSpyDrone 8327 OCL = SUPERWEAPON_SpyDrone 8328 CreateLocation = CREATE_ABOVE_LOCATION 8329 End 8330 Behavior = OCLSpecialPower ModuleTag_22 8331 SpecialPowerTemplate = SuperweaponParadropAmerica 8332 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 8333 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 8334 OCL = SUPERWEAPON_Paradrop1 8335 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8336 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 8337 End 8338 ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05 8339 ; SpecialPowerTemplate = SuperweaponCarpetBomb 8340 ; OCL = SUPERWEAPON_CarpetBomb 8341 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8342 ; End 8343 Behavior = OCLSpecialPower ModuleTag_24 8344 SpecialPowerTemplate = SpecialPowerSpySatellite 8345 OCL = SUPERWEAPON_SpySatellite 8346 CreateLocation = CREATE_AT_LOCATION 8347 End 8348 Behavior = OCLSpecialPower ModuleTag_25 8349 SpecialPowerTemplate = SuperweaponCrateDrop 8350 OCL = SUPERWEAPON_CrateDrop 8351 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8352 End 8353 Behavior = OCLSpecialPower ModuleTag_26 8354 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike 8355 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 8356 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 8357 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 8358 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8359 End 8360 Behavior = OCLSpecialPower ModuleTag_27 8361 SpecialPowerTemplate = SuperweaponEmergencyRepair 8362 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 8363 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 8364 OCL = SUPERWEAPON_RepairVehicles1 8365 CreateLocation = CREATE_AT_LOCATION 8366 End 8367 8368 ;;;; **NOTE put this back in? 8369 8370 ; note that this power isn't normally available to human players, only to AI ones 8371 ;Behavior = DefectorSpecialPower ModuleTag_28 8372 ; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params 8373 ;End 8374 8375 ;Kris: Now launched by OCLSpecialPower for DaisyCutter. 8376 ;Behavior = OCLSpecialPower ModuleTag_29 8377 ; SpecialPowerTemplate = SuperweaponMOAB 8378 ; OCL = SUPERWEAPON_MOAB 8379 ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8380 ;End 8381 8382 Behavior = FlammableUpdate ModuleTag_30 8383 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8384 AflameDamageAmount = 5 ; taking this much damage... 8385 AflameDamageDelay = 500 ; this often. 8386 End 8387 8388 Behavior = TransitionDamageFX ModuleTag_31 8389 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 8390 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8391 ;--------------------------------------------------------------------------------------- 8392 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8393 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8394 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8395 End 8396 8397 8398 Behavior = SpecialAbility ModuleTag_32 8399 SpecialPowerTemplate = SuperweaponSpectreGunship 8400 UpdateModuleStartsAttack = Yes 8401 End 8402 Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33 8403 SpecialPowerTemplate = SuperweaponSpectreGunship 8404 GunshipTemplateName = AmericaJetSpectreGunship 8405 AttackAreaRadius = 200 8406 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 8407 ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET 8408 End 8409 Behavior = OCLSpecialPower ModuleTag_34 8410 SpecialPowerTemplate = SuperweaponLeafletDrop 8411 OCL = SUPERWEAPON_LeafletDrop 8412 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 8413 End 8414 8415 ;Behavior = CommandSetUpgrade ModuleTag_35 8416 ; CommandSet = Lazr_AmericaCommandCenterCommandSetToMOAB 8417 ; TriggeredBy = Upgrade_AmericaMOAB 8418 ;End 8419 Behavior = GrantScienceUpgrade ModuleTag_Science 8420 GrantScience = SCIENCE_MOAB 8421 TriggeredBy = Upgrade_AmericaMOAB 8422 End 8423 8424 Geometry = BOX 8425 GeometryMajorRadius = 60.0 8426 GeometryMinorRadius = 70.0 8427 GeometryHeight = 49.0 8428 GeometryIsSmall = No 8429 FactoryExitWidth = 25 ; How much space to leave for units exiting. 8430 Shadow = SHADOW_VOLUME 8431 BuildCompletion = PLACED_BY_PLAYER 8432 8433 End 8434 8435 8436 8437 8438 ;------------------------------------------------------------------------------ 8439 Object Lazr_AmericaPowerPlant 8440 8441 ; *** ART Parameters *** 8442 SelectPortrait = SAPowerPlant_L 8443 ButtonImage = SAPowerPlant 8444 8445 ; ---- the building itself ------ 8446 Draw = W3DModelDraw ModuleTag_01 8447 OkToChangeModelColor = Yes 8448 8449 ; day ******************************************** 8450 ConditionState = NONE; 8451 Model = ABPWRPLANT 8452 Animation = ABPWRPLANT.ABPWRPLANT 8453 AnimationMode = LOOP 8454 ParticleSysBone = Smoke02 SteamVent 8455 End 8456 ConditionState = DAMAGED 8457 Model = ABPWRPLANT_D 8458 ParticleSysBone = Smoke01 SmolderingSmoke 8459 ParticleSysBone = Smoke02 SteamVent 8460 ParticleSysBone = Smoke03 SmolderingSmoke 8461 ParticleSysBone = Fire01 SmolderingFireLarge 8462 ParticleSysBone = Sparks01 LiveWireSparks 8463 ParticleSysBone = Sparks02 LiveWireSparks 8464 End 8465 ConditionState = REALLYDAMAGED RUBBLE 8466 Model = ABPWRPLANT_E 8467 ParticleSysBone = Smoke01 SmolderingSmoke 8468 ParticleSysBone = Smoke02 SteamVent 8469 ParticleSysBone = Smoke03 SmolderingSmoke 8470 ParticleSysBone = Smoke04 SmolderingSmoke 8471 ParticleSysBone = Smoke05 SmolderingSmoke 8472 ParticleSysBone = Smoke06 SmolderingSmoke 8473 ParticleSysBone = Fire01 SmolderingFireLarge 8474 ParticleSysBone = Fire02 SmolderingFireLarge 8475 ParticleSysBone = Fire03 SmolderingFireLarge 8476 ParticleSysBone = Spark01 LiveWireSparks 8477 End 8478 8479 ; day upgrade 8480 ConditionState = POWER_PLANT_UPGRADED ; 8481 Model = ABPWRPLANT 8482 Animation = ABPWRPLANT.ABPWRPLANT 8483 AnimationMode = LOOP 8484 ParticleSysBone = Smoke02 SteamVent 8485 ParticleSysBone = Spark01 LiveWireSparks 8486 ParticleSysBone = Spark02 LiveWireSparks02 8487 ParticleSysBone = Spark03 LiveWireSparks02 8488 ParticleSysBone = Spark04 LiveWireSparks 8489 ParticleSysBone = Spark05 LiveWireSparks02 8490 ParticleSysBone = Spark06 LiveWireSparks 8491 End 8492 ConditionState = DAMAGED POWER_PLANT_UPGRADED 8493 Model = ABPWRPLANT_D 8494 ParticleSysBone = Smoke01 SmolderingSmoke 8495 ParticleSysBone = Smoke02 SteamVent 8496 ParticleSysBone = Smoke03 SmolderingSmoke 8497 ParticleSysBone = Fire01 SmolderingFireLarge 8498 ParticleSysBone = Spark01 LiveWireSparks 8499 ParticleSysBone = Spark02 LiveWireSparks02 8500 ParticleSysBone = Spark03 LiveWireSparks02 8501 ParticleSysBone = Spark04 LiveWireSparks 8502 ParticleSysBone = Spark05 LiveWireSparks02 8503 ParticleSysBone = Spark06 LiveWireSparks 8504 End 8505 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 8506 Model = ABPWRPLANT_E 8507 ParticleSysBone = Smoke01 SmolderingSmoke 8508 ParticleSysBone = Smoke02 SteamVent 8509 ParticleSysBone = Smoke03 SmolderingSmoke 8510 ParticleSysBone = Smoke04 SmolderingSmoke 8511 ParticleSysBone = Smoke05 SmolderingSmoke 8512 ParticleSysBone = Smoke06 SmolderingSmoke 8513 ParticleSysBone = Fire01 SmolderingFireLarge 8514 ParticleSysBone = Fire02 SmolderingFireLarge 8515 ParticleSysBone = Fire03 SmolderingFireLarge 8516 ParticleSysBone = Spark01 LiveWireSparks 8517 ParticleSysBone = Spark02 LiveWireSparks02 8518 ParticleSysBone = Spark03 LiveWireSparks02 8519 ParticleSysBone = Spark04 LiveWireSparks 8520 ParticleSysBone = Spark05 LiveWireSparks02 8521 ParticleSysBone = Spark06 LiveWireSparks 8522 End 8523 8524 ; night 8525 ConditionState = NIGHT; 8526 Model = ABPWRPLANT_N 8527 Animation = ABPWRPLANT_N.ABPWRPLANT_N 8528 AnimationMode = LOOP 8529 ParticleSysBone = Smoke02 SteamVent 8530 End 8531 ConditionState = DAMAGED NIGHT 8532 Model = ABPWRPLANT_DN 8533 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 8534 AnimationMode = LOOP 8535 ParticleSysBone = Smoke01 SmolderingSmoke 8536 ParticleSysBone = Smoke02 SteamVent 8537 ParticleSysBone = Smoke03 SmolderingSmoke 8538 ParticleSysBone = Fire01 SmolderingFireLarge 8539 ParticleSysBone = Sparks01 LiveWireSparks 8540 ParticleSysBone = Sparks02 LiveWireSparks 8541 ParticleSysBone = Sparks03 LiveWireSparks02 8542 End 8543 ConditionState = REALLYDAMAGED RUBBLE NIGHT; 8544 Model = ABPWRPLANT_EN 8545 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 8546 AnimationMode = LOOP 8547 ParticleSysBone = Smoke01 SmolderingSmoke 8548 ParticleSysBone = Smoke02 SteamVent 8549 ParticleSysBone = Smoke03 SmolderingSmoke 8550 ParticleSysBone = Smoke04 SmolderingSmoke 8551 ParticleSysBone = Smoke05 SmolderingSmoke 8552 ParticleSysBone = Smoke06 SmolderingSmoke 8553 ParticleSysBone = Fire01 SmolderingFireLarge 8554 ParticleSysBone = Fire02 SmolderingFireLarge 8555 ParticleSysBone = Fire03 SmolderingFireLarge 8556 ParticleSysBone = Sparks01 LiveWireSparks 8557 ParticleSysBone = Sparks02 LiveWireSparks02 8558 ParticleSysBone = Sparks03 LiveWireSparks02 8559 ParticleSysBone = Sparks04 LiveWireSparks 8560 ParticleSysBone = Sparks05 LiveWireSparks02 8561 ParticleSysBone = Sparks07 LiveWireSparks 8562 End 8563 8564 ; night upgraded 8565 ConditionState = NIGHT POWER_PLANT_UPGRADED 8566 Model = ABPWRPLANT_N 8567 Animation = ABPWRPLANT_N.ABPWRPLANT_N 8568 AnimationMode = LOOP 8569 ParticleSysBone = Smoke02 SteamVent 8570 ParticleSysBone = Sparks02 LiveWireSparks02 8571 ParticleSysBone = Sparks03 LiveWireSparks02 8572 ParticleSysBone = Sparks04 LiveWireSparks 8573 ParticleSysBone = Sparks05 LiveWireSparks02 8574 ParticleSysBone = Sparks07 LiveWireSparks 8575 ParticleSysBone = Sparks08 LiveWireSparks02 8576 ParticleSysBone = Sparks09 LiveWireSparks 8577 ParticleSysBone = Sparks10 LiveWireSparks02 8578 ParticleSysBone = Sparks11 LiveWireSparks 8579 End 8580 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED 8581 Model = ABPWRPLANT_DN 8582 Animation = ABPWRPLANT_DN.ABPWRPLANT_DN 8583 AnimationMode = LOOP 8584 ParticleSysBone = Smoke01 SmolderingSmoke 8585 ParticleSysBone = Smoke02 SteamVent 8586 ParticleSysBone = Smoke03 SmolderingSmoke 8587 ParticleSysBone = Fire01 SmolderingFireLarge 8588 ParticleSysBone = Sparks02 LiveWireSparks02 8589 ParticleSysBone = Sparks03 LiveWireSparks02 8590 ParticleSysBone = Sparks04 LiveWireSparks 8591 ParticleSysBone = Sparks05 LiveWireSparks02 8592 ParticleSysBone = Sparks07 LiveWireSparks 8593 ParticleSysBone = Sparks08 LiveWireSparks02 8594 ParticleSysBone = Sparks09 LiveWireSparks 8595 ParticleSysBone = Sparks10 LiveWireSparks02 8596 ParticleSysBone = Sparks11 LiveWireSparks 8597 End 8598 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 8599 Model = ABPWRPLANT_EN 8600 Animation = ABPWRPLANT_EN.ABPWRPLANT_EN 8601 AnimationMode = LOOP 8602 ParticleSysBone = Smoke01 SmolderingSmoke 8603 ParticleSysBone = Smoke02 SteamVent 8604 ParticleSysBone = Smoke03 SmolderingSmoke 8605 ParticleSysBone = Smoke04 SmolderingSmoke 8606 ParticleSysBone = Smoke05 SmolderingSmoke 8607 ParticleSysBone = Smoke06 SmolderingSmoke 8608 ParticleSysBone = Fire01 SmolderingFireLarge 8609 ParticleSysBone = Fire02 SmolderingFireLarge 8610 ParticleSysBone = Fire03 SmolderingFireLarge 8611 ParticleSysBone = Sparks02 LiveWireSparks02 8612 ParticleSysBone = Sparks03 LiveWireSparks02 8613 ParticleSysBone = Sparks04 LiveWireSparks 8614 ParticleSysBone = Sparks05 LiveWireSparks02 8615 ParticleSysBone = Sparks07 LiveWireSparks 8616 ParticleSysBone = Sparks08 LiveWireSparks02 8617 ParticleSysBone = Sparks09 LiveWireSparks 8618 ParticleSysBone = Sparks10 LiveWireSparks02 8619 ParticleSysBone = Sparks11 LiveWireSparks 8620 End 8621 8622 8623 ; day ******************************************** 8624 ConditionState = SNOW 8625 Model = ABPWRPLANT_S 8626 Animation = ABPWRPLANT_S.ABPWRPLANT_S 8627 AnimationMode = LOOP 8628 ParticleSysBone = Smoke02 SteamVent 8629 End 8630 ConditionState = DAMAGED SNOW 8631 Model = ABPWRPLANT_DS 8632 ParticleSysBone = Smoke01 SmolderingSmoke 8633 ParticleSysBone = Smoke02 SteamVent 8634 ParticleSysBone = Smoke03 SmolderingSmoke 8635 ParticleSysBone = Fire01 SmolderingFireLarge 8636 ParticleSysBone = Sparks01 LiveWireSparks 8637 ParticleSysBone = Sparks02 LiveWireSparks 8638 End 8639 ConditionState = REALLYDAMAGED RUBBLE SNOW 8640 Model = ABPWRPLANT_ES 8641 ParticleSysBone = Smoke01 SmolderingSmoke 8642 ParticleSysBone = Smoke02 SteamVent 8643 ParticleSysBone = Smoke03 SmolderingSmoke 8644 ParticleSysBone = Smoke04 SmolderingSmoke 8645 ParticleSysBone = Smoke05 SmolderingSmoke 8646 ParticleSysBone = Smoke06 SmolderingSmoke 8647 ParticleSysBone = Fire01 SmolderingFireLarge 8648 ParticleSysBone = Fire02 SmolderingFireLarge 8649 ParticleSysBone = Fire03 SmolderingFireLarge 8650 ParticleSysBone = Spark01 LiveWireSparks 8651 End 8652 8653 8654 ; day upgrade 8655 ConditionState = POWER_PLANT_UPGRADED SNOW; 8656 Model = ABPWRPLANT_S 8657 Animation = ABPWRPLANT_S.ABPWRPLANT_S 8658 AnimationMode = LOOP 8659 ParticleSysBone = Smoke02 SteamVent 8660 ParticleSysBone = Spark01 LiveWireSparks 8661 ParticleSysBone = Spark02 LiveWireSparks02 8662 ParticleSysBone = Spark03 LiveWireSparks02 8663 ParticleSysBone = Spark04 LiveWireSparks 8664 ParticleSysBone = Spark05 LiveWireSparks02 8665 ParticleSysBone = Spark06 LiveWireSparks 8666 End 8667 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 8668 Model = ABPWRPLANT_DS 8669 ParticleSysBone = Smoke01 SmolderingSmoke 8670 ParticleSysBone = Smoke02 SteamVent 8671 ParticleSysBone = Smoke03 SmolderingSmoke 8672 ParticleSysBone = Fire01 SmolderingFireLarge 8673 ParticleSysBone = Spark01 LiveWireSparks 8674 ParticleSysBone = Spark02 LiveWireSparks02 8675 ParticleSysBone = Spark03 LiveWireSparks02 8676 ParticleSysBone = Spark04 LiveWireSparks 8677 ParticleSysBone = Spark05 LiveWireSparks02 8678 ParticleSysBone = Spark06 LiveWireSparks 8679 End 8680 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 8681 Model = ABPWRPLANT_ES 8682 ParticleSysBone = Smoke01 SmolderingSmoke 8683 ParticleSysBone = Smoke02 SteamVent 8684 ParticleSysBone = Smoke03 SmolderingSmoke 8685 ParticleSysBone = Smoke04 SmolderingSmoke 8686 ParticleSysBone = Smoke05 SmolderingSmoke 8687 ParticleSysBone = Smoke06 SmolderingSmoke 8688 ParticleSysBone = Fire01 SmolderingFireLarge 8689 ParticleSysBone = Fire02 SmolderingFireLarge 8690 ParticleSysBone = Fire03 SmolderingFireLarge 8691 ParticleSysBone = Spark01 LiveWireSparks 8692 ParticleSysBone = Spark02 LiveWireSparks02 8693 ParticleSysBone = Spark03 LiveWireSparks02 8694 ParticleSysBone = Spark04 LiveWireSparks 8695 ParticleSysBone = Spark05 LiveWireSparks02 8696 ParticleSysBone = Spark06 LiveWireSparks 8697 End 8698 8699 8700 ; night 8701 ConditionState = NIGHT SNOW; 8702 Model = ABPWRPLANT_NS 8703 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 8704 AnimationMode = LOOP 8705 ParticleSysBone = Smoke02 SteamVent 8706 End 8707 ConditionState = DAMAGED NIGHT SNOW 8708 Model = ABPWRPLANT_DNS 8709 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 8710 AnimationMode = LOOP 8711 ParticleSysBone = Smoke01 SmolderingSmoke 8712 ParticleSysBone = Smoke02 SteamVent 8713 ParticleSysBone = Smoke03 SmolderingSmoke 8714 ParticleSysBone = Fire01 SmolderingFireLarge 8715 ParticleSysBone = Sparks01 LiveWireSparks 8716 ParticleSysBone = Sparks02 LiveWireSparks 8717 ParticleSysBone = Sparks03 LiveWireSparks02 8718 End 8719 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; 8720 Model = ABPWRPLANT_ENS 8721 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 8722 AnimationMode = LOOP 8723 ParticleSysBone = Smoke01 SmolderingSmoke 8724 ParticleSysBone = Smoke02 SteamVent 8725 ParticleSysBone = Smoke03 SmolderingSmoke 8726 ParticleSysBone = Smoke04 SmolderingSmoke 8727 ParticleSysBone = Smoke05 SmolderingSmoke 8728 ParticleSysBone = Smoke06 SmolderingSmoke 8729 ParticleSysBone = Fire01 SmolderingFireLarge 8730 ParticleSysBone = Fire02 SmolderingFireLarge 8731 ParticleSysBone = Fire03 SmolderingFireLarge 8732 ParticleSysBone = Sparks01 LiveWireSparks 8733 ParticleSysBone = Sparks02 LiveWireSparks02 8734 ParticleSysBone = Sparks03 LiveWireSparks02 8735 ParticleSysBone = Sparks04 LiveWireSparks 8736 ParticleSysBone = Sparks05 LiveWireSparks02 8737 ParticleSysBone = Sparks07 LiveWireSparks 8738 End 8739 8740 ; night upgraded 8741 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 8742 Model = ABPWRPLANT_NS 8743 Animation = ABPWRPLANT_NS.ABPWRPLANT_NS 8744 AnimationMode = LOOP 8745 ParticleSysBone = Smoke02 SteamVent 8746 ParticleSysBone = Sparks02 LiveWireSparks02 8747 ParticleSysBone = Sparks03 LiveWireSparks02 8748 ParticleSysBone = Sparks04 LiveWireSparks 8749 ParticleSysBone = Sparks05 LiveWireSparks02 8750 ParticleSysBone = Sparks07 LiveWireSparks 8751 ParticleSysBone = Sparks08 LiveWireSparks02 8752 ParticleSysBone = Sparks09 LiveWireSparks 8753 ParticleSysBone = Sparks10 LiveWireSparks02 8754 ParticleSysBone = Sparks11 LiveWireSparks 8755 End 8756 ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW 8757 Model = ABPWRPLANT_DNS 8758 Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS 8759 AnimationMode = LOOP 8760 ParticleSysBone = Smoke01 SmolderingSmoke 8761 ParticleSysBone = Smoke02 SteamVent 8762 ParticleSysBone = Smoke03 SmolderingSmoke 8763 ParticleSysBone = Fire01 SmolderingFireLarge 8764 ParticleSysBone = Sparks02 LiveWireSparks02 8765 ParticleSysBone = Sparks03 LiveWireSparks02 8766 ParticleSysBone = Sparks04 LiveWireSparks 8767 ParticleSysBone = Sparks05 LiveWireSparks02 8768 ParticleSysBone = Sparks07 LiveWireSparks 8769 ParticleSysBone = Sparks08 LiveWireSparks02 8770 ParticleSysBone = Sparks09 LiveWireSparks 8771 ParticleSysBone = Sparks10 LiveWireSparks02 8772 ParticleSysBone = Sparks11 LiveWireSparks 8773 End 8774 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 8775 Model = ABPWRPLANT_ENS 8776 Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS 8777 AnimationMode = LOOP 8778 ParticleSysBone = Smoke01 SmolderingSmoke 8779 ParticleSysBone = Smoke02 SteamVent 8780 ParticleSysBone = Smoke03 SmolderingSmoke 8781 ParticleSysBone = Smoke04 SmolderingSmoke 8782 ParticleSysBone = Smoke05 SmolderingSmoke 8783 ParticleSysBone = Smoke06 SmolderingSmoke 8784 ParticleSysBone = Fire01 SmolderingFireLarge 8785 ParticleSysBone = Fire02 SmolderingFireLarge 8786 ParticleSysBone = Fire03 SmolderingFireLarge 8787 ParticleSysBone = Sparks02 LiveWireSparks02 8788 ParticleSysBone = Sparks03 LiveWireSparks02 8789 ParticleSysBone = Sparks04 LiveWireSparks 8790 ParticleSysBone = Sparks05 LiveWireSparks02 8791 ParticleSysBone = Sparks07 LiveWireSparks 8792 ParticleSysBone = Sparks08 LiveWireSparks02 8793 ParticleSysBone = Sparks09 LiveWireSparks 8794 ParticleSysBone = Sparks10 LiveWireSparks02 8795 ParticleSysBone = Sparks11 LiveWireSparks 8796 End 8797 8798 ;************************************************************************************************************************** 8799 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8800 ;for this draw module 8801 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8802 Model = ABPWRPLANT 8803 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8804 End 8805 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8806 Model = ABPWRPLANT_D 8807 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8808 End 8809 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8810 Model = ABPWRPLANT_E 8811 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8812 End 8813 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8814 Model = ABPWRPLANT_N 8815 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8816 End 8817 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8818 Model = ABPWRPLANT_DN 8819 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8820 End 8821 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8822 Model = ABPWRPLANT_EN 8823 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8824 End 8825 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8826 Model = ABPWRPLANT_S 8827 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8828 End 8829 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8830 Model = ABPWRPLANT_DS 8831 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8832 End 8833 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8834 Model = ABPWRPLANT_ES 8835 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8836 End 8837 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8838 Model = ABPWRPLANT_NS 8839 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8840 End 8841 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8842 Model = ABPWRPLANT_DNS 8843 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8844 End 8845 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8846 Model = ABPWRPLANT_ENS 8847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8848 End 8849 8850 ConditionState = AWAITING_CONSTRUCTION 8851 Model = NONE 8852 End 8853 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8854 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8855 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8856 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8857 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8858 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8859 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8860 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8861 AliasConditionState = SOLD DAMAGED 8862 AliasConditionState = SOLD REALLYDAMAGED 8863 AliasConditionState = SOLD NIGHT 8864 AliasConditionState = SOLD NIGHT DAMAGED 8865 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8866 AliasConditionState = SOLD SNOW 8867 AliasConditionState = SOLD SNOW DAMAGED 8868 AliasConditionState = SOLD SNOW REALLYDAMAGED 8869 AliasConditionState = SOLD NIGHT SNOW 8870 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8871 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8872 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 8873 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 8874 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 8875 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 8876 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 8877 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 8878 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 8879 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 8880 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 8881 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 8882 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 8883 ;************************************************************************************************************************** 8884 8885 8886 8887 8888 8889 8890 End 8891 8892 ; ------------ construction-zone fence ----------------- 8893 8894 Draw = W3DModelDraw ModuleTag_02 8895 AnimationsRequirePower = No 8896 DefaultConditionState 8897 Model = None 8898 TransitionKey = DOWN_DEFAULT 8899 End 8900 ConditionState = NIGHT 8901 Model = None 8902 TransitionKey = DOWN_DEFAULT 8903 End 8904 ConditionState = SNOW 8905 Model = None 8906 TransitionKey = DOWN_DEFAULT 8907 End 8908 ConditionState = SNOW NIGHT 8909 Model = None 8910 TransitionKey = DOWN_DEFAULT 8911 End 8912 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8913 Model = ABPwrPlant_A4 8914 Animation = ABPwrPlant_A4.ABPwrPlant_A4 8915 AnimationMode = MANUAL 8916 Flags = START_FRAME_LAST 8917 TransitionKey = UP_DAY 8918 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8919 ParticleSysBone = SparksS01 LiveWireSparks02 8920 End 8921 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8922 Model = ABPwrPlant_A4N 8923 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 8924 AnimationMode = MANUAL 8925 Flags = START_FRAME_LAST 8926 TransitionKey = UP_NIGHT 8927 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8928 ParticleSysBone = SparksS01 LiveWireSparks02 8929 End 8930 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8931 Model = ABPwrPlant_A4S 8932 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8933 AnimationMode = MANUAL 8934 Flags = START_FRAME_LAST 8935 TransitionKey = UP_SNOW 8936 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8937 ParticleSysBone = SparksS01 LiveWireSparks02 8938 End 8939 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8940 Model = ABPwrPlant_A4S 8941 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8942 AnimationMode = MANUAL 8943 Flags = START_FRAME_LAST 8944 TransitionKey = UP_SNOWNIGHT 8945 ParticleSysBone = SmokeS01 SmokeBuildingSmall 8946 ParticleSysBone = SparksS01 LiveWireSparks02 8947 End 8948 TransitionState = DOWN_DEFAULT UP_DAY 8949 Model = ABPwrPlant_A4 8950 Animation = ABPwrPlant_A4.ABPwrPlant_A4 8951 AnimationMode = ONCE 8952 AnimationSpeedFactorRange = 1.0 1.0 8953 Flags = START_FRAME_FIRST 8954 End 8955 TransitionState = DOWN_DEFAULT UP_NIGHT 8956 Model = ABPwrPlant_A4N 8957 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 8958 AnimationMode = ONCE 8959 AnimationSpeedFactorRange = 1.0 1.0 8960 Flags = START_FRAME_FIRST 8961 End 8962 TransitionState = DOWN_DEFAULT UP_SNOW 8963 Model = ABPwrPlant_A4S 8964 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8965 AnimationMode = ONCE 8966 AnimationSpeedFactorRange = 1.0 1.0 8967 Flags = START_FRAME_FIRST 8968 End 8969 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8970 Model = ABPwrPlant_A4SN 8971 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 8972 AnimationMode = ONCE 8973 AnimationSpeedFactorRange = 1.0 1.0 8974 Flags = START_FRAME_FIRST 8975 End 8976 TransitionState = UP_DAY DOWN_DEFAULT 8977 Model = ABPwrPlant_A4 8978 Animation = ABPwrPlant_A4.ABPwrPlant_A4 8979 AnimationMode = ONCE_BACKWARDS 8980 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8981 Flags = START_FRAME_LAST 8982 End 8983 TransitionState = UP_NIGHT DOWN_DEFAULT 8984 Model = ABPwrPlant_A4N 8985 Animation = ABPwrPlant_A4N.ABPwrPlant_A4N 8986 AnimationMode = ONCE_BACKWARDS 8987 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8988 Flags = START_FRAME_LAST 8989 End 8990 TransitionState = UP_SNOW DOWN_DEFAULT 8991 Model = ABPwrPlant_A4S 8992 Animation = ABPwrPlant_A4S.ABPwrPlant_A4S 8993 AnimationMode = ONCE_BACKWARDS 8994 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8995 Flags = START_FRAME_LAST 8996 End 8997 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8998 Model = ABPwrPlant_A4SN 8999 Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN 9000 AnimationMode = ONCE_BACKWARDS 9001 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9002 Flags = START_FRAME_LAST 9003 End 9004 End 9005 9006 ; ------------ under-construction scaffolding ----------------- 9007 Draw = W3DModelDraw ModuleTag_03 9008 AnimationsRequirePower = No 9009 MinLODRequired = MEDIUM 9010 DefaultConditionState 9011 Model = None 9012 TransitionKey = DOWN_DEFAULT 9013 End 9014 ConditionState = NIGHT 9015 Model = None 9016 TransitionKey = DOWN_DEFAULT 9017 End 9018 ConditionState = SNOW 9019 Model = None 9020 TransitionKey = DOWN_DEFAULT 9021 End 9022 ConditionState = SNOW NIGHT 9023 Model = None 9024 TransitionKey = DOWN_DEFAULT 9025 End 9026 ConditionState = PARTIALLY_CONSTRUCTED 9027 Model = ABPwrPlant_A6 9028 Animation = ABPwrPlant_A6.ABPwrPlant_A6 9029 AnimationMode = MANUAL 9030 Flags = START_FRAME_LAST 9031 TransitionKey = UP_DAY 9032 ParticleSysBone = SparksS01 BuildUpBlueSpark 9033 ParticleSysBone = SparksS02 BuildUpBlueSpark 9034 ParticleSysBone = SparksS03 SparksSmall 9035 ParticleSysBone = SparksS06 BuildUpBlueSpark 9036 End 9037 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9038 Model = ABPwrPlant_A6N 9039 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 9040 AnimationMode = MANUAL 9041 Flags = START_FRAME_LAST 9042 TransitionKey = UP_NIGHT 9043 ParticleSysBone = SparksS01 BuildUpBlueSpark 9044 ParticleSysBone = SparksS02 BuildUpBlueSpark 9045 ParticleSysBone = SparksS03 SparksSmall 9046 ParticleSysBone = SparksS06 BuildUpBlueSpark 9047 End 9048 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9049 Model = ABPwrPlant_A6S 9050 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 9051 AnimationMode = MANUAL 9052 Flags = START_FRAME_LAST 9053 TransitionKey = UP_SNOW 9054 ParticleSysBone = SparksS01 BuildUpBlueSpark 9055 ParticleSysBone = SparksS02 BuildUpBlueSpark 9056 ParticleSysBone = SparksS03 SparksSmall 9057 ParticleSysBone = SparksS06 BuildUpBlueSpark 9058 End 9059 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9060 Model = ABPwrPlant_A6SN 9061 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 9062 AnimationMode = MANUAL 9063 Flags = START_FRAME_LAST 9064 TransitionKey = UP_SNOWNIGHT 9065 ParticleSysBone = SparksS01 BuildUpBlueSpark 9066 ParticleSysBone = SparksS02 BuildUpBlueSpark 9067 ParticleSysBone = SparksS03 SparksSmall 9068 ParticleSysBone = SparksS06 BuildUpBlueSpark 9069 End 9070 TransitionState = DOWN_DEFAULT UP_DAY 9071 Model = ABPwrPlant_A6 9072 Animation = ABPwrPlant_A6.ABPwrPlant_A6 9073 AnimationMode = ONCE 9074 AnimationSpeedFactorRange = 1.0 1.0 9075 Flags = START_FRAME_FIRST 9076 End 9077 TransitionState = DOWN_DEFAULT UP_NIGHT 9078 Model = ABPwrPlant_A6N 9079 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 9080 AnimationMode = ONCE 9081 AnimationSpeedFactorRange = 1.0 1.0 9082 Flags = START_FRAME_FIRST 9083 End 9084 TransitionState = DOWN_DEFAULT UP_SNOW 9085 Model = ABPwrPlant_A6S 9086 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 9087 AnimationMode = ONCE 9088 9089 AnimationSpeedFactorRange = 1.0 1.0 9090 Flags = START_FRAME_FIRST 9091 End 9092 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9093 Model = ABPwrPlant_A6SN 9094 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 9095 AnimationMode = ONCE 9096 AnimationSpeedFactorRange = 1.0 1.0 9097 Flags = START_FRAME_FIRST 9098 End 9099 TransitionState = UP_DAY DOWN_DEFAULT 9100 Model = ABPwrPlant_A6 9101 Animation = ABPwrPlant_A6.ABPwrPlant_A6 9102 AnimationMode = ONCE_BACKWARDS 9103 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9104 Flags = START_FRAME_LAST 9105 End 9106 TransitionState = UP_NIGHT DOWN_DEFAULT 9107 Model = ABPwrPlant_A6N 9108 Animation = ABPwrPlant_A6N.ABPwrPlant_A6N 9109 AnimationMode = ONCE_BACKWARDS 9110 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9111 Flags = START_FRAME_LAST 9112 End 9113 TransitionState = UP_SNOW DOWN_DEFAULT 9114 Model = ABPwrPlant_A6S 9115 Animation = ABPwrPlant_A6S.ABPwrPlant_A6S 9116 AnimationMode = ONCE_BACKWARDS 9117 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9118 Flags = START_FRAME_LAST 9119 End 9120 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9121 Model = ABPwrPlant_A6SN 9122 Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN 9123 AnimationMode = ONCE_BACKWARDS 9124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9125 Flags = START_FRAME_LAST 9126 End 9127 End 9128 9129 ; ------------ being-constructed crane ----------------- 9130 Draw = W3DModelDraw ModuleTag_04 9131 AnimationsRequirePower = No 9132 DefaultConditionState 9133 Model = None 9134 TransitionKey = DOWN_DEFAULT 9135 End 9136 ConditionState = NIGHT 9137 Model = None 9138 TransitionKey = DOWN_DEFAULT 9139 End 9140 ConditionState = SNOW 9141 Model = None 9142 TransitionKey = DOWN_DEFAULT 9143 End 9144 ConditionState = SNOW NIGHT 9145 Model = None 9146 TransitionKey = DOWN_DEFAULT 9147 End 9148 ConditionState = SOLD 9149 Model = NONE 9150 End 9151 9152 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9153 Model = ABPwrPlant_A5 9154 Animation = ABPwrPlant_A5.ABPwrPlant_A5 9155 AnimationMode = LOOP 9156 TransitionKey = UP_DAY 9157 End 9158 9159 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9160 Model = ABPwrPlant_A5N 9161 Animation = ABPwrPlant_A5N.ABPwrPlant_A5N 9162 AnimationMode = LOOP 9163 TransitionKey = UP_NIGHT 9164 End 9165 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9166 Model = ABPwrPlant_A5S 9167 Animation = ABPwrPlant_A5S.ABPwrPlant_A5S 9168 AnimationMode = LOOP 9169 TransitionKey = UP_SNOW 9170 End 9171 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9172 Model = ABPwrPlant_A5SN 9173 Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN 9174 AnimationMode = LOOP 9175 TransitionKey = UP_SNOWNIGHT 9176 End 9177 TransitionState = DOWN_DEFAULT UP_DAY 9178 Model = ABPwrPlant_AB 9179 Animation = ABPwrPlant_AB.ABPwrPlant_AB 9180 AnimationMode = ONCE 9181 AnimationSpeedFactorRange = 1.0 1.0 9182 Flags = START_FRAME_FIRST 9183 End 9184 9185 TransitionState = DOWN_DEFAULT UP_NIGHT 9186 Model = ABPwrPlant_ABN 9187 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 9188 AnimationMode = ONCE 9189 AnimationSpeedFactorRange = 1.0 1.0 9190 Flags = START_FRAME_FIRST 9191 End 9192 9193 TransitionState = DOWN_DEFAULT UP_SNOW 9194 Model = ABPwrPlant_ABS 9195 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 9196 AnimationMode = ONCE 9197 AnimationSpeedFactorRange = 1.0 1.0 9198 Flags = START_FRAME_FIRST 9199 End 9200 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9201 Model = ABPwrPlant_ABSN 9202 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 9203 AnimationMode = ONCE 9204 AnimationSpeedFactorRange = 1.0 1.0 9205 Flags = START_FRAME_FIRST 9206 End 9207 TransitionState = UP_DAY DOWN_DEFAULT 9208 Model = ABPwrPlant_AB 9209 Animation = ABPwrPlant_AB.ABPwrPlant_AB 9210 AnimationMode = ONCE_BACKWARDS 9211 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9212 Flags = START_FRAME_LAST 9213 End 9214 TransitionState = UP_NIGHT DOWN_DEFAULT 9215 Model = ABPwrPlant_ABN 9216 Animation = ABPwrPlant_ABN.ABPwrPlant_ABN 9217 AnimationMode = ONCE_BACKWARDS 9218 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9219 Flags = START_FRAME_LAST 9220 End 9221 TransitionState = UP_SNOW DOWN_DEFAULT 9222 Model = ABPwrPlant_ABS 9223 Animation = ABPwrPlant_ABS.ABPwrPlant_ABS 9224 AnimationMode = ONCE_BACKWARDS 9225 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9226 Flags = START_FRAME_LAST 9227 End 9228 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9229 Model = ABPwrPlant_ABSN 9230 Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN 9231 AnimationMode = ONCE_BACKWARDS 9232 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9233 Flags = START_FRAME_LAST 9234 End 9235 End 9236 9237 ; ---- the control rods ----- 9238 Draw = W3DModelDraw ModuleTag_05 9239 OkToChangeModelColor = Yes 9240 9241 ; no upgrade 9242 ConditionState = NONE 9243 Model ABPWRPLANT_A1 9244 End 9245 AliasConditionState = SNOW 9246 AliasConditionState = NIGHT 9247 AliasConditionState = SNOW NIGHT 9248 9249 ConditionState = DAMAGED 9250 Model ABPWRPLANT_A1D 9251 End 9252 AliasConditionState = DAMAGED SNOW 9253 AliasConditionState = DAMAGED NIGHT 9254 AliasConditionState = DAMAGED SNOW NIGHT 9255 9256 ConditionState = REALLYDAMAGED RUBBLE 9257 Model ABPWRPLANT_A1E 9258 End 9259 AliasConditionState = REALLYDAMAGED RUBBLE SNOW 9260 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 9261 AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 9262 9263 9264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9265 Model = ABPWRPLANT_A1 9266 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9267 End 9268 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9269 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9270 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 9271 9272 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9273 Model = ABPWRPLANT_A1D 9274 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9275 End 9276 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9277 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9278 AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 9279 9280 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9281 Model = ABPWRPLANT_A1E 9282 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9283 End 9284 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9285 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9286 AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT 9287 9288 ; first to upgrade 9289 ConditionState = POWER_PLANT_UPGRADING 9290 Model ABPWRPLANT_A1 9291 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 9292 AnimationMode = ONCE 9293 Flags = START_FRAME_FIRST 9294 End 9295 AliasConditionState = POWER_PLANT_UPGRADING SNOW 9296 AliasConditionState = POWER_PLANT_UPGRADING NIGHT 9297 AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT 9298 9299 ConditionState = DAMAGED POWER_PLANT_UPGRADING 9300 Model ABPWRPLANT_A1D 9301 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 9302 AnimationMode = ONCE 9303 Flags = START_FRAME_FIRST 9304 End 9305 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW 9306 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT 9307 AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT 9308 9309 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING 9310 Model ABPWRPLANT_A1E 9311 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 9312 AnimationMode = ONCE 9313 Flags = START_FRAME_FIRST 9314 End 9315 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW 9316 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT 9317 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT 9318 9319 ; already upgraded 9320 ConditionState = POWER_PLANT_UPGRADED 9321 Model ABPWRPLANT_A1 9322 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 9323 AnimationMode = MANUAL 9324 Flags = START_FRAME_LAST 9325 End 9326 AliasConditionState = POWER_PLANT_UPGRADED SNOW 9327 AliasConditionState = POWER_PLANT_UPGRADED NIGHT 9328 AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT 9329 9330 ConditionState = DAMAGED POWER_PLANT_UPGRADED 9331 Model ABPWRPLANT_A1D 9332 Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D 9333 AnimationMode = MANUAL 9334 Flags = START_FRAME_LAST 9335 End 9336 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 9337 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT 9338 AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT 9339 9340 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 9341 Model ABPWRPLANT_A1E 9342 Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E 9343 AnimationMode = MANUAL 9344 Flags = START_FRAME_LAST 9345 End 9346 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 9347 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT 9348 AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT 9349 9350 9351 ConditionState = AWAITING_CONSTRUCTION 9352 Model = NONE 9353 End 9354 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9355 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9356 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9357 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9358 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9359 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9360 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9361 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9362 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9363 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9364 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9365 AliasConditionState = SOLD DAMAGED 9366 AliasConditionState = SOLD REALLYDAMAGED 9367 AliasConditionState = SOLD NIGHT 9368 AliasConditionState = SOLD NIGHT DAMAGED 9369 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9370 AliasConditionState = SOLD NIGHT SNOW 9371 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9372 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9373 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 9374 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 9375 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 9376 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 9377 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 9378 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 9379 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 9380 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 9381 ;************************************************************************************************************************** 9382 9383 End 9384 9385 9386 9387 PlacementViewAngle = -45 9388 9389 ; ***DESIGN parameters *** 9390 DisplayName = OBJECT:ColdFusionReactor 9391 Side = AmericaLaserGeneral 9392 EditorSorting = STRUCTURE 9393 Prerequisites 9394 ; Object = Lazr_AmericaCommandCenter 9395 End 9396 BuildCost = 700 9397 BuildTime = 10.0 ; in seconds 9398 EnergyProduction = 8 9399 EnergyBonus = 8 9400 VisionRange = 200.0 ; Shroud clearing distance 9401 ShroudClearingRange = 200 9402 ArmorSet 9403 Conditions = None 9404 Armor = StructureArmor 9405 DamageFX = StructureDamageFXNoShake 9406 End 9407 CommandSet = Lazr_AmericaPowerPlantCommandSet 9408 ExperienceValue = 100 100 100 100 ; Experience point value at each level 9409 9410 ; *** AUDIO Parameters *** 9411 VoiceSelect = ColdFusionReactorSelect 9412 SoundOnDamaged = BuildingDamagedStateLight 9413 SoundOnReallyDamaged = BuildingDestroy 9414 9415 UnitSpecificSounds 9416 UnderConstruction = UnderConstructionLoop 9417 End 9418 9419 ; *** ENGINEERING Parameters *** 9420 RadarPriority = STRUCTURE 9421 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 9422 Body = StructureBody ModuleTag_06 9423 MaxHealth = 800.0 9424 InitialHealth = 800.0 9425 9426 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9427 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9428 SubdualDamageCap = 1000 9429 SubdualDamageHealRate = 500 9430 SubdualDamageHealAmount = 100 9431 End 9432 9433 Behavior = PowerPlantUpgrade ModuleTag_07 9434 TriggeredBy = Upgrade_AmericaAdvancedControlRods 9435 End 9436 9437 Behavior = BaseRegenerateUpdate ModuleTag_08 9438 ;No data 9439 End 9440 Behavior = PowerPlantUpdate ModuleTag_09 9441 RodsExtendTime = 600 9442 End 9443 9444 9445 Behavior = DestroyDie ModuleTag_10 9446 ;nothing 9447 End 9448 Behavior = CreateObjectDie ModuleTag_11 9449 CreationList = OCL_ABPowerPlantExplode 9450 End 9451 Behavior = CreateObjectDie ModuleTag_12 9452 CreationList = OCL_AmericanRangerDebris02 9453 ExemptStatus = UNDER_CONSTRUCTION 9454 End 9455 Behavior = FXListDie ModuleTag_13 9456 DeathFX = FX_StructureSmallDeath 9457 End 9458 9459 Behavior = ProductionUpdate ModuleTag_14 9460 ; nothing 9461 End 9462 9463 Behavior = FlammableUpdate ModuleTag_16 9464 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9465 AflameDamageAmount = 5 ; taking this much damage... 9466 AflameDamageDelay = 500 ; this often. 9467 End 9468 9469 Behavior = TransitionDamageFX ModuleTag_17 9470 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 9471 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9472 ;--------------------------------------------------------------------------------------- 9473 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9474 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9475 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9476 End 9477 9478 Geometry = BOX 9479 GeometryMajorRadius = 22.0 9480 GeometryMinorRadius = 30.0 9481 GeometryHeight = 46.0 9482 GeometryIsSmall = No 9483 Shadow = SHADOW_VOLUME 9484 BuildCompletion = PLACED_BY_PLAYER 9485 9486 End 9487 9488 9489 9490 9491 9492 9493 ;------------------------------------------------------------------------------ 9494 Object Lazr_AmericaParticleCannonUplink 9495 9496 ; *** ART Parameters *** 9497 SelectPortrait = SAUplink_L 9498 ButtonImage = SAUplink 9499 9500 Draw = W3DModelDraw ModuleTag_01 9501 ExtraPublicBone = FX01 9502 ExtraPublicBone = FX02 9503 ExtraPublicBone = FX03 9504 ExtraPublicBone = FX04 9505 ExtraPublicBone = FX05 9506 OkToChangeModelColor = Yes 9507 9508 9509 ; day ************************************** 9510 ConditionState = NONE 9511 Model = ABSDILink 9512 Animation = ABSDILink.ABSDILink 9513 AnimationMode = LOOP 9514 Flags = MAINTAIN_FRAME_ACROSS_STATES 9515 End 9516 ConditionState = DAMAGED 9517 Model = ABSDILink_D 9518 Animation = ABSDILink_D.ABSDILink_D 9519 AnimationMode = LOOP 9520 Flags = MAINTAIN_FRAME_ACROSS_STATES 9521 End 9522 ConditionState = REALLYDAMAGED RUBBLE 9523 Model = ABSDILink_E 9524 Animation = ABSDILink_E.ABSDILink_E 9525 AnimationMode = LOOP 9526 Flags = MAINTAIN_FRAME_ACROSS_STATES 9527 End 9528 9529 9530 ; night ************************************* 9531 ConditionState = NIGHT 9532 Model = ABSDILink_N 9533 Animation = ABSDILink_N.ABSDILink_N 9534 AnimationMode = LOOP 9535 Flags = MAINTAIN_FRAME_ACROSS_STATES 9536 End 9537 ConditionState = DAMAGED NIGHT 9538 Model = ABSDILink_DN 9539 Animation = ABSDILink_DN.ABSDILink_DN 9540 AnimationMode = LOOP 9541 Flags = MAINTAIN_FRAME_ACROSS_STATES 9542 End 9543 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9544 Model = ABSDILink_EN 9545 Animation = ABSDILink_EN.ABSDILink_EN 9546 AnimationMode = LOOP 9547 Flags = MAINTAIN_FRAME_ACROSS_STATES 9548 End 9549 9550 ; day snow ************************************** 9551 ConditionState = SNOW 9552 Model = ABSDILink_S 9553 Animation = ABSDILink_S.ABSDILink_S 9554 AnimationMode = LOOP 9555 Flags = MAINTAIN_FRAME_ACROSS_STATES 9556 End 9557 ConditionState = DAMAGED SNOW 9558 Model = ABSDILink_DS 9559 Animation = ABSDILink_DS.ABSDILink_DS 9560 AnimationMode = LOOP 9561 Flags = MAINTAIN_FRAME_ACROSS_STATES 9562 End 9563 ConditionState = REALLYDAMAGED RUBBLE SNOW 9564 Model = ABSDILink_ES 9565 Animation = ABSDILink_ES.ABSDILink_ES 9566 AnimationMode = LOOP 9567 Flags = MAINTAIN_FRAME_ACROSS_STATES 9568 End 9569 9570 ; night snow ************************************* 9571 ConditionState = NIGHT SNOW 9572 Model = ABSDILink_NS 9573 Animation = ABSDILink_NS.ABSDILink_NS 9574 AnimationMode = LOOP 9575 Flags = MAINTAIN_FRAME_ACROSS_STATES 9576 End 9577 ConditionState = DAMAGED NIGHT SNOW 9578 Model = ABSDILink_DNS 9579 Animation = ABSDILink_DNS.ABSDILink_DNS 9580 AnimationMode = LOOP 9581 Flags = MAINTAIN_FRAME_ACROSS_STATES 9582 End 9583 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9584 Model = ABSDILink_ENS 9585 Animation = ABSDILink_ENS.ABSDILink_ENS 9586 AnimationMode = LOOP 9587 Flags = MAINTAIN_FRAME_ACROSS_STATES 9588 End 9589 9590 ;************************************************************************************************************************** 9591 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9592 ;for this draw module 9593 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9594 Model = ABSDILink 9595 Animation = ABSDILink.ABSDILink 9596 AnimationMode = LOOP 9597 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9598 End 9599 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9600 Model = ABSDILink_D 9601 Animation = ABSDILink_D.ABSDILink_D 9602 AnimationMode = LOOP 9603 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9604 End 9605 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9606 Model = ABSDILink_E 9607 Animation = ABSDILink_E.ABSDILink_E 9608 AnimationMode = LOOP 9609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9610 End 9611 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9612 Model = ABSDILink_N 9613 Animation = ABSDILink_N.ABSDILink_N 9614 AnimationMode = LOOP 9615 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9616 End 9617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9618 Model = ABSDILink_DN 9619 Animation = ABSDILink_DN.ABSDILink_DN 9620 AnimationMode = LOOP 9621 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9622 End 9623 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9624 Model = ABSDILink_EN 9625 Animation = ABSDILink_EN.ABSDILink_EN 9626 AnimationMode = LOOP 9627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9628 End 9629 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9630 Model = ABSDILink_S 9631 Animation = ABSDILink_S.ABSDILink_S 9632 AnimationMode = LOOP 9633 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9634 End 9635 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9636 Model = ABSDILink_DS 9637 Animation = ABSDILink_DS.ABSDILink_DS 9638 AnimationMode = LOOP 9639 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9640 End 9641 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9642 Model = ABSDILink_ES 9643 Animation = ABSDILink_ES.ABSDILink_ES 9644 AnimationMode = LOOP 9645 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9646 End 9647 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9648 Model = ABSDILink_NS 9649 Animation = ABSDILink_NS.ABSDILink_NS 9650 AnimationMode = LOOP 9651 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9652 End 9653 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9654 Model = ABSDILink_DNS 9655 Animation = ABSDILink_DNS.ABSDILink_DNS 9656 AnimationMode = LOOP 9657 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9658 End 9659 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9660 Model = ABSDILink_ENS 9661 Animation = ABSDILink_ENS.ABSDILink_ENS 9662 AnimationMode = LOOP 9663 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9664 End 9665 9666 ConditionState = AWAITING_CONSTRUCTION 9667 Model = NONE 9668 End 9669 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9670 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9671 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9672 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9673 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9674 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9675 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9676 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9677 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9678 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9679 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9680 AliasConditionState = SOLD 9681 AliasConditionState = SOLD DAMAGED 9682 AliasConditionState = SOLD REALLYDAMAGED 9683 AliasConditionState = SOLD NIGHT 9684 AliasConditionState = SOLD NIGHT DAMAGED 9685 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9686 AliasConditionState = SOLD SNOW 9687 AliasConditionState = SOLD SNOW DAMAGED 9688 AliasConditionState = SOLD SNOW REALLYDAMAGED 9689 AliasConditionState = SOLD NIGHT SNOW 9690 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9691 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9692 ;************************************************************************************************************************** 9693 9694 9695 9696 End 9697 9698 ;------------ the cannon section (hatch, dish animations) ----------- 9699 Draw = W3DModelDraw ModuleTag_02 9700 ExtraPublicBone = FXConnector 9701 ExtraPublicBone = FXMain 9702 OkToChangeModelColor = Yes 9703 ; day ************************************** 9704 ConditionState = NONE 9705 Model = ABSDILink_A1 9706 Animation = ABSDILink_A1.ABSDILink_A1 9707 AnimationMode = MANUAL 9708 Flags = START_FRAME_FIRST 9709 End 9710 AliasConditionState = NIGHT 9711 AliasConditionState = NIGHT SNOW 9712 AliasConditionState = SNOW 9713 9714 ConditionState = DAMAGED 9715 Model = ABSDILink_A1D 9716 Animation = ABSDILink_A1D.ABSDILink_A1D 9717 AnimationMode = MANUAL 9718 Flags = START_FRAME_FIRST 9719 End 9720 AliasConditionState = NIGHT DAMAGED 9721 AliasConditionState = NIGHT SNOW DAMAGED 9722 AliasConditionState = SNOW DAMAGED 9723 9724 ConditionState = REALLYDAMAGED RUBBLE 9725 Model = ABSDILink_A1E 9726 Animation = ABSDILink_A1E.ABSDILink_A1E 9727 AnimationMode = MANUAL 9728 Flags = START_FRAME_FIRST 9729 End 9730 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 9731 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 9732 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 9733 9734 ConditionState = AWAITING_CONSTRUCTION 9735 Model = None 9736 End 9737 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 9738 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 9739 AliasConditionState = SNOW AWAITING_CONSTRUCTION 9740 9741 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9742 Model = ABSDILink_A1 9743 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9744 End 9745 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9746 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9747 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9748 9749 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9750 Model = ABSDILink_A1D 9751 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9752 End 9753 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9754 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9755 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9756 9757 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9758 Model = ABSDILink_A1E 9759 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9760 End 9761 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9762 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9763 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 9764 9765 ;Preparing to fire! 9766 ConditionState = UNPACKING 9767 Model = ABSDILink_A1 9768 Animation = ABSDILink_A1.ABSDILink_A1 9769 AnimationMode = ONCE 9770 Flags = MAINTAIN_FRAME_ACROSS_STATES2 9771 End 9772 AliasConditionState = NIGHT UNPACKING 9773 AliasConditionState = NIGHT SNOW UNPACKING 9774 AliasConditionState = SNOW UNPACKING 9775 9776 ConditionState = UNPACKING DAMAGED 9777 Model = ABSDILink_A1D 9778 Animation = ABSDILink_A1D.ABSDILink_A1D 9779 AnimationMode = ONCE 9780 Flags = MAINTAIN_FRAME_ACROSS_STATES2 9781 End 9782 AliasConditionState = NIGHT UNPACKING DAMAGED 9783 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 9784 AliasConditionState = SNOW UNPACKING DAMAGED 9785 9786 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 9787 Model = ABSDILink_A1E 9788 Animation = ABSDILink_A1E.ABSDILink_A1E 9789 AnimationMode = ONCE 9790 Flags = MAINTAIN_FRAME_ACROSS_STATES2 9791 End 9792 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 9793 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 9794 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 9795 9796 ;Ready to fire -- or firing! 9797 ConditionState = DEPLOYED 9798 Model = ABSDILink_A1 9799 Animation = ABSDILink_A1.ABSDILink_A1 9800 AnimationMode = MANUAL 9801 Flags = START_FRAME_LAST 9802 End 9803 AliasConditionState = NIGHT DEPLOYED 9804 AliasConditionState = NIGHT SNOW DEPLOYED 9805 AliasConditionState = SNOW DEPLOYED 9806 9807 ConditionState = DEPLOYED DAMAGED 9808 Model = ABSDILink_A1D 9809 Animation = ABSDILink_A1D.ABSDILink_A1D 9810 AnimationMode = MANUAL 9811 Flags = START_FRAME_LAST 9812 End 9813 AliasConditionState = NIGHT DEPLOYED DAMAGED 9814 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 9815 AliasConditionState = SNOW DEPLOYED DAMAGED 9816 9817 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 9818 Model = ABSDILink_A1E 9819 Animation = ABSDILink_A1E.ABSDILink_A1E 9820 AnimationMode = MANUAL 9821 Flags = START_FRAME_LAST 9822 End 9823 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 9824 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 9825 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 9826 9827 ;Packing up (recharging for new attack) 9828 ConditionState = PACKING 9829 Model = ABSDILink_A1 9830 Animation = ABSDILink_A1.ABSDILink_A1 9831 AnimationMode = ONCE_BACKWARDS 9832 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9833 End 9834 AliasConditionState = NIGHT PACKING 9835 AliasConditionState = NIGHT SNOW PACKING 9836 AliasConditionState = SNOW PACKING 9837 9838 ConditionState = PACKING DAMAGED 9839 Model = ABSDILink_A1D 9840 Animation = ABSDILink_A1D.ABSDILink_A1D 9841 AnimationMode = ONCE_BACKWARDS 9842 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9843 End 9844 AliasConditionState = NIGHT PACKING DAMAGED 9845 AliasConditionState = NIGHT SNOW PACKING DAMAGED 9846 AliasConditionState = SNOW PACKING DAMAGED 9847 9848 ConditionState = PACKING REALLYDAMAGED RUBBLE 9849 Model = ABSDILink_A1E 9850 Animation = ABSDILink_A1E.ABSDILink_A1E 9851 AnimationMode = ONCE_BACKWARDS 9852 Flags = MAINTAIN_FRAME_ACROSS_STATES3 9853 End 9854 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 9855 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 9856 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 9857 9858 9859 ConditionState = SOLD DEPLOYED 9860 Model = NONE 9861 End 9862 ConditionState = SOLD SNOW DEPLOYED 9863 Model = NONE 9864 End 9865 ConditionState = SOLD NIGHT DEPLOYED 9866 Model = NONE 9867 End 9868 ConditionState = SOLD NIGHT SNOW DEPLOYED 9869 Model = NONE 9870 End 9871 End 9872 9873 9874 ; ------------ construction-zone fence ----------------- 9875 Draw = W3DModelDraw ModuleTag_03 9876 AnimationsRequirePower = No 9877 DefaultConditionState 9878 Model = None 9879 TransitionKey = DOWN_DEFAULT 9880 End 9881 ConditionState = NIGHT 9882 Model = None 9883 TransitionKey = DOWN_DEFAULT 9884 End 9885 ConditionState = SNOW 9886 Model = None 9887 TransitionKey = DOWN_DEFAULT 9888 End 9889 ConditionState = SNOW NIGHT 9890 Model = None 9891 TransitionKey = DOWN_DEFAULT 9892 End 9893 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9894 Model = ABSDILink_A4 9895 Animation = ABSDILink_A4.ABSDILink_A4 9896 AnimationMode = MANUAL 9897 Flags = START_FRAME_LAST 9898 TransitionKey = UP_DAY 9899 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9900 ParticleSysBone = SparksS01 LiveWireSparks02 9901 End 9902 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9903 Model = ABSDILink_A4N 9904 Animation = ABSDILink_A4N.ABSDILink_A4N 9905 AnimationMode = MANUAL 9906 Flags = START_FRAME_LAST 9907 TransitionKey = UP_NIGHT 9908 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9909 ParticleSysBone = SparksS01 LiveWireSparks02 9910 End 9911 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9912 Model = ABSDILink_A4S 9913 Animation = ABSDILink_A4S.ABSDILink_A4S 9914 AnimationMode = MANUAL 9915 Flags = START_FRAME_LAST 9916 TransitionKey = UP_SNOW 9917 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9918 ParticleSysBone = SparksS01 LiveWireSparks02 9919 End 9920 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9921 Model = ABSDILink_A4SN 9922 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9923 AnimationMode = MANUAL 9924 Flags = START_FRAME_LAST 9925 TransitionKey = UP_SNOWNIGHT 9926 ParticleSysBone = SmokeS01 SmokeBuildingSmall 9927 ParticleSysBone = SparksS01 LiveWireSparks02 9928 End 9929 TransitionState = DOWN_DEFAULT UP_DAY 9930 Model = ABSDILink_A4 9931 Animation = ABSDILink_A4.ABSDILink_A4 9932 AnimationMode = ONCE 9933 AnimationSpeedFactorRange = 1.0 1.0 9934 Flags = START_FRAME_FIRST 9935 End 9936 TransitionState = DOWN_DEFAULT UP_NIGHT 9937 Model = ABSDILink_A4N 9938 Animation = ABSDILink_A4N.ABSDILink_A4N 9939 AnimationMode = ONCE 9940 AnimationSpeedFactorRange = 1.0 1.0 9941 Flags = START_FRAME_FIRST 9942 End 9943 TransitionState = DOWN_DEFAULT UP_SNOW 9944 Model = ABSDILink_A4S 9945 Animation = ABSDILink_A4S.ABSDILink_A4S 9946 AnimationMode = ONCE 9947 AnimationSpeedFactorRange = 1.0 1.0 9948 Flags = START_FRAME_FIRST 9949 End 9950 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9951 Model = ABSDILink_A4SN 9952 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9953 AnimationMode = ONCE 9954 AnimationSpeedFactorRange = 1.0 1.0 9955 Flags = START_FRAME_FIRST 9956 End 9957 TransitionState = UP_DAY DOWN_DEFAULT 9958 Model = ABSDILink_A4 9959 Animation = ABSDILink_A4.ABSDILink_A4 9960 AnimationMode = ONCE_BACKWARDS 9961 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9962 Flags = START_FRAME_LAST 9963 End 9964 TransitionState = UP_NIGHT DOWN_DEFAULT 9965 Model = ABSDILink_A4N 9966 Animation = ABSDILink_A4N.ABSDILink_A4N 9967 AnimationMode = ONCE_BACKWARDS 9968 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9969 Flags = START_FRAME_LAST 9970 End 9971 TransitionState = UP_SNOW DOWN_DEFAULT 9972 Model = ABSDILink_A4S 9973 Animation = ABSDILink_A4S.ABSDILink_A4S 9974 AnimationMode = ONCE_BACKWARDS 9975 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9976 Flags = START_FRAME_LAST 9977 End 9978 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9979 Model = ABSDILink_A4SN 9980 Animation = ABSDILink_A4SN.ABSDILink_A4SN 9981 AnimationMode = ONCE_BACKWARDS 9982 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9983 Flags = START_FRAME_LAST 9984 End 9985 End 9986 9987 ; ------------ under-construction scaffolding ----------------- 9988 Draw = W3DModelDraw ModuleTag_04 9989 AnimationsRequirePower = No 9990 MinLODRequired = MEDIUM 9991 DefaultConditionState 9992 Model = None 9993 TransitionKey = DOWN_DEFAULT 9994 End 9995 ConditionState = NIGHT 9996 Model = None 9997 TransitionKey = DOWN_DEFAULT 9998 End 9999 ConditionState = SNOW 10000 Model = None 10001 TransitionKey = DOWN_DEFAULT 10002 End 10003 ConditionState = SNOW NIGHT 10004 Model = None 10005 TransitionKey = DOWN_DEFAULT 10006 End 10007 ConditionState = PARTIALLY_CONSTRUCTED 10008 Model = ABSDILink_A6 10009 Animation = ABSDILink_A6.ABSDILink_A6 10010 AnimationMode = MANUAL 10011 Flags = START_FRAME_LAST 10012 TransitionKey = UP_DAY 10013 ParticleSysBone = Sparks01 BuildUpBlueSpark 10014 ParticleSysBone = Sparks02 BuildUpBlueSpark 10015 ParticleSysBone = Sparks03 BuildUpBlueSpark 10016 ParticleSysBone = Sparks04 BuildUpBlueSpark 10017 ParticleSysBone = Sparks05 BuildUpBlueSpark 10018 End 10019 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10020 Model = ABSDILink_A6N 10021 Animation = ABSDILink_A6N.ABSDILink_A6N 10022 AnimationMode = MANUAL 10023 Flags = START_FRAME_LAST 10024 TransitionKey = UP_NIGHT 10025 ParticleSysBone = Sparks01 BuildUpBlueSpark 10026 ParticleSysBone = Sparks02 BuildUpBlueSpark 10027 ParticleSysBone = Sparks03 BuildUpBlueSpark 10028 ParticleSysBone = Sparks04 BuildUpBlueSpark 10029 ParticleSysBone = Sparks05 BuildUpBlueSpark 10030 End 10031 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10032 Model = ABSDILink_A6S 10033 Animation = ABSDILink_A6S.ABSDILink_A6S 10034 AnimationMode = MANUAL 10035 Flags = START_FRAME_LAST 10036 TransitionKey = UP_SNOW 10037 ParticleSysBone = Sparks01 BuildUpBlueSpark 10038 ParticleSysBone = Sparks02 BuildUpBlueSpark 10039 ParticleSysBone = Sparks03 BuildUpBlueSpark 10040 ParticleSysBone = Sparks04 BuildUpBlueSpark 10041 ParticleSysBone = Sparks05 BuildUpBlueSpark 10042 End 10043 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10044 Model = ABSDILink_A6SN 10045 Animation = ABSDILink_A6SN.ABSDILink_A6SN 10046 AnimationMode = MANUAL 10047 Flags = START_FRAME_LAST 10048 TransitionKey = UP_SNOWNIGHT 10049 ParticleSysBone = Sparks01 BuildUpBlueSpark 10050 ParticleSysBone = Sparks02 BuildUpBlueSpark 10051 ParticleSysBone = Sparks03 BuildUpBlueSpark 10052 ParticleSysBone = Sparks04 BuildUpBlueSpark 10053 ParticleSysBone = Sparks05 BuildUpBlueSpark 10054 End 10055 TransitionState = DOWN_DEFAULT UP_DAY 10056 Model = ABSDILink_A6 10057 Animation = ABSDILink_A6.ABSDILink_A6 10058 AnimationMode = ONCE 10059 AnimationSpeedFactorRange = 1.0 1.0 10060 Flags = START_FRAME_FIRST 10061 End 10062 TransitionState = DOWN_DEFAULT UP_NIGHT 10063 Model = ABSDILink_A6N 10064 Animation = ABSDILink_A6N.ABSDILink_A6N 10065 AnimationMode = ONCE 10066 AnimationSpeedFactorRange = 1.0 1.0 10067 Flags = START_FRAME_FIRST 10068 End 10069 TransitionState = DOWN_DEFAULT UP_SNOW 10070 Model = ABSDILink_A6S 10071 Animation = ABSDILink_A6S.ABSDILink_A6S 10072 AnimationMode = ONCE 10073 AnimationSpeedFactorRange = 1.0 1.0 10074 Flags = START_FRAME_FIRST 10075 End 10076 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10077 Model = ABSDILink_A6SN 10078 Animation = ABSDILink_A6SN.ABSDILink_A6SN 10079 AnimationMode = ONCE 10080 AnimationSpeedFactorRange = 1.0 1.0 10081 Flags = START_FRAME_FIRST 10082 End 10083 TransitionState = UP_DAY DOWN_DEFAULT 10084 Model = ABSDILink_A6 10085 Animation = ABSDILink_A6.ABSDILink_A6 10086 AnimationMode = ONCE_BACKWARDS 10087 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10088 Flags = START_FRAME_LAST 10089 End 10090 TransitionState = UP_NIGHT DOWN_DEFAULT 10091 Model = ABSDILink_A6N 10092 Animation = ABSDILink_A6N.ABSDILink_A6N 10093 AnimationMode = ONCE_BACKWARDS 10094 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10095 Flags = START_FRAME_LAST 10096 End 10097 TransitionState = UP_SNOW DOWN_DEFAULT 10098 Model = ABSDILink_A6S 10099 Animation = ABSDILink_A6S.ABSDILink_A6S 10100 AnimationMode = ONCE_BACKWARDS 10101 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10102 Flags = START_FRAME_LAST 10103 End 10104 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10105 Model = ABSDILink_A6SN 10106 Animation = ABSDILink_A6SN.ABSDILink_A6SN 10107 AnimationMode = ONCE_BACKWARDS 10108 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10109 Flags = START_FRAME_LAST 10110 End 10111 End 10112 10113 ; ------------ being-constructed crane ----------------- 10114 Draw = W3DModelDraw ModuleTag_05 10115 AnimationsRequirePower = No 10116 DefaultConditionState 10117 Model = None 10118 TransitionKey = DOWN_DEFAULT 10119 End 10120 ConditionState = NIGHT 10121 Model = None 10122 TransitionKey = DOWN_DEFAULT 10123 End 10124 ConditionState = SNOW 10125 Model = None 10126 TransitionKey = DOWN_DEFAULT 10127 End 10128 ConditionState = SNOW NIGHT 10129 Model = None 10130 TransitionKey = DOWN_DEFAULT 10131 End 10132 ConditionState = SOLD 10133 Model = NONE 10134 End 10135 10136 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10137 Model = ABSDILink_A5 10138 Animation = ABSDILink_A5.ABSDILink_A5 10139 AnimationMode = LOOP 10140 TransitionKey = UP_DAY 10141 End 10142 10143 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10144 Model = ABSDILink_A5N 10145 Animation = ABSDILink_A5N.ABSDILink_A5N 10146 AnimationMode = LOOP 10147 TransitionKey = UP_NIGHT 10148 End 10149 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10150 Model = ABSDILink_A5S 10151 Animation = ABSDILink_A5S.ABSDILink_A5S 10152 AnimationMode = LOOP 10153 TransitionKey = UP_SNOW 10154 End 10155 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10156 Model = ABSDILink_A5SN 10157 Animation = ABSDILink_A5SN.ABSDILink_A5SN 10158 AnimationMode = LOOP 10159 TransitionKey = UP_SNOWNIGHT 10160 End 10161 TransitionState = DOWN_DEFAULT UP_DAY 10162 Model = ABSDILink_AB 10163 Animation = ABSDILink_AB.ABSDILink_AB 10164 AnimationMode = ONCE 10165 AnimationSpeedFactorRange = 1.0 1.0 10166 Flags = START_FRAME_FIRST 10167 End 10168 10169 TransitionState = DOWN_DEFAULT UP_NIGHT 10170 Model = ABSDILink_ABN 10171 Animation = ABSDILink_ABN.ABSDILink_ABN 10172 AnimationMode = ONCE 10173 AnimationSpeedFactorRange = 1.0 1.0 10174 Flags = START_FRAME_FIRST 10175 End 10176 TransitionState = DOWN_DEFAULT UP_SNOW 10177 Model = ABSDILink_ABS 10178 Animation = ABSDILink_ABS.ABSDILink_ABS 10179 AnimationMode = ONCE 10180 AnimationSpeedFactorRange = 1.0 1.0 10181 Flags = START_FRAME_FIRST 10182 End 10183 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10184 Model = ABSDILink_ABSN 10185 Animation = ABSDILink_ABSN.ABSDILink_ABSN 10186 AnimationMode = ONCE 10187 AnimationSpeedFactorRange = 1.0 1.0 10188 Flags = START_FRAME_FIRST 10189 End 10190 TransitionState = UP_DAY DOWN_DEFAULT 10191 Model = ABSDILink_AB 10192 Animation = ABSDILink_AB.ABSDILink_AB 10193 AnimationMode = ONCE_BACKWARDS 10194 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10195 Flags = START_FRAME_LAST 10196 End 10197 TransitionState = UP_NIGHT DOWN_DEFAULT 10198 Model = ABSDILink_ABN 10199 Animation = ABSDILink_ABN.ABSDILink_ABN 10200 AnimationMode = ONCE_BACKWARDS 10201 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10202 Flags = START_FRAME_LAST 10203 End 10204 TransitionState = UP_SNOW DOWN_DEFAULT 10205 Model = ABSDILink_ABS 10206 Animation = ABSDILink_ABS.ABSDILink_ABS 10207 AnimationMode = ONCE_BACKWARDS 10208 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10209 Flags = START_FRAME_LAST 10210 End 10211 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10212 Model = ABSDILink_ABSN 10213 Animation = ABSDILink_ABSN.ABSDILink_ABSN 10214 AnimationMode = ONCE_BACKWARDS 10215 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10216 Flags = START_FRAME_LAST 10217 End 10218 End 10219 10220 PlacementViewAngle = -45 10221 10222 ; ***DESIGN parameters *** 10223 DisplayName = OBJECT:ParticleCannon 10224 Side = AmericaLaserGeneral 10225 EditorSorting = STRUCTURE 10226 Prerequisites 10227 Object = Lazr_AmericaStrategyCenter 10228 End 10229 BuildCost = 5000 10230 BuildTime = 60.0 ; in seconds 10231 EnergyProduction = -10 10232 VisionRange = 200.0 ; Shroud clearing distance 10233 ShroudClearingRange = 200 10234 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 10235 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 10236 10237 ArmorSet 10238 Conditions = None 10239 Armor = StructureArmorTough 10240 DamageFX = StructureDamageFXNoShake 10241 End 10242 CommandSet = Lazr_AmericaParticleUplinkCannonCommandSet 10243 ExperienceValue = 400 400 400 400 ; Experience point value at each level 10244 10245 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 10246 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 10247 10248 ; *** AUDIO Parameters *** 10249 VoiceSelect = ParticleCannonSelect 10250 SoundOnDamaged = BuildingDamagedStateLight 10251 SoundOnReallyDamaged = BuildingDestroy 10252 10253 UnitSpecificSounds 10254 UnderConstruction = UnderConstructionLoop 10255 End 10256 10257 ; *** ENGINEERING Parameters *** 10258 RadarPriority = STRUCTURE 10259 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 10260 Body = StructureBody ModuleTag_06 10261 MaxHealth = 4000.0 10262 InitialHealth = 4000.0 10263 10264 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10265 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10266 SubdualDamageCap = 4200 10267 SubdualDamageHealRate = 500 10268 SubdualDamageHealAmount = 100 10269 End 10270 Behavior = BaseRegenerateUpdate ModuleTag_07 10271 ;No data 10272 End 10273 10274 Behavior = SpecialPowerCreate ModuleTag_16 10275 ;nothing 10276 End 10277 Behavior = SpecialAbility ModuleTag_11 10278 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 10279 UpdateModuleStartsAttack = Yes 10280 End 10281 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 10282 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 10283 10284 ;The values trigger the various pre-stages before being ready to actually fire. 10285 ;The total combined value of these determines the first sign of activity in the 10286 ;cannon. 10287 BeginChargeTime = 5000 ;The outer nodes begin to charge. 10288 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 10289 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 10290 10291 ;***NOTE -- these values effect gameplay***** 10292 TotalFiringTime = 10000 ;The total ground contact time of the beam 10293 10294 DamagePerSecond = 400 ;Amount of damage inflicted per second 10295 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 10296 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 10297 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 10298 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 10299 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 10300 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 10301 ;******************************************** 10302 10303 ;Bone names for required elements 10304 OuterEffectBoneName = FX ;The base name for the outer node bones. 10305 OuterEffectNumBones = 5 ;The number of outer nodes. 10306 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 10307 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 10308 10309 ;These are particle systems tied to the outer nodes in varying intensities. 10310 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 10311 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 10312 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 10313 10314 ;The connectors system connects each of the outer nodes to the central node that receives 10315 ;the lasers from outside. 10316 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 10317 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 10318 10319 ;Currently commented out -- These 10320 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 10321 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 10322 10323 ;This is the name of the bone on the building where the beam is fired from 10324 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 10325 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 10326 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 10327 10328 ;The flare fxlist that is played over and over during the beam firing process. Be 10329 ;mindful of the delay because that effects both art and sound. 10330 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 10331 DelayBetweenLaunchFX = 1000 10332 10333 ;Each scorch mark creates an object in the world, so while making more looks better 10334 ;it becomes a performance issue. The scalar will calculate the size of the scorch 10335 ;mark to make based on the current size of the beam (which changes dynamically). The 10336 ;number also matches the number of times the "GroundHitFX" is called. 10337 TotalScorchMarks = 20 10338 ScorchMarkScalar = 2.4 10339 10340 ;***NOTE -- these values effect gameplay*** 10341 ;The swath of death is the path the laser tracers centered on the targeted position. 10342 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 10343 ;a sine wave iteration, but always goes through the target point. 10344 SwathOfDeathDistance = 200.0 10345 SwathOfDeathAmplitude = 50.0 10346 10347 10348 ManualDrivingSpeed = 20 10349 ManualFastDrivingSpeed = 40 10350 DoubleClickToFastDriveDelay = 500 10351 10352 ;***SOUNDS!**** 10353 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 10354 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 10355 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 10356 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 10357 10358 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 10359 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 10360 End 10361 10362 Behavior = FlammableUpdate ModuleTag_14 10363 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10364 AflameDamageAmount = 5 ; taking this much damage... 10365 AflameDamageDelay = 500 ; this often. 10366 End 10367 10368 Behavior = ProductionUpdate ModuleTag_15 10369 ; This is needed in order to get a public timer to work! 10370 End 10371 10372 Behavior = TransitionDamageFX ModuleTag_17 10373 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10374 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10375 ;--------------------------------------------------------------------------------------- 10376 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10377 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10378 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10379 End 10380 10381 Behavior = SlowDeathBehavior ModuleTag_18 10382 ; don't run this death if we are under construction... 10383 ExemptStatus = UNDER_CONSTRUCTION 10384 DestructionDelay = 2000 10385 FX = INITIAL FX_ParticleUplinkDeathInitial 10386 OCL = INITIAL OCL_SDILinkLasers 10387 FX = FINAL FX_StructureMediumDeath 10388 OCL = FINAL OCL_ParticleUplinkDeathFinal 10389 End 10390 10391 Behavior = InstantDeathBehavior ModuleTag_19 10392 ; if we are under construction, use this death instead 10393 RequiredStatus = UNDER_CONSTRUCTION 10394 OCL = OCL_ABPowerPlantExplode 10395 FX = FX_StructureMediumDeath 10396 End 10397 10398 Geometry = BOX 10399 GeometryMajorRadius = 64.0 10400 GeometryMinorRadius = 38.0 10401 GeometryHeight = 38.0 10402 GeometryIsSmall = No 10403 Shadow = SHADOW_VOLUME 10404 BuildCompletion = PLACED_BY_PLAYER 10405 10406 End 10407 10408 10409 10410 10411 10412 10413 10414 ;------------------------------------------------------------------------------ 10415 10416 Object Lazr_AmericaStrategyCenter 10417 10418 ; *** ART Parameters *** 10419 SelectPortrait = SAStrategyCenter_L 10420 ButtonImage = SAStrategyCenter 10421 Draw = W3DModelDraw ModuleTag_01 10422 OkToChangeModelColor = Yes 10423 10424 ; day *************************************************** 10425 ConditionState = NONE 10426 Model = ABStrategy 10427 Animation = ABStrategy.ABStrategy 10428 AnimationMode = LOOP 10429 End 10430 ConditionState = DAMAGED 10431 Model = ABStrategy_D 10432 Animation = ABStrategy_D.ABStrategy_D 10433 AnimationMode = LOOP 10434 End 10435 ConditionState = REALLYDAMAGED RUBBLE 10436 Model = ABStrategy_E 10437 Animation = ABStrategy_E.ABStrategy_E 10438 AnimationMode = LOOP 10439 End 10440 10441 ; SNOW *************************************************** 10442 ConditionState = SNOW 10443 Model = ABStrategy_S 10444 Animation = ABStrategy_S.ABStrategy_S 10445 AnimationMode = LOOP 10446 End 10447 ConditionState = DAMAGED SNOW 10448 Model = ABStrategy_DS 10449 Animation = ABStrategy_DS.ABStrategy_DS 10450 AnimationMode = LOOP 10451 End 10452 ConditionState = REALLYDAMAGED RUBBLE SNOW 10453 Model = ABStrategy_ES 10454 Animation = ABStrategy_ES.ABStrategy_ES 10455 AnimationMode = LOOP 10456 End 10457 10458 ; night ************************************************** 10459 ConditionState = NIGHT 10460 Model = ABStrategy_N 10461 Animation = ABStrategy_N.ABStrategy_N 10462 AnimationMode = ONCE_BACKWARDS 10463 Flags = START_FRAME_FIRST 10464 End 10465 ConditionState = NIGHT DAMAGED 10466 Model = ABStrategy_DN 10467 Animation = ABStrategy_DN.ABStrategy_DN 10468 AnimationMode = LOOP 10469 End 10470 ConditionState = NIGHT REALLYDAMAGED RUBBLE 10471 Model = ABStrategy_EN 10472 Animation = ABStrategy_EN.ABStrategy_EN 10473 AnimationMode = LOOP 10474 End 10475 10476 ; night Snow************************************************** 10477 ConditionState = NIGHT SNOW 10478 Model = ABStrategy_NS 10479 Animation = ABStrategy_NS.ABStrategy_NS 10480 AnimationMode = ONCE_BACKWARDS 10481 Flags = START_FRAME_FIRST 10482 End 10483 ConditionState = NIGHT DAMAGED SNOW 10484 Model = ABStrategy_DNS 10485 Animation = ABStrategy_DNS.ABStrategy_DNS 10486 AnimationMode = LOOP 10487 End 10488 ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW 10489 Model = ABStrategy_ENS 10490 Animation = ABStrategy_ENS.ABStrategy_ENS 10491 AnimationMode = LOOP 10492 End 10493 10494 ;************************************************************************************************************************** 10495 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10496 ;for this draw module 10497 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10498 Model = ABStrategy 10499 Animation = ABStrategy.ABStrategy 10500 AnimationMode = LOOP 10501 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10502 End 10503 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10504 Model = ABStrategy_D 10505 Animation = ABStrategy_D.ABStrategy_D 10506 AnimationMode = LOOP 10507 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10508 End 10509 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10510 Model = ABStrategy_E 10511 Animation = ABStrategy_E.ABStrategy_E 10512 AnimationMode = LOOP 10513 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10514 End 10515 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10516 Model = ABStrategy_N 10517 Animation = ABStrategy_N.ABStrategy_N 10518 AnimationMode = LOOP 10519 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10520 End 10521 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10522 Model = ABStrategy_DN 10523 Animation = ABStrategy_DN.ABStrategy_DN 10524 AnimationMode = LOOP 10525 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10526 End 10527 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10528 Model = ABStrategy_EN 10529 Animation = ABStrategy_EN.ABStrategy_EN 10530 AnimationMode = LOOP 10531 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10532 End 10533 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10534 Model = ABStrategy_S 10535 Animation = ABStrategy_S.ABStrategy_S 10536 AnimationMode = LOOP 10537 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10538 End 10539 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10540 Model = ABStrategy_DS 10541 Animation = ABStrategy_DS.ABStrategy_DS 10542 AnimationMode = LOOP 10543 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10544 End 10545 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10546 Model = ABStrategy_ES 10547 Animation = ABStrategy_ES.ABStrategy_ES 10548 AnimationMode = LOOP 10549 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10550 End 10551 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10552 Model = ABStrategy_NS 10553 Animation = ABStrategy_NS.ABStrategy_NS 10554 AnimationMode = LOOP 10555 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10556 End 10557 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10558 Model = ABStrategy_DNS 10559 Animation = ABStrategy_DNS.ABStrategy_DNS 10560 AnimationMode = LOOP 10561 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10562 End 10563 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10564 Model = ABStrategy_ENS 10565 Animation = ABStrategy_ENS.ABStrategy_ENS 10566 AnimationMode = LOOP 10567 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10568 End 10569 10570 ConditionState = AWAITING_CONSTRUCTION 10571 Model = NONE 10572 End 10573 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10574 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10575 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10576 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10577 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10578 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10579 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10580 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10581 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10582 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10583 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10584 AliasConditionState = SOLD 10585 AliasConditionState = SOLD DAMAGED 10586 AliasConditionState = SOLD REALLYDAMAGED 10587 AliasConditionState = SOLD NIGHT 10588 AliasConditionState = SOLD NIGHT DAMAGED 10589 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10590 AliasConditionState = SOLD SNOW 10591 AliasConditionState = SOLD SNOW DAMAGED 10592 AliasConditionState = SOLD SNOW REALLYDAMAGED 10593 AliasConditionState = SOLD NIGHT SNOW 10594 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10595 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10596 ;************************************************************************************************************************** 10597 10598 10599 End 10600 10601 ; ------------ construction-zone fence ----------------- 10602 Draw = W3DModelDraw ModuleTag_02 10603 AnimationsRequirePower = No 10604 OkToChangeModelColor = Yes 10605 DefaultConditionState 10606 Model = None 10607 TransitionKey = DOWN_DEFAULT 10608 End 10609 ConditionState = NIGHT 10610 Model = None 10611 TransitionKey = DOWN_DEFAULT 10612 End 10613 ConditionState = SNOW 10614 Model = None 10615 TransitionKey = DOWN_DEFAULT 10616 End 10617 ConditionState = SNOW NIGHT 10618 Model = None 10619 TransitionKey = DOWN_DEFAULT 10620 End 10621 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10622 Model = ABStrategy_A4 10623 Animation = ABStrategy_A4.ABStrategy_A4 10624 AnimationMode = MANUAL 10625 Flags = START_FRAME_LAST 10626 TransitionKey = UP_DAY 10627 ParticleSysBone = SparksS01 LiveWireSparks02 10628 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10629 End 10630 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10631 Model = ABStrategy_A4N 10632 Animation = ABStrategy_A4N.ABStrategy_A4N 10633 AnimationMode = MANUAL 10634 Flags = START_FRAME_LAST 10635 TransitionKey = UP_NIGHT 10636 ParticleSysBone = SparksS01 LiveWireSparks02 10637 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10638 End 10639 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10640 Model = ABStrategy_A4S 10641 Animation = ABStrategy_A4S.ABStrategy_A4S 10642 AnimationMode = MANUAL 10643 Flags = START_FRAME_LAST 10644 TransitionKey = UP_SNOW 10645 ParticleSysBone = SparksS01 LiveWireSparks02 10646 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10647 End 10648 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10649 Model = ABStrategy_A4SN 10650 Animation = ABStrategy_A4SN.ABStrategy_A4SN 10651 AnimationMode = MANUAL 10652 Flags = START_FRAME_LAST 10653 TransitionKey = UP_SNOWNIGHT 10654 ParticleSysBone = SparksS01 LiveWireSparks02 10655 ParticleSysBone = SmokeS01 SmokeBuildingSmall 10656 End 10657 TransitionState = DOWN_DEFAULT UP_DAY 10658 Model = ABStrategy_A4 10659 Animation = ABStrategy_A4.ABStrategy_A4 10660 AnimationMode = ONCE 10661 AnimationSpeedFactorRange = 1.0 1.0 10662 Flags = START_FRAME_FIRST 10663 End 10664 TransitionState = DOWN_DEFAULT UP_NIGHT 10665 Model = ABStrategy_A4N 10666 Animation = ABStrategy_A4N.ABStrategy_A4N 10667 AnimationMode = ONCE 10668 AnimationSpeedFactorRange = 1.0 1.0 10669 Flags = START_FRAME_FIRST 10670 End 10671 TransitionState = DOWN_DEFAULT UP_SNOW 10672 Model = ABStrategy_A4S 10673 Animation = ABStrategy_A4S.ABStrategy_A4S 10674 AnimationMode = ONCE 10675 AnimationSpeedFactorRange = 1.0 1.0 10676 Flags = START_FRAME_FIRST 10677 End 10678 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10679 Model = ABStrategy_A4SN 10680 Animation = ABStrategy_A4SN.ABStrategy_A4SN 10681 AnimationMode = ONCE 10682 AnimationSpeedFactorRange = 1.0 1.0 10683 Flags = START_FRAME_FIRST 10684 End 10685 TransitionState = UP_DAY DOWN_DEFAULT 10686 Model = ABStrategy_A4 10687 Animation = ABStrategy_A4.ABStrategy_A4 10688 AnimationMode = ONCE_BACKWARDS 10689 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10690 Flags = START_FRAME_LAST 10691 End 10692 TransitionState = UP_NIGHT DOWN_DEFAULT 10693 Model = ABStrategy_A4N 10694 Animation = ABStrategy_A4N.ABStrategy_A4N 10695 AnimationMode = ONCE_BACKWARDS 10696 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10697 Flags = START_FRAME_LAST 10698 End 10699 TransitionState = UP_SNOW DOWN_DEFAULT 10700 Model = ABStrategy_A4S 10701 Animation = ABStrategy_A4S.ABStrategy_A4S 10702 AnimationMode = ONCE_BACKWARDS 10703 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10704 Flags = START_FRAME_LAST 10705 End 10706 10707 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10708 Model = ABStrategy_A4SN 10709 Animation = ABStrategy_A4SN.ABStrategy_A4SN 10710 AnimationMode = ONCE_BACKWARDS 10711 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10712 Flags = START_FRAME_LAST 10713 End 10714 End 10715 10716 ; ------------ under-construction scaffolding ----------------- 10717 Draw = W3DModelDraw ModuleTag_03 10718 AnimationsRequirePower = No 10719 MinLODRequired = MEDIUM 10720 OkToChangeModelColor = Yes 10721 10722 DefaultConditionState 10723 Model = None 10724 TransitionKey = DOWN_DEFAULT 10725 End 10726 ConditionState = NIGHT 10727 Model = None 10728 TransitionKey = DOWN_DEFAULT 10729 End 10730 ConditionState = SNOW 10731 Model = None 10732 TransitionKey = DOWN_DEFAULT 10733 End 10734 ConditionState = SNOW NIGHT 10735 Model = None 10736 TransitionKey = DOWN_DEFAULT 10737 End 10738 ConditionState = PARTIALLY_CONSTRUCTED 10739 Model = ABStrategy_A6 10740 Animation = ABStrategy_A6.ABStrategy_A6 10741 AnimationMode = MANUAL 10742 Flags = START_FRAME_LAST 10743 TransitionKey = UP_DAY 10744 ParticleSysBone = Sparks01 BuildUpBlueSpark 10745 ParticleSysBone = Sparks02 BuildUpBlueSpark 10746 ParticleSysBone = Sparks03 BuildUpBlueSpark 10747 ParticleSysBone = Sparks04 BuildUpBlueSpark 10748 ParticleSysBone = Sparks05 BuildUpBlueSpark 10749 ParticleSysBone = Sparks06 BuildUpBlueSpark 10750 End 10751 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10752 Model = ABStrategy_A6N 10753 Animation = ABStrategy_A6N.ABStrategy_A6N 10754 AnimationMode = MANUAL 10755 Flags = START_FRAME_LAST 10756 TransitionKey = UP_NIGHT 10757 ParticleSysBone = Sparks01 BuildUpBlueSpark 10758 ParticleSysBone = Sparks02 BuildUpBlueSpark 10759 ParticleSysBone = Sparks03 BuildUpBlueSpark 10760 ParticleSysBone = Sparks04 BuildUpBlueSpark 10761 ParticleSysBone = Sparks05 BuildUpBlueSpark 10762 ParticleSysBone = Sparks06 BuildUpBlueSpark 10763 End 10764 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10765 Model = ABStrategy_A6S 10766 Animation = ABStrategy_A6S.ABStrategy_A6S 10767 AnimationMode = MANUAL 10768 Flags = START_FRAME_LAST 10769 TransitionKey = UP_SNOW 10770 ParticleSysBone = Sparks01 BuildUpBlueSpark 10771 ParticleSysBone = Sparks02 BuildUpBlueSpark 10772 ParticleSysBone = Sparks03 BuildUpBlueSpark 10773 ParticleSysBone = Sparks04 BuildUpBlueSpark 10774 ParticleSysBone = Sparks05 BuildUpBlueSpark 10775 ParticleSysBone = Sparks06 BuildUpBlueSpark 10776 End 10777 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10778 Model = ABStrategy_A6SN 10779 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10780 AnimationMode = MANUAL 10781 Flags = START_FRAME_LAST 10782 TransitionKey = UP_SNOWNIGHT 10783 ParticleSysBone = Sparks01 BuildUpBlueSpark 10784 ParticleSysBone = Sparks02 BuildUpBlueSpark 10785 ParticleSysBone = Sparks03 BuildUpBlueSpark 10786 ParticleSysBone = Sparks04 BuildUpBlueSpark 10787 ParticleSysBone = Sparks05 BuildUpBlueSpark 10788 ParticleSysBone = Sparks06 BuildUpBlueSpark 10789 End 10790 TransitionState = DOWN_DEFAULT UP_DAY 10791 Model = ABStrategy_A6 10792 Animation = ABStrategy_A6.ABStrategy_A6 10793 AnimationMode = ONCE 10794 AnimationSpeedFactorRange = 1.0 1.0 10795 Flags = START_FRAME_FIRST 10796 End 10797 TransitionState = DOWN_DEFAULT UP_NIGHT 10798 Model = ABStrategy_A6N 10799 Animation = ABStrategy_A6N.ABStrategy_A6N 10800 AnimationMode = ONCE 10801 AnimationSpeedFactorRange = 1.0 1.0 10802 Flags = START_FRAME_FIRST 10803 End 10804 TransitionState = DOWN_DEFAULT UP_SNOW 10805 Model = ABStrategy_A6S 10806 Animation = ABStrategy_A6S.ABStrategy_A6S 10807 AnimationMode = ONCE 10808 AnimationSpeedFactorRange = 1.0 1.0 10809 Flags = START_FRAME_FIRST 10810 End 10811 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10812 Model = ABStrategy_A6SN 10813 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10814 AnimationMode = ONCE 10815 AnimationSpeedFactorRange = 1.0 1.0 10816 Flags = START_FRAME_FIRST 10817 End 10818 TransitionState = UP_DAY DOWN_DEFAULT 10819 Model = ABStrategy_A6 10820 Animation = ABStrategy_A6.ABStrategy_A6 10821 AnimationMode = ONCE_BACKWARDS 10822 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10823 Flags = START_FRAME_LAST 10824 End 10825 TransitionState = UP_NIGHT DOWN_DEFAULT 10826 Model = ABStrategy_A6N 10827 Animation = ABStrategy_A6N.ABStrategy_A6N 10828 AnimationMode = ONCE_BACKWARDS 10829 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10830 Flags = START_FRAME_LAST 10831 End 10832 TransitionState = UP_SNOW DOWN_DEFAULT 10833 Model = ABStrategy_A6S 10834 Animation = ABStrategy_A6S.ABStrategy_A6S 10835 AnimationMode = ONCE_BACKWARDS 10836 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10837 Flags = START_FRAME_LAST 10838 End 10839 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10840 Model = ABStrategy_A6SN 10841 Animation = ABStrategy_A6SN.ABStrategy_A6SN 10842 AnimationMode = ONCE_BACKWARDS 10843 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10844 Flags = START_FRAME_LAST 10845 End 10846 End 10847 10848 ; ------------ being-constructed crane ----------------- 10849 Draw = W3DModelDraw ModuleTag_04 10850 AnimationsRequirePower = No 10851 DefaultConditionState 10852 Model = None 10853 TransitionKey = DOWN_DEFAULT 10854 End 10855 ConditionState = NIGHT 10856 Model = None 10857 TransitionKey = DOWN_DEFAULT 10858 End 10859 ConditionState = SNOW 10860 Model = None 10861 TransitionKey = DOWN_DEFAULT 10862 End 10863 ConditionState = SNOW NIGHT 10864 10865 Model = None 10866 TransitionKey = DOWN_DEFAULT 10867 End 10868 ConditionState = SOLD 10869 Model = NONE 10870 End 10871 10872 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10873 Model = ABStrategy_A5 10874 Animation = ABStrategy_A5.ABStrategy_A5 10875 AnimationMode = LOOP 10876 TransitionKey = UP_DAY 10877 End 10878 10879 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10880 Model = ABStrategy_A5N 10881 Animation = ABStrategy_A5N.ABStrategy_A5N 10882 AnimationMode = LOOP 10883 TransitionKey = UP_NIGHT 10884 End 10885 10886 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10887 Model = ABStrategy_A5S 10888 Animation = ABStrategy_A5S.ABStrategy_A5S 10889 AnimationMode = LOOP 10890 TransitionKey = UP_SNOW 10891 End 10892 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10893 Model = ABStrategy_A5SN 10894 Animation = ABStrategy_A5SN.ABStrategy_A5SN 10895 AnimationMode = LOOP 10896 TransitionKey = UP_SNOWNIGHT 10897 End 10898 TransitionState = DOWN_DEFAULT UP_DAY 10899 Model = ABStrategy_AB 10900 Animation = ABStrategy_AB.ABStrategy_AB 10901 AnimationMode = ONCE 10902 AnimationSpeedFactorRange = 1.0 1.0 10903 Flags = START_FRAME_FIRST 10904 End 10905 10906 TransitionState = DOWN_DEFAULT UP_NIGHT 10907 Model = ABStrategy_ABN 10908 Animation = ABStrategy_ABN.ABStrategy_ABN 10909 AnimationMode = ONCE 10910 AnimationSpeedFactorRange = 1.0 1.0 10911 Flags = START_FRAME_FIRST 10912 End 10913 TransitionState = DOWN_DEFAULT UP_SNOW 10914 Model = ABStrategy_ABS 10915 Animation = ABStrategy_ABS.ABStrategy_ABS 10916 AnimationMode = ONCE 10917 AnimationSpeedFactorRange = 1.0 1.0 10918 Flags = START_FRAME_FIRST 10919 End 10920 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10921 Model = ABStrategy_ABSN 10922 Animation = ABStrategy_ABSN.ABStrategy_ABSN 10923 AnimationMode = ONCE 10924 AnimationSpeedFactorRange = 1.0 1.0 10925 Flags = START_FRAME_FIRST 10926 End 10927 TransitionState = UP_DAY DOWN_DEFAULT 10928 Model = ABStrategy_AB 10929 Animation = ABStrategy_AB.ABStrategy_AB 10930 AnimationMode = ONCE_BACKWARDS 10931 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10932 Flags = START_FRAME_LAST 10933 End 10934 TransitionState = UP_NIGHT DOWN_DEFAULT 10935 Model = ABStrategy_ABN 10936 Animation = ABStrategy_ABN.ABStrategy_ABN 10937 AnimationMode = ONCE_BACKWARDS 10938 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10939 Flags = START_FRAME_LAST 10940 End 10941 TransitionState = UP_SNOW DOWN_DEFAULT 10942 Model = ABStrategy_ABS 10943 Animation = ABStrategy_ABS.ABStrategy_ABS 10944 AnimationMode = ONCE_BACKWARDS 10945 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10946 Flags = START_FRAME_LAST 10947 End 10948 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10949 Model = ABStrategy_ABSN 10950 Animation = ABStrategy_ABSN.ABStrategy_ABSN 10951 AnimationMode = ONCE_BACKWARDS 10952 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10953 Flags = START_FRAME_LAST 10954 End 10955 End 10956 10957 ; ------------ BOMBARDMENT BATTLE PLAN ----------------- 10958 Draw = W3DModelDraw ModuleTag_05 10959 OkToChangeModelColor = Yes 10960 DefaultConditionState 10961 Model = ABStrategy_A1 10962 Animation = ABStrategy_A1.ABStrategy_A1 10963 AnimationMode = ONCE_BACKWARDS 10964 Flags = START_FRAME_FIRST 10965 End 10966 AliasConditionState = DAMAGED 10967 AliasConditionState = REALLYDAMAGED 10968 AliasConditionState = NIGHT 10969 AliasConditionState = NIGHT SNOW 10970 AliasConditionState = SNOW 10971 AliasConditionState = NIGHT DAMAGED 10972 AliasConditionState = NIGHT SNOW DAMAGED 10973 AliasConditionState = SNOW DAMAGED 10974 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10975 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10976 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10977 10978 ConditionState = DOOR_1_OPENING 10979 Model = ABStrategy_A1 10980 Animation = ABStrategy_A1.ABStrategy_A1 10981 AnimationMode = ONCE 10982 End 10983 AliasConditionState = DAMAGED DOOR_1_OPENING 10984 AliasConditionState = REALLYDAMAGED DOOR_1_OPENING 10985 AliasConditionState = NIGHT DOOR_1_OPENING 10986 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 10987 AliasConditionState = SNOW DOOR_1_OPENING 10988 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 10989 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 10990 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 10991 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 10992 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 10993 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 10994 10995 ConditionState = DOOR_1_CLOSING 10996 Model = ABStrategy_A1 10997 Animation = ABStrategy_A1.ABStrategy_A1 10998 AnimationMode = ONCE_BACKWARDS 10999 Flags = START_FRAME_LAST 11000 End 11001 AliasConditionState = DAMAGED DOOR_1_CLOSING 11002 AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING 11003 AliasConditionState = NIGHT DOOR_1_CLOSING 11004 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 11005 AliasConditionState = SNOW DOOR_1_CLOSING 11006 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 11007 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 11008 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 11009 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11010 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11011 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11012 11013 ConditionState = DOOR_1_WAITING_TO_CLOSE 11014 Model = NONE 11015 End 11016 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 11017 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11018 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 11019 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11020 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 11021 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11022 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11023 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11024 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11025 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11026 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11027 11028 11029 ;************************************************************************************************************************** 11030 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11031 ;for this draw module 11032 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11033 Model = ABStrategy_A1 11034 Animation = ABStrategy_A1.ABStrategy_A1 11035 AnimationMode = MANUAL 11036 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11037 End 11038 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11039 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11040 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11041 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11042 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11043 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11044 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11045 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11046 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11047 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11048 AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11049 11050 ConditionState = AWAITING_CONSTRUCTION 11051 Model = NONE 11052 End 11053 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11054 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11055 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11056 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11057 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11058 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11059 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11060 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11061 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11062 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11063 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11064 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 11065 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 11066 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11067 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 11068 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11069 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11070 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 11071 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11072 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11073 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11074 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11075 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11076 ;************************************************************************************************************************** 11077 11078 11079 End 11080 11081 Draw = W3DModelDraw ModuleTag_06 11082 ;***This is the bombardment cannon object that only shows up when ready to fire*** 11083 OkToChangeModelColor = Yes 11084 DefaultConditionState 11085 Model = ABStrategy_A8 11086 WeaponLaunchBone = PRIMARY Muzzle 11087 WeaponMuzzleFlash = PRIMARY MuzzleFX 11088 WeaponRecoilBone = PRIMARY Barrel 11089 Turret = Turret01 11090 TurretPitch = TurretEL 11091 HideSubObject = Chassis 11092 End 11093 AliasConditionState = DAMAGED 11094 AliasConditionState = REALLYDAMAGED 11095 AliasConditionState = NIGHT 11096 AliasConditionState = NIGHT SNOW 11097 AliasConditionState = SNOW 11098 AliasConditionState = NIGHT DAMAGED 11099 AliasConditionState = NIGHT SNOW DAMAGED 11100 AliasConditionState = SNOW DAMAGED 11101 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11102 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11103 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11104 11105 ConditionState = DOOR_1_WAITING_TO_CLOSE 11106 Model = ABStrategy_A8 11107 ShowSubObject = Chassis 11108 End 11109 AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE 11110 AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11111 AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE 11112 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11113 AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE 11114 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11115 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11116 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11117 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11118 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11119 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE 11120 11121 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11122 Model = ABStrategy_A8 11123 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11124 End 11125 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11126 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11127 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11128 11129 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11130 Model = ABStrategy_A8 11131 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11132 End 11133 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11134 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11135 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11136 11137 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 11138 Model = ABStrategy_A8 11139 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11140 End 11141 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT 11142 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW 11143 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW 11144 11145 11146 11147 11148 ConditionState = AWAITING_CONSTRUCTION 11149 Model = NONE 11150 End 11151 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11152 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11153 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11154 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11155 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11156 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11157 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11158 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11159 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11160 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11161 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11162 AliasConditionState = SOLD 11163 AliasConditionState = SOLD DAMAGED 11164 AliasConditionState = SOLD REALLYDAMAGED 11165 AliasConditionState = SOLD NIGHT 11166 AliasConditionState = SOLD NIGHT DAMAGED 11167 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11168 AliasConditionState = SOLD SNOW 11169 AliasConditionState = SOLD SNOW DAMAGED 11170 AliasConditionState = SOLD SNOW REALLYDAMAGED 11171 AliasConditionState = SOLD NIGHT SNOW 11172 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11173 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11174 AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE 11175 AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE 11176 AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11177 AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE 11178 AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE 11179 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11180 AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE 11181 AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11182 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11183 AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE 11184 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE 11185 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE 11186 11187 11188 End 11189 11190 ; ------------ HOLD THE LINE BATTLE PLAN ----------------- 11191 Draw = W3DModelDraw ModuleTag_07 11192 OkToChangeModelColor = Yes 11193 DefaultConditionState 11194 Model = ABStrategy_A7 11195 Animation = ABStrategy_A7.ABStrategy_A7 11196 AnimationMode = ONCE_BACKWARDS 11197 Flags = START_FRAME_FIRST 11198 End 11199 AliasConditionState = DAMAGED 11200 AliasConditionState = REALLYDAMAGED 11201 AliasConditionState = NIGHT 11202 AliasConditionState = NIGHT SNOW 11203 AliasConditionState = SNOW 11204 AliasConditionState = NIGHT DAMAGED 11205 AliasConditionState = NIGHT SNOW DAMAGED 11206 AliasConditionState = SNOW DAMAGED 11207 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11208 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11209 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11210 11211 ConditionState = DOOR_2_OPENING 11212 Model = ABStrategy_A7 11213 Animation = ABStrategy_A7.ABStrategy_A7 11214 AnimationMode = ONCE 11215 End 11216 AliasConditionState = DAMAGED DOOR_2_OPENING 11217 AliasConditionState = REALLYDAMAGED DOOR_2_OPENING 11218 AliasConditionState = NIGHT DOOR_2_OPENING 11219 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 11220 AliasConditionState = SNOW DOOR_2_OPENING 11221 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 11222 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 11223 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 11224 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 11225 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 11226 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 11227 11228 ConditionState = DOOR_2_CLOSING 11229 Model = ABStrategy_A7 11230 Animation = ABStrategy_A7.ABStrategy_A7 11231 AnimationMode = ONCE_BACKWARDS 11232 Flags = START_FRAME_LAST 11233 End 11234 AliasConditionState = DAMAGED DOOR_2_CLOSING 11235 AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING 11236 AliasConditionState = NIGHT DOOR_2_CLOSING 11237 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 11238 AliasConditionState = SNOW DOOR_2_CLOSING 11239 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 11240 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 11241 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 11242 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11243 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11244 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 11245 11246 ConditionState = DOOR_2_WAITING_TO_CLOSE 11247 Model = ABStrategy_A7 11248 Animation = ABStrategy_A7.ABStrategy_A7 11249 AnimationMode = ONCE 11250 Flags = START_FRAME_LAST 11251 End 11252 AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE 11253 AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11254 AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE 11255 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 11256 AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE 11257 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 11258 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11259 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11260 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 11261 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 11262 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE 11263 11264 ;************************************************************************************************************************** 11265 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11266 ;for this draw module 11267 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11268 Model = ABStrategy_A7 11269 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11270 End 11271 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11272 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11273 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11274 11275 ConditionState = AWAITING_CONSTRUCTION 11276 Model = NONE 11277 End 11278 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11279 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11280 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11281 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11282 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11283 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11284 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11285 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11286 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11287 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11288 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11289 AliasConditionState = SOLD 11290 AliasConditionState = SOLD DAMAGED 11291 AliasConditionState = SOLD REALLYDAMAGED 11292 AliasConditionState = SOLD NIGHT 11293 AliasConditionState = SOLD NIGHT DAMAGED 11294 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11295 AliasConditionState = SOLD SNOW 11296 AliasConditionState = SOLD SNOW DAMAGED 11297 AliasConditionState = SOLD SNOW REALLYDAMAGED 11298 AliasConditionState = SOLD NIGHT SNOW 11299 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11300 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11301 AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE 11302 AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE 11303 AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11304 AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE 11305 AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE 11306 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11307 AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE 11308 AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11309 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11310 AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE 11311 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE 11312 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE 11313 ;************************************************************************************************************************** 11314 End 11315 11316 ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- 11317 Draw = W3DModelDraw ModuleTag_08 11318 OkToChangeModelColor = Yes 11319 DefaultConditionState 11320 Model = ABStrategy_A2 11321 Animation = ABStrategy_A2.ABStrategy_A2 11322 AnimationMode = ONCE_BACKWARDS 11323 Flags = START_FRAME_FIRST 11324 End 11325 AliasConditionState = DAMAGED 11326 AliasConditionState = REALLYDAMAGED 11327 AliasConditionState = NIGHT 11328 AliasConditionState = NIGHT SNOW 11329 AliasConditionState = SNOW 11330 AliasConditionState = NIGHT DAMAGED 11331 AliasConditionState = NIGHT SNOW DAMAGED 11332 AliasConditionState = SNOW DAMAGED 11333 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11334 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11335 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11336 11337 ConditionState = DOOR_3_OPENING 11338 Model = ABStrategy_A2 11339 Animation = ABStrategy_A2.ABStrategy_A2 11340 AnimationMode = ONCE 11341 End 11342 AliasConditionState = DAMAGED DOOR_3_OPENING 11343 AliasConditionState = REALLYDAMAGED DOOR_3_OPENING 11344 AliasConditionState = NIGHT DOOR_3_OPENING 11345 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 11346 AliasConditionState = SNOW DOOR_3_OPENING 11347 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 11348 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 11349 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 11350 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 11351 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 11352 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 11353 11354 ConditionState = DOOR_3_CLOSING 11355 Model = ABStrategy_A2 11356 Animation = ABStrategy_A2.ABStrategy_A2 11357 AnimationMode = ONCE_BACKWARDS 11358 Flags = START_FRAME_LAST 11359 End 11360 AliasConditionState = DAMAGED DOOR_3_CLOSING 11361 AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING 11362 AliasConditionState = NIGHT DOOR_3_CLOSING 11363 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 11364 AliasConditionState = SNOW DOOR_3_CLOSING 11365 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 11366 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 11367 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 11368 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11369 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11370 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 11371 11372 ConditionState = DOOR_3_WAITING_TO_CLOSE 11373 Model = NONE 11374 End 11375 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 11376 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11377 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 11378 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11379 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 11380 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11381 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11382 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11383 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11384 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11385 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11386 11387 11388 ;************************************************************************************************************************** 11389 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11390 ;for this draw module 11391 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11392 Model = ABStrategy_A2 11393 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11394 End 11395 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11396 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11397 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11398 11399 ConditionState = AWAITING_CONSTRUCTION 11400 Model = NONE 11401 End 11402 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11403 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11404 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11405 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11406 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11407 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11408 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11409 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11410 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11411 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11412 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11413 AliasConditionState = SOLD 11414 AliasConditionState = SOLD DAMAGED 11415 AliasConditionState = SOLD REALLYDAMAGED 11416 AliasConditionState = SOLD NIGHT 11417 AliasConditionState = SOLD NIGHT DAMAGED 11418 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11419 AliasConditionState = SOLD SNOW 11420 AliasConditionState = SOLD SNOW DAMAGED 11421 AliasConditionState = SOLD SNOW REALLYDAMAGED 11422 AliasConditionState = SOLD NIGHT SNOW 11423 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11424 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11425 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 11426 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 11427 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11428 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 11429 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11430 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11431 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 11432 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11433 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11434 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11435 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11436 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11437 ;************************************************************************************************************************** 11438 11439 11440 End 11441 Draw = W3DModelDraw ModuleTag_09 11442 ;***This is the radar array that only shows up when plan is active*** 11443 OkToChangeModelColor = Yes 11444 DefaultConditionState 11445 Model = NONE 11446 End 11447 AliasConditionState = DAMAGED 11448 AliasConditionState = REALLYDAMAGED 11449 AliasConditionState = NIGHT 11450 AliasConditionState = NIGHT SNOW 11451 AliasConditionState = SNOW 11452 AliasConditionState = NIGHT DAMAGED 11453 AliasConditionState = NIGHT SNOW DAMAGED 11454 AliasConditionState = SNOW DAMAGED 11455 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11456 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11457 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11458 11459 ConditionState = DOOR_3_WAITING_TO_CLOSE 11460 Model = ABStrategy_A3 11461 Animation = ABStrategy_A3.ABStrategy_A3 11462 AnimationMode = LOOP 11463 End 11464 AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE 11465 AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11466 AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE 11467 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11468 AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE 11469 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11470 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11471 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11472 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11473 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11474 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 11475 11476 ConditionState = AWAITING_CONSTRUCTION 11477 Model = NONE 11478 End 11479 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11480 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11481 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11482 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11483 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11484 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11485 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11486 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11487 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11488 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11489 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11490 AliasConditionState = SOLD 11491 AliasConditionState = SOLD DAMAGED 11492 AliasConditionState = SOLD REALLYDAMAGED 11493 AliasConditionState = SOLD NIGHT 11494 AliasConditionState = SOLD NIGHT DAMAGED 11495 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11496 AliasConditionState = SOLD SNOW 11497 AliasConditionState = SOLD SNOW DAMAGED 11498 AliasConditionState = SOLD SNOW REALLYDAMAGED 11499 AliasConditionState = SOLD NIGHT SNOW 11500 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11501 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11502 AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE 11503 AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE 11504 AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11505 AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE 11506 AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE 11507 AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11508 AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE 11509 AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11510 AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11511 AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE 11512 AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE 11513 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE 11514 11515 End 11516 11517 PlacementViewAngle = -45 11518 11519 ; ***DESIGN parameters *** 11520 DisplayName = OBJECT:StrategyCenter 11521 Side = AmericaLaserGeneral 11522 EditorSorting = STRUCTURE 11523 Prerequisites 11524 Object = Lazr_AmericaWarFactory Lazr_AmericaAirfield 11525 End 11526 CommandSet = Lazr_AmericaStrategyCenterCommandSet 11527 BuildCost = 2500 11528 BuildTime = 60.0 ; in seconds 11529 EnergyProduction = -2 11530 VisionRange = 400.0 ; Shroud clearing distance 11531 11532 MaxSimultaneousOfType = 1 11533 11534 ShroudClearingRange = 400 11535 WeaponSet 11536 Conditions = None 11537 Weapon = PRIMARY StrategyCenterGun 11538 AutoChooseSources = PRIMARY NONE 11539 End 11540 ArmorSet 11541 Conditions = None 11542 Armor = StructureArmor 11543 DamageFX = StructureDamageFXNoShake 11544 End 11545 ExperienceValue = 250 250 250 250 ; Experience point value at each level 11546 11547 ; *** AUDIO Parameters *** 11548 VoiceSelect = StrategyCenterSelect 11549 SoundOnDamaged = BuildingDamagedStateLight 11550 SoundOnReallyDamaged = BuildingDestroy 11551 11552 UnitSpecificSounds 11553 UnderConstruction = UnderConstructionLoop 11554 End 11555 11556 UnitSpecificSounds 11557 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 11558 TurretMoveStart = NoSound 11559 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop 11560 End 11561 11562 ; *** ENGINEERING Parameters *** 11563 RadarPriority = STRUCTURE 11564 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGY_CENTER FS_ADVANCED_TECH 11565 Body = StructureBody ModuleTag_10 11566 MaxHealth = 1500.0 11567 InitialHealth = 1500.0 11568 11569 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11570 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11571 SubdualDamageCap = 1700 11572 SubdualDamageHealRate = 500 11573 SubdualDamageHealAmount = 100 11574 End 11575 Behavior = ProductionUpdate ModuleTag_11 11576 ; nothing 11577 End 11578 Behavior = BaseRegenerateUpdate ModuleTag_12 11579 ;No data 11580 End 11581 11582 Behavior = SpecialAbility ModuleTag_13 11583 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 11584 UpdateModuleStartsAttack = Yes 11585 End 11586 Behavior = BattlePlanUpdate ModuleTag_14 11587 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans 11588 11589 ;Transition Timings 11590 BombardmentPlanAnimationTime = 7000 11591 HoldTheLinePlanAnimationTime = 7000 11592 SearchAndDestroyPlanAnimationTime = 7000 11593 TransitionIdleTime = 0 11594 11595 ;Messages 11596 BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated 11597 HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated 11598 SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated 11599 11600 ;Audio hooks 11601 BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound 11602 BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound 11603 BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement 11604 SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack 11605 SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop 11606 SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack 11607 SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement 11608 HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack 11609 HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack 11610 HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement 11611 11612 ;Army bonuses granted by different battle plans 11613 ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... 11614 InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these 11615 BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. 11616 HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! 11617 SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! 11618 ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! 11619 11620 ;Building bonuses granted based on battle plan mode. 11621 StrategyCenterSearchAndDestroySightRangeScalar = 2.0 11622 StrategyCenterSearchAndDestroyDetectsStealth = Yes 11623 StrategyCenterHoldTheLineMaxHealthScalar = 2.0 11624 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO 11625 11626 ;Revealing info 11627 ;VisionObjectName = VisionObject 11628 11629 End 11630 11631 Behavior = AIUpdateInterface ModuleTag_15 11632 Turret 11633 ControlledWeaponSlots = PRIMARY 11634 TurretTurnRate = 60 // turn rate, in degrees per sec 11635 TurretPitchRate = 60 11636 AllowsPitch = Yes 11637 FiresWhileTurning = Yes 11638 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 11639 ; since you never know from whence cometh danger 11640 NaturalTurretAngle = -90 ; this turret points backwards normally 11641 11642 FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here 11643 MinIdleScanInterval = 500 ; in milliseconds 11644 MaxIdleScanInterval = 1000 ; in milliseconds 11645 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 11646 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 11647 End 11648 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 11649 End 11650 11651 Behavior = StealthDetectorUpdate ModuleTag_16 11652 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 11653 InitiallyDisabled = Yes ; only will be active when search & destroy plan active. 11654 DetectionRange = 500 ;Dustin, enable this for independant balancing! 11655 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 11656 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 11657 End 11658 11659 Behavior = SpyVisionSpecialPower SpyTag_1 11660 SpecialPowerTemplate = SuperweaponCIAIntelligence 11661 BaseDuration = 30000 ;in milliseconds 11662 BonusDurationPerCaptured = 10000 ;in milliseconds 11663 MaxDuration = 240000 ;in milliseconds 11664 End 11665 Behavior = SpyVisionUpdate SpyTag_2 11666 ;<NO DATA> 11667 End 11668 11669 Behavior = DestroyDie ModuleTag_17 11670 ;nothing 11671 End 11672 Behavior = CreateObjectDie ModuleTag_18 11673 CreationList = OCL_ABPowerPlantExplode 11674 End 11675 Behavior = CreateObjectDie ModuleTag_19 11676 CreationList = Lazr_OCL_AmericanRangerDebris04 11677 ExemptStatus = UNDER_CONSTRUCTION 11678 End 11679 Behavior = FXListDie ModuleTag_20 11680 DeathFX = FX_StructureMediumDeath 11681 End 11682 11683 Behavior = FlammableUpdate ModuleTag_22 11684 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11685 AflameDamageAmount = 5 ; taking this much damage... 11686 AflameDamageDelay = 500 ; this often. 11687 End 11688 11689 Behavior = TransitionDamageFX ModuleTag_23 11690 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 11691 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11692 ;--------------------------------------------------------------------------------------- 11693 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11694 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 11695 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 11696 End 11697 11698 11699 Geometry = BOX 11700 GeometryMajorRadius = 62.0 11701 GeometryMinorRadius = 44.0 11702 GeometryHeight = 24.0 11703 GeometryIsSmall = No 11704 Shadow = SHADOW_VOLUME 11705 BuildCompletion = PLACED_BY_PLAYER 11706 11707 End 11708 11709 ;------------------------------------------------------------------------------ 11710 11711 Object Lazr_AmericaAirfield 11712 11713 ; *** ART Parameters *** 11714 SelectPortrait = SAACommand_L 11715 ButtonImage = SAACommand 11716 Draw = W3DModelDraw ModuleTag_01 11717 11718 ExtraPublicBone = Runway1Parking1 11719 ExtraPublicBone = Runway1Parking2 11720 ExtraPublicBone = Runway2Parking1 11721 ExtraPublicBone = Runway2Parking2 11722 ExtraPublicBone = Runway1Park1Han 11723 ExtraPublicBone = Runway1Park2Han 11724 ExtraPublicBone = Runway2Park1Han 11725 ExtraPublicBone = Runway2Park2Han 11726 ExtraPublicBone = Runway1Prep1 11727 ExtraPublicBone = Runway1Prep2 11728 ExtraPublicBone = Runway2Prep1 11729 ExtraPublicBone = Runway2Prep2 11730 ExtraPublicBone = RunwayStart1 11731 ExtraPublicBone = RunwayStart2 11732 ExtraPublicBone = RunwayEnd1 11733 ExtraPublicBone = RunwayEnd2 11734 ExtraPublicBone = HeliPark01 11735 11736 OkToChangeModelColor = Yes 11737 11738 ; day ******************************************** 11739 DefaultConditionState 11740 Model = ABArFrcCmd 11741 Animation = ABArFrcCmd.ABArFrcCmd 11742 AnimationMode = LOOP 11743 End 11744 ConditionState = DAMAGED 11745 Model = ABArFrcCmd_D 11746 Animation = ABArFrcCmd_D.ABArFrcCmd_D 11747 AnimationMode = LOOP 11748 ParticleSysBone = Smoke01 SmolderingSmoke 11749 ParticleSysBone = Smoke02 SmolderingSmoke 11750 ParticleSysBone = Smoke03 SmolderingSmoke 11751 ParticleSysBone = Fire01 SmolderingFire 11752 End 11753 ConditionState = REALLYDAMAGED RUBBLE 11754 Model = ABArFrcCmd_E 11755 Animation = ABArFrcCmd_E.ABArFrcCmd_E 11756 AnimationMode = LOOP 11757 ParticleSysBone = Smoke01 SmolderingSmoke 11758 ParticleSysBone = Smoke02 SmolderingSmoke 11759 ParticleSysBone = Smoke03 SmolderingSmoke 11760 ParticleSysBone = Smoke04 SmolderingSmoke 11761 ParticleSysBone = Smoke05 SmokeFactionLarge 11762 ParticleSysBone = Smoke06 SmokeFactionLarge 11763 ParticleSysBone = Fire01 SmolderingFire 11764 ParticleSysBone = Fire02 SmolderingFire 11765 ParticleSysBone = Fire03 FireFactionLarge 11766 ParticleSysBone = Spark01 SparksLarge 11767 End 11768 11769 ConditionState = SNOW 11770 Model = ABArFrcCmd_S 11771 Animation = ABArFrcCmd_S.ABArFrcCmd_S 11772 AnimationMode = LOOP 11773 End 11774 ConditionState = DAMAGED SNOW 11775 Model = ABArFrcCmd_DS 11776 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 11777 AnimationMode = LOOP 11778 ParticleSysBone = Smoke01 SmolderingSmoke 11779 ParticleSysBone = Smoke02 SmolderingSmoke 11780 ParticleSysBone = Smoke03 SmolderingSmoke 11781 ParticleSysBone = Fire01 SmolderingFire 11782 End 11783 ConditionState = REALLYDAMAGED RUBBLE SNOW 11784 Model = ABArFrcCmd_ES 11785 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 11786 AnimationMode = LOOP 11787 ParticleSysBone = Smoke01 SmolderingSmoke 11788 ParticleSysBone = Smoke02 SmolderingSmoke 11789 ParticleSysBone = Smoke03 SmolderingSmoke 11790 ParticleSysBone = Smoke04 SmolderingSmoke 11791 ParticleSysBone = Smoke05 SmokeFactionLarge 11792 ParticleSysBone = Smoke06 SmokeFactionLarge 11793 ParticleSysBone = Fire01 SmolderingFire 11794 ParticleSysBone = Fire02 SmolderingFire 11795 ParticleSysBone = Fire03 FireFactionLarge 11796 ParticleSysBone = Spark01 SparksLarge 11797 End 11798 11799 ; night ****************************************** 11800 ConditionState = NIGHT 11801 Model = ABArFrcCmd_N 11802 Animation = ABArFrcCmd_N.ABArFrcCmd_N 11803 AnimationMode = LOOP 11804 End 11805 ConditionState = DAMAGED NIGHT 11806 Model = ABArFrcCmd_ND 11807 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 11808 AnimationMode = LOOP 11809 End 11810 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11811 Model = ABArFrcCmd_NE 11812 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 11813 AnimationMode = LOOP 11814 End 11815 11816 ConditionState = NIGHT SNOW 11817 Model = ABArFrcCmd_NS 11818 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 11819 AnimationMode = LOOP 11820 End 11821 ConditionState = DAMAGED NIGHT SNOW 11822 Model = ABArFrcCmd_NDS 11823 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 11824 AnimationMode = LOOP 11825 End 11826 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11827 Model = ABArFrcCmd_NES 11828 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 11829 AnimationMode = LOOP 11830 End 11831 11832 ;************************************************************************************************************************** 11833 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11834 ;for this draw module 11835 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11836 Model = ABArFrcCmd 11837 Animation = ABArFrcCmd.ABArFrcCmd 11838 AnimationMode = LOOP 11839 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11840 End 11841 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11842 Model = ABArFrcCmd_D 11843 Animation = ABArFrcCmd_D.ABArFrcCmd_D 11844 AnimationMode = LOOP 11845 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11846 End 11847 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11848 Model = ABArFrcCmd_E 11849 Animation = ABArFrcCmd_E.ABArFrcCmd_E 11850 AnimationMode = LOOP 11851 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11852 End 11853 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11854 Model = ABArFrcCmd_N 11855 Animation = ABArFrcCmd_N.ABArFrcCmd_N 11856 AnimationMode = LOOP 11857 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11858 End 11859 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 11860 Model = ABArFrcCmd_ND 11861 Animation = ABArFrcCmd_ND.ABArFrcCmd_ND 11862 AnimationMode = LOOP 11863 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11864 End 11865 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 11866 Model = ABArFrcCmd_NE 11867 Animation = ABArFrcCmd_NE.ABArFrcCmd_NE 11868 AnimationMode = LOOP 11869 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11870 End 11871 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11872 Model = ABArFrcCmd_S 11873 Animation = ABArFrcCmd_S.ABArFrcCmd_S 11874 AnimationMode = LOOP 11875 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11876 End 11877 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 11878 Model = ABArFrcCmd_DS 11879 Animation = ABArFrcCmd_DS.ABArFrcCmd_DS 11880 AnimationMode = LOOP 11881 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11882 End 11883 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 11884 Model = ABArFrcCmd_ES 11885 Animation = ABArFrcCmd_ES.ABArFrcCmd_ES 11886 AnimationMode = LOOP 11887 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11888 End 11889 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11890 Model = ABArFrcCmd_NS 11891 Animation = ABArFrcCmd_NS.ABArFrcCmd_NS 11892 AnimationMode = LOOP 11893 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11894 End 11895 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 11896 Model = ABArFrcCmd_NDS 11897 Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS 11898 AnimationMode = LOOP 11899 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11900 End 11901 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 11902 Model = ABArFrcCmd_NES 11903 Animation = ABArFrcCmd_NES.ABArFrcCmd_NES 11904 AnimationMode = LOOP 11905 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11906 End 11907 11908 ConditionState = AWAITING_CONSTRUCTION 11909 Model = NONE 11910 End 11911 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11912 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11913 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11914 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11916 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11917 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11918 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11919 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11920 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11921 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11922 AliasConditionState = SOLD 11923 AliasConditionState = SOLD DAMAGED 11924 AliasConditionState = SOLD REALLYDAMAGED 11925 AliasConditionState = SOLD NIGHT 11926 AliasConditionState = SOLD NIGHT DAMAGED 11927 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11928 AliasConditionState = SOLD SNOW 11929 AliasConditionState = SOLD SNOW DAMAGED 11930 AliasConditionState = SOLD SNOW REALLYDAMAGED 11931 AliasConditionState = SOLD NIGHT SNOW 11932 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11933 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11934 ;************************************************************************************************************************** 11935 11936 End 11937 11938 ; ------------ blinky production lights ----------------- 11939 Draw = W3DModelDraw ModuleTag_02 11940 DefaultConditionState 11941 Model = None 11942 End 11943 ConditionState = ACTIVELY_CONSTRUCTING 11944 Model = ABArFrcCmd_A9 11945 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 11946 AnimationMode = LOOP 11947 End 11948 End 11949 11950 ; ----------------- door #1 ------------------- 11951 Draw = W3DModelDraw ModuleTag_03 11952 ConditionState = NONE 11953 Model = ABArFrcCmd_A7 11954 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11955 AnimationMode = MANUAL 11956 Flags = START_FRAME_FIRST 11957 End 11958 AliasConditionState = NIGHT 11959 AliasConditionState = SNOW 11960 AliasConditionState = NIGHT SNOW 11961 AliasConditionState = NIGHT DAMAGED 11962 AliasConditionState = SNOW DAMAGED 11963 AliasConditionState = NIGHT SNOW DAMAGED 11964 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11965 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11966 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11967 11968 ConditionState = DOOR_1_OPENING 11969 Model = ABArFrcCmd_A7 11970 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11971 AnimationMode = ONCE 11972 Flags = START_FRAME_FIRST 11973 End 11974 AliasConditionState = NIGHT DOOR_1_OPENING 11975 AliasConditionState = SNOW DOOR_1_OPENING 11976 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 11977 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 11978 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 11979 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 11980 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 11981 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 11982 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 11983 11984 ConditionState = DOOR_1_CLOSING 11985 Model = ABArFrcCmd_A7 11986 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 11987 AnimationMode = ONCE_BACKWARDS 11988 Flags = START_FRAME_LAST 11989 End 11990 AliasConditionState = NIGHT DOOR_1_CLOSING 11991 AliasConditionState = SNOW DOOR_1_CLOSING 11992 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 11993 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 11994 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 11995 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 11996 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11997 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11998 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 11999 12000 ConditionState = DOOR_1_WAITING_OPEN 12001 Model = ABArFrcCmd_A7 12002 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 12003 AnimationMode = MANUAL 12004 Flags = START_FRAME_LAST 12005 End 12006 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 12007 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 12008 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 12009 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 12010 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 12011 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 12012 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 12013 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 12014 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 12015 12016 12017 ;************************************************************************************************************************** 12018 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12019 ;for this draw module 12020 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12021 Model = ABArFrcCmd_A7 12022 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12023 End 12024 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12025 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12026 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12027 12028 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12029 Model = ABArFrcCmd_A7 12030 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12031 End 12032 12033 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12034 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12035 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12036 12037 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12038 Model = ABArFrcCmd_A7 12039 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12040 End 12041 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12042 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12043 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12044 12045 ConditionState = AWAITING_CONSTRUCTION 12046 Model = NONE 12047 End 12048 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12049 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12050 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12051 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12052 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12053 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12054 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12055 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12056 AliasConditionState = SOLD 12057 AliasConditionState = SOLD DAMAGED 12058 AliasConditionState = SOLD REALLYDAMAGED 12059 AliasConditionState = SOLD NIGHT 12060 AliasConditionState = SOLD NIGHT DAMAGED 12061 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12062 AliasConditionState = SOLD SNOW 12063 AliasConditionState = SOLD SNOW DAMAGED 12064 AliasConditionState = SOLD SNOW REALLYDAMAGED 12065 AliasConditionState = SOLD NIGHT SNOW 12066 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12067 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12068 ;************************************************************************************************************************** 12069 12070 End 12071 12072 ; ----------------- door #2 ------------------- 12073 Draw = W3DModelDraw ModuleTag_04 12074 DefaultConditionState 12075 Model = ABArFrcCmd_A8 12076 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12077 AnimationMode = MANUAL 12078 Flags = START_FRAME_FIRST 12079 End 12080 AliasConditionState = NIGHT 12081 AliasConditionState = SNOW 12082 AliasConditionState = NIGHT SNOW 12083 AliasConditionState = NIGHT DAMAGED 12084 AliasConditionState = SNOW DAMAGED 12085 AliasConditionState = NIGHT SNOW DAMAGED 12086 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12087 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12088 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12089 12090 12091 ConditionState = DOOR_2_OPENING 12092 Model = ABArFrcCmd_A8 12093 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12094 AnimationMode = ONCE 12095 Flags = START_FRAME_FIRST 12096 End 12097 AliasConditionState = NIGHT DOOR_2_OPENING 12098 AliasConditionState = SNOW DOOR_2_OPENING 12099 AliasConditionState = NIGHT SNOW DOOR_2_OPENING 12100 AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING 12101 AliasConditionState = SNOW DAMAGED DOOR_2_OPENING 12102 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING 12103 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING 12104 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 12105 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING 12106 12107 12108 ConditionState = DOOR_2_CLOSING 12109 Model = ABArFrcCmd_A8 12110 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12111 AnimationMode = ONCE_BACKWARDS 12112 Flags = START_FRAME_LAST 12113 End 12114 AliasConditionState = NIGHT DOOR_2_CLOSING 12115 AliasConditionState = SNOW DOOR_2_CLOSING 12116 AliasConditionState = NIGHT SNOW DOOR_2_CLOSING 12117 AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING 12118 AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING 12119 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING 12120 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING 12121 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 12122 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING 12123 12124 ConditionState = DOOR_2_WAITING_OPEN 12125 Model = ABArFrcCmd_A8 12126 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 12127 AnimationMode = MANUAL 12128 Flags = START_FRAME_LAST 12129 End 12130 AliasConditionState = NIGHT DOOR_2_WAITING_OPEN 12131 AliasConditionState = SNOW DOOR_2_WAITING_OPEN 12132 AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN 12133 AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN 12134 AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN 12135 AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN 12136 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 12137 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 12138 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN 12139 12140 ;************************************************************************************************************************** 12141 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12142 ;for this draw module 12143 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12144 Model = ABArFrcCmd_A8 12145 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12146 End 12147 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12148 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12149 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12150 12151 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12152 Model = ABArFrcCmd_A8 12153 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12154 End 12155 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12156 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12157 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12158 12159 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12160 Model = ABArFrcCmd_A8 12161 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12162 End 12163 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12164 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12165 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12166 12167 ConditionState = AWAITING_CONSTRUCTION 12168 Model = NONE 12169 End 12170 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12171 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12172 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12173 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12174 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12175 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12176 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12177 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12178 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12179 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12180 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12181 AliasConditionState = SOLD 12182 AliasConditionState = SOLD DAMAGED 12183 AliasConditionState = SOLD REALLYDAMAGED 12184 AliasConditionState = SOLD NIGHT 12185 AliasConditionState = SOLD NIGHT DAMAGED 12186 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12187 AliasConditionState = SOLD SNOW 12188 AliasConditionState = SOLD SNOW DAMAGED 12189 AliasConditionState = SOLD SNOW REALLYDAMAGED 12190 AliasConditionState = SOLD NIGHT SNOW 12191 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12192 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12193 ;************************************************************************************************************************** 12194 12195 End 12196 12197 ; ----------------- door #3 ------------------- 12198 Draw = W3DModelDraw ModuleTag_05 12199 DefaultConditionState 12200 Model = ABArFrcCmd_A2 12201 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12202 AnimationMode = MANUAL 12203 Flags = START_FRAME_FIRST 12204 End 12205 AliasConditionState = NIGHT 12206 AliasConditionState = SNOW 12207 AliasConditionState = NIGHT SNOW 12208 AliasConditionState = NIGHT DAMAGED 12209 AliasConditionState = SNOW DAMAGED 12210 AliasConditionState = NIGHT SNOW DAMAGED 12211 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12212 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12213 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12214 12215 12216 ConditionState = DOOR_3_OPENING 12217 Model = ABArFrcCmd_A2 12218 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12219 AnimationMode = ONCE 12220 Flags = START_FRAME_FIRST 12221 End 12222 AliasConditionState = NIGHT DOOR_3_OPENING 12223 AliasConditionState = SNOW DOOR_3_OPENING 12224 AliasConditionState = NIGHT SNOW DOOR_3_OPENING 12225 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 12226 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 12227 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING 12228 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 12229 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 12230 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 12231 12232 ConditionState = DOOR_3_CLOSING 12233 Model = ABArFrcCmd_A2 12234 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12235 AnimationMode = ONCE_BACKWARDS 12236 Flags = START_FRAME_LAST 12237 End 12238 AliasConditionState = NIGHT DOOR_3_CLOSING 12239 AliasConditionState = SNOW DOOR_3_CLOSING 12240 AliasConditionState = NIGHT SNOW DOOR_3_CLOSING 12241 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 12242 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 12243 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING 12244 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 12245 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 12246 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 12247 12248 ConditionState = DOOR_3_WAITING_OPEN 12249 Model = ABArFrcCmd_A2 12250 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 12251 AnimationMode = MANUAL 12252 Flags = START_FRAME_LAST 12253 End 12254 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 12255 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 12256 AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN 12257 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 12258 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 12259 AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN 12260 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 12261 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 12262 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 12263 12264 12265 ;************************************************************************************************************************** 12266 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12267 ;for this draw module 12268 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12269 Model = ABArFrcCmd_A2 12270 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12271 End 12272 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12273 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12274 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12275 12276 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12277 Model = ABArFrcCmd_A2 12278 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12279 End 12280 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12281 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12282 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12283 12284 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12285 Model = ABArFrcCmd_A2 12286 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12287 End 12288 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12289 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12290 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12291 12292 ConditionState = AWAITING_CONSTRUCTION 12293 Model = NONE 12294 End 12295 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12296 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12297 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12298 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12299 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12300 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12301 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12302 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12303 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12304 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12305 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12306 AliasConditionState = SOLD 12307 AliasConditionState = SOLD DAMAGED 12308 AliasConditionState = SOLD REALLYDAMAGED 12309 AliasConditionState = SOLD NIGHT 12310 AliasConditionState = SOLD NIGHT DAMAGED 12311 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12312 AliasConditionState = SOLD SNOW 12313 AliasConditionState = SOLD SNOW DAMAGED 12314 AliasConditionState = SOLD SNOW REALLYDAMAGED 12315 AliasConditionState = SOLD NIGHT SNOW 12316 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12317 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12318 ;************************************************************************************************************************** 12319 12320 End 12321 12322 ; ----------------- door #4 ------------------- 12323 Draw = W3DModelDraw ModuleTag_06 12324 DefaultConditionState 12325 Model = ABArFrcCmd_A3 12326 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12327 AnimationMode = MANUAL 12328 Flags = START_FRAME_FIRST 12329 End 12330 AliasConditionState = NIGHT 12331 AliasConditionState = SNOW 12332 AliasConditionState = NIGHT SNOW 12333 AliasConditionState = NIGHT DAMAGED 12334 AliasConditionState = SNOW DAMAGED 12335 AliasConditionState = NIGHT SNOW DAMAGED 12336 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 12337 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 12338 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 12339 12340 ConditionState = DOOR_4_OPENING 12341 Model = ABArFrcCmd_A3 12342 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12343 AnimationMode = ONCE 12344 Flags = START_FRAME_FIRST 12345 End 12346 AliasConditionState = NIGHT DOOR_4_OPENING 12347 AliasConditionState = SNOW DOOR_4_OPENING 12348 AliasConditionState = NIGHT SNOW DOOR_4_OPENING 12349 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 12350 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 12351 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING 12352 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 12353 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 12354 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 12355 12356 ConditionState = DOOR_4_CLOSING 12357 Model = ABArFrcCmd_A3 12358 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12359 AnimationMode = ONCE_BACKWARDS 12360 Flags = START_FRAME_LAST 12361 End 12362 AliasConditionState = NIGHT DOOR_4_CLOSING 12363 AliasConditionState = SNOW DOOR_4_CLOSING 12364 AliasConditionState = NIGHT SNOW DOOR_4_CLOSING 12365 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 12366 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 12367 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING 12368 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 12369 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 12370 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 12371 12372 ConditionState = DOOR_4_WAITING_OPEN 12373 Model = ABArFrcCmd_A3 12374 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 12375 AnimationMode = MANUAL 12376 Flags = START_FRAME_LAST 12377 End 12378 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 12379 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 12380 AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN 12381 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 12382 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 12383 AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN 12384 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 12385 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 12386 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 12387 12388 ;************************************************************************************************************************** 12389 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12390 ;for this draw module 12391 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12392 Model = ABArFrcCmd_A3 12393 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12394 End 12395 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12396 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12397 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12398 12399 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12400 Model = ABArFrcCmd_A3 12401 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12402 End 12403 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 12404 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 12405 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 12406 12407 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12408 Model = ABArFrcCmd_A3 12409 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12410 End 12411 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 12412 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 12413 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 12414 12415 ConditionState = AWAITING_CONSTRUCTION 12416 Model = NONE 12417 End 12418 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12419 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12420 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12421 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12422 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12423 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12424 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12425 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12426 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12427 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12428 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12429 AliasConditionState = SOLD 12430 AliasConditionState = SOLD DAMAGED 12431 AliasConditionState = SOLD REALLYDAMAGED 12432 AliasConditionState = SOLD NIGHT 12433 AliasConditionState = SOLD NIGHT DAMAGED 12434 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12435 AliasConditionState = SOLD SNOW 12436 AliasConditionState = SOLD SNOW DAMAGED 12437 AliasConditionState = SOLD SNOW REALLYDAMAGED 12438 AliasConditionState = SOLD NIGHT SNOW 12439 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12440 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12441 ;************************************************************************************************************************** 12442 End 12443 12444 ; ------------ construction-zone fence ----------------- 12445 Draw = W3DModelDraw ModuleTag_07 12446 AnimationsRequirePower = No 12447 DefaultConditionState 12448 Model = None 12449 TransitionKey = DOWN_DEFAULT 12450 End 12451 ConditionState = NIGHT 12452 Model = None 12453 TransitionKey = DOWN_DEFAULT 12454 End 12455 ConditionState = SNOW 12456 Model = None 12457 TransitionKey = DOWN_DEFAULT 12458 End 12459 ConditionState = SNOW NIGHT 12460 Model = None 12461 TransitionKey = DOWN_DEFAULT 12462 End 12463 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12464 Model = ABArFrcCmd_A4 12465 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 12466 AnimationMode = MANUAL 12467 Flags = START_FRAME_LAST 12468 TransitionKey = UP_DAY 12469 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12470 ParticleSysBone = SparksS01 LiveWireSparks02 12471 End 12472 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12473 Model = ABArFrcCmd_A4N 12474 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 12475 AnimationMode = MANUAL 12476 Flags = START_FRAME_LAST 12477 TransitionKey = UP_NIGHT 12478 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12479 ParticleSysBone = SparksS01 LiveWireSparks02 12480 End 12481 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12482 Model = ABArFrcCmd_A4S 12483 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 12484 AnimationMode = MANUAL 12485 Flags = START_FRAME_LAST 12486 TransitionKey = UP_SNOW 12487 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12488 ParticleSysBone = SparksS01 LiveWireSparks02 12489 End 12490 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12491 Model = ABArFrcCmd_A4SN 12492 ; @todo srj -- missing 12493 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 12494 AnimationMode = MANUAL 12495 Flags = START_FRAME_LAST 12496 TransitionKey = UP_SNOWNIGHT 12497 ParticleSysBone = SmokeS01 SmokeBuildingSmall 12498 ParticleSysBone = SparksS01 LiveWireSparks02 12499 End 12500 TransitionState = DOWN_DEFAULT UP_DAY 12501 Model = ABArFrcCmd_A4 12502 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 12503 AnimationMode = ONCE 12504 AnimationSpeedFactorRange = 1.0 1.0 12505 Flags = START_FRAME_FIRST 12506 End 12507 TransitionState = DOWN_DEFAULT UP_NIGHT 12508 Model = ABArFrcCmd_A4N 12509 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 12510 AnimationMode = ONCE 12511 AnimationSpeedFactorRange = 1.0 1.0 12512 Flags = START_FRAME_FIRST 12513 End 12514 TransitionState = DOWN_DEFAULT UP_SNOW 12515 Model = ABArFrcCmd_A4S 12516 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 12517 AnimationMode = ONCE 12518 AnimationSpeedFactorRange = 1.0 1.0 12519 Flags = START_FRAME_FIRST 12520 End 12521 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12522 Model = ABArFrcCmd_A4SN 12523 ; @todo srj -- missing 12524 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 12525 AnimationMode = ONCE 12526 AnimationSpeedFactorRange = 1.0 1.0 12527 Flags = START_FRAME_FIRST 12528 End 12529 TransitionState = UP_DAY DOWN_DEFAULT 12530 Model = ABArFrcCmd_A4 12531 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 12532 AnimationMode = ONCE_BACKWARDS 12533 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12534 Flags = START_FRAME_LAST 12535 End 12536 TransitionState = UP_NIGHT DOWN_DEFAULT 12537 Model = ABArFrcCmd_A4N 12538 Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N 12539 AnimationMode = ONCE_BACKWARDS 12540 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12541 Flags = START_FRAME_LAST 12542 End 12543 TransitionState = UP_SNOW DOWN_DEFAULT 12544 Model = ABArFrcCmd_A4S 12545 Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S 12546 AnimationMode = ONCE_BACKWARDS 12547 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12548 Flags = START_FRAME_LAST 12549 End 12550 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12551 Model = ABArFrcCmd_A4SN 12552 ; @todo srj -- missing 12553 Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN 12554 AnimationMode = ONCE_BACKWARDS 12555 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12556 Flags = START_FRAME_LAST 12557 End 12558 End 12559 12560 ; ------------ under-construction scaffolding ----------------- 12561 Draw = W3DModelDraw ModuleTag_08 12562 AnimationsRequirePower = No 12563 MinLODRequired = MEDIUM 12564 DefaultConditionState 12565 Model = None 12566 TransitionKey = DOWN_DEFAULT 12567 End 12568 ConditionState = NIGHT 12569 Model = None 12570 TransitionKey = DOWN_DEFAULT 12571 End 12572 ConditionState = SNOW 12573 Model = None 12574 TransitionKey = DOWN_DEFAULT 12575 End 12576 ConditionState = SNOW NIGHT 12577 Model = None 12578 TransitionKey = DOWN_DEFAULT 12579 End 12580 ConditionState = PARTIALLY_CONSTRUCTED 12581 Model = ABArFrcCmd_A6 12582 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 12583 AnimationMode = MANUAL 12584 Flags = START_FRAME_LAST 12585 TransitionKey = UP_DAY 12586 ParticleSysBone = Sparks01 BuildUpBlueSpark 12587 ParticleSysBone = Sparks02 BuildUpBlueSpark 12588 ParticleSysBone = Sparks03 BuildUpBlueSpark 12589 ParticleSysBone = Sparks04 BuildUpBlueSpark 12590 ParticleSysBone = Sparks05 BuildUpBlueSpark 12591 ParticleSysBone = Sparks06 BuildUpBlueSpark 12592 End 12593 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12594 Model = ABArFrcCmd_A6N 12595 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 12596 AnimationMode = MANUAL 12597 Flags = START_FRAME_LAST 12598 TransitionKey = UP_NIGHT 12599 ParticleSysBone = Sparks01 BuildUpBlueSpark 12600 ParticleSysBone = Sparks02 BuildUpBlueSpark 12601 ParticleSysBone = Sparks03 BuildUpBlueSpark 12602 ParticleSysBone = Sparks04 BuildUpBlueSpark 12603 ParticleSysBone = Sparks05 BuildUpBlueSpark 12604 ParticleSysBone = Sparks06 BuildUpBlueSpark 12605 End 12606 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12607 Model = ABArFrcCmd_A6S 12608 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 12609 AnimationMode = MANUAL 12610 Flags = START_FRAME_LAST 12611 TransitionKey = UP_SNOW 12612 ParticleSysBone = Sparks01 BuildUpBlueSpark 12613 ParticleSysBone = Sparks02 BuildUpBlueSpark 12614 ParticleSysBone = Sparks03 BuildUpBlueSpark 12615 ParticleSysBone = Sparks04 BuildUpBlueSpark 12616 ParticleSysBone = Sparks05 BuildUpBlueSpark 12617 ParticleSysBone = Sparks06 BuildUpBlueSpark 12618 End 12619 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12620 Model = ABArFrcCmd_A6SN 12621 ; @todo srj -- missing 12622 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 12623 AnimationMode = MANUAL 12624 Flags = START_FRAME_LAST 12625 TransitionKey = UP_SNOWNIGHT 12626 ParticleSysBone = Sparks01 BuildUpBlueSpark 12627 ParticleSysBone = Sparks02 BuildUpBlueSpark 12628 ParticleSysBone = Sparks03 BuildUpBlueSpark 12629 ParticleSysBone = Sparks04 BuildUpBlueSpark 12630 ParticleSysBone = Sparks05 BuildUpBlueSpark 12631 ParticleSysBone = Sparks06 BuildUpBlueSpark 12632 End 12633 TransitionState = DOWN_DEFAULT UP_DAY 12634 Model = ABArFrcCmd_A6 12635 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 12636 AnimationMode = ONCE 12637 AnimationSpeedFactorRange = 1.0 1.0 12638 Flags = START_FRAME_FIRST 12639 End 12640 TransitionState = DOWN_DEFAULT UP_NIGHT 12641 Model = ABArFrcCmd_A6N 12642 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 12643 AnimationMode = ONCE 12644 AnimationSpeedFactorRange = 1.0 1.0 12645 Flags = START_FRAME_FIRST 12646 End 12647 12648 TransitionState = DOWN_DEFAULT UP_SNOW 12649 Model = ABArFrcCmd_A6S 12650 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 12651 AnimationMode = ONCE 12652 AnimationSpeedFactorRange = 1.0 1.0 12653 Flags = START_FRAME_FIRST 12654 End 12655 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12656 Model = ABArFrcCmd_A6SN 12657 ; @todo srj -- missing 12658 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 12659 AnimationMode = ONCE 12660 AnimationSpeedFactorRange = 1.0 1.0 12661 Flags = START_FRAME_FIRST 12662 End 12663 TransitionState = UP_DAY DOWN_DEFAULT 12664 Model = ABArFrcCmd_A6 12665 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 12666 AnimationMode = ONCE_BACKWARDS 12667 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12668 Flags = START_FRAME_LAST 12669 End 12670 TransitionState = UP_NIGHT DOWN_DEFAULT 12671 Model = ABArFrcCmd_A6N 12672 Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N 12673 AnimationMode = ONCE_BACKWARDS 12674 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12675 Flags = START_FRAME_LAST 12676 End 12677 TransitionState = UP_SNOW DOWN_DEFAULT 12678 Model = ABArFrcCmd_A6S 12679 Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S 12680 AnimationMode = ONCE_BACKWARDS 12681 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12682 Flags = START_FRAME_LAST 12683 End 12684 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12685 Model = ABArFrcCmd_A6SN 12686 ; @todo srj -- missing 12687 Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN 12688 AnimationMode = ONCE_BACKWARDS 12689 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12690 Flags = START_FRAME_LAST 12691 End 12692 End 12693 12694 ; ------------ being-constructed crane ----------------- 12695 Draw = W3DModelDraw ModuleTag_09 12696 AnimationsRequirePower = No 12697 DefaultConditionState 12698 Model = None 12699 TransitionKey = DOWN_DEFAULT 12700 End 12701 ConditionState = NIGHT 12702 Model = None 12703 TransitionKey = DOWN_DEFAULT 12704 End 12705 ConditionState = SNOW 12706 Model = None 12707 TransitionKey = DOWN_DEFAULT 12708 End 12709 ConditionState = SNOW NIGHT 12710 Model = None 12711 TransitionKey = DOWN_DEFAULT 12712 End 12713 ConditionState = SOLD 12714 Model = NONE 12715 End 12716 12717 ConditionState = ACTIVELY_BEING_CONSTRUCTED 12718 Model = ABArFrcCmd_A5 12719 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 12720 AnimationMode = LOOP 12721 TransitionKey = UP_DAY 12722 End 12723 12724 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 12725 Model = ABArFrcCmd_A5N 12726 Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N 12727 AnimationMode = LOOP 12728 TransitionKey = UP_NIGHT 12729 End 12730 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 12731 Model = ABArFrcCmd_A5S 12732 Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S 12733 AnimationMode = LOOP 12734 TransitionKey = UP_SNOW 12735 End 12736 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 12737 Model = ABArFrcCmd_A5SN 12738 Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN 12739 AnimationMode = LOOP 12740 TransitionKey = UP_SNOWNIGHT 12741 End 12742 TransitionState = DOWN_DEFAULT UP_DAY 12743 Model = ABArFrcCmd_AB 12744 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 12745 AnimationMode = ONCE 12746 AnimationSpeedFactorRange = 1.0 1.0 12747 Flags = START_FRAME_FIRST 12748 End 12749 12750 TransitionState = DOWN_DEFAULT UP_NIGHT 12751 Model = ABArFrcCmd_ABN 12752 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 12753 AnimationMode = ONCE 12754 AnimationSpeedFactorRange = 1.0 1.0 12755 Flags = START_FRAME_FIRST 12756 End 12757 TransitionState = DOWN_DEFAULT UP_SNOW 12758 Model = ABArFrcCmd_ABS 12759 ; @todo srj -- not found 12760 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12761 AnimationMode = ONCE 12762 AnimationSpeedFactorRange = 1.0 1.0 12763 Flags = START_FRAME_FIRST 12764 End 12765 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12766 Model = ABArFrcCmd_ABSN 12767 Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN 12768 AnimationMode = ONCE 12769 AnimationSpeedFactorRange = 1.0 1.0 12770 Flags = START_FRAME_FIRST 12771 End 12772 TransitionState = UP_DAY DOWN_DEFAULT 12773 Model = ABArFrcCmd_AB 12774 Animation = ABArFrcCmd_AB.ABArFrcCmd_AB 12775 AnimationMode = ONCE_BACKWARDS 12776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12777 Flags = START_FRAME_LAST 12778 End 12779 TransitionState = UP_NIGHT DOWN_DEFAULT 12780 Model = ABArFrcCmd_ABN 12781 Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN 12782 AnimationMode = ONCE_BACKWARDS 12783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12784 Flags = START_FRAME_LAST 12785 End 12786 TransitionState = UP_SNOW DOWN_DEFAULT 12787 Model = ABArFrcCmd_ABS 12788 ; @todo srj -- not found 12789 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12790 AnimationMode = ONCE_BACKWARDS 12791 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12792 Flags = START_FRAME_LAST 12793 End 12794 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12795 Model = ABArFrcCmd_ABS 12796 Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 12797 AnimationMode = ONCE_BACKWARDS 12798 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12799 Flags = START_FRAME_LAST 12800 End 12801 End 12802 12803 PlacementViewAngle = -45 12804 12805 ; ***DESIGN parameters *** 12806 DisplayName = OBJECT:Airfield 12807 Side = AmericaLaserGeneral 12808 EditorSorting = STRUCTURE 12809 Prerequisites 12810 Object = Lazr_AmericaSupplyCenter 12811 End 12812 BuildCost = 1000 12813 BuildTime = 30.0 ; in seconds 12814 EnergyProduction = -1 12815 CommandSet = Lazr_AmericaAirfieldCommandSet 12816 VisionRange = 200.0 ; Shroud clearing distance 12817 ShroudClearingRange = 200 12818 ArmorSet 12819 Conditions = None 12820 Armor = StructureArmor 12821 DamageFX = StructureDamageFXNoShake 12822 End 12823 ExperienceValue = 150 150 150 150 ; Experience point value at each level 12824 12825 ; *** AUDIO Parameters *** 12826 VoiceSelect = AirfieldUSASelect 12827 SoundOnDamaged = BuildingDamagedStateLight 12828 SoundOnReallyDamaged = BuildingDestroy 12829 12830 UnitSpecificSounds 12831 UnderConstruction = UnderConstructionLoop 12832 End 12833 12834 ; *** ENGINEERING Parameters *** 12835 RadarPriority = STRUCTURE 12836 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT 12837 Body = StructureBody ModuleTag_10 12838 MaxHealth = 1500.0 12839 InitialHealth = 1500.0 12840 12841 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12842 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12843 SubdualDamageCap = 1700 12844 SubdualDamageHealRate = 500 12845 SubdualDamageHealAmount = 100 12846 End 12847 12848 Behavior = ParkingPlaceBehavior ModuleTag_11 12849 HealAmountPerSecond = 10 12850 NumRows = 2 12851 NumCols = 2 12852 HasRunways = Yes 12853 ApproachHeight = 50 12854 End 12855 12856 Behavior = ProductionUpdate ModuleTag_12 12857 NumDoorAnimations = 4 12858 DoorOpeningTime = 2000 ;in mSeconds 12859 DoorWaitOpenTime = 3000 ;in mSeconds 12860 DoorCloseTime = 2000 ;in mSeconds 12861 ConstructionCompleteDuration = 1000 ;in mSeconds 12862 End 12863 Behavior = BaseRegenerateUpdate ModuleTag_13 12864 ;No data 12865 End 12866 12867 Behavior = DestroyDie ModuleTag_14 12868 ;nothing 12869 End 12870 Behavior = CreateObjectDie ModuleTag_15 12871 CreationList = OCL_ABPowerPlantExplode 12872 End 12873 Behavior = CreateObjectDie ModuleTag_16 12874 CreationList = OCL_AmericanRangerDebris02 12875 ExemptStatus = UNDER_CONSTRUCTION 12876 End 12877 Behavior = FXListDie ModuleTag_17 12878 DeathFX = FX_StructureMediumDeath 12879 End 12880 12881 Behavior = FlammableUpdate ModuleTag_19 12882 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12883 AflameDamageAmount = 5 ; taking this much damage... 12884 AflameDamageDelay = 500 ; this often. 12885 End 12886 12887 Behavior = TransitionDamageFX ModuleTag_31 12888 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 12889 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12890 ;--------------------------------------------------------------------------------------- 12891 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12892 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12893 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12894 End 12895 12896 Geometry = BOX 12897 GeometryMajorRadius = 112.0 12898 GeometryMinorRadius = 74.0 12899 GeometryHeight = 25.0 12900 GeometryIsSmall = No 12901 FactoryExitWidth = 25 12902 Shadow = SHADOW_VOLUME 12903 BuildCompletion = PLACED_BY_PLAYER 12904 12905 End 12906 12907 12908 12909 12910 12911 12912 12913 ;------------------------------------------------------------------------------ 12914 Object Lazr_AmericaSupplyCenter 12915 12916 ; *** ART Parameters *** 12917 SelectPortrait = SASupplyCntr_L 12918 ButtonImage = SASupplyCntr 12919 Draw = W3DModelDraw ModuleTag_01 12920 OkToChangeModelColor = Yes 12921 12922 ; day ************************************** 12923 ConditionState = NONE 12924 Model = ABSupplyCT 12925 Animation = ABSupplyCT.ABSupplyCT 12926 AnimationMode = LOOP 12927 Flags = MAINTAIN_FRAME_ACROSS_STATES 12928 End 12929 ConditionState = DAMAGED 12930 Model = ABSupplyCT_D 12931 Animation = ABSupplyCT_D.ABSupplyCT_D 12932 AnimationMode = LOOP 12933 Flags = MAINTAIN_FRAME_ACROSS_STATES 12934 ParticleSysBone = Smoke01 SmolderingSmoke 12935 ParticleSysBone = Smoke02 SmolderingSmoke 12936 ParticleSysBone = Smoke03 SmolderingSmoke 12937 ParticleSysBone = Smoke04 SmolderingSmoke 12938 ParticleSysBone = Smoke01 SmolderingFire 12939 ParticleSysBone = Smoke02 SmolderingFire 12940 ParticleSysBone = Smoke03 SmolderingFire 12941 ParticleSysBone = Smoke04 SmolderingFire 12942 End 12943 ConditionState = REALLYDAMAGED RUBBLE 12944 Model = ABSupplyCT_E 12945 Animation = ABSupplyCT_E.ABSupplyCT_E 12946 AnimationMode = LOOP 12947 Flags = MAINTAIN_FRAME_ACROSS_STATES 12948 ParticleSysBone = Smoke01 SmolderingSmoke 12949 ParticleSysBone = Smoke02 SmolderingSmoke 12950 ParticleSysBone = Smoke03 SmolderingSmoke 12951 ParticleSysBone = Smoke04 SmolderingSmoke 12952 ParticleSysBone = Smoke05 SmolderingSmoke 12953 ParticleSysBone = Smoke06 SmolderingSmoke 12954 ParticleSysBone = Smoke01 SmolderingFire 12955 ParticleSysBone = Smoke02 SmolderingFire 12956 ParticleSysBone = Smoke03 SmolderingFire 12957 ParticleSysBone = Smoke04 SmolderingFire 12958 ParticleSysBone = Smoke05 SmolderingFire 12959 ParticleSysBone = Smoke06 SmolderingFire 12960 End 12961 12962 12963 ; day Snow ************************************** 12964 ConditionState = SNOW 12965 Model = ABSupplyCT_S 12966 Animation = ABSupplyCT_S.ABSupplyCT_S 12967 AnimationMode = LOOP 12968 Flags = MAINTAIN_FRAME_ACROSS_STATES 12969 End 12970 ConditionState = DAMAGED SNOW 12971 Model = ABSupplyCT_DS 12972 Animation = ABSupplyCT_DS.ABSupplyCT_DS 12973 AnimationMode = LOOP 12974 Flags = MAINTAIN_FRAME_ACROSS_STATES 12975 ParticleSysBone = Smoke01 SmolderingSmoke 12976 ParticleSysBone = Smoke02 SmolderingSmoke 12977 ParticleSysBone = Smoke03 SmolderingSmoke 12978 ParticleSysBone = Smoke04 SmolderingSmoke 12979 ParticleSysBone = Smoke01 SmolderingFire 12980 ParticleSysBone = Smoke02 SmolderingFire 12981 ParticleSysBone = Smoke03 SmolderingFire 12982 ParticleSysBone = Smoke04 SmolderingFire 12983 End 12984 ConditionState = REALLYDAMAGED RUBBLE SNOW 12985 Model = ABSupplyCT_ES 12986 Animation = ABSupplyCT_ES.ABSupplyCT_ES 12987 AnimationMode = LOOP 12988 Flags = MAINTAIN_FRAME_ACROSS_STATES 12989 ParticleSysBone = Smoke01 SmolderingSmoke 12990 ParticleSysBone = Smoke02 SmolderingSmoke 12991 ParticleSysBone = Smoke03 SmolderingSmoke 12992 ParticleSysBone = Smoke04 SmolderingSmoke 12993 ParticleSysBone = Smoke05 SmolderingSmoke 12994 ParticleSysBone = Smoke06 SmolderingSmoke 12995 ParticleSysBone = Smoke01 SmolderingFire 12996 ParticleSysBone = Smoke02 SmolderingFire 12997 ParticleSysBone = Smoke03 SmolderingFire 12998 ParticleSysBone = Smoke04 SmolderingFire 12999 ParticleSysBone = Smoke05 SmolderingFire 13000 ParticleSysBone = Smoke06 SmolderingFire 13001 End 13002 13003 13004 13005 ; Night ************************************* 13006 ConditionState = NIGHT 13007 Model = ABSupplyCT_N 13008 Animation = ABSupplyCT_N.ABSupplyCT_N 13009 AnimationMode = LOOP 13010 Flags = MAINTAIN_FRAME_ACROSS_STATES 13011 End 13012 ConditionState = DAMAGED NIGHT 13013 Model = ABSupplyCT_DN 13014 Animation = ABSupplyCT_DN.ABSupplyCT_DN 13015 AnimationMode = LOOP 13016 Flags = MAINTAIN_FRAME_ACROSS_STATES 13017 End 13018 ConditionState = REALLYDAMAGED RUBBLE NIGHT 13019 Model = ABSupplyCT_EN 13020 Animation = ABSupplyCT_EN.ABSupplyCT_EN 13021 AnimationMode = LOOP 13022 Flags = MAINTAIN_FRAME_ACROSS_STATES 13023 End 13024 13025 13026 ; Night Snow************************************* 13027 ConditionState = NIGHT SNOW 13028 Model = ABSupplyCT_NS 13029 Animation = ABSupplyCT_NS.ABSupplyCT_NS 13030 AnimationMode = LOOP 13031 Flags = MAINTAIN_FRAME_ACROSS_STATES 13032 End 13033 ConditionState = DAMAGED NIGHT SNOW 13034 Model = ABSupplyCT_DNS 13035 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 13036 AnimationMode = LOOP 13037 Flags = MAINTAIN_FRAME_ACROSS_STATES 13038 End 13039 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13040 Model = ABSupplyCT_ENS 13041 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 13042 AnimationMode = LOOP 13043 Flags = MAINTAIN_FRAME_ACROSS_STATES 13044 End 13045 13046 ;************************************************************************************************************************** 13047 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13048 ;for this draw module 13049 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13050 Model = ABSupplyCT 13051 Animation = ABSupplyCT.ABSupplyCT 13052 AnimationMode = LOOP 13053 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13054 End 13055 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13056 Model = ABSupplyCT_D 13057 Animation = ABSupplyCT_D.ABSupplyCT_D 13058 AnimationMode = LOOP 13059 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13060 End 13061 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13062 Model = ABSupplyCT_E 13063 Animation = ABSupplyCT_E.ABSupplyCT_E 13064 AnimationMode = LOOP 13065 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13066 End 13067 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13068 Model = ABSupplyCT_N 13069 Animation = ABSupplyCT_N.ABSupplyCT_N 13070 AnimationMode = LOOP 13071 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13072 End 13073 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13074 Model = ABSupplyCT_DN 13075 Animation = ABSupplyCT_DN.ABSupplyCT_DN 13076 AnimationMode = LOOP 13077 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13078 End 13079 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13080 Model = ABSupplyCT_EN 13081 Animation = ABSupplyCT_EN.ABSupplyCT_EN 13082 AnimationMode = LOOP 13083 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13084 End 13085 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13086 Model = ABSupplyCT_S 13087 Animation = ABSupplyCT_S.ABSupplyCT_S 13088 AnimationMode = LOOP 13089 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13090 End 13091 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13092 Model = ABSupplyCT_DS 13093 Animation = ABSupplyCT_DS.ABSupplyCT_DS 13094 AnimationMode = LOOP 13095 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13096 End 13097 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13098 Model = ABSupplyCT_ES 13099 Animation = ABSupplyCT_ES.ABSupplyCT_ES 13100 AnimationMode = LOOP 13101 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13102 End 13103 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13104 Model = ABSupplyCT_NS 13105 Animation = ABSupplyCT_NS.ABSupplyCT_NS 13106 AnimationMode = LOOP 13107 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13108 End 13109 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13110 Model = ABSupplyCT_DNS 13111 Animation = ABSupplyCT_DNS.ABSupplyCT_DNS 13112 AnimationMode = LOOP 13113 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13114 End 13115 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13116 Model = ABSupplyCT_ENS 13117 Animation = ABSupplyCT_ENS.ABSupplyCT_ENS 13118 AnimationMode = LOOP 13119 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13120 End 13121 13122 ConditionState = AWAITING_CONSTRUCTION 13123 Model = NONE 13124 End 13125 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13126 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13127 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13128 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13129 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13130 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13131 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13132 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13133 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13134 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13135 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13136 AliasConditionState = SOLD 13137 AliasConditionState = SOLD DAMAGED 13138 AliasConditionState = SOLD REALLYDAMAGED 13139 AliasConditionState = SOLD NIGHT 13140 AliasConditionState = SOLD NIGHT DAMAGED 13141 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13142 AliasConditionState = SOLD SNOW 13143 AliasConditionState = SOLD SNOW DAMAGED 13144 AliasConditionState = SOLD SNOW REALLYDAMAGED 13145 AliasConditionState = SOLD NIGHT SNOW 13146 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13147 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13148 ;************************************************************************************************************************** 13149 13150 13151 13152 End 13153 13154 ; ------------ construction-zone fence ----------------- 13155 Draw = W3DModelDraw ModuleTag_02 13156 AnimationsRequirePower = No 13157 DefaultConditionState 13158 Model = None 13159 TransitionKey = DOWN_DEFAULT 13160 End 13161 ConditionState = NIGHT 13162 Model = None 13163 TransitionKey = DOWN_DEFAULT 13164 End 13165 ConditionState = SNOW 13166 Model = None 13167 TransitionKey = DOWN_DEFAULT 13168 End 13169 ConditionState = SNOW NIGHT 13170 Model = None 13171 TransitionKey = DOWN_DEFAULT 13172 End 13173 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13174 Model = ABSupplyCT_A4 13175 Animation = ABSupplyCT_A4.ABSupplyCT_A4 13176 AnimationMode = MANUAL 13177 Flags = START_FRAME_LAST 13178 TransitionKey = UP_DAY 13179 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13180 ParticleSysBone = SparksS01 LiveWireSparks02 13181 End 13182 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13183 Model = ABSupplyCT_A4N 13184 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 13185 AnimationMode = MANUAL 13186 Flags = START_FRAME_LAST 13187 TransitionKey = UP_NIGHT 13188 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13189 ParticleSysBone = SparksS01 LiveWireSparks02 13190 End 13191 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13192 Model = ABSupplyCT_A4S 13193 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 13194 AnimationMode = MANUAL 13195 Flags = START_FRAME_LAST 13196 TransitionKey = UP_SNOW 13197 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13198 ParticleSysBone = SparksS01 LiveWireSparks02 13199 End 13200 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13201 Model = ABSupplyCT_A4SN 13202 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 13203 AnimationMode = MANUAL 13204 Flags = START_FRAME_LAST 13205 TransitionKey = UP_SNOWNIGHT 13206 ParticleSysBone = SmokeS01 SmokeBuildingSmall 13207 ParticleSysBone = SparksS01 LiveWireSparks02 13208 End 13209 TransitionState = DOWN_DEFAULT UP_DAY 13210 Model = ABSupplyCT_A4 13211 Animation = ABSupplyCT_A4.ABSupplyCT_A4 13212 AnimationMode = ONCE 13213 AnimationSpeedFactorRange = 1.0 1.0 13214 Flags = START_FRAME_FIRST 13215 End 13216 TransitionState = DOWN_DEFAULT UP_NIGHT 13217 Model = ABSupplyCT_A4N 13218 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 13219 AnimationMode = ONCE 13220 AnimationSpeedFactorRange = 1.0 1.0 13221 Flags = START_FRAME_FIRST 13222 End 13223 TransitionState = DOWN_DEFAULT UP_SNOW 13224 Model = ABSupplyCT_A4S 13225 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 13226 AnimationMode = ONCE 13227 AnimationSpeedFactorRange = 1.0 1.0 13228 Flags = START_FRAME_FIRST 13229 End 13230 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13231 Model = ABSupplyCT_A4SN 13232 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 13233 AnimationMode = ONCE 13234 AnimationSpeedFactorRange = 1.0 1.0 13235 Flags = START_FRAME_FIRST 13236 End 13237 TransitionState = UP_DAY DOWN_DEFAULT 13238 Model = ABSupplyCT_A4 13239 Animation = ABSupplyCT_A4.ABSupplyCT_A4 13240 AnimationMode = ONCE_BACKWARDS 13241 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13242 Flags = START_FRAME_LAST 13243 End 13244 TransitionState = UP_NIGHT DOWN_DEFAULT 13245 Model = ABSupplyCT_A4N 13246 Animation = ABSupplyCT_A4N.ABSupplyCT_A4N 13247 AnimationMode = ONCE_BACKWARDS 13248 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13249 Flags = START_FRAME_LAST 13250 End 13251 TransitionState = UP_SNOW DOWN_DEFAULT 13252 Model = ABSupplyCT_A4S 13253 Animation = ABSupplyCT_A4S.ABSupplyCT_A4S 13254 AnimationMode = ONCE_BACKWARDS 13255 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13256 Flags = START_FRAME_LAST 13257 End 13258 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13259 Model = ABSupplyCT_A4SN 13260 Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN 13261 AnimationMode = ONCE_BACKWARDS 13262 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13263 Flags = START_FRAME_LAST 13264 End 13265 End 13266 13267 ; ------------ under-construction scaffolding ----------------- 13268 Draw = W3DModelDraw ModuleTag_03 13269 AnimationsRequirePower = No 13270 MinLODRequired = MEDIUM 13271 DefaultConditionState 13272 Model = None 13273 TransitionKey = DOWN_DEFAULT 13274 End 13275 ConditionState = NIGHT 13276 Model = None 13277 TransitionKey = DOWN_DEFAULT 13278 End 13279 ConditionState = SNOW 13280 Model = None 13281 TransitionKey = DOWN_DEFAULT 13282 End 13283 ConditionState = SNOW NIGHT 13284 Model = None 13285 TransitionKey = DOWN_DEFAULT 13286 End 13287 ConditionState = PARTIALLY_CONSTRUCTED 13288 Model = ABSupplyCT_A6 13289 Animation = ABSupplyCT_A6.ABSupplyCT_A6 13290 AnimationMode = MANUAL 13291 Flags = START_FRAME_LAST 13292 TransitionKey = UP_DAY 13293 ParticleSysBone = Sparks01 BuildUpBlueSpark 13294 ParticleSysBone = Sparks02 BuildUpBlueSpark 13295 ParticleSysBone = Sparks03 BuildUpBlueSpark 13296 ParticleSysBone = Sparks04 BuildUpBlueSpark 13297 ParticleSysBone = Sparks05 BuildUpBlueSpark 13298 ParticleSysBone = Sparks06 BuildUpBlueSpark 13299 End 13300 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13301 Model = ABSupplyCT_A6N 13302 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 13303 AnimationMode = MANUAL 13304 Flags = START_FRAME_LAST 13305 TransitionKey = UP_NIGHT 13306 ParticleSysBone = Sparks01 BuildUpBlueSpark 13307 ParticleSysBone = Sparks02 BuildUpBlueSpark 13308 ParticleSysBone = Sparks03 BuildUpBlueSpark 13309 ParticleSysBone = Sparks04 BuildUpBlueSpark 13310 ParticleSysBone = Sparks05 BuildUpBlueSpark 13311 ParticleSysBone = Sparks06 BuildUpBlueSpark 13312 End 13313 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13314 Model = ABSupplyCT_A6S 13315 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 13316 AnimationMode = MANUAL 13317 Flags = START_FRAME_LAST 13318 TransitionKey = UP_SNOW 13319 ParticleSysBone = Sparks01 BuildUpBlueSpark 13320 ParticleSysBone = Sparks02 BuildUpBlueSpark 13321 ParticleSysBone = Sparks03 BuildUpBlueSpark 13322 ParticleSysBone = Sparks04 BuildUpBlueSpark 13323 ParticleSysBone = Sparks05 BuildUpBlueSpark 13324 ParticleSysBone = Sparks06 BuildUpBlueSpark 13325 End 13326 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13327 Model = ABSupplyCT_A6SN 13328 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 13329 AnimationMode = MANUAL 13330 Flags = START_FRAME_LAST 13331 TransitionKey = UP_SNOWNIGHT 13332 ParticleSysBone = Sparks01 BuildUpBlueSpark 13333 ParticleSysBone = Sparks02 BuildUpBlueSpark 13334 ParticleSysBone = Sparks03 BuildUpBlueSpark 13335 ParticleSysBone = Sparks04 BuildUpBlueSpark 13336 ParticleSysBone = Sparks05 BuildUpBlueSpark 13337 ParticleSysBone = Sparks06 BuildUpBlueSpark 13338 End 13339 TransitionState = DOWN_DEFAULT UP_DAY 13340 Model = ABSupplyCT_A6 13341 Animation = ABSupplyCT_A6.ABSupplyCT_A6 13342 AnimationMode = ONCE 13343 AnimationSpeedFactorRange = 1.0 1.0 13344 Flags = START_FRAME_FIRST 13345 End 13346 TransitionState = DOWN_DEFAULT UP_NIGHT 13347 Model = ABSupplyCT_A6N 13348 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 13349 AnimationMode = ONCE 13350 AnimationSpeedFactorRange = 1.0 1.0 13351 Flags = START_FRAME_FIRST 13352 End 13353 TransitionState = DOWN_DEFAULT UP_SNOW 13354 Model = ABSupplyCT_A6S 13355 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 13356 AnimationMode = ONCE 13357 AnimationSpeedFactorRange = 1.0 1.0 13358 Flags = START_FRAME_FIRST 13359 End 13360 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13361 Model = ABSupplyCT_A6SN 13362 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 13363 AnimationMode = ONCE 13364 AnimationSpeedFactorRange = 1.0 1.0 13365 Flags = START_FRAME_FIRST 13366 End 13367 TransitionState = UP_DAY DOWN_DEFAULT 13368 Model = ABSupplyCT_A6 13369 Animation = ABSupplyCT_A6.ABSupplyCT_A6 13370 AnimationMode = ONCE_BACKWARDS 13371 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13372 Flags = START_FRAME_LAST 13373 End 13374 TransitionState = UP_NIGHT DOWN_DEFAULT 13375 Model = ABSupplyCT_A6N 13376 Animation = ABSupplyCT_A6N.ABSupplyCT_A6N 13377 AnimationMode = ONCE_BACKWARDS 13378 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13379 Flags = START_FRAME_LAST 13380 End 13381 TransitionState = UP_SNOW DOWN_DEFAULT 13382 Model = ABSupplyCT_A6S 13383 Animation = ABSupplyCT_A6S.ABSupplyCT_A6S 13384 AnimationMode = ONCE_BACKWARDS 13385 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13386 Flags = START_FRAME_LAST 13387 End 13388 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13389 Model = ABSupplyCT_A6SN 13390 Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN 13391 AnimationMode = ONCE_BACKWARDS 13392 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13393 Flags = START_FRAME_LAST 13394 End 13395 End 13396 13397 ; ------------ being-constructed crane ----------------- 13398 Draw = W3DModelDraw ModuleTag_04 13399 AnimationsRequirePower = No 13400 DefaultConditionState 13401 Model = None 13402 TransitionKey = DOWN_DEFAULT 13403 End 13404 ConditionState = NIGHT 13405 Model = None 13406 TransitionKey = DOWN_DEFAULT 13407 End 13408 ConditionState = SNOW 13409 Model = None 13410 TransitionKey = DOWN_DEFAULT 13411 End 13412 ConditionState = SNOW NIGHT 13413 Model = None 13414 TransitionKey = DOWN_DEFAULT 13415 End 13416 ConditionState = SOLD 13417 Model = NONE 13418 End 13419 13420 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13421 Model = ABSupplyCT_A5 13422 Animation = ABSupplyCT_A5.ABSupplyCT_A5 13423 AnimationMode = LOOP 13424 TransitionKey = UP_DAY 13425 End 13426 13427 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13428 Model = ABSupplyCT_A5N 13429 Animation = ABSupplyCT_A5N.ABSupplyCT_A5N 13430 AnimationMode = LOOP 13431 TransitionKey = UP_NIGHT 13432 End 13433 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13434 Model = ABSupplyCT_A5S 13435 Animation = ABSupplyCT_A5S.ABSupplyCT_A5S 13436 AnimationMode = LOOP 13437 TransitionKey = UP_SNOW 13438 End 13439 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13440 Model = ABSupplyCT_A5SN 13441 Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN 13442 AnimationMode = LOOP 13443 TransitionKey = UP_SNOWNIGHT 13444 End 13445 TransitionState = DOWN_DEFAULT UP_DAY 13446 Model = ABSupplyCT_AB 13447 Animation = ABSupplyCT_AB.ABSupplyCT_AB 13448 AnimationMode = ONCE 13449 AnimationSpeedFactorRange = 1.0 1.0 13450 Flags = START_FRAME_FIRST 13451 End 13452 13453 TransitionState = DOWN_DEFAULT UP_NIGHT 13454 Model = ABSupplyCT_ABN 13455 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 13456 AnimationMode = ONCE 13457 AnimationSpeedFactorRange = 1.0 1.0 13458 Flags = START_FRAME_FIRST 13459 End 13460 TransitionState = DOWN_DEFAULT UP_SNOW 13461 Model = ABSupplyCT_ABS 13462 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 13463 AnimationMode = ONCE 13464 AnimationSpeedFactorRange = 1.0 1.0 13465 Flags = START_FRAME_FIRST 13466 End 13467 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13468 Model = ABSupplyCT_ABSN 13469 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 13470 AnimationMode = ONCE 13471 AnimationSpeedFactorRange = 1.0 1.0 13472 Flags = START_FRAME_FIRST 13473 End 13474 TransitionState = UP_DAY DOWN_DEFAULT 13475 Model = ABSupplyCT_AB 13476 Animation = ABSupplyCT_AB.ABSupplyCT_AB 13477 AnimationMode = ONCE_BACKWARDS 13478 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13479 Flags = START_FRAME_LAST 13480 End 13481 TransitionState = UP_NIGHT DOWN_DEFAULT 13482 Model = ABSupplyCT_ABN 13483 Animation = ABSupplyCT_ABN.ABSupplyCT_ABN 13484 AnimationMode = ONCE_BACKWARDS 13485 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13486 Flags = START_FRAME_LAST 13487 End 13488 TransitionState = UP_SNOW DOWN_DEFAULT 13489 Model = ABSupplyCT_ABS 13490 Animation = ABSupplyCT_ABS.ABSupplyCT_ABS 13491 AnimationMode = ONCE_BACKWARDS 13492 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13493 Flags = START_FRAME_LAST 13494 End 13495 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13496 Model = ABSupplyCT_ABSN 13497 Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN 13498 AnimationMode = ONCE_BACKWARDS 13499 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13500 Flags = START_FRAME_LAST 13501 End 13502 End 13503 13504 ; ------------ Grabbing box crane arm ----------------- 13505 Draw = W3DModelDraw ModuleTag_19 13506 OkToChangeModelColor = Yes 13507 ConditionState = NONE ; sit there 13508 Model = ABSupplyCT_A8 13509 Animation = ABSupplyCT_A8.ABSupplyCT_A8 13510 AnimationMode = LOOP 13511 Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13512 WaitForStateToFinishIfPossible = TRANS_Playing 13513 End 13514 AliasConditionState = NIGHT 13515 AliasConditionState = SNOW 13516 AliasConditionState = NIGHT SNOW 13517 AliasConditionState = DAMAGED 13518 AliasConditionState = NIGHT DAMAGED 13519 AliasConditionState = SNOW DAMAGED 13520 AliasConditionState = NIGHT SNOW DAMAGED 13521 AliasConditionState = REALLYDAMAGED RUBBLE 13522 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 13523 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 13524 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 13525 13526 ConditionState = DOCKING_ACTIVE ; play arm box anim once 13527 Model = ABSupplyCT_A7 13528 Animation = ABSupplyCT_A7.ABSupplyCT_A7 13529 AnimationMode = ONCE 13530 Flags = START_FRAME_FIRST 13531 TransitionKey = TRANS_Playing 13532 End 13533 AliasConditionState = NIGHT DOCKING_ACTIVE 13534 AliasConditionState = SNOW DOCKING_ACTIVE 13535 AliasConditionState = NIGHT SNOW DOCKING_ACTIVE 13536 AliasConditionState = DAMAGED DOCKING_ACTIVE 13537 AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE 13538 AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE 13539 AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE 13540 AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13541 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13542 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13543 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE 13544 13545 End 13546 13547 ; ------------ Spinny Belt ----------------- 13548 Draw = W3DModelDraw ModuleTag_SpinnyBelt 13549 OkToChangeModelColor = Yes 13550 ConditionState = NONE ; sit there 13551 Model = ABSupplyCT_A9 13552 Animation = ABSupplyCT_A9.ABSupplyCT_A9 13553 AnimationMode = LOOP 13554 End 13555 AliasConditionState = NIGHT 13556 AliasConditionState = SNOW 13557 AliasConditionState = NIGHT SNOW 13558 AliasConditionState = DAMAGED 13559 AliasConditionState = NIGHT DAMAGED 13560 AliasConditionState = SNOW DAMAGED 13561 AliasConditionState = NIGHT SNOW DAMAGED 13562 AliasConditionState = REALLYDAMAGED RUBBLE 13563 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 13564 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 13565 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 13566 13567 13568 ;************************************************************************************************************************** 13569 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13570 ;for this draw module 13571 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13572 Model = ABSupplyCT_A9 13573 Animation = ABSupplyCT_A9.ABSupplyCT_A9 13574 AnimationMode = LOOP 13575 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES 13576 End 13577 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13578 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13579 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13580 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13581 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13582 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13583 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13584 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13585 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13586 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13587 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13588 13589 13590 ConditionState = AWAITING_CONSTRUCTION 13591 Model = NONE 13592 End 13593 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13594 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13595 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13596 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13597 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13598 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13599 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13600 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13601 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13602 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13603 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13604 AliasConditionState = SOLD 13605 AliasConditionState = SOLD DAMAGED 13606 AliasConditionState = SOLD REALLYDAMAGED 13607 AliasConditionState = SOLD NIGHT 13608 AliasConditionState = SOLD NIGHT DAMAGED 13609 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13610 AliasConditionState = SOLD SNOW 13611 AliasConditionState = SOLD SNOW DAMAGED 13612 AliasConditionState = SOLD SNOW REALLYDAMAGED 13613 AliasConditionState = SOLD NIGHT SNOW 13614 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13615 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13616 ;************************************************************************************************************************** 13617 End 13618 13619 PlacementViewAngle = -45 13620 13621 ; ***DESIGN parameters *** 13622 DisplayName = OBJECT:SupplyCenter 13623 Side = AmericaLaserGeneral 13624 EditorSorting = STRUCTURE 13625 Prerequisites 13626 Object = Lazr_AmericaPowerPlant 13627 End 13628 13629 13630 BuildCost = 2000 13631 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. 13632 BuildTime = 10.0 ; in seconds 13633 EnergyProduction = -1 13634 CommandSet = Lazr_AmericaSupplyCenterCommandSet 13635 VisionRange = 200.0 ; Shroud clearing distance 13636 ShroudClearingRange = 200 13637 ArmorSet 13638 Conditions = None 13639 Armor = StructureArmor 13640 DamageFX = StructureDamageFXNoShake 13641 End 13642 ExperienceValue = 200 200 200 200 ; Experience point value at each level 13643 13644 ; *** AUDIO Parameters *** 13645 VoiceSelect = SupplyCenterUSASelect 13646 SoundOnDamaged = BuildingDamagedStateLight 13647 SoundOnReallyDamaged = BuildingDestroy 13648 13649 UnitSpecificSounds 13650 UnderConstruction = UnderConstructionLoop 13651 End 13652 13653 ; *** ENGINEERING Parameters *** 13654 RadarPriority = STRUCTURE 13655 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 13656 Body = StructureBody ModuleTag_05 13657 MaxHealth = 2000.0 13658 InitialHealth = 2000.0 13659 13660 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13661 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13662 SubdualDamageCap = 2200 13663 SubdualDamageHealRate = 500 13664 SubdualDamageHealAmount = 100 13665 End 13666 Behavior = SupplyCenterCreate ModuleTag_06 13667 ;nothing 13668 End 13669 Behavior = DestroyDie ModuleTag_07 13670 ;nothing 13671 End 13672 Behavior = CreateObjectDie ModuleTag_08 13673 CreationList = Lazr_OCL_AmericanRangerDebris03 13674 ExemptStatus = UNDER_CONSTRUCTION 13675 End 13676 Behavior = ProductionUpdate ModuleTag_09 13677 ; nothing 13678 End 13679 Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 13680 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 13681 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 13682 End 13683 Behavior = BaseRegenerateUpdate ModuleTag_11 13684 ;No data 13685 End 13686 Behavior = SpawnBehavior ModuleTag_12 13687 SpawnNumber = 1 13688 SpawnReplaceDelay = 9999 13689 SpawnTemplateName = Lazr_AmericaVehicleChinook 13690 OneShot = Yes 13691 CanReclaimOrphans = No 13692 SlavesHaveFreeWill = Yes 13693 End 13694 13695 Behavior = SupplyCenterDockUpdate ModuleTag_13 13696 NumberApproachPositions = 9 ; There are 9 approach bones in the art 13697 End 13698 13699 Behavior = FlammableUpdate ModuleTag_15 13700 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13701 AflameDamageAmount = 5 ; taking this much damage... 13702 AflameDamageDelay = 500 ; this often. 13703 End 13704 13705 Behavior = CreateObjectDie ModuleTag_16 13706 CreationList = OCL_LargeStructureDebris 13707 End 13708 Behavior = FXListDie ModuleTag_17 13709 DeathFX = FX_StructureSmallDeath 13710 End 13711 13712 Behavior = TransitionDamageFX ModuleTag_18 13713 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 13714 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13715 ;--------------------------------------------------------------------------------------- 13716 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13717 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 13718 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 13719 End 13720 13721 Geometry = BOX 13722 GeometryMajorRadius = 44.0 13723 GeometryMinorRadius = 45.0 13724 GeometryHeight = 24.0 13725 GeometryIsSmall = No 13726 Shadow = SHADOW_VOLUME 13727 BuildCompletion = PLACED_BY_PLAYER 13728 13729 End 13730 13731 ;------------------------------------------------------------------------------ 13732 Object Lazr_AmericaSupplyDropZone 13733 13734 ; *** ART Parameters *** 13735 SelectPortrait = SADropZone_L 13736 ButtonImage = SADropZone 13737 Draw = W3DModelDraw ModuleTag_01 13738 OkToChangeModelColor = Yes 13739 ConditionState = NONE 13740 Model = ABSupDrop 13741 ParticleSysBone = Flare01 LandingZoneSmoke 13742 Animation = ABSupDrop.ABSupDrop 13743 AnimationMode = LOOP 13744 End 13745 13746 ConditionState = DAMAGED 13747 Model = ABSupDrop_D 13748 ParticleSysBone = Flare01 LandingZoneSmoke 13749 Animation = ABSupDrop_D.ABSupDrop_D 13750 AnimationMode = LOOP 13751 End 13752 13753 ConditionState = REALLYDAMAGED RUBBLE 13754 Model = ABSupDrop_E 13755 ParticleSysBone = Flare01 LandingZoneSmoke 13756 Animation = ABSupDrop_E.ABSupDrop_E 13757 AnimationMode = LOOP 13758 End 13759 13760 ConditionState = NIGHT 13761 Model = ABSupDrop_N 13762 ParticleSysBone = Flare01 LandingZoneSmoke 13763 Animation = ABSupDrop_N.ABSupDrop_N 13764 AnimationMode = LOOP 13765 End 13766 13767 ConditionState = DAMAGED NIGHT 13768 Model = ABSupDrop_DN 13769 ParticleSysBone = Flare01 LandingZoneSmoke 13770 Animation = ABSupDrop_DN.ABSupDrop_DN 13771 AnimationMode = LOOP 13772 End 13773 13774 ConditionState = REALLYDAMAGED RUBBLE NIGHT 13775 Model = ABSupDrop_EN 13776 ParticleSysBone = Flare01 LandingZoneSmoke 13777 Animation = ABSupDrop_EN.ABSupDrop_EN 13778 AnimationMode = LOOP 13779 End 13780 13781 ;----------- SNOW 13782 13783 ConditionState = SNOW 13784 Model = ABSupDrop_S 13785 ParticleSysBone = Flare01 LandingZoneSmoke 13786 Animation = ABSupDrop_S.ABSupDrop_S 13787 AnimationMode = LOOP 13788 End 13789 13790 ConditionState = DAMAGED SNOW 13791 Model = ABSupDrop_DS 13792 ParticleSysBone = Flare01 LandingZoneSmoke 13793 Animation = ABSupDrop_DS.ABSupDrop_DS 13794 13795 AnimationMode = LOOP 13796 End 13797 13798 ConditionState = REALLYDAMAGED RUBBLE SNOW 13799 Model = ABSupDrop_ES 13800 ParticleSysBone = Flare01 LandingZoneSmoke 13801 Animation = ABSupDrop_ES.ABSupDrop_ES 13802 AnimationMode = LOOP 13803 End 13804 13805 ;---------- SNOW NIGHT 13806 13807 ConditionState = NIGHT SNOW 13808 Model = ABSupDrop_NS 13809 ParticleSysBone = Flare01 LandingZoneSmoke 13810 Animation = ABSupDrop_NS.ABSupDrop_NS 13811 AnimationMode = LOOP 13812 End 13813 13814 ConditionState = DAMAGED NIGHT SNOW 13815 Model = ABSupDrop_DNS 13816 ParticleSysBone = Flare01 LandingZoneSmoke 13817 Animation = ABSupDrop_DNS.ABSupDrop_DNS 13818 AnimationMode = LOOP 13819 End 13820 13821 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13822 Model = ABSupDrop_ENS 13823 ParticleSysBone = Flare01 LandingZoneSmoke 13824 Animation = ABSupDrop_ENS.ABSupDrop_ENS 13825 AnimationMode = LOOP 13826 End 13827 13828 ;************************************************************************************************************************** 13829 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13830 ;for this draw module 13831 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13832 Model = ABSupDrop 13833 Animation = ABSupDrop.ABSupDrop 13834 AnimationMode = LOOP 13835 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13836 End 13837 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13838 Model = ABSupDrop_D 13839 Animation = ABSupDrop_D.ABSupDrop_D 13840 AnimationMode = LOOP 13841 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13842 End 13843 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13844 Model = ABSupDrop_E 13845 Animation = ABSupDrop_E.ABSupDrop_E 13846 AnimationMode = LOOP 13847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13848 End 13849 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13850 Model = ABSupDrop_N 13851 Animation = ABSupDrop_N.ABSupDrop_N 13852 AnimationMode = LOOP 13853 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13854 End 13855 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13856 Model = ABSupDrop_DN 13857 Animation = ABSupDrop_DN.ABSupDrop_DN 13858 AnimationMode = LOOP 13859 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13860 End 13861 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13862 Model = ABSupDrop_EN 13863 Animation = ABSupDrop_EN.ABSupDrop_EN 13864 AnimationMode = LOOP 13865 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13866 End 13867 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13868 Model = ABSupDrop_S 13869 Animation = ABSupDrop_S.ABSupDrop_S 13870 AnimationMode = LOOP 13871 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13872 End 13873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13874 Model = ABSupDrop_DS 13875 Animation = ABSupDrop_DS.ABSupDrop_DS 13876 AnimationMode = LOOP 13877 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13878 End 13879 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13880 Model = ABSupDrop_ES 13881 Animation = ABSupDrop_ES.ABSupDrop_ES 13882 AnimationMode = LOOP 13883 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13884 End 13885 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13886 Model = ABSupDrop_NS 13887 Animation = ABSupDrop_NS.ABSupDrop_NS 13888 AnimationMode = LOOP 13889 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13890 End 13891 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13892 Model = ABSupDrop_DNS 13893 Animation = ABSupDrop_DNS.ABSupDrop_DNS 13894 AnimationMode = LOOP 13895 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13896 End 13897 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13898 Model = ABSupDrop_ENS 13899 Animation = ABSupDrop_ENS.ABSupDrop_ENS 13900 AnimationMode = LOOP 13901 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13902 End 13903 13904 ConditionState = AWAITING_CONSTRUCTION 13905 Model = NONE 13906 End 13907 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13908 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13909 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13910 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13911 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13912 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13913 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13914 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13916 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13917 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13918 AliasConditionState = SOLD 13919 AliasConditionState = SOLD DAMAGED 13920 AliasConditionState = SOLD REALLYDAMAGED 13921 AliasConditionState = SOLD NIGHT 13922 AliasConditionState = SOLD NIGHT DAMAGED 13923 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13924 AliasConditionState = SOLD SNOW 13925 AliasConditionState = SOLD SNOW DAMAGED 13926 AliasConditionState = SOLD SNOW REALLYDAMAGED 13927 AliasConditionState = SOLD NIGHT SNOW 13928 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13929 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13930 ;************************************************************************************************************************** 13931 13932 13933 13934 End 13935 13936 ; ------------ construction-zone fence ----------------- 13937 Draw = W3DModelDraw ModuleTag_02 13938 AnimationsRequirePower = No 13939 DefaultConditionState 13940 Model = None 13941 TransitionKey = DOWN_DEFAULT 13942 End 13943 ConditionState = NIGHT 13944 Model = None 13945 TransitionKey = DOWN_DEFAULT 13946 End 13947 ConditionState = SNOW 13948 Model = None 13949 TransitionKey = DOWN_DEFAULT 13950 End 13951 ConditionState = SNOW NIGHT 13952 Model = None 13953 TransitionKey = DOWN_DEFAULT 13954 End 13955 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13956 Model = ABSupDrop_A4 13957 Animation = ABSupDrop_A4.ABSupDrop_A4 13958 AnimationMode = MANUAL 13959 Flags = START_FRAME_LAST 13960 TransitionKey = UP_DAY 13961 End 13962 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13963 Model = ABSupDrop_A4N 13964 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13965 AnimationMode = MANUAL 13966 Flags = START_FRAME_LAST 13967 TransitionKey = UP_NIGHT 13968 End 13969 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13970 Model = ABSupDrop_A4S 13971 Animation = ABSupDrop_A4S.ABSupDrop_A4S 13972 AnimationMode = MANUAL 13973 Flags = START_FRAME_LAST 13974 TransitionKey = UP_SNOW 13975 End 13976 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13977 Model = ABSupDrop_A4SN 13978 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 13979 AnimationMode = MANUAL 13980 Flags = START_FRAME_LAST 13981 TransitionKey = UP_SNOWNIGHT 13982 End 13983 TransitionState = DOWN_DEFAULT UP_DAY 13984 Model = ABSupDrop_A4 13985 Animation = ABSupDrop_A4.ABSupDrop_A4 13986 AnimationMode = ONCE 13987 AnimationSpeedFactorRange = 1.0 1.0 13988 Flags = START_FRAME_FIRST 13989 End 13990 TransitionState = DOWN_DEFAULT UP_NIGHT 13991 Model = ABSupDrop_A4N 13992 Animation = ABSupDrop_A4N.ABSupDrop_A4N 13993 AnimationMode = ONCE 13994 AnimationSpeedFactorRange = 1.0 1.0 13995 Flags = START_FRAME_FIRST 13996 End 13997 TransitionState = DOWN_DEFAULT UP_SNOW 13998 Model = ABSupDrop_A4S 13999 Animation = ABSupDrop_A4S.ABSupDrop_A4S 14000 AnimationMode = ONCE 14001 AnimationSpeedFactorRange = 1.0 1.0 14002 Flags = START_FRAME_FIRST 14003 End 14004 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14005 Model = ABSupDrop_A4SN 14006 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 14007 AnimationMode = ONCE 14008 AnimationSpeedFactorRange = 1.0 1.0 14009 Flags = START_FRAME_FIRST 14010 End 14011 TransitionState = UP_DAY DOWN_DEFAULT 14012 Model = ABSupDrop_A4 14013 Animation = ABSupDrop_A4.ABSupDrop_A4 14014 AnimationMode = ONCE_BACKWARDS 14015 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14016 Flags = START_FRAME_LAST 14017 End 14018 TransitionState = UP_NIGHT DOWN_DEFAULT 14019 Model = ABSupDrop_A4N 14020 Animation = ABSupDrop_A4N.ABSupDrop_A4N 14021 AnimationMode = ONCE_BACKWARDS 14022 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14023 Flags = START_FRAME_LAST 14024 End 14025 TransitionState = UP_SNOW DOWN_DEFAULT 14026 Model = ABSupDrop_A4S 14027 Animation = ABSupDrop_A4S.ABSupDrop_A4S 14028 AnimationMode = ONCE_BACKWARDS 14029 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14030 Flags = START_FRAME_LAST 14031 End 14032 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14033 Model = ABSupDrop_A4SN 14034 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 14035 AnimationMode = ONCE_BACKWARDS 14036 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14037 Flags = START_FRAME_LAST 14038 End 14039 End 14040 14041 ; ------------ under-construction scaffolding ----------------- 14042 Draw = W3DModelDraw ModuleTag_03 14043 AnimationsRequirePower = No 14044 MinLODRequired = MEDIUM 14045 DefaultConditionState 14046 Model = None 14047 TransitionKey = DOWN_DEFAULT 14048 End 14049 ConditionState = NIGHT 14050 Model = None 14051 TransitionKey = DOWN_DEFAULT 14052 End 14053 ConditionState = SNOW 14054 Model = None 14055 TransitionKey = DOWN_DEFAULT 14056 End 14057 ConditionState = SNOW NIGHT 14058 Model = None 14059 TransitionKey = DOWN_DEFAULT 14060 End 14061 ConditionState = PARTIALLY_CONSTRUCTED 14062 Model = ABSupDrop_A6 14063 Animation = ABSupDrop_A6.ABSupDrop_A6 14064 AnimationMode = MANUAL 14065 Flags = START_FRAME_LAST 14066 TransitionKey = UP_DAY 14067 ParticleSysBone = Sparks01 BuildUpBlueSpark 14068 ParticleSysBone = Sparks02 BuildUpBlueSpark 14069 ParticleSysBone = Sparks03 BuildUpBlueSpark 14070 ParticleSysBone = Sparks04 BuildUpBlueSpark 14071 ParticleSysBone = Sparks05 BuildUpBlueSpark 14072 ParticleSysBone = Sparks06 BuildUpBlueSpark 14073 End 14074 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14075 Model = ABSupDrop_A6N 14076 Animation = ABSupDrop_A6N.ABSupDrop_A6N 14077 AnimationMode = MANUAL 14078 Flags = START_FRAME_LAST 14079 TransitionKey = UP_NIGHT 14080 ParticleSysBone = Sparks01 BuildUpBlueSpark 14081 ParticleSysBone = Sparks02 BuildUpBlueSpark 14082 ParticleSysBone = Sparks03 BuildUpBlueSpark 14083 ParticleSysBone = Sparks04 BuildUpBlueSpark 14084 ParticleSysBone = Sparks05 BuildUpBlueSpark 14085 ParticleSysBone = Sparks06 BuildUpBlueSpark 14086 End 14087 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14088 Model = ABSupDrop_A6S 14089 Animation = ABSupDrop_A6S.ABSupDrop_A6S 14090 AnimationMode = MANUAL 14091 Flags = START_FRAME_LAST 14092 TransitionKey = UP_SNOW 14093 ParticleSysBone = Sparks01 BuildUpBlueSpark 14094 ParticleSysBone = Sparks02 BuildUpBlueSpark 14095 ParticleSysBone = Sparks03 BuildUpBlueSpark 14096 ParticleSysBone = Sparks04 BuildUpBlueSpark 14097 ParticleSysBone = Sparks05 BuildUpBlueSpark 14098 ParticleSysBone = Sparks06 BuildUpBlueSpark 14099 End 14100 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14101 Model = ABSupDrop_A6SN 14102 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 14103 AnimationMode = MANUAL 14104 Flags = START_FRAME_LAST 14105 TransitionKey = UP_SNOWNIGHT 14106 ParticleSysBone = Sparks01 BuildUpBlueSpark 14107 ParticleSysBone = Sparks02 BuildUpBlueSpark 14108 ParticleSysBone = Sparks03 BuildUpBlueSpark 14109 ParticleSysBone = Sparks04 BuildUpBlueSpark 14110 ParticleSysBone = Sparks05 BuildUpBlueSpark 14111 ParticleSysBone = Sparks06 BuildUpBlueSpark 14112 End 14113 TransitionState = DOWN_DEFAULT UP_DAY 14114 Model = ABSupDrop_A6 14115 Animation = ABSupDrop_A6.ABSupDrop_A6 14116 AnimationMode = ONCE 14117 AnimationSpeedFactorRange = 1.0 1.0 14118 Flags = START_FRAME_FIRST 14119 End 14120 TransitionState = DOWN_DEFAULT UP_NIGHT 14121 Model = ABSupDrop_A6N 14122 Animation = ABSupDrop_A6N.ABSupDrop_A6N 14123 AnimationMode = ONCE 14124 AnimationSpeedFactorRange = 1.0 1.0 14125 Flags = START_FRAME_FIRST 14126 End 14127 TransitionState = DOWN_DEFAULT UP_SNOW 14128 Model = ABSupDrop_A6S 14129 Animation = ABSupDrop_A6S.ABSupDrop_A6S 14130 AnimationMode = ONCE 14131 AnimationSpeedFactorRange = 1.0 1.0 14132 Flags = START_FRAME_FIRST 14133 End 14134 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14135 Model = ABSupDrop_A6SN 14136 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 14137 AnimationMode = ONCE 14138 AnimationSpeedFactorRange = 1.0 1.0 14139 Flags = START_FRAME_FIRST 14140 End 14141 TransitionState = UP_DAY DOWN_DEFAULT 14142 Model = ABSupDrop_A6 14143 Animation = ABSupDrop_A6.ABSupDrop_A6 14144 AnimationMode = ONCE_BACKWARDS 14145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14146 Flags = START_FRAME_LAST 14147 End 14148 TransitionState = UP_NIGHT DOWN_DEFAULT 14149 Model = ABSupDrop_A6N 14150 Animation = ABSupDrop_A6N.ABSupDrop_A6N 14151 AnimationMode = ONCE_BACKWARDS 14152 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14153 Flags = START_FRAME_LAST 14154 End 14155 TransitionState = UP_SNOW DOWN_DEFAULT 14156 Model = ABSupDrop_A6S 14157 Animation = ABSupDrop_A6S.ABSupDrop_A6S 14158 AnimationMode = ONCE_BACKWARDS 14159 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14160 Flags = START_FRAME_LAST 14161 End 14162 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14163 Model = ABSupDrop_A6SN 14164 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 14165 AnimationMode = ONCE_BACKWARDS 14166 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14167 Flags = START_FRAME_LAST 14168 End 14169 End 14170 PlacementViewAngle = -45 14171 14172 ; ***DESIGN parameters *** 14173 DisplayName = OBJECT:AmericaSupplyDropZone 14174 Side = AmericaLaserGeneral 14175 EditorSorting = STRUCTURE 14176 BuildCost = 2500 14177 BuildTime = 45.0 ; in seconds 14178 Prerequisites 14179 Object = Lazr_AmericaStrategyCenter 14180 End 14181 EnergyProduction = -4 14182 ShroudClearingRange = 100 14183 ArmorSet 14184 Conditions = None 14185 Armor = StructureArmor 14186 DamageFX = StructureDamageFXNoShake 14187 End 14188 ExperienceValue = 200 200 200 200 ; Experience point value at each level 14189 14190 ; *** AUDIO Parameters *** 14191 VoiceSelect = SupplyDropZoneSelect 14192 14193 UnitSpecificSounds 14194 UnderConstruction = UnderConstructionLoop 14195 End 14196 14197 14198 ; *** ENGINEERING Parameters *** 14199 ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 14200 ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE... 14201 ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 14202 KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_SUPPLY_DROPZONE 14203 RadarPriority = STRUCTURE 14204 14205 Body = ActiveBody ModuleTag_04 14206 MaxHealth = 1000.0 14207 InitialHealth = 1000.0 14208 14209 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14210 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14211 SubdualDamageCap = 1200 14212 SubdualDamageHealRate = 500 14213 SubdualDamageHealAmount = 100 14214 End 14215 14216 Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 14217 OCL = OCL_AmericaSupplyDropZoneCrateDrop 14218 MinDelay = 120000 14219 MaxDelay = 120000 14220 CreateAtEdge = Yes ; as opposed to just creating on self 14221 End 14222 14223 Behavior = DestroyDie ModuleTag_06 14224 End 14225 14226 Behavior = CreateObjectDie ModuleTag_07 14227 CreationList = Lazr_OCL_AmericanRangerDebris03 14228 ExemptStatus = UNDER_CONSTRUCTION 14229 End 14230 14231 Behavior = CreateObjectDie ModuleTag_08 14232 CreationList = OCL_LargeStructureDebris 14233 End 14234 14235 Behavior = FlammableUpdate ModuleTag_09 14236 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14237 AflameDamageAmount = 5 ; taking this much damage... 14238 AflameDamageDelay = 500 ; this often. 14239 End 14240 14241 Behavior = FXListDie ModuleTag_10 14242 DeathFX = FX_StructureMediumDeath 14243 End 14244 14245 Behavior = BaseRegenerateUpdate ModuleTag_11 14246 ;No data 14247 End 14248 14249 Behavior = TransitionDamageFX ModuleTag_31 14250 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 14251 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14252 ;--------------------------------------------------------------------------------------- 14253 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14254 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14255 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14256 End 14257 14258 Geometry = BOX 14259 GeometryMajorRadius = 27.0 14260 GeometryMinorRadius = 27.0 14261 GeometryHeight = 9.0 14262 GeometryIsSmall = No 14263 Shadow = SHADOW_VOLUME 14264 14265 End 14266 14267 14268 14269 14270 ;------------------------------------------------------------------------------ 14271 Object Lazr_AmericaBarracks 14272 14273 ; *** ART Parameters *** 14274 SelectPortrait = SABarracks_L 14275 ButtonImage = SABarracks 14276 PlacementViewAngle = -45 14277 14278 ;Main barracks model 14279 Draw = W3DModelDraw ModuleTag_01 14280 OkToChangeModelColor = Yes 14281 14282 ;DAY ******************************* 14283 ConditionState = NONE 14284 Model = ABBARRACKS 14285 Animation = ABBarracks.ABBarracks 14286 AnimationMode = LOOP 14287 End 14288 ConditionState = DAMAGED 14289 Model = ABBarracks_D 14290 Animation = ABBarracks_D.ABBarracks_D 14291 AnimationMode = LOOP 14292 End 14293 ConditionState = REALLYDAMAGED RUBBLE 14294 Model = ABBarracks_E 14295 Animation = ABBarracks_E.ABBarracks_E 14296 AnimationMode = LOOP 14297 End 14298 14299 14300 ;NIGHT ***************************** 14301 ConditionState = NIGHT 14302 Model = ABBARRACKS_N 14303 Animation = ABBarracks_N.ABBarracks_N 14304 AnimationMode = LOOP 14305 End 14306 ConditionState = DAMAGED NIGHT 14307 Model = ABBarracks_DN 14308 Animation = ABBarracks_DN.ABBarracks_DN 14309 AnimationMode = LOOP 14310 End 14311 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14312 Model = ABBarracks_EN 14313 Animation = ABBarracks_EN.ABBarracks_EN 14314 AnimationMode = LOOP 14315 End 14316 14317 14318 ;SNOW ****************************** 14319 ConditionState = SNOW 14320 Model = ABBARRACKS_S 14321 Animation = ABBarracks_S.ABBarracks_S 14322 AnimationMode = LOOP 14323 End 14324 ConditionState = DAMAGED SNOW 14325 Model = ABBarracks_DS 14326 Animation = ABBarracks_DS.ABBarracks_DS 14327 AnimationMode = LOOP 14328 End 14329 ConditionState = REALLYDAMAGED RUBBLE SNOW 14330 Model = ABBarracks_ES 14331 Animation = ABBarracks_ES.ABBarracks_ES 14332 AnimationMode = LOOP 14333 End 14334 14335 14336 ;SNOW AND NIGHT ******************** 14337 ConditionState = SNOW NIGHT 14338 Model = ABBARRACKS_NS 14339 Animation = ABBarracks_NS.ABBarracks_NS 14340 AnimationMode = LOOP 14341 End 14342 ConditionState = DAMAGED SNOW NIGHT 14343 Model = ABBarracks_DNS 14344 Animation = ABBarracks_DNS.ABBarracks_DNS 14345 AnimationMode = LOOP 14346 End 14347 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 14348 Model = ABBarracks_ENS 14349 Animation = ABBarracks_ENS.ABBarracks_ENS 14350 AnimationMode = LOOP 14351 End 14352 14353 14354 ;************************************************************************************************************************** 14355 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14356 ;for this draw module 14357 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14358 Model = ABBarracks 14359 Animation = ABBarracks.ABBarracks 14360 AnimationMode = LOOP 14361 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14362 End 14363 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14364 Model = ABBarracks_D 14365 Animation = ABBarracks_D.ABBarracks_D 14366 AnimationMode = LOOP 14367 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14368 End 14369 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14370 Model = ABBarracks_E 14371 Animation = ABBarracks_E.ABBarracks_E 14372 AnimationMode = LOOP 14373 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14374 End 14375 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14376 Model = ABBarracks_N 14377 Animation = ABBarracks_N.ABBarracks_N 14378 AnimationMode = LOOP 14379 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14380 End 14381 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14382 Model = ABBarracks_DN 14383 Animation = ABBarracks_DN.ABBarracks_DN 14384 AnimationMode = LOOP 14385 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14386 End 14387 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14388 Model = ABBarracks_EN 14389 Animation = ABBarracks_EN.ABBarracks_EN 14390 AnimationMode = LOOP 14391 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14392 End 14393 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14394 Model = ABBarracks_S 14395 Animation = ABBarracks_S.ABBarracks_S 14396 AnimationMode = LOOP 14397 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14398 End 14399 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14400 Model = ABBarracks_DS 14401 Animation = ABBarracks_DS.ABBarracks_DS 14402 AnimationMode = LOOP 14403 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14404 End 14405 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14406 Model = ABBarracks_ES 14407 Animation = ABBarracks_ES.ABBarracks_ES 14408 AnimationMode = LOOP 14409 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14410 End 14411 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14412 Model = ABBarracks_NS 14413 Animation = ABBarracks_NS.ABBarracks_NS 14414 AnimationMode = LOOP 14415 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14416 End 14417 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14418 Model = ABBarracks_DNS 14419 Animation = ABBarracks_DNS.ABBarracks_DNS 14420 AnimationMode = LOOP 14421 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14422 End 14423 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14424 Model = ABBarracks_ENS 14425 Animation = ABBarracks_ENS.ABBarracks_ENS 14426 AnimationMode = LOOP 14427 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14428 End 14429 14430 ConditionState = AWAITING_CONSTRUCTION 14431 Model = NONE 14432 End 14433 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14434 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14435 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14436 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14437 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14438 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14439 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14440 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14441 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14442 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14443 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14444 AliasConditionState = SOLD 14445 AliasConditionState = SOLD DAMAGED 14446 AliasConditionState = SOLD REALLYDAMAGED 14447 AliasConditionState = SOLD NIGHT 14448 AliasConditionState = SOLD NIGHT DAMAGED 14449 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14450 AliasConditionState = SOLD SNOW 14451 AliasConditionState = SOLD SNOW DAMAGED 14452 AliasConditionState = SOLD SNOW REALLYDAMAGED 14453 AliasConditionState = SOLD NIGHT SNOW 14454 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14455 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14456 ;************************************************************************************************************************** 14457 14458 End 14459 14460 ; Draw = W3DModelDraw ModuleTag_TestFlag 14461 ; DefaultConditionState 14462 ; Model = ABBarracks_FA 14463 ; Animation = ABBarracks_FA.ABBarracks_FA 14464 ; AnimationMode = LOOP 14465 ; End 14466 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14467 ; Model = None 14468 ; End 14469 ; End 14470 14471 ; ------------ construction-zone fence ----------------- 14472 Draw = W3DModelDraw ModuleTag_02 14473 AnimationsRequirePower = No 14474 DefaultConditionState 14475 Model = None 14476 TransitionKey = DOWN_DEFAULT 14477 End 14478 ConditionState = NIGHT 14479 Model = None 14480 TransitionKey = DOWN_DEFAULT 14481 End 14482 ConditionState = SNOW 14483 Model = None 14484 TransitionKey = DOWN_DEFAULT 14485 End 14486 ConditionState = SNOW NIGHT 14487 Model = None 14488 TransitionKey = DOWN_DEFAULT 14489 End 14490 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14491 Model = ABBarracks_A4 14492 Animation = ABBarracks_A4.ABBarracks_A4 14493 AnimationMode = MANUAL 14494 Flags = START_FRAME_LAST 14495 TransitionKey = UP_DAY 14496 ParticleSysBone = SparksS01 LiveWireSparks02 14497 End 14498 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14499 Model = ABBarracks_A4N 14500 Animation = ABBarracks_A4N.ABBarracks_A4N 14501 AnimationMode = MANUAL 14502 Flags = START_FRAME_LAST 14503 TransitionKey = UP_NIGHT 14504 ParticleSysBone = SparksS01 LiveWireSparks02 14505 End 14506 14507 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14508 Model = ABBarracks_A4S 14509 Animation = ABBarracks_A4S.ABBarracks_A4S 14510 AnimationMode = MANUAL 14511 Flags = START_FRAME_LAST 14512 TransitionKey = UP_SNOW 14513 ParticleSysBone = SparksS01 LiveWireSparks02 14514 End 14515 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14516 Model = ABBarracks_A4SN 14517 Animation = ABBarracks_A4SN.ABBarracks_A4SN 14518 AnimationMode = MANUAL 14519 Flags = START_FRAME_LAST 14520 TransitionKey = UP_SNOWNIGHT 14521 ParticleSysBone = SparksS01 LiveWireSparks02 14522 End 14523 TransitionState = DOWN_DEFAULT UP_DAY 14524 Model = ABBarracks_A4 14525 Animation = ABBarracks_A4.ABBarracks_A4 14526 AnimationMode = ONCE 14527 AnimationSpeedFactorRange = 1.0 1.0 14528 Flags = START_FRAME_FIRST 14529 End 14530 TransitionState = DOWN_DEFAULT UP_NIGHT 14531 Model = ABBarracks_A4N 14532 Animation = ABBarracks_A4N.ABBarracks_A4N 14533 AnimationMode = ONCE 14534 AnimationSpeedFactorRange = 1.0 1.0 14535 Flags = START_FRAME_FIRST 14536 End 14537 TransitionState = DOWN_DEFAULT UP_SNOW 14538 Model = ABBarracks_A4S 14539 Animation = ABBarracks_A4S.ABBarracks_A4S 14540 AnimationMode = ONCE 14541 AnimationSpeedFactorRange = 1.0 1.0 14542 Flags = START_FRAME_FIRST 14543 End 14544 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14545 Model = ABBarracks_A4SN 14546 Animation = ABBarracks_A4SN.ABBarracks_A4SN 14547 AnimationMode = ONCE 14548 AnimationSpeedFactorRange = 1.0 1.0 14549 Flags = START_FRAME_FIRST 14550 End 14551 TransitionState = UP_DAY DOWN_DEFAULT 14552 Model = ABBarracks_A4 14553 Animation = ABBarracks_A4.ABBarracks_A4 14554 AnimationMode = ONCE_BACKWARDS 14555 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14556 Flags = START_FRAME_LAST 14557 End 14558 TransitionState = UP_NIGHT DOWN_DEFAULT 14559 Model = ABBarracks_A4N 14560 Animation = ABBarracks_A4N.ABBarracks_A4N 14561 AnimationMode = ONCE_BACKWARDS 14562 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14563 Flags = START_FRAME_LAST 14564 End 14565 TransitionState = UP_SNOW DOWN_DEFAULT 14566 Model = ABBarracks_A4S 14567 Animation = ABBarracks_A4S.ABBarracks_A4S 14568 AnimationMode = ONCE_BACKWARDS 14569 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14570 Flags = START_FRAME_LAST 14571 End 14572 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14573 Model = ABBarracks_A4SN 14574 Animation = ABBarracks_A4SN.ABBarracks_A4SN 14575 AnimationMode = ONCE_BACKWARDS 14576 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14577 Flags = START_FRAME_LAST 14578 End 14579 End 14580 14581 ; ------------ under-construction scaffolding ----------------- 14582 Draw = W3DModelDraw ModuleTag_03 14583 AnimationsRequirePower = No 14584 MinLODRequired = MEDIUM 14585 DefaultConditionState 14586 Model = None 14587 TransitionKey = DOWN_DEFAULT 14588 End 14589 ConditionState = NIGHT 14590 Model = None 14591 TransitionKey = DOWN_DEFAULT 14592 End 14593 ConditionState = SNOW 14594 Model = None 14595 TransitionKey = DOWN_DEFAULT 14596 End 14597 ConditionState = SNOW NIGHT 14598 Model = None 14599 TransitionKey = DOWN_DEFAULT 14600 End 14601 ConditionState = PARTIALLY_CONSTRUCTED 14602 Model = ABBarracks_A6 14603 Animation = ABBarracks_A6.ABBarracks_A6 14604 AnimationMode = MANUAL 14605 Flags = START_FRAME_LAST 14606 TransitionKey = UP_DAY 14607 ParticleSysBone = Sparks01 BuildUpBlueSpark 14608 ParticleSysBone = Sparks02 BuildUpBlueSpark 14609 ParticleSysBone = Sparks03 BuildUpBlueSpark 14610 ParticleSysBone = Sparks04 BuildUpBlueSpark 14611 ParticleSysBone = Sparks05 BuildUpBlueSpark 14612 ParticleSysBone = Sparks06 BuildUpBlueSpark 14613 End 14614 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14615 Model = ABBarracks_A6N 14616 Animation = ABBarracks_A6N.ABBarracks_A6N 14617 AnimationMode = MANUAL 14618 Flags = START_FRAME_LAST 14619 TransitionKey = UP_NIGHT 14620 ParticleSysBone = Sparks01 BuildUpBlueSpark 14621 ParticleSysBone = Sparks02 BuildUpBlueSpark 14622 ParticleSysBone = Sparks03 BuildUpBlueSpark 14623 ParticleSysBone = Sparks04 BuildUpBlueSpark 14624 ParticleSysBone = Sparks05 BuildUpBlueSpark 14625 ParticleSysBone = Sparks06 BuildUpBlueSpark 14626 End 14627 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14628 Model = ABBarracks_A6S 14629 Animation = ABBarracks_A6S.ABBarracks_A6S 14630 AnimationMode = MANUAL 14631 Flags = START_FRAME_LAST 14632 TransitionKey = UP_SNOW 14633 ParticleSysBone = Sparks01 BuildUpBlueSpark 14634 ParticleSysBone = Sparks02 BuildUpBlueSpark 14635 ParticleSysBone = Sparks03 BuildUpBlueSpark 14636 ParticleSysBone = Sparks04 BuildUpBlueSpark 14637 ParticleSysBone = Sparks05 BuildUpBlueSpark 14638 ParticleSysBone = Sparks06 BuildUpBlueSpark 14639 End 14640 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14641 Model = ABBarracks_A6SN 14642 Animation = ABBarracks_A6SN.ABBarracks_A6SN 14643 AnimationMode = MANUAL 14644 Flags = START_FRAME_LAST 14645 TransitionKey = UP_SNOWNIGHT 14646 ParticleSysBone = Sparks01 BuildUpBlueSpark 14647 ParticleSysBone = Sparks02 BuildUpBlueSpark 14648 ParticleSysBone = Sparks03 BuildUpBlueSpark 14649 ParticleSysBone = Sparks04 BuildUpBlueSpark 14650 ParticleSysBone = Sparks05 BuildUpBlueSpark 14651 ParticleSysBone = Sparks06 BuildUpBlueSpark 14652 End 14653 TransitionState = DOWN_DEFAULT UP_DAY 14654 Model = ABBarracks_A6 14655 Animation = ABBarracks_A6.ABBarracks_A6 14656 AnimationMode = ONCE 14657 AnimationSpeedFactorRange = 1.0 1.0 14658 Flags = START_FRAME_FIRST 14659 End 14660 TransitionState = DOWN_DEFAULT UP_NIGHT 14661 Model = ABBarracks_A6N 14662 Animation = ABBarracks_A6N.ABBarracks_A6N 14663 AnimationMode = ONCE 14664 AnimationSpeedFactorRange = 1.0 1.0 14665 Flags = START_FRAME_FIRST 14666 End 14667 TransitionState = DOWN_DEFAULT UP_SNOW 14668 Model = ABBarracks_A6S 14669 Animation = ABBarracks_A6S.ABBarracks_A6S 14670 AnimationMode = ONCE 14671 AnimationSpeedFactorRange = 1.0 1.0 14672 Flags = START_FRAME_FIRST 14673 End 14674 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14675 Model = ABBarracks_A6SN 14676 Animation = ABBarracks_A6SN.ABBarracks_A6SN 14677 AnimationMode = ONCE 14678 AnimationSpeedFactorRange = 1.0 1.0 14679 Flags = START_FRAME_FIRST 14680 End 14681 TransitionState = UP_DAY DOWN_DEFAULT 14682 Model = ABBarracks_A6 14683 Animation = ABBarracks_A6.ABBarracks_A6 14684 AnimationMode = ONCE_BACKWARDS 14685 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14686 Flags = START_FRAME_LAST 14687 End 14688 TransitionState = UP_NIGHT DOWN_DEFAULT 14689 Model = ABBarracks_A6N 14690 Animation = ABBarracks_A6N.ABBarracks_A6N 14691 AnimationMode = ONCE_BACKWARDS 14692 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14693 Flags = START_FRAME_LAST 14694 End 14695 TransitionState = UP_SNOW DOWN_DEFAULT 14696 Model = ABBarracks_A6S 14697 Animation = ABBarracks_A6S.ABBarracks_A6S 14698 AnimationMode = ONCE_BACKWARDS 14699 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14700 Flags = START_FRAME_LAST 14701 End 14702 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14703 Model = ABBarracks_A6SN 14704 Animation = ABBarracks_A6SN.ABBarracks_A6SN 14705 AnimationMode = ONCE_BACKWARDS 14706 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14707 Flags = START_FRAME_LAST 14708 End 14709 End 14710 14711 ; ------------ being-constructed crane ----------------- 14712 Draw = W3DModelDraw ModuleTag_04 14713 AnimationsRequirePower = No 14714 DefaultConditionState 14715 Model = None 14716 TransitionKey = DOWN_DEFAULT 14717 End 14718 ConditionState = NIGHT 14719 Model = None 14720 TransitionKey = DOWN_DEFAULT 14721 End 14722 ConditionState = SNOW 14723 Model = None 14724 TransitionKey = DOWN_DEFAULT 14725 End 14726 ConditionState = SNOW NIGHT 14727 Model = None 14728 TransitionKey = DOWN_DEFAULT 14729 End 14730 ConditionState = SOLD 14731 Model = NONE 14732 End 14733 14734 ConditionState = ACTIVELY_BEING_CONSTRUCTED 14735 Model = ABBarracks_A5 14736 Animation = ABBarracks_A5.ABBarracks_A5 14737 AnimationMode = LOOP 14738 TransitionKey = UP_DAY 14739 End 14740 14741 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 14742 Model = ABBarracks_A5N 14743 Animation = ABBarracks_A5N.ABBarracks_A5N 14744 AnimationMode = LOOP 14745 TransitionKey = UP_NIGHT 14746 End 14747 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 14748 Model = ABBarracks_A5S 14749 Animation = ABBarracks_A5S.ABBarracks_A5S 14750 AnimationMode = LOOP 14751 TransitionKey = UP_SNOW 14752 End 14753 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 14754 Model = ABBarracks_A5SN 14755 Animation = ABBarracks_A5SN.ABBarracks_A5SN 14756 AnimationMode = LOOP 14757 TransitionKey = UP_SNOWNIGHT 14758 End 14759 TransitionState = DOWN_DEFAULT UP_DAY 14760 Model = ABBarracks_AB 14761 Animation = ABBarracks_AB.ABBarracks_AB 14762 AnimationMode = ONCE 14763 AnimationSpeedFactorRange = 1.0 1.0 14764 Flags = START_FRAME_FIRST 14765 End 14766 14767 TransitionState = DOWN_DEFAULT UP_NIGHT 14768 Model = ABBarracks_ABN 14769 Animation = ABBarracks_ABN.ABBarracks_ABN 14770 AnimationMode = ONCE 14771 AnimationSpeedFactorRange = 1.0 1.0 14772 Flags = START_FRAME_FIRST 14773 End 14774 TransitionState = DOWN_DEFAULT UP_SNOW 14775 Model = ABBarracks_ABS 14776 Animation = ABBarracks_ABS.ABBarracks_ABS 14777 AnimationMode = ONCE 14778 AnimationSpeedFactorRange = 1.0 1.0 14779 Flags = START_FRAME_FIRST 14780 End 14781 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14782 Model = ABBarracks_ABSN 14783 Animation = ABBarracks_ABSN.ABBarracks_ABSN 14784 AnimationMode = ONCE 14785 AnimationSpeedFactorRange = 1.0 1.0 14786 Flags = START_FRAME_FIRST 14787 End 14788 TransitionState = UP_DAY DOWN_DEFAULT 14789 Model = ABBarracks_AB 14790 Animation = ABBarracks_AB.ABBarracks_AB 14791 AnimationMode = ONCE_BACKWARDS 14792 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14793 Flags = START_FRAME_LAST 14794 End 14795 TransitionState = UP_NIGHT DOWN_DEFAULT 14796 Model = ABBarracks_ABN 14797 Animation = ABBarracks_ABN.ABBarracks_ABN 14798 AnimationMode = ONCE_BACKWARDS 14799 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14800 Flags = START_FRAME_LAST 14801 End 14802 TransitionState = UP_SNOW DOWN_DEFAULT 14803 Model = ABBarracks_ABS 14804 Animation = ABBarracks_ABS.ABBarracks_ABS 14805 AnimationMode = ONCE_BACKWARDS 14806 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14807 Flags = START_FRAME_LAST 14808 End 14809 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14810 Model = ABBarracks_ABSN 14811 Animation = ABBarracks_ABSN.ABBarracks_ABSN 14812 AnimationMode = ONCE_BACKWARDS 14813 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14814 Flags = START_FRAME_LAST 14815 End 14816 End 14817 14818 ; ***DESIGN parameters *** 14819 DisplayName = OBJECT:Barracks 14820 Side = AmericaLaserGeneral 14821 EditorSorting = STRUCTURE 14822 BuildCost = 600 14823 BuildTime = 10.0 ; in seconds 14824 EnergyProduction = 0 14825 CommandSet = Lazr_AmericaBarracksCommandSet 14826 VisionRange = 200.0 ; Shroud clearing distance 14827 ShroudClearingRange = 200 14828 ArmorSet 14829 Conditions = None 14830 Armor = StructureArmor 14831 DamageFX = StructureDamageFXNoShake 14832 End 14833 ExperienceValue = 100 100 100 100 ; Experience point value at each level 14834 14835 Prerequisites 14836 ; Object = Lazr_AmericaPowerPlant 14837 End 14838 14839 ; *** AUDIO Parameters *** 14840 VoiceSelect = BarracksUSASelect 14841 SoundOnDamaged = BuildingDamagedStateLight 14842 SoundOnReallyDamaged = BuildingDestroy 14843 14844 UnitSpecificSounds 14845 UnderConstruction = UnderConstructionLoop 14846 End 14847 14848 ; *** ENGINEERING Parameters *** 14849 RadarPriority = STRUCTURE 14850 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 14851 Body = StructureBody ModuleTag_05 14852 MaxHealth = 1000.0 14853 InitialHealth = 1000.0 14854 14855 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14856 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14857 SubdualDamageCap = 1200 14858 SubdualDamageHealRate = 500 14859 SubdualDamageHealAmount = 100 14860 End 14861 Behavior = HealContain ModuleTag_06 14862 ContainMax = 10 ;way bigger than the # of objects we can have 14863 TimeForFullHeal = 2000 ;(in milliseconds) 14864 AllowInsideKindOf = INFANTRY 14865 AllowAlliesInside = Yes 14866 AllowNeutralInside = No 14867 AllowEnemiesInside = No 14868 End 14869 Behavior = DestroyDie ModuleTag_07 14870 ;nothing 14871 End 14872 Behavior = CreateObjectDie ModuleTag_08 14873 CreationList = OCL_LargeStructureDebris 14874 End 14875 Behavior = CreateObjectDie ModuleTag_09 14876 CreationList = OCL_AmericanRangerDebris02 14877 ExemptStatus = UNDER_CONSTRUCTION 14878 End 14879 Behavior = FXListDie ModuleTag_10 14880 DeathFX = FX_StructureMediumDeath 14881 End 14882 Behavior = ProductionUpdate ModuleTag_11 14883 ; nothing 14884 End 14885 Behavior = DefaultProductionExitUpdate ModuleTag_12 14886 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 14887 NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0 14888 End 14889 Behavior = BaseRegenerateUpdate ModuleTag_13 14890 ;No data 14891 End 14892 14893 Behavior = FlammableUpdate ModuleTag_15 14894 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14895 AflameDamageAmount = 5 ; taking this much damage... 14896 AflameDamageDelay = 500 ; this often. 14897 End 14898 14899 Behavior = TransitionDamageFX ModuleTag_16 14900 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 14901 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14902 ;--------------------------------------------------------------------------------------- 14903 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14904 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14905 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14906 End 14907 14908 Geometry = BOX 14909 GeometryMajorRadius = 55.0 14910 GeometryMinorRadius = 45.0 14911 GeometryHeight = 20.0 14912 GeometryIsSmall = No 14913 FactoryExitWidth = 25 ; How much space to leave for units exiting. 14914 Shadow = SHADOW_VOLUME 14915 BuildCompletion = PLACED_BY_PLAYER 14916 14917 End 14918 14919 14920 14921 ;------------------------------------------------------------------------------ 14922 Object Lazr_AmericaWarFactory 14923 14924 ; *** ART Parameters *** 14925 SelectPortrait = SACWeaponsfact_L 14926 ButtonImage = SACWeaponsfact 14927 14928 ; ------------ the main factory itself ----------------- 14929 Draw = W3DModelDraw ModuleTag_01 14930 OkToChangeModelColor = Yes 14931 ; day ************************************************** 14932 DefaultConditionState 14933 Model = ABWarFact 14934 Animation = ABWarFact.ABWarFact 14935 AnimationMode = LOOP 14936 ParticleSysBone = Smoke01 SteamVent 14937 ParticleSysBone = Smoke02 SteamVent 14938 End 14939 ConditionState = DAMAGED 14940 Model = ABWarFact_D 14941 Animation = ABWarFact_D.ABWarFact_D 14942 AnimationMode = LOOP 14943 End 14944 ConditionState = REALLYDAMAGED RUBBLE 14945 Model = ABWarFact_E 14946 Animation = ABWarFact_E.ABWarFact_E 14947 AnimationMode = LOOP 14948 End 14949 14950 14951 ; night ************************************************* 14952 ConditionState = NIGHT 14953 Model = ABWarFact_N 14954 Animation = ABWarFact_N.ABWarFact_N 14955 AnimationMode = LOOP 14956 End 14957 ConditionState = DAMAGED NIGHT 14958 Model = ABWarFact_DN 14959 Animation = ABWarFact_DN.ABWarFact_DN 14960 AnimationMode = LOOP 14961 End 14962 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14963 Model = ABWarFact_EN 14964 Animation = ABWarFact_EN.ABWarFact_EN 14965 AnimationMode = LOOP 14966 End 14967 14968 ; snow ************************************************* 14969 ConditionState = SNOW 14970 Model = ABWarFact_S 14971 Animation = ABWarFact_S.ABWarFact_S 14972 AnimationMode = LOOP 14973 End 14974 ConditionState = DAMAGED SNOW 14975 Model = ABWarFact_DS 14976 Animation = ABWarFact_DS.ABWarFact_DS 14977 AnimationMode = LOOP 14978 End 14979 ConditionState = REALLYDAMAGED RUBBLE SNOW 14980 Model = ABWarFact_ES 14981 Animation = ABWarFact_ES.ABWarFact_ES 14982 AnimationMode = LOOP 14983 End 14984 14985 14986 ; night snow ************************************************* 14987 ConditionState = NIGHT SNOW 14988 Model = ABWarFact_NS 14989 Animation = ABWarFact_NS.ABWarFact_NS 14990 AnimationMode = LOOP 14991 End 14992 ConditionState = DAMAGED NIGHT SNOW 14993 Model = ABWarFact_DNS 14994 Animation = ABWarFact_DNS.ABWarFact_DNS 14995 AnimationMode = LOOP 14996 End 14997 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 14998 Model = ABWarFact_ENS 14999 Animation = ABWarFact_ENS.ABWarFact_ENS 15000 AnimationMode = LOOP 15001 End 15002 15003 ;************************************************************************************************************************** 15004 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15005 ;for this draw module 15006 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15007 Model = ABWarFact 15008 Animation = ABWarFact.ABWarFact 15009 AnimationMode = LOOP 15010 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15011 End 15012 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15013 Model = ABWarFact_D 15014 Animation = ABWarFact_D.ABWarFact_D 15015 AnimationMode = LOOP 15016 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15017 End 15018 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15019 Model = ABWarFact_E 15020 Animation = ABWarFact_E.ABWarFact_E 15021 AnimationMode = LOOP 15022 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15023 End 15024 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15025 Model = ABWarFact_N 15026 Animation = ABWarFact_N.ABWarFact_N 15027 AnimationMode = LOOP 15028 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15029 End 15030 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15031 Model = ABWarFact_DN 15032 Animation = ABWarFact_DN.ABWarFact_DN 15033 AnimationMode = LOOP 15034 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15035 End 15036 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15037 Model = ABWarFact_EN 15038 Animation = ABWarFact_EN.ABWarFact_EN 15039 AnimationMode = LOOP 15040 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15041 End 15042 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15043 Model = ABWarFact_S 15044 Animation = ABWarFact_S.ABWarFact_S 15045 AnimationMode = LOOP 15046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15047 End 15048 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15049 Model = ABWarFact_DS 15050 Animation = ABWarFact_DS.ABWarFact_DS 15051 AnimationMode = LOOP 15052 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15053 End 15054 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15055 Model = ABWarFact_ES 15056 Animation = ABWarFact_ES.ABWarFact_ES 15057 AnimationMode = LOOP 15058 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15059 End 15060 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15061 Model = ABWarFact_NS 15062 Animation = ABWarFact_NS.ABWarFact_NS 15063 AnimationMode = LOOP 15064 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15065 End 15066 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15067 Model = ABWarFact_DNS 15068 Animation = ABWarFact_DNS.ABWarFact_DNS 15069 AnimationMode = LOOP 15070 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15071 End 15072 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15073 Model = ABWarFact_ENS 15074 Animation = ABWarFact_ENS.ABWarFact_ENS 15075 AnimationMode = LOOP 15076 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15077 End 15078 15079 ConditionState = AWAITING_CONSTRUCTION 15080 Model = NONE 15081 End 15082 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15083 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15084 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15085 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15086 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15087 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15088 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15089 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15090 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15091 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15092 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15093 AliasConditionState = SOLD 15094 AliasConditionState = SOLD DAMAGED 15095 AliasConditionState = SOLD REALLYDAMAGED 15096 AliasConditionState = SOLD NIGHT 15097 AliasConditionState = SOLD NIGHT DAMAGED 15098 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15099 AliasConditionState = SOLD SNOW 15100 AliasConditionState = SOLD SNOW DAMAGED 15101 AliasConditionState = SOLD SNOW REALLYDAMAGED 15102 AliasConditionState = SOLD NIGHT SNOW 15103 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15104 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15105 ;************************************************************************************************************************** 15106 15107 15108 End 15109 15110 ; ----------------- the factory door ------------------- 15111 Draw = W3DModelDraw ModuleTag_02 15112 DefaultConditionState 15113 Model = ABWarFact_A8 15114 Animation = ABWarFact_A8.ABWarFact_A8 15115 AnimationMode = MANUAL 15116 Flags = START_FRAME_FIRST 15117 End 15118 AliasConditionState = NIGHT 15119 AliasConditionState = SNOW 15120 AliasConditionState = SNOW NIGHT 15121 15122 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15123 Model = ABWarFact_A8 15124 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15125 End 15126 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15127 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15128 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15129 15130 ConditionState = DAMAGED 15131 Model = ABWarFact_A8D 15132 Animation = ABWarFact_A8D.ABWarFact_A8D 15133 AnimationMode = MANUAL 15134 Flags = START_FRAME_FIRST 15135 End 15136 AliasConditionState = NIGHT DAMAGED 15137 AliasConditionState = SNOW DAMAGED 15138 AliasConditionState = SNOW NIGHT DAMAGED 15139 15140 ConditionState = REALLYDAMAGED RUBBLE 15141 Model = ABWarFact_A8E 15142 Animation = ABWarFact_A8E.ABWarFact_A8E 15143 AnimationMode = MANUAL 15144 Flags = START_FRAME_FIRST 15145 End 15146 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 15147 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 15148 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 15149 15150 ConditionState = DOOR_1_OPENING 15151 Model = ABWarFact_A8 15152 Animation = ABWarFact_A8.ABWarFact_A8 15153 AnimationMode = ONCE 15154 Flags = START_FRAME_FIRST 15155 End 15156 AliasConditionState = NIGHT DOOR_1_OPENING 15157 AliasConditionState = SNOW DOOR_1_OPENING 15158 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 15159 15160 ConditionState = DOOR_1_OPENING DAMAGED 15161 Model = ABWarFact_A8D 15162 Animation = ABWarFact_A8D.ABWarFact_A8D 15163 AnimationMode = ONCE 15164 Flags = START_FRAME_FIRST 15165 End 15166 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 15167 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 15168 AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED 15169 15170 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 15171 Model = ABWarFact_A8E 15172 Animation = ABWarFact_A8E.ABWarFact_A8E 15173 AnimationMode = ONCE 15174 Flags = START_FRAME_FIRST 15175 End 15176 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 15177 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 15178 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 15179 15180 ConditionState = DOOR_1_CLOSING 15181 Model = ABWarFact_A8 15182 Animation = ABWarFact_A8.ABWarFact_A8 15183 AnimationMode = ONCE_BACKWARDS 15184 Flags = START_FRAME_LAST 15185 End 15186 AliasConditionState = NIGHT DOOR_1_CLOSING 15187 AliasConditionState = SNOW DOOR_1_CLOSING 15188 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 15189 15190 15191 ConditionState = DOOR_1_CLOSING DAMAGED 15192 Model = ABWarFact_A8D 15193 Animation = ABWarFact_A8D.ABWarFact_A8D 15194 AnimationMode = ONCE_BACKWARDS 15195 Flags = START_FRAME_LAST 15196 End 15197 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 15198 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 15199 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 15200 15201 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15202 Model = ABWarFact_A8E 15203 Animation = ABWarFact_A8E.ABWarFact_A8E 15204 AnimationMode = ONCE_BACKWARDS 15205 Flags = START_FRAME_LAST 15206 End 15207 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15208 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15209 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 15210 15211 ConditionState = DOOR_1_WAITING_OPEN 15212 Model = ABWarFact_A8 15213 Animation = ABWarFact_A8.ABWarFact_A8 15214 AnimationMode = MANUAL 15215 Flags = START_FRAME_LAST 15216 End 15217 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 15218 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 15219 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 15220 15221 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 15222 Model = ABWarFact_A8D 15223 Animation = ABWarFact_A8D.ABWarFact_A8D 15224 AnimationMode = MANUAL 15225 Flags = START_FRAME_LAST 15226 End 15227 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 15228 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 15229 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 15230 15231 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15232 Model = ABWarFact_A8E 15233 Animation = ABWarFact_A8E.ABWarFact_A8E 15234 AnimationMode = MANUAL 15235 Flags = START_FRAME_LAST 15236 End 15237 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15238 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15239 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 15240 15241 ConditionState = AWAITING_CONSTRUCTION 15242 Model = NONE 15243 End 15244 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15245 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15246 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15247 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15248 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15249 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15250 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15251 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15252 AliasConditionState = SOLD 15253 AliasConditionState = SOLD DAMAGED 15254 AliasConditionState = SOLD REALLYDAMAGED 15255 AliasConditionState = SOLD NIGHT 15256 AliasConditionState = SOLD NIGHT DAMAGED 15257 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15258 AliasConditionState = SOLD SNOW 15259 AliasConditionState = SOLD SNOW DAMAGED 15260 AliasConditionState = SOLD SNOW REALLYDAMAGED 15261 AliasConditionState = SOLD NIGHT SNOW 15262 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15263 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15264 End 15265 15266 ; ------------------ the construction crane ------------ 15267 Draw = W3DModelDraw ModuleTag_03 15268 ; ----------------------------------------------------------- 15269 OkToChangeModelColor = Yes 15270 ; ----------------------------------------------------------- 15271 DefaultConditionState 15272 Model = ABWarFact_A1 15273 Animation = ABWarFact_A1.ABWarFact_A1 15274 AnimationMode = LOOP 15275 TransitionKey = TRANS_Idle 15276 End 15277 ConditionState = DAMAGED 15278 Model = ABWarFact_A1D 15279 Animation = ABWarFact_A1D.ABWarFact_A1D 15280 AnimationMode = LOOP 15281 TransitionKey = TRANS_IdleDamaged 15282 End 15283 ConditionState = REALLYDAMAGED RUBBLE 15284 Model = ABWarFact_A1E 15285 Animation = ABWarFact_A1E.ABWarFact_A1E 15286 AnimationMode = LOOP 15287 TransitionKey = TRANS_IdleReallyDamaged 15288 End 15289 15290 ; ----------------------------------------------------------- 15291 TransitionState = TRANS_Constructing TRANS_Idle 15292 Model = ABWarFact_A3 15293 Animation = ABWarFact_A3.ABWarFact_A3 15294 AnimationMode = ONCE 15295 Flags = MAINTAIN_FRAME_ACROSS_STATES 15296 End 15297 TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged 15298 Model = ABWarFact_A3D 15299 Animation = ABWarFact_A3D.ABWarFact_A3D 15300 AnimationMode = ONCE 15301 Flags = MAINTAIN_FRAME_ACROSS_STATES 15302 End 15303 TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged 15304 Model = ABWarFact_A3E 15305 Animation = ABWarFact_A3E.ABWarFact_A3E 15306 AnimationMode = ONCE 15307 Flags = MAINTAIN_FRAME_ACROSS_STATES 15308 End 15309 15310 ; ----------------------------------------------------------- 15311 ConditionState = ACTIVELY_CONSTRUCTING 15312 Model = ABWarFact_A3 15313 Animation = ABWarFact_A3.ABWarFact_A3 15314 AnimationMode = ONCE 15315 TransitionKey = TRANS_Constructing 15316 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 15317 End 15318 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 15319 Model = ABWarFact_A3D 15320 Animation = ABWarFact_A3D.ABWarFact_A3D 15321 AnimationMode = ONCE 15322 TransitionKey = TRANS_ConstructingDamaged 15323 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 15324 End 15325 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15326 Model = ABWarFact_A3E 15327 Animation = ABWarFact_A3E.ABWarFact_A3E 15328 AnimationMode = ONCE 15329 TransitionKey = TRANS_ConstructingReallyDamaged 15330 Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE 15331 End 15332 ; ----------------------------------------------------------- 15333 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD 15334 Model = ABWarFact_A1 15335 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15336 End 15337 ConditionState = SOLD 15338 Model = NONE 15339 End 15340 End 15341 15342 ; ------------------ the construction conveyor belt ------------ 15343 Draw = W3DModelDraw ModuleTag_04 15344 OkToChangeModelColor = Yes 15345 DefaultConditionState 15346 Model = ABWarFact_A7 15347 Animation = ABWarFact_A7.ABWarFact_A7 15348 AnimationMode = MANUAL 15349 Flags = START_FRAME_FIRST 15350 End 15351 AliasConditionState = SNOW 15352 AliasConditionState = NIGHT 15353 AliasConditionState = SNOW NIGHT 15354 15355 ConditionState = SOLD 15356 Model = NONE 15357 End 15358 AliasConditionState = SNOW SOLD 15359 AliasConditionState = NIGHT SOLD 15360 AliasConditionState = SNOW NIGHT SOLD 15361 15362 15363 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15364 Model = ABWarFact_A7 15365 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15366 End 15367 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15368 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15369 AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15370 15371 ConditionState = DAMAGED 15372 Model = ABWarFact_A7D 15373 Animation = ABWarFact_A7D.ABWarFact_A7D 15374 AnimationMode = MANUAL 15375 Flags = START_FRAME_FIRST 15376 End 15377 AliasConditionState = SNOW DAMAGED 15378 AliasConditionState = NIGHT DAMAGED 15379 AliasConditionState = SNOW NIGHT DAMAGED 15380 15381 ConditionState = REALLYDAMAGED RUBBLE 15382 Model = ABWarFact_A7E 15383 Animation = ABWarFact_A7E.ABWarFact_A7E 15384 AnimationMode = MANUAL 15385 Flags = START_FRAME_FIRST 15386 End 15387 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 15388 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 15389 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 15390 15391 ConditionState = ACTIVELY_CONSTRUCTING 15392 Model = ABWarFact_A7 15393 Animation = ABWarFact_A7.ABWarFact_A7 15394 AnimationMode = LOOP 15395 End 15396 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 15397 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 15398 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 15399 15400 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 15401 Model = ABWarFact_A7D 15402 Animation = ABWarFact_A7D.ABWarFact_A7D 15403 AnimationMode = LOOP 15404 End 15405 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED 15406 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED 15407 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED 15408 15409 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15410 Model = ABWarFact_A7E 15411 Animation = ABWarFact_A7E.ABWarFact_A7E 15412 AnimationMode = LOOP 15413 End 15414 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15415 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15416 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 15417 15418 End 15419 15420 ; ------------ construction done flashing lights ---------- 15421 Draw = W3DModelDraw ModuleTag_05 15422 DefaultConditionState 15423 Model = None 15424 End 15425 ConditionState = SOLD 15426 Model = NONE 15427 End 15428 ConditionState = SOLD SNOW 15429 Model = NONE 15430 End 15431 ConditionState = SOLD NIGHT 15432 Model = NONE 15433 End 15434 ConditionState = SOLD NIGHT SNOW 15435 Model = NONE 15436 End 15437 ConditionState = CONSTRUCTION_COMPLETE 15438 Model = ABWarFact_A2 15439 Animation = ABWarFact_A2.ABWarFact_A2 15440 AnimationMode = LOOP 15441 Flags = START_FRAME_FIRST 15442 End 15443 End 15444 15445 ; ------------ construction-zone fence ----------------- 15446 Draw = W3DModelDraw ModuleTag_06 15447 AnimationsRequirePower = No 15448 DefaultConditionState 15449 Model = None 15450 TransitionKey = DOWN_DEFAULT 15451 End 15452 ConditionState = NIGHT 15453 Model = None 15454 TransitionKey = DOWN_DEFAULT 15455 End 15456 ConditionState = SNOW 15457 Model = None 15458 TransitionKey = DOWN_DEFAULT 15459 End 15460 ConditionState = SNOW NIGHT 15461 Model = None 15462 TransitionKey = DOWN_DEFAULT 15463 End 15464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15465 Model = ABWarFact_A4 15466 Animation = ABWarFact_A4.ABWarFact_A4 15467 AnimationMode = MANUAL 15468 Flags = START_FRAME_LAST 15469 TransitionKey = UP_DAY 15470 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15471 ParticleSysBone = SparksS01 LiveWireSparks02 15472 End 15473 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15474 Model = ABWarFact_A4N 15475 Animation = ABWarFact_A4N.ABWarFact_A4N 15476 AnimationMode = MANUAL 15477 Flags = START_FRAME_LAST 15478 TransitionKey = UP_NIGHT 15479 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15480 ParticleSysBone = SparksS01 LiveWireSparks02 15481 End 15482 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15483 Model = ABWarFact_A4S 15484 Animation = ABWarFact_A4S.ABWarFact_A4S 15485 AnimationMode = MANUAL 15486 Flags = START_FRAME_LAST 15487 TransitionKey = UP_SNOW 15488 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15489 ParticleSysBone = SparksS01 LiveWireSparks02 15490 End 15491 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15492 Model = ABWarFact_A4SN 15493 Animation = ABWarFact_A4SN.ABWarFact_A4SN 15494 AnimationMode = MANUAL 15495 Flags = START_FRAME_LAST 15496 TransitionKey = UP_SNOWNIGHT 15497 ParticleSysBone = SmokeS01 SmokeBuildingSmall 15498 ParticleSysBone = SparksS01 LiveWireSparks02 15499 End 15500 TransitionState = DOWN_DEFAULT UP_DAY 15501 Model = ABWarFact_A4 15502 Animation = ABWarFact_A4.ABWarFact_A4 15503 AnimationMode = ONCE 15504 AnimationSpeedFactorRange = 1.0 1.0 15505 Flags = START_FRAME_FIRST 15506 End 15507 TransitionState = DOWN_DEFAULT UP_NIGHT 15508 Model = ABWarFact_A4N 15509 Animation = ABWarFact_A4N.ABWarFact_A4N 15510 AnimationMode = ONCE 15511 AnimationSpeedFactorRange = 1.0 1.0 15512 Flags = START_FRAME_FIRST 15513 End 15514 TransitionState = DOWN_DEFAULT UP_SNOW 15515 Model = ABWarFact_A4S 15516 Animation = ABWarFact_A4S.ABWarFact_A4S 15517 AnimationMode = ONCE 15518 AnimationSpeedFactorRange = 1.0 1.0 15519 Flags = START_FRAME_FIRST 15520 End 15521 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15522 Model = ABWarFact_A4SN 15523 Animation = ABWarFact_A4SN.ABWarFact_A4SN 15524 AnimationMode = ONCE 15525 AnimationSpeedFactorRange = 1.0 1.0 15526 Flags = START_FRAME_FIRST 15527 End 15528 TransitionState = UP_DAY DOWN_DEFAULT 15529 Model = ABWarFact_A4 15530 Animation = ABWarFact_A4.ABWarFact_A4 15531 AnimationMode = ONCE_BACKWARDS 15532 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15533 Flags = START_FRAME_LAST 15534 End 15535 TransitionState = UP_NIGHT DOWN_DEFAULT 15536 Model = ABWarFact_A4N 15537 Animation = ABWarFact_A4N.ABWarFact_A4N 15538 AnimationMode = ONCE_BACKWARDS 15539 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15540 Flags = START_FRAME_LAST 15541 End 15542 TransitionState = UP_SNOW DOWN_DEFAULT 15543 Model = ABWarFact_A4S 15544 Animation = ABWarFact_A4S.ABWarFact_A4S 15545 AnimationMode = ONCE_BACKWARDS 15546 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15547 Flags = START_FRAME_LAST 15548 End 15549 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15550 Model = ABWarFact_A4SN 15551 Animation = ABWarFact_A4SN.ABWarFact_A4SN 15552 AnimationMode = ONCE_BACKWARDS 15553 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15554 Flags = START_FRAME_LAST 15555 End 15556 End 15557 15558 ; ------------ under-construction scaffolding ----------------- 15559 Draw = W3DModelDraw ModuleTag_07 15560 AnimationsRequirePower = No 15561 MinLODRequired = MEDIUM 15562 DefaultConditionState 15563 Model = None 15564 TransitionKey = DOWN_DEFAULT 15565 End 15566 ConditionState = NIGHT 15567 Model = None 15568 TransitionKey = DOWN_DEFAULT 15569 End 15570 ConditionState = SNOW 15571 Model = None 15572 TransitionKey = DOWN_DEFAULT 15573 End 15574 ConditionState = SNOW NIGHT 15575 Model = None 15576 TransitionKey = DOWN_DEFAULT 15577 End 15578 ConditionState = PARTIALLY_CONSTRUCTED 15579 Model = ABWarFact_A6 15580 Animation = ABWarFact_A6.ABWarFact_A6 15581 AnimationMode = MANUAL 15582 Flags = START_FRAME_LAST 15583 TransitionKey = UP_DAY 15584 ParticleSysBone = Sparks01 BuildUpBlueSpark 15585 ParticleSysBone = Sparks02 BuildUpBlueSpark 15586 ParticleSysBone = Sparks03 BuildUpBlueSpark 15587 ParticleSysBone = Sparks04 BuildUpBlueSpark 15588 ParticleSysBone = Sparks05 BuildUpBlueSpark 15589 ParticleSysBone = Sparks06 BuildUpBlueSpark 15590 End 15591 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 15592 Model = ABWarFact_A6N 15593 Animation = ABWarFact_A6N.ABWarFact_A6N 15594 AnimationMode = MANUAL 15595 Flags = START_FRAME_LAST 15596 TransitionKey = UP_NIGHT 15597 ParticleSysBone = Sparks01 BuildUpBlueSpark 15598 ParticleSysBone = Sparks02 BuildUpBlueSpark 15599 ParticleSysBone = Sparks03 BuildUpBlueSpark 15600 ParticleSysBone = Sparks04 BuildUpBlueSpark 15601 ParticleSysBone = Sparks05 BuildUpBlueSpark 15602 ParticleSysBone = Sparks06 BuildUpBlueSpark 15603 End 15604 ConditionState = SNOW PARTIALLY_CONSTRUCTED 15605 Model = ABWarFact_A6S 15606 Animation = ABWarFact_A6S.ABWarFact_A6S 15607 AnimationMode = MANUAL 15608 Flags = START_FRAME_LAST 15609 TransitionKey = UP_SNOW 15610 ParticleSysBone = Sparks01 BuildUpBlueSpark 15611 ParticleSysBone = Sparks02 BuildUpBlueSpark 15612 ParticleSysBone = Sparks03 BuildUpBlueSpark 15613 ParticleSysBone = Sparks04 BuildUpBlueSpark 15614 ParticleSysBone = Sparks05 BuildUpBlueSpark 15615 ParticleSysBone = Sparks06 BuildUpBlueSpark 15616 End 15617 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 15618 Model = ABWarFact_A6SN 15619 Animation = ABWarFact_A6SN.ABWarFact_A6SN 15620 AnimationMode = MANUAL 15621 Flags = START_FRAME_LAST 15622 TransitionKey = UP_SNOWNIGHT 15623 ParticleSysBone = Sparks01 BuildUpBlueSpark 15624 ParticleSysBone = Sparks02 BuildUpBlueSpark 15625 ParticleSysBone = Sparks03 BuildUpBlueSpark 15626 ParticleSysBone = Sparks04 BuildUpBlueSpark 15627 ParticleSysBone = Sparks05 BuildUpBlueSpark 15628 ParticleSysBone = Sparks06 BuildUpBlueSpark 15629 End 15630 TransitionState = DOWN_DEFAULT UP_DAY 15631 Model = ABWarFact_A6 15632 Animation = ABWarFact_A6.ABWarFact_A6 15633 AnimationMode = ONCE 15634 AnimationSpeedFactorRange = 1.0 1.0 15635 Flags = START_FRAME_FIRST 15636 End 15637 TransitionState = DOWN_DEFAULT UP_NIGHT 15638 Model = ABWarFact_A6N 15639 Animation = ABWarFact_A6N.ABWarFact_A6N 15640 AnimationMode = ONCE 15641 AnimationSpeedFactorRange = 1.0 1.0 15642 Flags = START_FRAME_FIRST 15643 End 15644 TransitionState = DOWN_DEFAULT UP_SNOW 15645 Model = ABWarFact_A6S 15646 Animation = ABWarFact_A6S.ABWarFact_A6S 15647 AnimationMode = ONCE 15648 AnimationSpeedFactorRange = 1.0 1.0 15649 Flags = START_FRAME_FIRST 15650 End 15651 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15652 Model = ABWarFact_A6SN 15653 Animation = ABWarFact_A6SN.ABWarFact_A6SN 15654 AnimationMode = ONCE 15655 AnimationSpeedFactorRange = 1.0 1.0 15656 Flags = START_FRAME_FIRST 15657 End 15658 TransitionState = UP_DAY DOWN_DEFAULT 15659 Model = ABWarFact_A6 15660 Animation = ABWarFact_A6.ABWarFact_A6 15661 AnimationMode = ONCE_BACKWARDS 15662 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15663 Flags = START_FRAME_LAST 15664 End 15665 TransitionState = UP_NIGHT DOWN_DEFAULT 15666 Model = ABWarFact_A6N 15667 Animation = ABWarFact_A6N.ABWarFact_A6N 15668 AnimationMode = ONCE_BACKWARDS 15669 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15670 Flags = START_FRAME_LAST 15671 End 15672 TransitionState = UP_SNOW DOWN_DEFAULT 15673 Model = ABWarFact_A6S 15674 Animation = ABWarFact_A6S.ABWarFact_A6S 15675 AnimationMode = ONCE_BACKWARDS 15676 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15677 Flags = START_FRAME_LAST 15678 End 15679 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15680 Model = ABWarFact_A6SN 15681 Animation = ABWarFact_A6SN.ABWarFact_A6SN 15682 AnimationMode = ONCE_BACKWARDS 15683 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15684 Flags = START_FRAME_LAST 15685 End 15686 End 15687 15688 ; ------------ being-constructed crane ----------------- 15689 Draw = W3DModelDraw ModuleTag_08 15690 AnimationsRequirePower = No 15691 DefaultConditionState 15692 Model = None 15693 TransitionKey = DOWN_DEFAULT 15694 End 15695 ConditionState = NIGHT 15696 Model = None 15697 TransitionKey = DOWN_DEFAULT 15698 End 15699 ConditionState = SNOW 15700 Model = None 15701 TransitionKey = DOWN_DEFAULT 15702 End 15703 ConditionState = SNOW NIGHT 15704 Model = None 15705 TransitionKey = DOWN_DEFAULT 15706 End 15707 ConditionState = SOLD 15708 Model = NONE 15709 End 15710 15711 ConditionState = ACTIVELY_BEING_CONSTRUCTED 15712 Model = ABWarFact_A5 15713 Animation = ABWarFact_A5.ABWarFact_A5 15714 AnimationMode = LOOP 15715 TransitionKey = UP_DAY 15716 End 15717 15718 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 15719 Model = ABWarFact_A5N 15720 Animation = ABWarFact_A5N.ABWarFact_A5N 15721 AnimationMode = LOOP 15722 TransitionKey = UP_NIGHT 15723 End 15724 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 15725 Model = ABWarFact_A5S 15726 Animation = ABWarFact_A5S.ABWarFact_A5S 15727 AnimationMode = LOOP 15728 TransitionKey = UP_SNOW 15729 End 15730 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 15731 Model = ABWarFact_A5SN 15732 Animation = ABWarFact_A5SN.ABWarFact_A5SN 15733 AnimationMode = LOOP 15734 TransitionKey = UP_SNOWNIGHT 15735 End 15736 TransitionState = DOWN_DEFAULT UP_DAY 15737 Model = ABWarFact_AB 15738 Animation = ABWarFact_AB.ABWarFact_AB 15739 AnimationMode = ONCE 15740 AnimationSpeedFactorRange = 1.0 1.0 15741 Flags = START_FRAME_FIRST 15742 End 15743 15744 TransitionState = DOWN_DEFAULT UP_NIGHT 15745 Model = ABWarFact_ABN 15746 Animation = ABWarFact_ABN.ABWarFact_ABN 15747 AnimationMode = ONCE 15748 AnimationSpeedFactorRange = 1.0 1.0 15749 Flags = START_FRAME_FIRST 15750 End 15751 TransitionState = DOWN_DEFAULT UP_SNOW 15752 Model = ABWarFact_ABS 15753 Animation = ABWarFact_ABS.ABWarFact_ABS 15754 AnimationMode = ONCE 15755 AnimationSpeedFactorRange = 1.0 1.0 15756 Flags = START_FRAME_FIRST 15757 End 15758 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15759 Model = ABWarFact_ABSN 15760 Animation = ABWarFact_ABSN.ABWarFact_ABSN 15761 AnimationMode = ONCE 15762 AnimationSpeedFactorRange = 1.0 1.0 15763 Flags = START_FRAME_FIRST 15764 End 15765 TransitionState = UP_DAY DOWN_DEFAULT 15766 Model = ABWarFact_AB 15767 Animation = ABWarFact_AB.ABWarFact_AB 15768 AnimationMode = ONCE_BACKWARDS 15769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15770 Flags = START_FRAME_LAST 15771 End 15772 TransitionState = UP_NIGHT DOWN_DEFAULT 15773 Model = ABWarFact_ABN 15774 Animation = ABWarFact_ABN.ABWarFact_ABN 15775 AnimationMode = ONCE_BACKWARDS 15776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15777 Flags = START_FRAME_LAST 15778 End 15779 TransitionState = UP_SNOW DOWN_DEFAULT 15780 Model = ABWarFact_ABS 15781 Animation = ABWarFact_ABS.ABWarFact_ABS 15782 AnimationMode = ONCE_BACKWARDS 15783 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15784 Flags = START_FRAME_LAST 15785 End 15786 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15787 Model = ABWarFact_ABSN 15788 Animation = ABWarFact_ABSN.ABWarFact_ABSN 15789 AnimationMode = ONCE_BACKWARDS 15790 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15791 Flags = START_FRAME_LAST 15792 End 15793 End 15794 15795 PlacementViewAngle = -135 15796 15797 ; ***DESIGN parameters *** 15798 DisplayName = OBJECT:WarFactory 15799 Side = AmericaLaserGeneral 15800 EditorSorting = STRUCTURE 15801 Prerequisites 15802 Object = Lazr_AmericaSupplyCenter 15803 End 15804 BuildCost = 2000 15805 BuildTime = 15.0 ; in seconds 15806 15807 EnergyProduction = -1 15808 CommandSet = Lazr_AmericaWarFactoryCommandSet 15809 VisionRange = 200.0 ; Shroud clearing distance 15810 ShroudClearingRange = 200 15811 ArmorSet 15812 Conditions = None 15813 Armor = StructureArmor 15814 DamageFX = StructureDamageFXNoShake 15815 End 15816 ExperienceValue = 200 200 200 200 ; Experience point value at each level 15817 15818 ; *** AUDIO Parameters *** 15819 VoiceSelect = WarFactoryUSASelect 15820 SoundOnDamaged = BuildingDamagedStateLight 15821 SoundOnReallyDamaged = BuildingDestroy 15822 15823 UnitSpecificSounds 15824 UnderConstruction = UnderConstructionLoop 15825 End 15826 15827 ; *** ENGINEERING Parameters *** 15828 RadarPriority = STRUCTURE 15829 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 15830 Body = StructureBody ModuleTag_09 15831 MaxHealth = 2000.0 15832 InitialHealth = 2000.0 15833 15834 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15835 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15836 SubdualDamageCap = 2200 15837 SubdualDamageHealRate = 500 15838 SubdualDamageHealAmount = 100 15839 End 15840 Behavior = ProductionUpdate ModuleTag_10 15841 NumDoorAnimations = 1 15842 DoorOpeningTime = 3250 ;in mSeconds 15843 DoorWaitOpenTime = 3000 ;in mSeconds 15844 DoorCloseTime = 4000 ;in mSeconds 15845 ConstructionCompleteDuration = 1500 ;in mSeconds 15846 End 15847 Behavior = DefaultProductionExitUpdate ModuleTag_11 15848 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 15849 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 15850 End 15851 Behavior = RepairDockUpdate ModuleTag_12 15852 TimeForFullHeal = 5000 ;(in milliseconds) 15853 NumberApproachPositions = 5 15854 End 15855 Behavior = BaseRegenerateUpdate ModuleTag_13 15856 ;No data 15857 End 15858 15859 ;---- Removed module 15860 ; Behavior = SlowDeathBehavior ModuleTag_14 15861 ; DestructionDelay = 500 15862 ; FX = FINAL FX_StructureMediumDeath 15863 ; OCL = FINAL OCL_AmericaWarFactoryDebris 15864 ; End 15865 15866 Behavior = TransitionDamageFX ModuleTag_15 15867 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 15868 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 15869 ;--------------------------------------------------------------------------------------- 15870 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 15871 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 15872 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 15873 End 15874 15875 Behavior = CreateObjectDie ModuleTag_16 15876 CreationList = OCL_AmericanRangerDebris05 15877 ExemptStatus = UNDER_CONSTRUCTION 15878 End 15879 15880 Behavior = FlammableUpdate ModuleTag_18 15881 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15882 AflameDamageAmount = 5 ; taking this much damage... 15883 AflameDamageDelay = 500 ; this often. 15884 End 15885 15886 Behavior = CreateObjectDie ModuleTag_20 15887 CreationList = OCL_LargeStructureDebris 15888 End 15889 15890 Behavior = FXListDie ModuleTag_21 15891 DeathFX = FX_StructureMediumDeath 15892 End 15893 15894 Behavior = DestroyDie ModuleTag_22 15895 ;nothing 15896 End 15897 15898 Geometry = BOX 15899 GeometryMajorRadius = 53.0 15900 GeometryMinorRadius = 60.0 15901 GeometryHeight = 40.0 15902 GeometryIsSmall = No 15903 FactoryExitWidth = 25 ; How much space to leave for units exiting. 15904 Shadow = SHADOW_VOLUME 15905 BuildCompletion = PLACED_BY_PLAYER 15906 15907 End 15908 15909 15910 15911 15912 15913 ;------------------------------------------------------------------------------ 15914 Object Lazr_AmericaFireBase 15915 15916 ; *** ART Parameters *** 15917 SelectPortrait = SAFirebase_L 15918 ButtonImage = SAFirebase 15919 Draw = W3DModelDraw ModuleTag_01 15920 15921 IgnoreConditionStates = NIGHT 15922 15923 OkToChangeModelColor = Yes 15924 15925 ExtraPublicBone = STATION01 15926 ExtraPublicBone = STATION02 15927 ExtraPublicBone = STATION03 15928 ExtraPublicBone = STATION04 15929 15930 15931 DefaultConditionState 15932 Model = ABFIREBASE 15933 WeaponMuzzleFlash = PRIMARY MuzzleFX 15934 WeaponRecoilBone = PRIMARY Barrel 15935 Turret = TURRET01 15936 TurretPitch = TURRETEL 15937 WeaponLaunchBone = PRIMARY MUZZLE01 15938 WeaponFireFXBone = PRIMARY MUZZLEFX 15939 End 15940 15941 ConditionState = DAMAGED 15942 Model = ABFIREBASE_D 15943 End 15944 15945 ConditionState = REALLYDAMAGED RUBBLE 15946 Model = ABFIREBASE_E 15947 End 15948 15949 ConditionState = SNOW 15950 Model = ABFIREBASE_S 15951 End 15952 15953 ConditionState = DAMAGED SNOW 15954 Model = ABFIREBASE_DS 15955 End 15956 15957 ConditionState = REALLYDAMAGED RUBBLE SNOW 15958 Model = ABFIREBASE_ES 15959 End 15960 15961 ;************************************************************************************************************************** 15962 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15963 ;for this draw module 15964 15965 ConditionState = AWAITING_CONSTRUCTION 15966 Model = NONE 15967 End 15968 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15969 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15970 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15971 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15972 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15973 AliasConditionState = SOLD 15974 AliasConditionState = SOLD DAMAGED 15975 AliasConditionState = SOLD REALLYDAMAGED 15976 AliasConditionState = SOLD SNOW 15977 AliasConditionState = SOLD SNOW DAMAGED 15978 AliasConditionState = SOLD SNOW REALLYDAMAGED 15979 ;************************************************************************************************************************** 15980 15981 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15982 Model = ABFIREBASE 15983 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15984 End 15985 15986 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15987 Model = ABFIREBASE_S 15988 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15989 End 15990 15991 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15992 Model = ABFIREBASE_D 15993 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15994 End 15995 15996 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 15997 Model = ABFIREBASE_DS 15998 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15999 End 16000 16001 ;************************************************************************************************************************** 16002 End 16003 16004 16005 16006 ; ------------ construction-zone fence ----------------- 16007 Draw = W3DModelDraw ModuleTag_02 16008 AnimationsRequirePower = No 16009 DefaultConditionState 16010 Model = None 16011 TransitionKey = DOWN_DEFAULT 16012 End 16013 ConditionState = NIGHT 16014 Model = None 16015 TransitionKey = DOWN_DEFAULT 16016 End 16017 ConditionState = SNOW 16018 Model = None 16019 TransitionKey = DOWN_DEFAULT 16020 End 16021 ConditionState = SNOW NIGHT 16022 Model = None 16023 TransitionKey = DOWN_DEFAULT 16024 End 16025 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16026 Model = ABSupDrop_A4 16027 Animation = ABSupDrop_A4.ABSupDrop_A4 16028 AnimationMode = MANUAL 16029 Flags = START_FRAME_LAST 16030 TransitionKey = UP_DAY 16031 End 16032 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16033 Model = ABSupDrop_A4N 16034 Animation = ABSupDrop_A4N.ABSupDrop_A4N 16035 AnimationMode = MANUAL 16036 Flags = START_FRAME_LAST 16037 TransitionKey = UP_NIGHT 16038 End 16039 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16040 Model = ABSupDrop_A4S 16041 Animation = ABSupDrop_A4S.ABSupDrop_A4S 16042 AnimationMode = MANUAL 16043 Flags = START_FRAME_LAST 16044 TransitionKey = UP_SNOW 16045 End 16046 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16047 Model = ABSupDrop_A4SN 16048 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 16049 AnimationMode = MANUAL 16050 Flags = START_FRAME_LAST 16051 TransitionKey = UP_SNOWNIGHT 16052 End 16053 TransitionState = DOWN_DEFAULT UP_DAY 16054 Model = ABSupDrop_A4 16055 Animation = ABSupDrop_A4.ABSupDrop_A4 16056 AnimationMode = ONCE 16057 AnimationSpeedFactorRange = 1.0 1.0 16058 Flags = START_FRAME_FIRST 16059 End 16060 TransitionState = DOWN_DEFAULT UP_NIGHT 16061 Model = ABSupDrop_A4N 16062 Animation = ABSupDrop_A4N.ABSupDrop_A4N 16063 AnimationMode = ONCE 16064 AnimationSpeedFactorRange = 1.0 1.0 16065 Flags = START_FRAME_FIRST 16066 End 16067 TransitionState = DOWN_DEFAULT UP_SNOW 16068 Model = ABSupDrop_A4S 16069 Animation = ABSupDrop_A4S.ABSupDrop_A4S 16070 AnimationMode = ONCE 16071 AnimationSpeedFactorRange = 1.0 1.0 16072 Flags = START_FRAME_FIRST 16073 End 16074 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16075 Model = ABSupDrop_A4SN 16076 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 16077 AnimationMode = ONCE 16078 AnimationSpeedFactorRange = 1.0 1.0 16079 Flags = START_FRAME_FIRST 16080 End 16081 TransitionState = UP_DAY DOWN_DEFAULT 16082 Model = ABSupDrop_A4 16083 Animation = ABSupDrop_A4.ABSupDrop_A4 16084 AnimationMode = ONCE_BACKWARDS 16085 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16086 Flags = START_FRAME_LAST 16087 End 16088 TransitionState = UP_NIGHT DOWN_DEFAULT 16089 Model = ABSupDrop_A4N 16090 Animation = ABSupDrop_A4N.ABSupDrop_A4N 16091 AnimationMode = ONCE_BACKWARDS 16092 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16093 Flags = START_FRAME_LAST 16094 End 16095 TransitionState = UP_SNOW DOWN_DEFAULT 16096 Model = ABSupDrop_A4S 16097 Animation = ABSupDrop_A4S.ABSupDrop_A4S 16098 AnimationMode = ONCE_BACKWARDS 16099 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16100 Flags = START_FRAME_LAST 16101 End 16102 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16103 Model = ABSupDrop_A4SN 16104 Animation = ABSupDrop_A4SN.ABSupDrop_A4SN 16105 AnimationMode = ONCE_BACKWARDS 16106 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16107 Flags = START_FRAME_LAST 16108 End 16109 End 16110 16111 ; ------------ under-construction scaffolding ----------------- 16112 Draw = W3DModelDraw ModuleTag_03 16113 AnimationsRequirePower = No 16114 MinLODRequired = MEDIUM 16115 DefaultConditionState 16116 Model = None 16117 TransitionKey = DOWN_DEFAULT 16118 End 16119 ConditionState = NIGHT 16120 Model = None 16121 TransitionKey = DOWN_DEFAULT 16122 End 16123 ConditionState = SNOW 16124 Model = None 16125 TransitionKey = DOWN_DEFAULT 16126 End 16127 ConditionState = SNOW NIGHT 16128 Model = None 16129 TransitionKey = DOWN_DEFAULT 16130 End 16131 ConditionState = PARTIALLY_CONSTRUCTED 16132 Model = ABSupDrop_A6 16133 Animation = ABSupDrop_A6.ABSupDrop_A6 16134 AnimationMode = MANUAL 16135 Flags = START_FRAME_LAST 16136 TransitionKey = UP_DAY 16137 ParticleSysBone = Sparks01 BuildUpBlueSpark 16138 ParticleSysBone = Sparks02 BuildUpBlueSpark 16139 ParticleSysBone = Sparks03 BuildUpBlueSpark 16140 ParticleSysBone = Sparks04 BuildUpBlueSpark 16141 ParticleSysBone = Sparks05 BuildUpBlueSpark 16142 ParticleSysBone = Sparks06 BuildUpBlueSpark 16143 End 16144 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16145 Model = ABSupDrop_A6N 16146 Animation = ABSupDrop_A6N.ABSupDrop_A6N 16147 AnimationMode = MANUAL 16148 Flags = START_FRAME_LAST 16149 TransitionKey = UP_NIGHT 16150 ParticleSysBone = Sparks01 BuildUpBlueSpark 16151 ParticleSysBone = Sparks02 BuildUpBlueSpark 16152 ParticleSysBone = Sparks03 BuildUpBlueSpark 16153 ParticleSysBone = Sparks04 BuildUpBlueSpark 16154 ParticleSysBone = Sparks05 BuildUpBlueSpark 16155 ParticleSysBone = Sparks06 BuildUpBlueSpark 16156 End 16157 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16158 Model = ABSupDrop_A6S 16159 Animation = ABSupDrop_A6S.ABSupDrop_A6S 16160 AnimationMode = MANUAL 16161 Flags = START_FRAME_LAST 16162 TransitionKey = UP_SNOW 16163 ParticleSysBone = Sparks01 BuildUpBlueSpark 16164 ParticleSysBone = Sparks02 BuildUpBlueSpark 16165 ParticleSysBone = Sparks03 BuildUpBlueSpark 16166 ParticleSysBone = Sparks04 BuildUpBlueSpark 16167 ParticleSysBone = Sparks05 BuildUpBlueSpark 16168 ParticleSysBone = Sparks06 BuildUpBlueSpark 16169 End 16170 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16171 Model = ABSupDrop_A6SN 16172 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 16173 AnimationMode = MANUAL 16174 Flags = START_FRAME_LAST 16175 TransitionKey = UP_SNOWNIGHT 16176 ParticleSysBone = Sparks01 BuildUpBlueSpark 16177 ParticleSysBone = Sparks02 BuildUpBlueSpark 16178 ParticleSysBone = Sparks03 BuildUpBlueSpark 16179 ParticleSysBone = Sparks04 BuildUpBlueSpark 16180 ParticleSysBone = Sparks05 BuildUpBlueSpark 16181 ParticleSysBone = Sparks06 BuildUpBlueSpark 16182 End 16183 TransitionState = DOWN_DEFAULT UP_DAY 16184 Model = ABSupDrop_A6 16185 Animation = ABSupDrop_A6.ABSupDrop_A6 16186 AnimationMode = ONCE 16187 AnimationSpeedFactorRange = 1.0 1.0 16188 Flags = START_FRAME_FIRST 16189 End 16190 TransitionState = DOWN_DEFAULT UP_NIGHT 16191 Model = ABSupDrop_A6N 16192 Animation = ABSupDrop_A6N.ABSupDrop_A6N 16193 AnimationMode = ONCE 16194 AnimationSpeedFactorRange = 1.0 1.0 16195 Flags = START_FRAME_FIRST 16196 End 16197 TransitionState = DOWN_DEFAULT UP_SNOW 16198 Model = ABSupDrop_A6S 16199 Animation = ABSupDrop_A6S.ABSupDrop_A6S 16200 AnimationMode = ONCE 16201 AnimationSpeedFactorRange = 1.0 1.0 16202 Flags = START_FRAME_FIRST 16203 End 16204 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16205 Model = ABSupDrop_A6SN 16206 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 16207 AnimationMode = ONCE 16208 AnimationSpeedFactorRange = 1.0 1.0 16209 Flags = START_FRAME_FIRST 16210 End 16211 TransitionState = UP_DAY DOWN_DEFAULT 16212 Model = ABSupDrop_A6 16213 Animation = ABSupDrop_A6.ABSupDrop_A6 16214 AnimationMode = ONCE_BACKWARDS 16215 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16216 Flags = START_FRAME_LAST 16217 End 16218 TransitionState = UP_NIGHT DOWN_DEFAULT 16219 Model = ABSupDrop_A6N 16220 Animation = ABSupDrop_A6N.ABSupDrop_A6N 16221 AnimationMode = ONCE_BACKWARDS 16222 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16223 Flags = START_FRAME_LAST 16224 End 16225 TransitionState = UP_SNOW DOWN_DEFAULT 16226 Model = ABSupDrop_A6S 16227 Animation = ABSupDrop_A6S.ABSupDrop_A6S 16228 AnimationMode = ONCE_BACKWARDS 16229 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16230 Flags = START_FRAME_LAST 16231 End 16232 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16233 Model = ABSupDrop_A6SN 16234 Animation = ABSupDrop_A6SN.ABSupDrop_A6SN 16235 AnimationMode = ONCE_BACKWARDS 16236 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16237 Flags = START_FRAME_LAST 16238 End 16239 End 16240 PlacementViewAngle = -45 16241 16242 16243 16244 ; ***DESIGN parameters *** 16245 DisplayName = OBJECT:FireBase 16246 Side = AmericaLaserGeneral 16247 EditorSorting = STRUCTURE 16248 Prerequisites 16249 Object = Lazr_AmericaPowerPlant 16250 End 16251 BuildCost = 1000 16252 BuildTime = 25.0 ; in seconds 16253 EnergyProduction = 0 16254 WeaponSet 16255 Conditions = None 16256 Weapon = PRIMARY FireBaseHowitzerGun 16257 End 16258 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 16259 ShroudClearingRange = 360 16260 ArmorSet 16261 Conditions = None 16262 Armor = FireBaseArmor 16263 DamageFX = StructureDamageFXNoShake 16264 End 16265 CommandSet = Lazr_AmericaFireBaseCommandSet 16266 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16267 16268 ; *** AUDIO Parameters *** 16269 VoiceSelect = PatriotBatterySelect 16270 SoundOnDamaged = BuildingDamagedStateLight 16271 SoundOnReallyDamaged = BuildingDestroy 16272 16273 UnitSpecificSounds 16274 UnderConstruction = UnderConstructionLoop 16275 End 16276 16277 UnitSpecificSounds 16278 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16279 TurretMoveStart = NoSound 16280 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 16281 End 16282 16283 ; *** ENGINEERING Parameters *** 16284 RadarPriority = STRUCTURE 16285 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED 16286 16287 16288 Body = HiveStructureBody ModuleTag_04; 16289 MaxHealth = 1000.0 16290 InitialHealth = 1000.0 16291 16292 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16293 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16294 SubdualDamageCap = 1200 16295 SubdualDamageHealRate = 500 16296 SubdualDamageHealAmount = 100 16297 ;**Careful with these damage types -- because area damage types will already 16298 ;**damage slaves. 16299 ;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 16300 ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 16301 End 16302 16303 16304 Behavior = BaseRegenerateUpdate ModuleTag_05 16305 ;No data 16306 End 16307 Behavior = AIUpdateInterface ModuleTag_06 16308 Turret 16309 TurretTurnRate = 60 // turn rate, in degrees per sec 16310 TurretPitchRate = 60 16311 AllowsPitch = Yes 16312 NaturalTurretPitch = 1 16313 GroundUnitPitch = 40 16314 MinPhysicalPitch = -20 16315 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 16316 MinIdleScanInterval = 550 ; in milliseconds 16317 MaxIdleScanInterval = 950 ; in milliseconds 16318 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 16319 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 16320 End 16321 16322 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 16323 MoodAttackCheckRate = 250 16324 End 16325 16326 Behavior = GarrisonContain ModuleTag_07 16327 ContainMax = 4 16328 EnterSound = GarrisonEnter 16329 ExitSound = GarrisonExit 16330 ImmuneToClearBuildingAttacks = Yes 16331 DamagePercentToUnits = 100% 16332 16333 IsEnclosingContainer = No 16334 16335 End 16336 16337 Behavior = DestroyDie ModuleTag_08 16338 ;nothing 16339 End 16340 16341 Behavior = FXListDie ModuleTag_10 16342 DeathFX = FX_StructureMediumDeath 16343 End 16344 16345 Behavior = FlammableUpdate ModuleTag_12 16346 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16347 AflameDamageAmount = 5 ; taking this much damage... 16348 AflameDamageDelay = 500 ; this often. 16349 End 16350 16351 Behavior = CreateObjectDie ModuleTag_13 16352 CreationList = OCL_LargeStructureDebris 16353 End 16354 16355 Behavior = TransitionDamageFX ModuleTag_14 16356 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 16357 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16358 ;--------------------------------------------------------------------------------------- 16359 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 16360 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 16361 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 16362 End 16363 16364 Behavior = SpecialAbility ModuleTag_15 16365 SpecialPowerTemplate = Lazr_SpecialAbilityLaserGuidedHowitzer 16366 UpdateModuleStartsAttack = Yes 16367 InitiateSound = MissileDefenderVoiceAttackLaser 16368 End 16369 16370 Behavior = SpecialAbilityUpdate ModuleTag_16 16371 SpecialPowerTemplate = Lazr_SpecialAbilityLaserGuidedHowitzer 16372 StartAbilityRange = 200.0 16373 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. 16374 PreparationTime = 1000 16375 PersistentPrepTime = 500 16376 SpecialObject = Lazr_HowitzerLaserBeam 16377 SpecialObjectAttachToBone = BARREL01 16378 End 16379 16380 Geometry = BOX 16381 GeometryMajorRadius = 26.0 16382 GeometryMinorRadius = 26.0 16383 GeometryHeight = 15.0 16384 GeometryIsSmall = No 16385 Shadow = SHADOW_VOLUME 16386 BuildCompletion = PLACED_BY_PLAYER 16387 16388 End 16389 16390 Object Lazr_HowitzerLaserBeam 16391 ; *** ART Parameters *** 16392 Draw = W3DLaserDraw ModuleTag_01 16393 Texture = EXLaser.tga 16394 NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 16395 16396 InnerBeamWidth = 0.4 ;The total width of beam 16397 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 16398 16399 OuterBeamWidth = 1.2 ;The total width of beam 16400 OuterColor = R:255 G:0 B:0 A:150 ;The outside color of the laser (cool) 16401 16402 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 16403 ;FadeLifetime = 0 ;Laser will fade and delete. 16404 16405 ;@todo -- add shot ability functionality (instead of instant point A to B) 16406 End 16407 16408 KindOf = IMMOBILE 16409 ClientUpdate = LaserUpdate ModuleTag_02 16410 MuzzleParticleSystem = GenericLaserFlare 16411 TargetParticleSystem = GenericLaserFlare 16412 End 16413 End 16414 16415 ;--------------------------------------------------------------------------- 16416 Object Lazr_CrusaderLaserBeam 16417 ; *** ART Parameters *** 16418 Draw = W3DLaserDraw ModuleTag_01 16419 Texture = EXLaser4.tga 16420 NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 16421 InnerBeamWidth = 0.005 ;The total width of beam 16422 InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) 16423 OuterBeamWidth = 15 ;The total width of beam 16424 OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) 16425 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 16426 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 16427 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 16428 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 16429 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 16430 16431 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 16432 ;FadeLifetime = 0 ;Laser will fade and delete. 16433 ;@todo -- add shot ability functionality (instead of instant point A to B) 16434 End 16435 16436 16437 KindOf = IMMOBILE 16438 Geometry = Sphere 16439 GeometryIsSmall = Yes 16440 GeometryMajorRadius = 2.0 16441 ClientUpdate = LaserUpdate ModuleTag_07 16442 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 16443 TargetParticleSystem = GenericRedLaserFlare 16444 PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through 16445 End 16446 16447 Behavior = DestroyDie ModuleTag_03 16448 ;nothing 16449 End 16450 Behavior = LifetimeUpdate ModuleTag_04 16451 MinLifetime = 205 ; min lifetime in msec 16452 MaxLifetime = 205 ; max lifetime in msec 16453 End 16454 End 16455 16456 ;---------------------------------------------------------------------------------- 16457 16458 Object Lazr_PaladinLaserBeam 16459 ; *** ART Parameters *** 16460 Draw = W3DLaserDraw ModuleTag_01 16461 Texture = EXLaser4.tga 16462 NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 16463 InnerBeamWidth = 0.005 ;The total width of beam 16464 InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) 16465 OuterBeamWidth = 15 ;The total width of beam 16466 OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) 16467 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 16468 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 16469 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 16470 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 16471 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 16472 16473 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 16474 ;FadeLifetime = 0 ;Laser will fade and delete. 16475 ;@todo -- add shot ability functionality (instead of instant point A to B) 16476 End 16477 16478 16479 KindOf = IMMOBILE 16480 ClientUpdate = LaserUpdate ModuleTag_02 16481 MuzzleParticleSystem = GenericBlueLaserFlare 16482 TargetParticleSystem = GenericBlueLaserFlare 16483 End 16484 Behavior = LifetimeUpdate ModuleTag_03 16485 MinLifetime = 95 ; min lifetime in msec 16486 MaxLifetime = 95 ; max lifetime in msec 16487 End 16488 End 16489 16490 16491 16492 16493 16494 16495 16496 16497 16498 16499 16500 16501 16502 16503 16504 16505 16506 16507 16508 16509 16510 16511 16512 16513 16514 16515 16516 16517 16518 16519 16520 16521 16522 16523 16524 16525 16526 16527 16528 16529 16530 16531 16532 16533 16534 16535 16536 16537 16538 16539 16540 16541 16542 16543 16544 ;------------------------------------------------------------------------------ 16545 Object Lazr_AmericaPatriotBattery 16546 16547 ; *** ART Parameters *** 16548 SelectPortrait = SALaserPatr_L 16549 ButtonImage = SALaserPatr 16550 Draw = W3DModelDraw ModuleTag_01 16551 16552 OkToChangeModelColor = Yes 16553 16554 DefaultConditionState 16555 Model = ABLaserTrt 16556 Turret = TURRET01 16557 TurretPitch = TURRETEL 16558 ;WeaponLaunchBone = PRIMARY WeaponA 16559 ;WeaponLaunchBone = SECONDARY WeaponA 16560 ;WeaponLaunchBone = TERTIARY WeaponA 16561 ;WeaponFireFXBone = PRIMARY WeaponA 16562 ;WeaponFireFXBone = SECONDARY WeaponA 16563 ;WeaponFireFXBone = TERTIARY WeaponA 16564 End 16565 AliasConditionState = NIGHT 16566 16567 ConditionState = DAMAGED 16568 Model = ABLaserTrt_D 16569 End 16570 AliasConditionState = DAMAGED NIGHT 16571 16572 ConditionState = REALLYDAMAGED RUBBLE 16573 Model = ABLaserTrt_E 16574 End 16575 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 16576 16577 16578 ConditionState = SNOW 16579 Model = ABLaserTrt 16580 End 16581 AliasConditionState = SNOW NIGHT 16582 16583 ConditionState = DAMAGED SNOW 16584 Model = ABLaserTrt_D 16585 End 16586 AliasConditionState = SNOW NIGHT DAMAGED 16587 16588 ConditionState = REALLYDAMAGED RUBBLE SNOW 16589 Model = ABLaserTrt_E 16590 End 16591 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 16592 16593 ;************************************************************************************************************************** 16594 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 16595 ;for this draw module 16596 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16597 Model = ABLaserTrt 16598 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16599 End 16600 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 16601 16602 16603 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 16604 Model = ABLaserTrt 16605 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16606 End 16607 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 16608 16609 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 16610 Model = ABLaserTrt_D 16611 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16612 End 16613 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 16614 16615 16616 16617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 16618 Model = ABLaserTrt_D 16619 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16620 End 16621 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 16622 16623 16624 16625 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 16626 Model = ABLaserTrt_E 16627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16628 End 16629 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 16630 16631 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 16632 Model = ABLaserTrt_E 16633 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 16634 End 16635 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 16636 16637 16638 16639 ConditionState = AWAITING_CONSTRUCTION 16640 Model = NONE 16641 End 16642 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 16643 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 16644 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 16645 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 16646 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 16647 AliasConditionState = AWAITING_CONSTRUCTION SNOW 16648 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 16649 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 16650 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 16651 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 16652 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 16653 AliasConditionState = SOLD DAMAGED 16654 AliasConditionState = SOLD REALLYDAMAGED 16655 AliasConditionState = SOLD NIGHT 16656 AliasConditionState = SOLD NIGHT DAMAGED 16657 AliasConditionState = SOLD NIGHT REALLYDAMAGED 16658 AliasConditionState = SOLD SNOW 16659 AliasConditionState = SOLD SNOW DAMAGED 16660 AliasConditionState = SOLD SNOW REALLYDAMAGED 16661 AliasConditionState = SOLD NIGHT SNOW 16662 AliasConditionState = SOLD NIGHT SNOW DAMAGED 16663 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 16664 ;************************************************************************************************************************** 16665 16666 16667 16668 End 16669 16670 ; ------------ construction-zone fence ----------------- 16671 Draw = W3DModelDraw ModuleTag_02 16672 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 16673 DefaultConditionState 16674 Model = None 16675 TransitionKey = DOWN_DEFAULT 16676 End 16677 ConditionState = NIGHT 16678 Model = None 16679 TransitionKey = DOWN_DEFAULT 16680 End 16681 ConditionState = SNOW 16682 Model = None 16683 TransitionKey = DOWN_DEFAULT 16684 End 16685 ConditionState = SNOW NIGHT 16686 Model = None 16687 TransitionKey = DOWN_DEFAULT 16688 End 16689 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16690 Model = ABPatriot_A4 16691 Animation = ABPatriot_A4.ABPatriot_A4 16692 AnimationMode = MANUAL 16693 Flags = START_FRAME_LAST 16694 TransitionKey = UP_DAY 16695 End 16696 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16697 Model = ABPatriot_A4N 16698 Animation = ABPatriot_A4N.ABPatriot_A4N 16699 AnimationMode = MANUAL 16700 Flags = START_FRAME_LAST 16701 TransitionKey = UP_NIGHT 16702 End 16703 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16704 Model = ABPatriot_A4S 16705 Animation = ABPatriot_A4S.ABPatriot_A4S 16706 AnimationMode = MANUAL 16707 Flags = START_FRAME_LAST 16708 TransitionKey = UP_SNOW 16709 End 16710 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 16711 Model = ABPatriot_A4SN 16712 Animation = ABPatriot_A4SN.ABPatriot_A4SN 16713 AnimationMode = MANUAL 16714 Flags = START_FRAME_LAST 16715 TransitionKey = UP_SNOWNIGHT 16716 End 16717 TransitionState = DOWN_DEFAULT UP_DAY 16718 Model = ABPatriot_A4 16719 Animation = ABPatriot_A4.ABPatriot_A4 16720 AnimationMode = ONCE 16721 AnimationSpeedFactorRange = 1.0 1.0 16722 Flags = START_FRAME_FIRST 16723 End 16724 TransitionState = DOWN_DEFAULT UP_NIGHT 16725 Model = ABPatriot_A4N 16726 Animation = ABPatriot_A4N.ABPatriot_A4N 16727 AnimationMode = ONCE 16728 AnimationSpeedFactorRange = 1.0 1.0 16729 Flags = START_FRAME_FIRST 16730 End 16731 TransitionState = DOWN_DEFAULT UP_SNOW 16732 Model = ABPatriot_A4S 16733 Animation = ABPatriot_A4S.ABPatriot_A4S 16734 AnimationMode = ONCE 16735 AnimationSpeedFactorRange = 1.0 1.0 16736 Flags = START_FRAME_FIRST 16737 End 16738 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16739 Model = ABPatriot_A4SN 16740 Animation = ABPatriot_A4SN.ABPatriot_A4SN 16741 AnimationMode = ONCE 16742 AnimationSpeedFactorRange = 1.0 1.0 16743 Flags = START_FRAME_FIRST 16744 End 16745 TransitionState = UP_DAY DOWN_DEFAULT 16746 Model = ABPatriot_A4 16747 Animation = ABPatriot_A4.ABPatriot_A4 16748 AnimationMode = ONCE_BACKWARDS 16749 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16750 Flags = START_FRAME_LAST 16751 End 16752 TransitionState = UP_NIGHT DOWN_DEFAULT 16753 Model = ABPatriot_A4N 16754 Animation = ABPatriot_A4N.ABPatriot_A4N 16755 AnimationMode = ONCE_BACKWARDS 16756 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16757 Flags = START_FRAME_LAST 16758 End 16759 TransitionState = UP_SNOW DOWN_DEFAULT 16760 Model = ABPatriot_A4S 16761 Animation = ABPatriot_A4S.ABPatriot_A4S 16762 AnimationMode = ONCE_BACKWARDS 16763 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16764 Flags = START_FRAME_LAST 16765 End 16766 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16767 Model = ABPatriot_A4SN 16768 Animation = ABPatriot_A4SN.ABPatriot_A4SN 16769 AnimationMode = ONCE_BACKWARDS 16770 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16771 Flags = START_FRAME_LAST 16772 End 16773 End 16774 16775 ; ------------ under-construction scaffolding ----------------- 16776 Draw = W3DModelDraw ModuleTag_03 16777 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 16778 MinLODRequired = MEDIUM 16779 DefaultConditionState 16780 Model = None 16781 TransitionKey = DOWN_DEFAULT 16782 End 16783 ConditionState = NIGHT 16784 Model = None 16785 TransitionKey = DOWN_DEFAULT 16786 End 16787 ConditionState = SNOW 16788 Model = None 16789 TransitionKey = DOWN_DEFAULT 16790 End 16791 ConditionState = SNOW NIGHT 16792 Model = None 16793 TransitionKey = DOWN_DEFAULT 16794 End 16795 ConditionState = PARTIALLY_CONSTRUCTED 16796 Model = ABPatriot_A6 16797 Animation = ABPatriot_A6.ABPatriot_A6 16798 AnimationMode = MANUAL 16799 Flags = START_FRAME_LAST 16800 TransitionKey = UP_DAY 16801 ParticleSysBone = Sparks01 BuildUpBlueSpark 16802 ParticleSysBone = Sparks02 BuildUpBlueSpark 16803 End 16804 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 16805 Model = ABPatriot_A6N 16806 Animation = ABPatriot_A6N.ABPatriot_A6N 16807 AnimationMode = MANUAL 16808 Flags = START_FRAME_LAST 16809 TransitionKey = UP_NIGHT 16810 ParticleSysBone = Sparks01 BuildUpBlueSpark 16811 ParticleSysBone = Sparks02 BuildUpBlueSpark 16812 End 16813 ConditionState = SNOW PARTIALLY_CONSTRUCTED 16814 Model = ABPatriot_A6S 16815 Animation = ABPatriot_A6S.ABPatriot_A6S 16816 AnimationMode = MANUAL 16817 Flags = START_FRAME_LAST 16818 TransitionKey = UP_SNOW 16819 ParticleSysBone = Sparks01 BuildUpBlueSpark 16820 ParticleSysBone = Sparks02 BuildUpBlueSpark 16821 End 16822 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 16823 Model = ABPatriot_A6SN 16824 Animation = ABPatriot_A6SN.ABPatriot_A6SN 16825 AnimationMode = MANUAL 16826 Flags = START_FRAME_LAST 16827 TransitionKey = UP_SNOWNIGHT 16828 ParticleSysBone = Sparks01 BuildUpBlueSpark 16829 ParticleSysBone = Sparks02 BuildUpBlueSpark 16830 End 16831 TransitionState = DOWN_DEFAULT UP_DAY 16832 Model = ABPatriot_A6 16833 Animation = ABPatriot_A6.ABPatriot_A6 16834 AnimationMode = ONCE 16835 AnimationSpeedFactorRange = 1.0 1.0 16836 Flags = START_FRAME_FIRST 16837 End 16838 TransitionState = DOWN_DEFAULT UP_NIGHT 16839 Model = ABPatriot_A6N 16840 Animation = ABPatriot_A6N.ABPatriot_A6N 16841 AnimationMode = ONCE 16842 AnimationSpeedFactorRange = 1.0 1.0 16843 Flags = START_FRAME_FIRST 16844 End 16845 TransitionState = DOWN_DEFAULT UP_SNOW 16846 Model = ABPatriot_A6S 16847 Animation = ABPatriot_A6S.ABPatriot_A6S 16848 AnimationMode = ONCE 16849 AnimationSpeedFactorRange = 1.0 1.0 16850 Flags = START_FRAME_FIRST 16851 End 16852 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16853 Model = ABPatriot_A6SN 16854 Animation = ABPatriot_A6SN.ABPatriot_A6SN 16855 AnimationMode = ONCE 16856 AnimationSpeedFactorRange = 1.0 1.0 16857 Flags = START_FRAME_FIRST 16858 End 16859 TransitionState = UP_DAY DOWN_DEFAULT 16860 Model = ABPatriot_A6 16861 Animation = ABPatriot_A6.ABPatriot_A6 16862 AnimationMode = ONCE_BACKWARDS 16863 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16864 Flags = START_FRAME_LAST 16865 End 16866 TransitionState = UP_NIGHT DOWN_DEFAULT 16867 Model = ABPatriot_A6N 16868 Animation = ABPatriot_A6N.ABPatriot_A6N 16869 AnimationMode = ONCE_BACKWARDS 16870 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16871 Flags = START_FRAME_LAST 16872 End 16873 TransitionState = UP_SNOW DOWN_DEFAULT 16874 Model = ABPatriot_A6S 16875 Animation = ABPatriot_A6S.ABPatriot_A6S 16876 AnimationMode = ONCE_BACKWARDS 16877 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16878 Flags = START_FRAME_LAST 16879 End 16880 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16881 Model = ABPatriot_A6SN 16882 Animation = ABPatriot_A6SN.ABPatriot_A6SN 16883 AnimationMode = ONCE_BACKWARDS 16884 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16885 Flags = START_FRAME_LAST 16886 End 16887 End 16888 16889 PlacementViewAngle = -45 16890 16891 ; ***DESIGN parameters *** 16892 DisplayName = OBJECT:Lazr_PatriotBattery 16893 Side = AmericaLaserGeneral 16894 EditorSorting = STRUCTURE 16895 Prerequisites 16896 Object = Lazr_AmericaPowerPlant 16897 End 16898 BuildCost = 1000 16899 BuildTime = 25.0 16900 EnergyProduction = -5 16901 WeaponSet 16902 Conditions = None 16903 Weapon = PRIMARY Lazr_PatriotMissileWeapon 16904 Weapon = SECONDARY Lazr_PatriotMissileAssistWeapon 16905 Weapon = TERTIARY Lazr_PatriotMissileWeaponAir 16906 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 16907 AutoChooseSources = SECONDARY NONE 16908 AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT 16909 PreferredAgainst = PRIMARY VEHICLE INFANTRY 16910 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 16911 PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT 16912 ShareWeaponReloadTime = Yes 16913 End 16914 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 16915 ShroudClearingRange = 360 16916 ArmorSet 16917 Conditions = None 16918 Armor = BaseDefenseArmor 16919 DamageFX = StructureDamageFXNoShake 16920 End 16921 CommandSet = AmericaPatriotBatteryCommandSet 16922 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16923 16924 ;Behavior = AIUpdateInterface ModuleTag_20 16925 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 16926 ; MoodAttackCheckRate = 250 16927 ;End 16928 16929 ; *** AUDIO Parameters *** 16930 VoiceSelect = PatriotBatterySelect 16931 SoundOnDamaged = BuildingDamagedStateLight 16932 SoundOnReallyDamaged = BuildingDestroy 16933 16934 UnitSpecificSounds 16935 UnderConstruction = UnderConstructionLoop 16936 End 16937 16938 UnitSpecificSounds 16939 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16940 TurretMoveStart = NoSound 16941 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 16942 End 16943 16944 ; *** ENGINEERING Parameters *** 16945 RadarPriority = STRUCTURE 16946 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE 16947 Body = StructureBody ModuleTag_04 16948 MaxHealth = 1000.0 16949 InitialHealth = 1000.0 16950 16951 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16952 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16953 SubdualDamageCap = 1200 16954 SubdualDamageHealRate = 500 16955 SubdualDamageHealAmount = 100 16956 End 16957 16958 Behavior = StealthDetectorUpdate ModuleTag_13 16959 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 16960 DetectionRange = 200 ;Dustin, enable this for independant balancing! 16961 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 16962 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 16963 End 16964 16965 Behavior = BaseRegenerateUpdate ModuleTag_05 16966 ;No data 16967 End 16968 Behavior = AIUpdateInterface ModuleTag_06 16969 Turret 16970 TurretTurnRate = 180 // turn rate, in degrees per sec 16971 TurretPitchRate = 180 16972 AllowsPitch = Yes 16973 NaturalTurretPitch = 45 16974 GroundUnitPitch = 0 16975 MinPhysicalPitch = -20 16976 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 16977 MinIdleScanInterval = 250 ; in milliseconds 16978 MaxIdleScanInterval = 250 ; in milliseconds 16979 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 16980 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 16981 End 16982 16983 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 16984 MoodAttackCheckRate = 250 16985 End 16986 16987 Behavior = AssistedTargetingUpdate ModuleTag_07 16988 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon 16989 AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. 16990 LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me 16991 LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target 16992 End 16993 16994 Behavior = DestroyDie ModuleTag_08 16995 ;nothing 16996 End 16997 Behavior = CreateObjectDie ModuleTag_09 16998 CreationList = Lazr_OCL_AmericanRangerDebris03 16999 ExemptStatus = UNDER_CONSTRUCTION 17000 End 17001 Behavior = FXListDie ModuleTag_10 17002 DeathFX = FX_StructureTinyDeath 17003 End 17004 17005 Behavior = FlammableUpdate ModuleTag_12 17006 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17007 AflameDamageAmount = 5 ; taking this much damage... 17008 AflameDamageDelay = 500 ; this often. 17009 End 17010 17011 Behavior = TransitionDamageFX ModuleTag_14 17012 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 17013 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 17014 ;--------------------------------------------------------------------------------------- 17015 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 17016 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 17017 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 17018 End 17019 17020 Geometry = CYLINDER 17021 GeometryMajorRadius = 12.0 17022 GeometryMinorRadius = 1.0 17023 GeometryHeight = 14.0 17024 GeometryIsSmall = No 17025 Shadow = SHADOW_VOLUME 17026 BuildCompletion = PLACED_BY_PLAYER 17027 17028 End 17029 17030 17031 17032 17033 17034 17035 17036 17037 17038 17039 17040 17041 17042 17043 17044 17045 17046 17047 17048 17049 17050 17051 17052 17053 17054 17055 17056 17057 17058 17059 17060 17061 17062 17063 17064 17065 17066 17067 17068 17069 17070 17071 17072 17073 17074 17075 17076 17077 17078 17079 17080 ;------------------------------------------------------------------------------ 17081 Object Lazr_AmericaLaserCannonUplink 17082 17083 ; *** ART Parameters *** 17084 SelectPortrait = SAUplink_L 17085 ButtonImage = SAUplink 17086 17087 Draw = W3DModelDraw ModuleTag_01 17088 ExtraPublicBone = FX01 17089 ExtraPublicBone = FX02 17090 ExtraPublicBone = FX03 17091 ExtraPublicBone = FX04 17092 ExtraPublicBone = FX05 17093 OkToChangeModelColor = Yes 17094 17095 17096 ; day ************************************** 17097 ConditionState = NONE 17098 Model = ABSDILink 17099 Animation = ABSDILink.ABSDILink 17100 AnimationMode = LOOP 17101 Flags = MAINTAIN_FRAME_ACROSS_STATES 17102 End 17103 ConditionState = DAMAGED 17104 Model = ABSDILink_D 17105 Animation = ABSDILink_D.ABSDILink_D 17106 AnimationMode = LOOP 17107 Flags = MAINTAIN_FRAME_ACROSS_STATES 17108 End 17109 ConditionState = REALLYDAMAGED RUBBLE 17110 Model = ABSDILink_E 17111 Animation = ABSDILink_E.ABSDILink_E 17112 AnimationMode = LOOP 17113 Flags = MAINTAIN_FRAME_ACROSS_STATES 17114 End 17115 17116 17117 ; night ************************************* 17118 ConditionState = NIGHT 17119 Model = ABSDILink_N 17120 Animation = ABSDILink_N.ABSDILink_N 17121 AnimationMode = LOOP 17122 Flags = MAINTAIN_FRAME_ACROSS_STATES 17123 End 17124 ConditionState = DAMAGED NIGHT 17125 Model = ABSDILink_DN 17126 Animation = ABSDILink_DN.ABSDILink_DN 17127 AnimationMode = LOOP 17128 Flags = MAINTAIN_FRAME_ACROSS_STATES 17129 End 17130 ConditionState = REALLYDAMAGED RUBBLE NIGHT 17131 Model = ABSDILink_EN 17132 Animation = ABSDILink_EN.ABSDILink_EN 17133 AnimationMode = LOOP 17134 Flags = MAINTAIN_FRAME_ACROSS_STATES 17135 End 17136 17137 ; day snow ************************************** 17138 ConditionState = SNOW 17139 Model = ABSDILink_S 17140 Animation = ABSDILink_S.ABSDILink_S 17141 AnimationMode = LOOP 17142 Flags = MAINTAIN_FRAME_ACROSS_STATES 17143 End 17144 ConditionState = DAMAGED SNOW 17145 Model = ABSDILink_DS 17146 Animation = ABSDILink_DS.ABSDILink_DS 17147 AnimationMode = LOOP 17148 Flags = MAINTAIN_FRAME_ACROSS_STATES 17149 End 17150 ConditionState = REALLYDAMAGED RUBBLE SNOW 17151 Model = ABSDILink_ES 17152 Animation = ABSDILink_ES.ABSDILink_ES 17153 AnimationMode = LOOP 17154 Flags = MAINTAIN_FRAME_ACROSS_STATES 17155 End 17156 17157 ; night snow ************************************* 17158 ConditionState = NIGHT SNOW 17159 Model = ABSDILink_NS 17160 Animation = ABSDILink_NS.ABSDILink_NS 17161 AnimationMode = LOOP 17162 Flags = MAINTAIN_FRAME_ACROSS_STATES 17163 End 17164 ConditionState = DAMAGED NIGHT SNOW 17165 Model = ABSDILink_DNS 17166 Animation = ABSDILink_DNS.ABSDILink_DNS 17167 AnimationMode = LOOP 17168 Flags = MAINTAIN_FRAME_ACROSS_STATES 17169 End 17170 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 17171 Model = ABSDILink_ENS 17172 Animation = ABSDILink_ENS.ABSDILink_ENS 17173 AnimationMode = LOOP 17174 Flags = MAINTAIN_FRAME_ACROSS_STATES 17175 End 17176 17177 ;************************************************************************************************************************** 17178 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 17179 ;for this draw module 17180 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17181 Model = ABSDILink 17182 Animation = ABSDILink.ABSDILink 17183 AnimationMode = LOOP 17184 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17185 End 17186 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17187 Model = ABSDILink_D 17188 Animation = ABSDILink_D.ABSDILink_D 17189 AnimationMode = LOOP 17190 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17191 End 17192 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 17193 Model = ABSDILink_E 17194 Animation = ABSDILink_E.ABSDILink_E 17195 AnimationMode = LOOP 17196 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17197 End 17198 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 17199 Model = ABSDILink_N 17200 Animation = ABSDILink_N.ABSDILink_N 17201 AnimationMode = LOOP 17202 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17203 End 17204 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 17205 Model = ABSDILink_DN 17206 Animation = ABSDILink_DN.ABSDILink_DN 17207 AnimationMode = LOOP 17208 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17209 End 17210 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 17211 Model = ABSDILink_EN 17212 Animation = ABSDILink_EN.ABSDILink_EN 17213 AnimationMode = LOOP 17214 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17215 End 17216 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 17217 Model = ABSDILink_S 17218 Animation = ABSDILink_S.ABSDILink_S 17219 AnimationMode = LOOP 17220 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17221 End 17222 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 17223 Model = ABSDILink_DS 17224 Animation = ABSDILink_DS.ABSDILink_DS 17225 AnimationMode = LOOP 17226 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17227 End 17228 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 17229 Model = ABSDILink_ES 17230 Animation = ABSDILink_ES.ABSDILink_ES 17231 AnimationMode = LOOP 17232 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17233 End 17234 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 17235 Model = ABSDILink_NS 17236 Animation = ABSDILink_NS.ABSDILink_NS 17237 AnimationMode = LOOP 17238 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17239 End 17240 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 17241 Model = ABSDILink_DNS 17242 Animation = ABSDILink_DNS.ABSDILink_DNS 17243 AnimationMode = LOOP 17244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17245 End 17246 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 17247 Model = ABSDILink_ENS 17248 Animation = ABSDILink_ENS.ABSDILink_ENS 17249 AnimationMode = LOOP 17250 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17251 End 17252 17253 ConditionState = AWAITING_CONSTRUCTION 17254 Model = NONE 17255 End 17256 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 17257 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 17258 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 17259 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 17260 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 17261 AliasConditionState = AWAITING_CONSTRUCTION SNOW 17262 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 17263 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 17264 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 17265 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 17266 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 17267 AliasConditionState = SOLD 17268 AliasConditionState = SOLD DAMAGED 17269 AliasConditionState = SOLD REALLYDAMAGED 17270 AliasConditionState = SOLD NIGHT 17271 AliasConditionState = SOLD NIGHT DAMAGED 17272 AliasConditionState = SOLD NIGHT REALLYDAMAGED 17273 AliasConditionState = SOLD SNOW 17274 AliasConditionState = SOLD SNOW DAMAGED 17275 AliasConditionState = SOLD SNOW REALLYDAMAGED 17276 AliasConditionState = SOLD NIGHT SNOW 17277 AliasConditionState = SOLD NIGHT SNOW DAMAGED 17278 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 17279 ;************************************************************************************************************************** 17280 17281 17282 17283 End 17284 17285 ;------------ the cannon section (hatch, dish animations) ----------- 17286 Draw = W3DModelDraw ModuleTag_02 17287 ExtraPublicBone = FXConnector 17288 ExtraPublicBone = FXMain 17289 OkToChangeModelColor = Yes 17290 ; day ************************************** 17291 ConditionState = NONE 17292 Model = ABSDILink_A1 17293 Animation = ABSDILink_A1.ABSDILink_A1 17294 AnimationMode = MANUAL 17295 Flags = START_FRAME_FIRST 17296 End 17297 AliasConditionState = NIGHT 17298 AliasConditionState = NIGHT SNOW 17299 AliasConditionState = SNOW 17300 17301 ConditionState = DAMAGED 17302 Model = ABSDILink_A1D 17303 Animation = ABSDILink_A1D.ABSDILink_A1D 17304 AnimationMode = MANUAL 17305 Flags = START_FRAME_FIRST 17306 End 17307 AliasConditionState = NIGHT DAMAGED 17308 AliasConditionState = NIGHT SNOW DAMAGED 17309 AliasConditionState = SNOW DAMAGED 17310 17311 ConditionState = REALLYDAMAGED RUBBLE 17312 Model = ABSDILink_A1E 17313 Animation = ABSDILink_A1E.ABSDILink_A1E 17314 AnimationMode = MANUAL 17315 Flags = START_FRAME_FIRST 17316 End 17317 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 17318 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 17319 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 17320 17321 ConditionState = AWAITING_CONSTRUCTION 17322 Model = None 17323 End 17324 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 17325 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 17326 AliasConditionState = SNOW AWAITING_CONSTRUCTION 17327 17328 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17329 Model = ABSDILink_A1 17330 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17331 End 17332 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17333 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17334 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17335 17336 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17337 Model = ABSDILink_A1D 17338 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17339 End 17340 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17341 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17342 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 17343 17344 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 17345 Model = ABSDILink_A1E 17346 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 17347 End 17348 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 17349 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 17350 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 17351 17352 ;Preparing to fire! 17353 ConditionState = UNPACKING 17354 Model = ABSDILink_A1 17355 Animation = ABSDILink_A1.ABSDILink_A1 17356 AnimationMode = ONCE 17357 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17358 End 17359 AliasConditionState = NIGHT UNPACKING 17360 AliasConditionState = NIGHT SNOW UNPACKING 17361 AliasConditionState = SNOW UNPACKING 17362 17363 ConditionState = UNPACKING DAMAGED 17364 Model = ABSDILink_A1D 17365 Animation = ABSDILink_A1D.ABSDILink_A1D 17366 AnimationMode = ONCE 17367 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17368 End 17369 AliasConditionState = NIGHT UNPACKING DAMAGED 17370 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 17371 AliasConditionState = SNOW UNPACKING DAMAGED 17372 17373 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 17374 Model = ABSDILink_A1E 17375 Animation = ABSDILink_A1E.ABSDILink_A1E 17376 AnimationMode = ONCE 17377 Flags = MAINTAIN_FRAME_ACROSS_STATES2 17378 End 17379 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 17380 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 17381 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 17382 17383 ;Ready to fire -- or firing! 17384 ConditionState = DEPLOYED 17385 Model = ABSDILink_A1 17386 Animation = ABSDILink_A1.ABSDILink_A1 17387 AnimationMode = MANUAL 17388 Flags = START_FRAME_LAST 17389 End 17390 AliasConditionState = NIGHT DEPLOYED 17391 AliasConditionState = NIGHT SNOW DEPLOYED 17392 AliasConditionState = SNOW DEPLOYED 17393 17394 ConditionState = DEPLOYED DAMAGED 17395 Model = ABSDILink_A1D 17396 Animation = ABSDILink_A1D.ABSDILink_A1D 17397 AnimationMode = MANUAL 17398 Flags = START_FRAME_LAST 17399 End 17400 AliasConditionState = NIGHT DEPLOYED DAMAGED 17401 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 17402 AliasConditionState = SNOW DEPLOYED DAMAGED 17403 17404 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 17405 Model = ABSDILink_A1E 17406 Animation = ABSDILink_A1E.ABSDILink_A1E 17407 AnimationMode = MANUAL 17408 Flags = START_FRAME_LAST 17409 End 17410 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 17411 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 17412 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 17413 17414 ;Packing up (recharging for new attack) 17415 ConditionState = PACKING 17416 Model = ABSDILink_A1 17417 Animation = ABSDILink_A1.ABSDILink_A1 17418 AnimationMode = ONCE_BACKWARDS 17419 Flags = MAINTAIN_FRAME_ACROSS_STATES3 17420 End 17421 AliasConditionState = NIGHT PACKING 17422 AliasConditionState = NIGHT SNOW PACKING 17423 AliasConditionState = SNOW PACKING 17424 17425 ConditionState = PACKING DAMAGED 17426 Model = ABSDILink_A1D 17427 Animation = ABSDILink_A1D.ABSDILink_A1D 17428 AnimationMode = ONCE_BACKWARDS 17429 Flags = MAINTAIN_FRAME_ACROSS_STATES3 17430 End 17431 AliasConditionState = NIGHT PACKING DAMAGED 17432 AliasConditionState = NIGHT SNOW PACKING DAMAGED 17433 AliasConditionState = SNOW PACKING DAMAGED 17434 17435 ConditionState = PACKING REALLYDAMAGED RUBBLE 17436 Model = ABSDILink_A1E 17437 Animation = ABSDILink_A1E.ABSDILink_A1E 17438 AnimationMode = ONCE_BACKWARDS 17439 Flags = MAINTAIN_FRAME_ACROSS_STATES3 17440 End 17441 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 17442 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 17443 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 17444 17445 17446 ConditionState = SOLD DEPLOYED 17447 Model = NONE 17448 End 17449 ConditionState = SOLD SNOW DEPLOYED 17450 Model = NONE 17451 End 17452 ConditionState = SOLD NIGHT DEPLOYED 17453 Model = NONE 17454 End 17455 ConditionState = SOLD NIGHT SNOW DEPLOYED 17456 Model = NONE 17457 End 17458 End 17459 17460 17461 ; ------------ construction-zone fence ----------------- 17462 Draw = W3DModelDraw ModuleTag_03 17463 AnimationsRequirePower = No 17464 DefaultConditionState 17465 Model = None 17466 TransitionKey = DOWN_DEFAULT 17467 End 17468 ConditionState = NIGHT 17469 Model = None 17470 TransitionKey = DOWN_DEFAULT 17471 End 17472 ConditionState = SNOW 17473 Model = None 17474 TransitionKey = DOWN_DEFAULT 17475 End 17476 ConditionState = SNOW NIGHT 17477 Model = None 17478 TransitionKey = DOWN_DEFAULT 17479 End 17480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17481 Model = ABSDILink_A4 17482 Animation = ABSDILink_A4.ABSDILink_A4 17483 AnimationMode = MANUAL 17484 Flags = START_FRAME_LAST 17485 TransitionKey = UP_DAY 17486 ParticleSysBone = SmokeS01 SmokeBuildingSmall 17487 ParticleSysBone = SparksS01 LiveWireSparks02 17488 End 17489 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17490 Model = ABSDILink_A4N 17491 Animation = ABSDILink_A4N.ABSDILink_A4N 17492 AnimationMode = MANUAL 17493 Flags = START_FRAME_LAST 17494 TransitionKey = UP_NIGHT 17495 ParticleSysBone = SmokeS01 SmokeBuildingSmall 17496 ParticleSysBone = SparksS01 LiveWireSparks02 17497 End 17498 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17499 Model = ABSDILink_A4S 17500 Animation = ABSDILink_A4S.ABSDILink_A4S 17501 AnimationMode = MANUAL 17502 Flags = START_FRAME_LAST 17503 TransitionKey = UP_SNOW 17504 ParticleSysBone = SmokeS01 SmokeBuildingSmall 17505 ParticleSysBone = SparksS01 LiveWireSparks02 17506 End 17507 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 17508 Model = ABSDILink_A4SN 17509 Animation = ABSDILink_A4SN.ABSDILink_A4SN 17510 AnimationMode = MANUAL 17511 Flags = START_FRAME_LAST 17512 TransitionKey = UP_SNOWNIGHT 17513 ParticleSysBone = SmokeS01 SmokeBuildingSmall 17514 ParticleSysBone = SparksS01 LiveWireSparks02 17515 End 17516 TransitionState = DOWN_DEFAULT UP_DAY 17517 Model = ABSDILink_A4 17518 Animation = ABSDILink_A4.ABSDILink_A4 17519 AnimationMode = ONCE 17520 AnimationSpeedFactorRange = 1.0 1.0 17521 Flags = START_FRAME_FIRST 17522 End 17523 TransitionState = DOWN_DEFAULT UP_NIGHT 17524 Model = ABSDILink_A4N 17525 Animation = ABSDILink_A4N.ABSDILink_A4N 17526 AnimationMode = ONCE 17527 AnimationSpeedFactorRange = 1.0 1.0 17528 Flags = START_FRAME_FIRST 17529 End 17530 TransitionState = DOWN_DEFAULT UP_SNOW 17531 Model = ABSDILink_A4S 17532 Animation = ABSDILink_A4S.ABSDILink_A4S 17533 AnimationMode = ONCE 17534 AnimationSpeedFactorRange = 1.0 1.0 17535 Flags = START_FRAME_FIRST 17536 End 17537 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17538 Model = ABSDILink_A4SN 17539 Animation = ABSDILink_A4SN.ABSDILink_A4SN 17540 AnimationMode = ONCE 17541 AnimationSpeedFactorRange = 1.0 1.0 17542 Flags = START_FRAME_FIRST 17543 End 17544 TransitionState = UP_DAY DOWN_DEFAULT 17545 Model = ABSDILink_A4 17546 Animation = ABSDILink_A4.ABSDILink_A4 17547 AnimationMode = ONCE_BACKWARDS 17548 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17549 Flags = START_FRAME_LAST 17550 End 17551 TransitionState = UP_NIGHT DOWN_DEFAULT 17552 Model = ABSDILink_A4N 17553 Animation = ABSDILink_A4N.ABSDILink_A4N 17554 AnimationMode = ONCE_BACKWARDS 17555 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17556 Flags = START_FRAME_LAST 17557 End 17558 TransitionState = UP_SNOW DOWN_DEFAULT 17559 Model = ABSDILink_A4S 17560 Animation = ABSDILink_A4S.ABSDILink_A4S 17561 AnimationMode = ONCE_BACKWARDS 17562 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17563 Flags = START_FRAME_LAST 17564 End 17565 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17566 Model = ABSDILink_A4SN 17567 Animation = ABSDILink_A4SN.ABSDILink_A4SN 17568 AnimationMode = ONCE_BACKWARDS 17569 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17570 Flags = START_FRAME_LAST 17571 End 17572 End 17573 17574 ; ------------ under-construction scaffolding ----------------- 17575 Draw = W3DModelDraw ModuleTag_04 17576 AnimationsRequirePower = No 17577 MinLODRequired = MEDIUM 17578 DefaultConditionState 17579 Model = None 17580 TransitionKey = DOWN_DEFAULT 17581 End 17582 ConditionState = NIGHT 17583 Model = None 17584 TransitionKey = DOWN_DEFAULT 17585 End 17586 ConditionState = SNOW 17587 Model = None 17588 TransitionKey = DOWN_DEFAULT 17589 End 17590 ConditionState = SNOW NIGHT 17591 Model = None 17592 TransitionKey = DOWN_DEFAULT 17593 End 17594 ConditionState = PARTIALLY_CONSTRUCTED 17595 Model = ABSDILink_A6 17596 Animation = ABSDILink_A6.ABSDILink_A6 17597 AnimationMode = MANUAL 17598 Flags = START_FRAME_LAST 17599 TransitionKey = UP_DAY 17600 ParticleSysBone = Sparks01 BuildUpBlueSpark 17601 ParticleSysBone = Sparks02 BuildUpBlueSpark 17602 ParticleSysBone = Sparks03 BuildUpBlueSpark 17603 ParticleSysBone = Sparks04 BuildUpBlueSpark 17604 ParticleSysBone = Sparks05 BuildUpBlueSpark 17605 End 17606 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 17607 Model = ABSDILink_A6N 17608 Animation = ABSDILink_A6N.ABSDILink_A6N 17609 AnimationMode = MANUAL 17610 Flags = START_FRAME_LAST 17611 TransitionKey = UP_NIGHT 17612 ParticleSysBone = Sparks01 BuildUpBlueSpark 17613 ParticleSysBone = Sparks02 BuildUpBlueSpark 17614 ParticleSysBone = Sparks03 BuildUpBlueSpark 17615 ParticleSysBone = Sparks04 BuildUpBlueSpark 17616 ParticleSysBone = Sparks05 BuildUpBlueSpark 17617 End 17618 ConditionState = SNOW PARTIALLY_CONSTRUCTED 17619 Model = ABSDILink_A6S 17620 Animation = ABSDILink_A6S.ABSDILink_A6S 17621 AnimationMode = MANUAL 17622 Flags = START_FRAME_LAST 17623 TransitionKey = UP_SNOW 17624 ParticleSysBone = Sparks01 BuildUpBlueSpark 17625 ParticleSysBone = Sparks02 BuildUpBlueSpark 17626 ParticleSysBone = Sparks03 BuildUpBlueSpark 17627 ParticleSysBone = Sparks04 BuildUpBlueSpark 17628 ParticleSysBone = Sparks05 BuildUpBlueSpark 17629 End 17630 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 17631 Model = ABSDILink_A6SN 17632 Animation = ABSDILink_A6SN.ABSDILink_A6SN 17633 AnimationMode = MANUAL 17634 Flags = START_FRAME_LAST 17635 TransitionKey = UP_SNOWNIGHT 17636 ParticleSysBone = Sparks01 BuildUpBlueSpark 17637 ParticleSysBone = Sparks02 BuildUpBlueSpark 17638 ParticleSysBone = Sparks03 BuildUpBlueSpark 17639 ParticleSysBone = Sparks04 BuildUpBlueSpark 17640 ParticleSysBone = Sparks05 BuildUpBlueSpark 17641 End 17642 TransitionState = DOWN_DEFAULT UP_DAY 17643 Model = ABSDILink_A6 17644 Animation = ABSDILink_A6.ABSDILink_A6 17645 AnimationMode = ONCE 17646 AnimationSpeedFactorRange = 1.0 1.0 17647 Flags = START_FRAME_FIRST 17648 End 17649 TransitionState = DOWN_DEFAULT UP_NIGHT 17650 Model = ABSDILink_A6N 17651 Animation = ABSDILink_A6N.ABSDILink_A6N 17652 AnimationMode = ONCE 17653 AnimationSpeedFactorRange = 1.0 1.0 17654 Flags = START_FRAME_FIRST 17655 End 17656 TransitionState = DOWN_DEFAULT UP_SNOW 17657 Model = ABSDILink_A6S 17658 Animation = ABSDILink_A6S.ABSDILink_A6S 17659 AnimationMode = ONCE 17660 AnimationSpeedFactorRange = 1.0 1.0 17661 Flags = START_FRAME_FIRST 17662 End 17663 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17664 Model = ABSDILink_A6SN 17665 Animation = ABSDILink_A6SN.ABSDILink_A6SN 17666 AnimationMode = ONCE 17667 AnimationSpeedFactorRange = 1.0 1.0 17668 Flags = START_FRAME_FIRST 17669 End 17670 TransitionState = UP_DAY DOWN_DEFAULT 17671 Model = ABSDILink_A6 17672 Animation = ABSDILink_A6.ABSDILink_A6 17673 AnimationMode = ONCE_BACKWARDS 17674 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17675 Flags = START_FRAME_LAST 17676 End 17677 TransitionState = UP_NIGHT DOWN_DEFAULT 17678 Model = ABSDILink_A6N 17679 Animation = ABSDILink_A6N.ABSDILink_A6N 17680 AnimationMode = ONCE_BACKWARDS 17681 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17682 Flags = START_FRAME_LAST 17683 End 17684 TransitionState = UP_SNOW DOWN_DEFAULT 17685 Model = ABSDILink_A6S 17686 Animation = ABSDILink_A6S.ABSDILink_A6S 17687 AnimationMode = ONCE_BACKWARDS 17688 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17689 Flags = START_FRAME_LAST 17690 End 17691 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17692 Model = ABSDILink_A6SN 17693 Animation = ABSDILink_A6SN.ABSDILink_A6SN 17694 AnimationMode = ONCE_BACKWARDS 17695 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17696 Flags = START_FRAME_LAST 17697 End 17698 End 17699 17700 ; ------------ being-constructed crane ----------------- 17701 Draw = W3DModelDraw ModuleTag_05 17702 AnimationsRequirePower = No 17703 DefaultConditionState 17704 Model = None 17705 TransitionKey = DOWN_DEFAULT 17706 End 17707 ConditionState = NIGHT 17708 Model = None 17709 TransitionKey = DOWN_DEFAULT 17710 End 17711 ConditionState = SNOW 17712 Model = None 17713 TransitionKey = DOWN_DEFAULT 17714 End 17715 ConditionState = SNOW NIGHT 17716 Model = None 17717 TransitionKey = DOWN_DEFAULT 17718 End 17719 ConditionState = SOLD 17720 Model = NONE 17721 End 17722 17723 ConditionState = ACTIVELY_BEING_CONSTRUCTED 17724 Model = ABSDILink_A5 17725 Animation = ABSDILink_A5.ABSDILink_A5 17726 AnimationMode = LOOP 17727 TransitionKey = UP_DAY 17728 End 17729 17730 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 17731 Model = ABSDILink_A5N 17732 Animation = ABSDILink_A5N.ABSDILink_A5N 17733 AnimationMode = LOOP 17734 TransitionKey = UP_NIGHT 17735 End 17736 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 17737 Model = ABSDILink_A5S 17738 Animation = ABSDILink_A5S.ABSDILink_A5S 17739 AnimationMode = LOOP 17740 TransitionKey = UP_SNOW 17741 End 17742 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 17743 Model = ABSDILink_A5SN 17744 Animation = ABSDILink_A5SN.ABSDILink_A5SN 17745 AnimationMode = LOOP 17746 TransitionKey = UP_SNOWNIGHT 17747 End 17748 TransitionState = DOWN_DEFAULT UP_DAY 17749 Model = ABSDILink_AB 17750 Animation = ABSDILink_AB.ABSDILink_AB 17751 AnimationMode = ONCE 17752 AnimationSpeedFactorRange = 1.0 1.0 17753 Flags = START_FRAME_FIRST 17754 End 17755 17756 TransitionState = DOWN_DEFAULT UP_NIGHT 17757 Model = ABSDILink_ABN 17758 Animation = ABSDILink_ABN.ABSDILink_ABN 17759 AnimationMode = ONCE 17760 AnimationSpeedFactorRange = 1.0 1.0 17761 Flags = START_FRAME_FIRST 17762 End 17763 TransitionState = DOWN_DEFAULT UP_SNOW 17764 Model = ABSDILink_ABS 17765 Animation = ABSDILink_ABS.ABSDILink_ABS 17766 AnimationMode = ONCE 17767 AnimationSpeedFactorRange = 1.0 1.0 17768 Flags = START_FRAME_FIRST 17769 End 17770 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 17771 Model = ABSDILink_ABSN 17772 Animation = ABSDILink_ABSN.ABSDILink_ABSN 17773 AnimationMode = ONCE 17774 AnimationSpeedFactorRange = 1.0 1.0 17775 Flags = START_FRAME_FIRST 17776 End 17777 TransitionState = UP_DAY DOWN_DEFAULT 17778 Model = ABSDILink_AB 17779 Animation = ABSDILink_AB.ABSDILink_AB 17780 AnimationMode = ONCE_BACKWARDS 17781 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17782 Flags = START_FRAME_LAST 17783 End 17784 TransitionState = UP_NIGHT DOWN_DEFAULT 17785 Model = ABSDILink_ABN 17786 Animation = ABSDILink_ABN.ABSDILink_ABN 17787 AnimationMode = ONCE_BACKWARDS 17788 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17789 Flags = START_FRAME_LAST 17790 End 17791 TransitionState = UP_SNOW DOWN_DEFAULT 17792 Model = ABSDILink_ABS 17793 Animation = ABSDILink_ABS.ABSDILink_ABS 17794 AnimationMode = ONCE_BACKWARDS 17795 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17796 Flags = START_FRAME_LAST 17797 End 17798 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 17799 Model = ABSDILink_ABSN 17800 Animation = ABSDILink_ABSN.ABSDILink_ABSN 17801 AnimationMode = ONCE_BACKWARDS 17802 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 17803 Flags = START_FRAME_LAST 17804 End 17805 End 17806 17807 PlacementViewAngle = -45 17808 17809 ; ***DESIGN parameters *** 17810 DisplayName = OBJECT:ParticleCannon 17811 Side = AmericaLaserGeneral 17812 EditorSorting = STRUCTURE 17813 Prerequisites 17814 Object = Lazr_AmericaStrategyCenter 17815 Object = Lazr_AmericaAirfield 17816 End 17817 BuildCost = 5000 17818 BuildTime = 60.0 ; in seconds 17819 EnergyProduction = -10 17820 VisionRange = 200.0 ; Shroud clearing distance 17821 ShroudClearingRange = 200 17822 ArmorSet 17823 Conditions = None 17824 Armor = StructureArmorTough 17825 DamageFX = StructureDamageFXNoShake 17826 End 17827 CommandSet = Lazr_AmericaParticleUplinkCannonCommandSet 17828 ExperienceValue = 400 400 400 400 ; Experience point value at each level 17829 17830 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 17831 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 17832 17833 ; *** AUDIO Parameters *** 17834 VoiceSelect = ParticleCannonSelect 17835 SoundOnDamaged = BuildingDamagedStateLight 17836 SoundOnReallyDamaged = BuildingDestroy 17837 17838 UnitSpecificSounds 17839 UnderConstruction = UnderConstructionLoop 17840 End 17841 17842 ; *** ENGINEERING Parameters *** 17843 RadarPriority = STRUCTURE 17844 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 17845 Body = StructureBody ModuleTag_06 17846 MaxHealth = 4000.0 17847 InitialHealth = 4000.0 17848 17849 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17850 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17851 SubdualDamageCap = 4200 17852 SubdualDamageHealRate = 500 17853 SubdualDamageHealAmount = 100 17854 End 17855 Behavior = BaseRegenerateUpdate ModuleTag_07 17856 ;No data 17857 End 17858 17859 Behavior = SpecialPowerCreate ModuleTag_16 17860 ;nothing 17861 End 17862 Behavior = SpecialAbility ModuleTag_11 17863 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 17864 UpdateModuleStartsAttack = Yes 17865 End 17866 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 17867 SpecialPowerTemplate = SuperweaponParticleUplinkCannon 17868 17869 ;The values trigger the various pre-stages before being ready to actually fire. 17870 ;The total combined value of these determines the first sign of activity in the 17871 ;cannon. 17872 BeginChargeTime = 5000 ;The outer nodes begin to charge. 17873 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 17874 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 17875 17876 ;***NOTE -- these values effect gameplay***** 17877 TotalFiringTime = 10000 ;The total ground contact time of the beam 17878 17879 DamagePerSecond = 400 ;Amount of damage inflicted per second 17880 TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 17881 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 17882 BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. 17883 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 17884 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 17885 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 17886 ;******************************************** 17887 17888 ;Bone names for required elements 17889 OuterEffectBoneName = FX ;The base name for the outer node bones. 17890 OuterEffectNumBones = 5 ;The number of outer nodes. 17891 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 17892 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 17893 17894 ;These are particle systems tied to the outer nodes in varying intensities. 17895 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 17896 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 17897 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 17898 17899 ;The connectors system connects each of the outer nodes to the central node that receives 17900 ;the lasers from outside. 17901 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 17902 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 17903 17904 ;Currently commented out -- These 17905 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 17906 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 17907 17908 ;This is the name of the bone on the building where the beam is fired from 17909 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 17910 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 17911 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 17912 17913 ;The flare fxlist that is played over and over during the beam firing process. Be 17914 ;mindful of the delay because that effects both art and sound. 17915 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 17916 DelayBetweenLaunchFX = 1000 17917 17918 ;Each scorch mark creates an object in the world, so while making more looks better 17919 ;it becomes a performance issue. The scalar will calculate the size of the scorch 17920 ;mark to make based on the current size of the beam (which changes dynamically). The 17921 ;number also matches the number of times the "GroundHitFX" is called. 17922 TotalScorchMarks = 20 17923 ScorchMarkScalar = 2.4 17924 17925 ;***NOTE -- these values effect gameplay*** 17926 ;The swath of death is the path the laser tracers centered on the targeted position. 17927 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 17928 ;a sine wave iteration, but always goes through the target point. 17929 SwathOfDeathDistance = 200.0 17930 SwathOfDeathAmplitude = 50.0 17931 17932 17933 ManualDrivingSpeed = 20 17934 ManualFastDrivingSpeed = 40 17935 DoubleClickToFastDriveDelay = 500 17936 17937 ;***SOUNDS!**** 17938 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 17939 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 17940 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 17941 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 17942 17943 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 17944 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 17945 End 17946 17947 Behavior = FlammableUpdate ModuleTag_14 17948 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17949 AflameDamageAmount = 5 ; taking this much damage... 17950 AflameDamageDelay = 500 ; this often. 17951 End 17952 17953 Behavior = ProductionUpdate ModuleTag_15 17954 ; This is needed in order to get a public timer to work! 17955 End 17956 17957 Behavior = TransitionDamageFX ModuleTag_17 17958 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 17959 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 17960 ;--------------------------------------------------------------------------------------- 17961 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 17962 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 17963 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 17964 End 17965 17966 Behavior = SlowDeathBehavior ModuleTag_18 17967 ; don't run this death if we are under construction... 17968 ExemptStatus = UNDER_CONSTRUCTION 17969 DestructionDelay = 2000 17970 FX = INITIAL FX_ParticleUplinkDeathInitial 17971 OCL = INITIAL OCL_SDILinkLasers 17972 FX = FINAL FX_StructureMediumDeath 17973 OCL = FINAL OCL_ParticleUplinkDeathFinal 17974 End 17975 17976 Behavior = InstantDeathBehavior ModuleTag_19 17977 ; if we are under construction, use this death instead 17978 RequiredStatus = UNDER_CONSTRUCTION 17979 OCL = OCL_ABPowerPlantExplode 17980 FX = FX_StructureMediumDeath 17981 End 17982 17983 Geometry = BOX 17984 GeometryMajorRadius = 64.0 17985 GeometryMinorRadius = 38.0 17986 GeometryHeight = 38.0 17987 GeometryIsSmall = No 17988 Shadow = SHADOW_VOLUME 17989 BuildCompletion = PLACED_BY_PLAYER 17990 17991 End 17992 17993 17994 17995 17996 17997 17998 17999 18000 18001 18002 18003 18004 18005 18006 18007 18008 18009 18010 18011 18012 18013 18014 18015 18016 18017 18018 18019 18020 18021 18022 18023 18024 18025 18026 18027 18028 18029 18030 18031 18032 18033 ;------------------------------------------------------------------------------ 18034 Object Lazr_AmericaLaserCannon 18035 18036 ; *** ART Parameters *** 18037 SelectPortrait = SAUplink_L 18038 ButtonImage = SAUplink 18039 18040 Draw = W3DModelDraw ModuleTag_01 18041 ExtraPublicBone = FX01 18042 ExtraPublicBone = FX02 18043 ExtraPublicBone = FX03 18044 ExtraPublicBone = FX04 18045 ExtraPublicBone = FX05 18046 OkToChangeModelColor = Yes 18047 18048 18049 ; day ************************************** 18050 ConditionState = NONE 18051 Model = ABSDILink 18052 Animation = ABSDILink.ABSDILink 18053 AnimationMode = LOOP 18054 Flags = MAINTAIN_FRAME_ACROSS_STATES 18055 End 18056 ConditionState = DAMAGED 18057 Model = ABSDILink_D 18058 Animation = ABSDILink_D.ABSDILink_D 18059 AnimationMode = LOOP 18060 Flags = MAINTAIN_FRAME_ACROSS_STATES 18061 End 18062 ConditionState = REALLYDAMAGED RUBBLE 18063 Model = ABSDILink_E 18064 Animation = ABSDILink_E.ABSDILink_E 18065 AnimationMode = LOOP 18066 Flags = MAINTAIN_FRAME_ACROSS_STATES 18067 End 18068 18069 18070 ; night ************************************* 18071 ConditionState = NIGHT 18072 Model = ABSDILink_N 18073 Animation = ABSDILink_N.ABSDILink_N 18074 AnimationMode = LOOP 18075 Flags = MAINTAIN_FRAME_ACROSS_STATES 18076 End 18077 ConditionState = DAMAGED NIGHT 18078 Model = ABSDILink_DN 18079 Animation = ABSDILink_DN.ABSDILink_DN 18080 AnimationMode = LOOP 18081 Flags = MAINTAIN_FRAME_ACROSS_STATES 18082 End 18083 ConditionState = REALLYDAMAGED RUBBLE NIGHT 18084 Model = ABSDILink_EN 18085 Animation = ABSDILink_EN.ABSDILink_EN 18086 AnimationMode = LOOP 18087 Flags = MAINTAIN_FRAME_ACROSS_STATES 18088 End 18089 18090 ; day snow ************************************** 18091 ConditionState = SNOW 18092 Model = ABSDILink_S 18093 Animation = ABSDILink_S.ABSDILink_S 18094 AnimationMode = LOOP 18095 Flags = MAINTAIN_FRAME_ACROSS_STATES 18096 End 18097 ConditionState = DAMAGED SNOW 18098 Model = ABSDILink_DS 18099 Animation = ABSDILink_DS.ABSDILink_DS 18100 AnimationMode = LOOP 18101 Flags = MAINTAIN_FRAME_ACROSS_STATES 18102 End 18103 ConditionState = REALLYDAMAGED RUBBLE SNOW 18104 Model = ABSDILink_ES 18105 Animation = ABSDILink_ES.ABSDILink_ES 18106 AnimationMode = LOOP 18107 Flags = MAINTAIN_FRAME_ACROSS_STATES 18108 End 18109 18110 ; night snow ************************************* 18111 ConditionState = NIGHT SNOW 18112 Model = ABSDILink_NS 18113 Animation = ABSDILink_NS.ABSDILink_NS 18114 AnimationMode = LOOP 18115 Flags = MAINTAIN_FRAME_ACROSS_STATES 18116 End 18117 ConditionState = DAMAGED NIGHT SNOW 18118 Model = ABSDILink_DNS 18119 Animation = ABSDILink_DNS.ABSDILink_DNS 18120 AnimationMode = LOOP 18121 Flags = MAINTAIN_FRAME_ACROSS_STATES 18122 End 18123 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 18124 Model = ABSDILink_ENS 18125 Animation = ABSDILink_ENS.ABSDILink_ENS 18126 AnimationMode = LOOP 18127 Flags = MAINTAIN_FRAME_ACROSS_STATES 18128 End 18129 18130 ;************************************************************************************************************************** 18131 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18132 ;for this draw module 18133 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18134 Model = ABSDILink 18135 Animation = ABSDILink.ABSDILink 18136 AnimationMode = LOOP 18137 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18138 End 18139 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18140 Model = ABSDILink_D 18141 Animation = ABSDILink_D.ABSDILink_D 18142 AnimationMode = LOOP 18143 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18144 End 18145 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18146 Model = ABSDILink_E 18147 Animation = ABSDILink_E.ABSDILink_E 18148 AnimationMode = LOOP 18149 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18150 End 18151 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18152 Model = ABSDILink_N 18153 Animation = ABSDILink_N.ABSDILink_N 18154 AnimationMode = LOOP 18155 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18156 End 18157 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18158 Model = ABSDILink_DN 18159 Animation = ABSDILink_DN.ABSDILink_DN 18160 AnimationMode = LOOP 18161 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18162 End 18163 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18164 Model = ABSDILink_EN 18165 Animation = ABSDILink_EN.ABSDILink_EN 18166 AnimationMode = LOOP 18167 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18168 End 18169 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18170 Model = ABSDILink_S 18171 Animation = ABSDILink_S.ABSDILink_S 18172 AnimationMode = LOOP 18173 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18174 End 18175 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18176 Model = ABSDILink_DS 18177 Animation = ABSDILink_DS.ABSDILink_DS 18178 AnimationMode = LOOP 18179 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18180 End 18181 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18182 Model = ABSDILink_ES 18183 Animation = ABSDILink_ES.ABSDILink_ES 18184 AnimationMode = LOOP 18185 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18186 End 18187 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18188 Model = ABSDILink_NS 18189 Animation = ABSDILink_NS.ABSDILink_NS 18190 AnimationMode = LOOP 18191 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18192 End 18193 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18194 Model = ABSDILink_DNS 18195 Animation = ABSDILink_DNS.ABSDILink_DNS 18196 AnimationMode = LOOP 18197 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18198 End 18199 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18200 Model = ABSDILink_ENS 18201 Animation = ABSDILink_ENS.ABSDILink_ENS 18202 AnimationMode = LOOP 18203 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18204 End 18205 18206 ConditionState = AWAITING_CONSTRUCTION 18207 Model = NONE 18208 End 18209 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18210 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18211 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18212 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18213 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18214 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18215 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18216 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18217 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18218 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18219 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18220 AliasConditionState = SOLD 18221 AliasConditionState = SOLD DAMAGED 18222 AliasConditionState = SOLD REALLYDAMAGED 18223 AliasConditionState = SOLD NIGHT 18224 AliasConditionState = SOLD NIGHT DAMAGED 18225 AliasConditionState = SOLD NIGHT REALLYDAMAGED 18226 AliasConditionState = SOLD SNOW 18227 AliasConditionState = SOLD SNOW DAMAGED 18228 AliasConditionState = SOLD SNOW REALLYDAMAGED 18229 AliasConditionState = SOLD NIGHT SNOW 18230 AliasConditionState = SOLD NIGHT SNOW DAMAGED 18231 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 18232 ;************************************************************************************************************************** 18233 18234 18235 18236 End 18237 18238 ;------------ the cannon section (hatch, dish animations) ----------- 18239 Draw = W3DModelDraw ModuleTag_02 18240 ExtraPublicBone = FXConnector 18241 ExtraPublicBone = FXMain 18242 OkToChangeModelColor = Yes 18243 ; day ************************************** 18244 ConditionState = NONE 18245 Model = ABSDILink_A1 18246 Animation = ABSDILink_A1.ABSDILink_A1 18247 AnimationMode = MANUAL 18248 Flags = START_FRAME_FIRST 18249 End 18250 AliasConditionState = NIGHT 18251 AliasConditionState = NIGHT SNOW 18252 AliasConditionState = SNOW 18253 18254 ConditionState = DAMAGED 18255 Model = ABSDILink_A1D 18256 Animation = ABSDILink_A1D.ABSDILink_A1D 18257 AnimationMode = MANUAL 18258 Flags = START_FRAME_FIRST 18259 End 18260 AliasConditionState = NIGHT DAMAGED 18261 AliasConditionState = NIGHT SNOW DAMAGED 18262 AliasConditionState = SNOW DAMAGED 18263 18264 ConditionState = REALLYDAMAGED RUBBLE 18265 Model = ABSDILink_A1E 18266 Animation = ABSDILink_A1E.ABSDILink_A1E 18267 AnimationMode = MANUAL 18268 Flags = START_FRAME_FIRST 18269 End 18270 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 18271 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 18272 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 18273 18274 ConditionState = AWAITING_CONSTRUCTION 18275 Model = None 18276 End 18277 AliasConditionState = NIGHT AWAITING_CONSTRUCTION 18278 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION 18279 AliasConditionState = SNOW AWAITING_CONSTRUCTION 18280 18281 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18282 Model = ABSDILink_A1 18283 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18284 End 18285 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18286 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18287 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18288 18289 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18290 Model = ABSDILink_A1D 18291 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18292 End 18293 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18294 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18295 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18296 18297 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 18298 Model = ABSDILink_A1E 18299 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18300 End 18301 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 18302 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 18303 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 18304 18305 ;Preparing to fire! 18306 ConditionState = UNPACKING 18307 Model = ABSDILink_A1 18308 Animation = ABSDILink_A1.ABSDILink_A1 18309 AnimationMode = ONCE 18310 Flags = MAINTAIN_FRAME_ACROSS_STATES2 18311 End 18312 AliasConditionState = NIGHT UNPACKING 18313 AliasConditionState = NIGHT SNOW UNPACKING 18314 AliasConditionState = SNOW UNPACKING 18315 18316 ConditionState = UNPACKING DAMAGED 18317 Model = ABSDILink_A1D 18318 Animation = ABSDILink_A1D.ABSDILink_A1D 18319 AnimationMode = ONCE 18320 Flags = MAINTAIN_FRAME_ACROSS_STATES2 18321 End 18322 AliasConditionState = NIGHT UNPACKING DAMAGED 18323 AliasConditionState = NIGHT SNOW UNPACKING DAMAGED 18324 AliasConditionState = SNOW UNPACKING DAMAGED 18325 18326 ConditionState = UNPACKING REALLYDAMAGED RUBBLE 18327 Model = ABSDILink_A1E 18328 Animation = ABSDILink_A1E.ABSDILink_A1E 18329 AnimationMode = ONCE 18330 Flags = MAINTAIN_FRAME_ACROSS_STATES2 18331 End 18332 AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE 18333 AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE 18334 AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE 18335 18336 ;Ready to fire -- or firing! 18337 ConditionState = DEPLOYED 18338 Model = ABSDILink_A1 18339 Animation = ABSDILink_A1.ABSDILink_A1 18340 AnimationMode = MANUAL 18341 Flags = START_FRAME_LAST 18342 End 18343 AliasConditionState = NIGHT DEPLOYED 18344 AliasConditionState = NIGHT SNOW DEPLOYED 18345 AliasConditionState = SNOW DEPLOYED 18346 18347 ConditionState = DEPLOYED DAMAGED 18348 Model = ABSDILink_A1D 18349 Animation = ABSDILink_A1D.ABSDILink_A1D 18350 AnimationMode = MANUAL 18351 Flags = START_FRAME_LAST 18352 End 18353 AliasConditionState = NIGHT DEPLOYED DAMAGED 18354 AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED 18355 AliasConditionState = SNOW DEPLOYED DAMAGED 18356 18357 ConditionState = DEPLOYED REALLYDAMAGED RUBBLE 18358 Model = ABSDILink_A1E 18359 Animation = ABSDILink_A1E.ABSDILink_A1E 18360 AnimationMode = MANUAL 18361 Flags = START_FRAME_LAST 18362 End 18363 AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE 18364 AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE 18365 AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE 18366 18367 ;Packing up (recharging for new attack) 18368 ConditionState = PACKING 18369 Model = ABSDILink_A1 18370 Animation = ABSDILink_A1.ABSDILink_A1 18371 AnimationMode = ONCE_BACKWARDS 18372 Flags = MAINTAIN_FRAME_ACROSS_STATES3 18373 End 18374 AliasConditionState = NIGHT PACKING 18375 AliasConditionState = NIGHT SNOW PACKING 18376 AliasConditionState = SNOW PACKING 18377 18378 ConditionState = PACKING DAMAGED 18379 Model = ABSDILink_A1D 18380 Animation = ABSDILink_A1D.ABSDILink_A1D 18381 AnimationMode = ONCE_BACKWARDS 18382 Flags = MAINTAIN_FRAME_ACROSS_STATES3 18383 End 18384 AliasConditionState = NIGHT PACKING DAMAGED 18385 AliasConditionState = NIGHT SNOW PACKING DAMAGED 18386 AliasConditionState = SNOW PACKING DAMAGED 18387 18388 ConditionState = PACKING REALLYDAMAGED RUBBLE 18389 Model = ABSDILink_A1E 18390 Animation = ABSDILink_A1E.ABSDILink_A1E 18391 AnimationMode = ONCE_BACKWARDS 18392 Flags = MAINTAIN_FRAME_ACROSS_STATES3 18393 End 18394 AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE 18395 AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE 18396 AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE 18397 18398 18399 ConditionState = SOLD DEPLOYED 18400 Model = NONE 18401 End 18402 ConditionState = SOLD SNOW DEPLOYED 18403 Model = NONE 18404 End 18405 ConditionState = SOLD NIGHT DEPLOYED 18406 Model = NONE 18407 End 18408 ConditionState = SOLD NIGHT SNOW DEPLOYED 18409 Model = NONE 18410 End 18411 End 18412 18413 18414 ; ------------ construction-zone fence ----------------- 18415 Draw = W3DModelDraw ModuleTag_03 18416 AnimationsRequirePower = No 18417 DefaultConditionState 18418 Model = None 18419 TransitionKey = DOWN_DEFAULT 18420 End 18421 ConditionState = NIGHT 18422 Model = None 18423 TransitionKey = DOWN_DEFAULT 18424 End 18425 ConditionState = SNOW 18426 Model = None 18427 TransitionKey = DOWN_DEFAULT 18428 End 18429 ConditionState = SNOW NIGHT 18430 Model = None 18431 TransitionKey = DOWN_DEFAULT 18432 End 18433 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18434 Model = ABSDILink_A4 18435 Animation = ABSDILink_A4.ABSDILink_A4 18436 AnimationMode = MANUAL 18437 Flags = START_FRAME_LAST 18438 TransitionKey = UP_DAY 18439 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18440 ParticleSysBone = SparksS01 LiveWireSparks02 18441 End 18442 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18443 Model = ABSDILink_A4N 18444 Animation = ABSDILink_A4N.ABSDILink_A4N 18445 AnimationMode = MANUAL 18446 Flags = START_FRAME_LAST 18447 TransitionKey = UP_NIGHT 18448 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18449 ParticleSysBone = SparksS01 LiveWireSparks02 18450 End 18451 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18452 Model = ABSDILink_A4S 18453 Animation = ABSDILink_A4S.ABSDILink_A4S 18454 AnimationMode = MANUAL 18455 Flags = START_FRAME_LAST 18456 TransitionKey = UP_SNOW 18457 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18458 ParticleSysBone = SparksS01 LiveWireSparks02 18459 End 18460 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18461 Model = ABSDILink_A4SN 18462 Animation = ABSDILink_A4SN.ABSDILink_A4SN 18463 AnimationMode = MANUAL 18464 Flags = START_FRAME_LAST 18465 TransitionKey = UP_SNOWNIGHT 18466 ParticleSysBone = SmokeS01 SmokeBuildingSmall 18467 ParticleSysBone = SparksS01 LiveWireSparks02 18468 End 18469 TransitionState = DOWN_DEFAULT UP_DAY 18470 Model = ABSDILink_A4 18471 Animation = ABSDILink_A4.ABSDILink_A4 18472 AnimationMode = ONCE 18473 AnimationSpeedFactorRange = 1.0 1.0 18474 Flags = START_FRAME_FIRST 18475 End 18476 TransitionState = DOWN_DEFAULT UP_NIGHT 18477 Model = ABSDILink_A4N 18478 Animation = ABSDILink_A4N.ABSDILink_A4N 18479 AnimationMode = ONCE 18480 AnimationSpeedFactorRange = 1.0 1.0 18481 Flags = START_FRAME_FIRST 18482 End 18483 TransitionState = DOWN_DEFAULT UP_SNOW 18484 Model = ABSDILink_A4S 18485 Animation = ABSDILink_A4S.ABSDILink_A4S 18486 AnimationMode = ONCE 18487 AnimationSpeedFactorRange = 1.0 1.0 18488 Flags = START_FRAME_FIRST 18489 End 18490 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18491 Model = ABSDILink_A4SN 18492 Animation = ABSDILink_A4SN.ABSDILink_A4SN 18493 AnimationMode = ONCE 18494 AnimationSpeedFactorRange = 1.0 1.0 18495 Flags = START_FRAME_FIRST 18496 End 18497 TransitionState = UP_DAY DOWN_DEFAULT 18498 Model = ABSDILink_A4 18499 Animation = ABSDILink_A4.ABSDILink_A4 18500 AnimationMode = ONCE_BACKWARDS 18501 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18502 Flags = START_FRAME_LAST 18503 End 18504 TransitionState = UP_NIGHT DOWN_DEFAULT 18505 Model = ABSDILink_A4N 18506 Animation = ABSDILink_A4N.ABSDILink_A4N 18507 AnimationMode = ONCE_BACKWARDS 18508 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18509 Flags = START_FRAME_LAST 18510 End 18511 TransitionState = UP_SNOW DOWN_DEFAULT 18512 Model = ABSDILink_A4S 18513 Animation = ABSDILink_A4S.ABSDILink_A4S 18514 AnimationMode = ONCE_BACKWARDS 18515 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18516 Flags = START_FRAME_LAST 18517 End 18518 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18519 Model = ABSDILink_A4SN 18520 Animation = ABSDILink_A4SN.ABSDILink_A4SN 18521 AnimationMode = ONCE_BACKWARDS 18522 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18523 Flags = START_FRAME_LAST 18524 End 18525 End 18526 18527 ; ------------ under-construction scaffolding ----------------- 18528 Draw = W3DModelDraw ModuleTag_04 18529 AnimationsRequirePower = No 18530 MinLODRequired = MEDIUM 18531 DefaultConditionState 18532 Model = None 18533 TransitionKey = DOWN_DEFAULT 18534 End 18535 ConditionState = NIGHT 18536 Model = None 18537 TransitionKey = DOWN_DEFAULT 18538 End 18539 ConditionState = SNOW 18540 Model = None 18541 TransitionKey = DOWN_DEFAULT 18542 End 18543 ConditionState = SNOW NIGHT 18544 Model = None 18545 TransitionKey = DOWN_DEFAULT 18546 End 18547 ConditionState = PARTIALLY_CONSTRUCTED 18548 Model = ABSDILink_A6 18549 Animation = ABSDILink_A6.ABSDILink_A6 18550 AnimationMode = MANUAL 18551 Flags = START_FRAME_LAST 18552 TransitionKey = UP_DAY 18553 ParticleSysBone = Sparks01 BuildUpBlueSpark 18554 ParticleSysBone = Sparks02 BuildUpBlueSpark 18555 ParticleSysBone = Sparks03 BuildUpBlueSpark 18556 ParticleSysBone = Sparks04 BuildUpBlueSpark 18557 ParticleSysBone = Sparks05 BuildUpBlueSpark 18558 End 18559 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 18560 Model = ABSDILink_A6N 18561 Animation = ABSDILink_A6N.ABSDILink_A6N 18562 AnimationMode = MANUAL 18563 Flags = START_FRAME_LAST 18564 TransitionKey = UP_NIGHT 18565 ParticleSysBone = Sparks01 BuildUpBlueSpark 18566 ParticleSysBone = Sparks02 BuildUpBlueSpark 18567 ParticleSysBone = Sparks03 BuildUpBlueSpark 18568 ParticleSysBone = Sparks04 BuildUpBlueSpark 18569 ParticleSysBone = Sparks05 BuildUpBlueSpark 18570 End 18571 ConditionState = SNOW PARTIALLY_CONSTRUCTED 18572 Model = ABSDILink_A6S 18573 Animation = ABSDILink_A6S.ABSDILink_A6S 18574 AnimationMode = MANUAL 18575 Flags = START_FRAME_LAST 18576 TransitionKey = UP_SNOW 18577 ParticleSysBone = Sparks01 BuildUpBlueSpark 18578 ParticleSysBone = Sparks02 BuildUpBlueSpark 18579 ParticleSysBone = Sparks03 BuildUpBlueSpark 18580 ParticleSysBone = Sparks04 BuildUpBlueSpark 18581 ParticleSysBone = Sparks05 BuildUpBlueSpark 18582 End 18583 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 18584 Model = ABSDILink_A6SN 18585 Animation = ABSDILink_A6SN.ABSDILink_A6SN 18586 AnimationMode = MANUAL 18587 Flags = START_FRAME_LAST 18588 TransitionKey = UP_SNOWNIGHT 18589 ParticleSysBone = Sparks01 BuildUpBlueSpark 18590 ParticleSysBone = Sparks02 BuildUpBlueSpark 18591 ParticleSysBone = Sparks03 BuildUpBlueSpark 18592 ParticleSysBone = Sparks04 BuildUpBlueSpark 18593 ParticleSysBone = Sparks05 BuildUpBlueSpark 18594 End 18595 TransitionState = DOWN_DEFAULT UP_DAY 18596 Model = ABSDILink_A6 18597 Animation = ABSDILink_A6.ABSDILink_A6 18598 AnimationMode = ONCE 18599 AnimationSpeedFactorRange = 1.0 1.0 18600 Flags = START_FRAME_FIRST 18601 End 18602 TransitionState = DOWN_DEFAULT UP_NIGHT 18603 Model = ABSDILink_A6N 18604 Animation = ABSDILink_A6N.ABSDILink_A6N 18605 AnimationMode = ONCE 18606 AnimationSpeedFactorRange = 1.0 1.0 18607 Flags = START_FRAME_FIRST 18608 End 18609 TransitionState = DOWN_DEFAULT UP_SNOW 18610 Model = ABSDILink_A6S 18611 Animation = ABSDILink_A6S.ABSDILink_A6S 18612 AnimationMode = ONCE 18613 AnimationSpeedFactorRange = 1.0 1.0 18614 Flags = START_FRAME_FIRST 18615 End 18616 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18617 Model = ABSDILink_A6SN 18618 Animation = ABSDILink_A6SN.ABSDILink_A6SN 18619 AnimationMode = ONCE 18620 AnimationSpeedFactorRange = 1.0 1.0 18621 Flags = START_FRAME_FIRST 18622 End 18623 TransitionState = UP_DAY DOWN_DEFAULT 18624 Model = ABSDILink_A6 18625 Animation = ABSDILink_A6.ABSDILink_A6 18626 AnimationMode = ONCE_BACKWARDS 18627 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18628 Flags = START_FRAME_LAST 18629 End 18630 TransitionState = UP_NIGHT DOWN_DEFAULT 18631 Model = ABSDILink_A6N 18632 Animation = ABSDILink_A6N.ABSDILink_A6N 18633 AnimationMode = ONCE_BACKWARDS 18634 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18635 Flags = START_FRAME_LAST 18636 End 18637 TransitionState = UP_SNOW DOWN_DEFAULT 18638 Model = ABSDILink_A6S 18639 Animation = ABSDILink_A6S.ABSDILink_A6S 18640 AnimationMode = ONCE_BACKWARDS 18641 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18642 Flags = START_FRAME_LAST 18643 End 18644 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18645 Model = ABSDILink_A6SN 18646 Animation = ABSDILink_A6SN.ABSDILink_A6SN 18647 AnimationMode = ONCE_BACKWARDS 18648 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18649 Flags = START_FRAME_LAST 18650 End 18651 End 18652 18653 ; ------------ being-constructed crane ----------------- 18654 Draw = W3DModelDraw ModuleTag_05 18655 AnimationsRequirePower = No 18656 DefaultConditionState 18657 Model = None 18658 TransitionKey = DOWN_DEFAULT 18659 End 18660 ConditionState = NIGHT 18661 Model = None 18662 TransitionKey = DOWN_DEFAULT 18663 End 18664 ConditionState = SNOW 18665 Model = None 18666 TransitionKey = DOWN_DEFAULT 18667 End 18668 ConditionState = SNOW NIGHT 18669 Model = None 18670 TransitionKey = DOWN_DEFAULT 18671 End 18672 ConditionState = SOLD 18673 Model = NONE 18674 End 18675 18676 ConditionState = ACTIVELY_BEING_CONSTRUCTED 18677 Model = ABSDILink_A5 18678 Animation = ABSDILink_A5.ABSDILink_A5 18679 AnimationMode = LOOP 18680 TransitionKey = UP_DAY 18681 End 18682 18683 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 18684 Model = ABSDILink_A5N 18685 Animation = ABSDILink_A5N.ABSDILink_A5N 18686 AnimationMode = LOOP 18687 TransitionKey = UP_NIGHT 18688 End 18689 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 18690 Model = ABSDILink_A5S 18691 Animation = ABSDILink_A5S.ABSDILink_A5S 18692 AnimationMode = LOOP 18693 TransitionKey = UP_SNOW 18694 End 18695 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 18696 Model = ABSDILink_A5SN 18697 Animation = ABSDILink_A5SN.ABSDILink_A5SN 18698 AnimationMode = LOOP 18699 TransitionKey = UP_SNOWNIGHT 18700 End 18701 TransitionState = DOWN_DEFAULT UP_DAY 18702 Model = ABSDILink_AB 18703 Animation = ABSDILink_AB.ABSDILink_AB 18704 AnimationMode = ONCE 18705 AnimationSpeedFactorRange = 1.0 1.0 18706 Flags = START_FRAME_FIRST 18707 End 18708 18709 TransitionState = DOWN_DEFAULT UP_NIGHT 18710 Model = ABSDILink_ABN 18711 Animation = ABSDILink_ABN.ABSDILink_ABN 18712 AnimationMode = ONCE 18713 AnimationSpeedFactorRange = 1.0 1.0 18714 Flags = START_FRAME_FIRST 18715 End 18716 TransitionState = DOWN_DEFAULT UP_SNOW 18717 Model = ABSDILink_ABS 18718 Animation = ABSDILink_ABS.ABSDILink_ABS 18719 AnimationMode = ONCE 18720 AnimationSpeedFactorRange = 1.0 1.0 18721 Flags = START_FRAME_FIRST 18722 End 18723 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 18724 Model = ABSDILink_ABSN 18725 Animation = ABSDILink_ABSN.ABSDILink_ABSN 18726 AnimationMode = ONCE 18727 AnimationSpeedFactorRange = 1.0 1.0 18728 Flags = START_FRAME_FIRST 18729 End 18730 TransitionState = UP_DAY DOWN_DEFAULT 18731 Model = ABSDILink_AB 18732 Animation = ABSDILink_AB.ABSDILink_AB 18733 AnimationMode = ONCE_BACKWARDS 18734 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18735 Flags = START_FRAME_LAST 18736 End 18737 TransitionState = UP_NIGHT DOWN_DEFAULT 18738 Model = ABSDILink_ABN 18739 Animation = ABSDILink_ABN.ABSDILink_ABN 18740 AnimationMode = ONCE_BACKWARDS 18741 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18742 Flags = START_FRAME_LAST 18743 End 18744 TransitionState = UP_SNOW DOWN_DEFAULT 18745 Model = ABSDILink_ABS 18746 Animation = ABSDILink_ABS.ABSDILink_ABS 18747 AnimationMode = ONCE_BACKWARDS 18748 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18749 Flags = START_FRAME_LAST 18750 End 18751 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 18752 Model = ABSDILink_ABSN 18753 Animation = ABSDILink_ABSN.ABSDILink_ABSN 18754 AnimationMode = ONCE_BACKWARDS 18755 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 18756 Flags = START_FRAME_LAST 18757 End 18758 End 18759 18760 PlacementViewAngle = -45 18761 18762 ; ***DESIGN parameters *** 18763 DisplayName = OBJECT:LaserCannon 18764 Side = AmericaLaserGeneral 18765 EditorSorting = STRUCTURE 18766 Prerequisites 18767 Object = Lazr_AmericaAirfield 18768 End 18769 BuildCost = 2000 18770 BuildTime = 60.0 ; in seconds 18771 EnergyProduction = -10 18772 VisionRange = 200.0 ; Shroud clearing distance 18773 ShroudClearingRange = 200 18774 ArmorSet 18775 Conditions = None 18776 Armor = StructureArmorTough 18777 DamageFX = StructureDamageFXNoShake 18778 End 18779 CommandSet = Lazr_AmericaLaserCannonCommandSet 18780 ExperienceValue = 400 400 400 400 ; Experience point value at each level 18781 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 18782 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 18783 18784 ; *** AUDIO Parameters *** 18785 VoiceSelect = ParticleCannonSelect 18786 SoundOnDamaged = BuildingDamagedStateLight 18787 SoundOnReallyDamaged = BuildingDestroy 18788 18789 UnitSpecificSounds 18790 UnderConstruction = UnderConstructionLoop 18791 End 18792 18793 ; *** ENGINEERING Parameters *** 18794 RadarPriority = STRUCTURE 18795 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 18796 Body = StructureBody ModuleTag_06 18797 MaxHealth = 4000.0 18798 InitialHealth = 4000.0 18799 18800 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18801 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18802 SubdualDamageCap = 4200 18803 SubdualDamageHealRate = 500 18804 SubdualDamageHealAmount = 100 18805 End 18806 Behavior = BaseRegenerateUpdate ModuleTag_07 18807 ;No data 18808 End 18809 18810 Behavior = SpecialPowerCreate ModuleTag_16 18811 ;nothing 18812 End 18813 18814 Behavior = SpecialAbility ModuleTag_11 18815 SpecialPowerTemplate = Lazr_LaserCannon 18816 UpdateModuleStartsAttack = Yes 18817 End 18818 Behavior = ParticleUplinkCannonUpdate ModuleTag_12 18819 SpecialPowerTemplate = Lazr_LaserCannon 18820 18821 ;The values trigger the various pre-stages before being ready to actually fire. 18822 ;The total combined value of these determines the first sign of activity in the 18823 ;cannon. 18824 BeginChargeTime = 5000 ;The outer nodes begin to charge. 18825 RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) 18826 ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. 18827 18828 ;***NOTE -- these values effect gameplay***** 18829 TotalFiringTime = 15000 ;The total ground contact time of the beam 18830 18831 DamagePerSecond = 200 ;Amount of damage inflicted per second 18832 TotalDamagePulses = 60 ;The total number of damage pulses -- less means more damage per pulse, but less accurate 18833 WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) 18834 BeamTravelTime = 2000 ;How long it takes for the beam to hit the ground after leaving the firing dish. 18835 DamageType = PARTICLE_BEAM ;Type of damage inflicted. 18836 DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! 18837 RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. 18838 ;******************************************** 18839 18840 ;Bone names for required elements 18841 OuterEffectBoneName = FX ;The base name for the outer node bones. 18842 OuterEffectNumBones = 5 ;The number of outer nodes. 18843 ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. 18844 FireBoneName = FXMain ;The name of the bone where the main beam is fired from. 18845 18846 ;These are particle systems tied to the outer nodes in varying intensities. 18847 OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare 18848 OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare 18849 OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare 18850 18851 ;The connectors system connects each of the outer nodes to the central node that receives 18852 ;the lasers from outside. 18853 ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser 18854 ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser 18855 18856 ;Currently commented out -- These 18857 ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare 18858 ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare 18859 18860 ;This is the name of the bone on the building where the beam is fired from 18861 LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire 18862 ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser 18863 GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. 18864 18865 ;The flare fxlist that is played over and over during the beam firing process. Be 18866 ;mindful of the delay because that effects both art and sound. 18867 BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration 18868 DelayBetweenLaunchFX = 1000 18869 18870 ;Each scorch mark creates an object in the world, so while making more looks better 18871 ;it becomes a performance issue. The scalar will calculate the size of the scorch 18872 ;mark to make based on the current size of the beam (which changes dynamically). The 18873 ;number also matches the number of times the "GroundHitFX" is called. 18874 TotalScorchMarks = 20 18875 ScorchMarkScalar = 2.4 18876 18877 ;***NOTE -- these values effect gameplay*** 18878 ;The swath of death is the path the laser tracers centered on the targeted position. 18879 ;If the amplitude is zero, the line will go straight, with a higher value, it'll do 18880 ;a sine wave iteration, but always goes through the target point. 18881 SwathOfDeathDistance = 200.0 18882 SwathOfDeathAmplitude = 50.0 18883 18884 18885 ManualDrivingSpeed = 20 18886 ManualFastDrivingSpeed = 40 18887 DoubleClickToFastDriveDelay = 300 18888 18889 ;***SOUNDS!**** 18890 PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop 18891 UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop 18892 FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop 18893 GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop 18894 18895 ;The trail left behind creates an object that inflicts extra damage for a short period of time. 18896 DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant 18897 End 18898 18899 Behavior = FlammableUpdate ModuleTag_14 18900 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18901 AflameDamageAmount = 5 ; taking this much damage... 18902 AflameDamageDelay = 500 ; this often. 18903 End 18904 18905 Behavior = ProductionUpdate ModuleTag_15 18906 ; This is needed in order to get a public timer to work! 18907 End 18908 18909 Behavior = TransitionDamageFX ModuleTag_17 18910 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 18911 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18912 ;--------------------------------------------------------------------------------------- 18913 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18914 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18915 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18916 End 18917 18918 Behavior = SlowDeathBehavior ModuleTag_18 18919 ; don't run this death if we are under construction... 18920 ExemptStatus = UNDER_CONSTRUCTION 18921 DestructionDelay = 2000 18922 FX = INITIAL FX_ParticleUplinkDeathInitial 18923 OCL = INITIAL OCL_SDILinkLasers 18924 FX = FINAL FX_StructureMediumDeath 18925 OCL = FINAL OCL_ParticleUplinkDeathFinal 18926 End 18927 18928 Behavior = InstantDeathBehavior ModuleTag_19 18929 ; if we are under construction, use this death instead 18930 RequiredStatus = UNDER_CONSTRUCTION 18931 OCL = OCL_ABPowerPlantExplode 18932 FX = FX_StructureMediumDeath 18933 End 18934 18935 Geometry = BOX 18936 GeometryMajorRadius = 64.0 18937 GeometryMinorRadius = 38.0 18938 GeometryHeight = 38.0 18939 GeometryIsSmall = No 18940 Shadow = SHADOW_VOLUME 18941 BuildCompletion = PLACED_BY_PLAYER 18942 18943 End 18944 ;---------------------------------------------------------------------------------- 18945 18946 Object Lazr_PatriotLaserBeam 18947 ; *** ART Parameters *** 18948 Draw = W3DLaserDraw ModuleTag_01 18949 Texture = EXLaser4.tga 18950 NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 18951 InnerBeamWidth = 0.005 ;The total width of beam 18952 InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) 18953 OuterBeamWidth = 15 ;The total width of beam 18954 OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) 18955 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 18956 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 18957 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 18958 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 18959 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 18960 18961 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 18962 ;FadeLifetime = 0 ;Laser will fade and delete. 18963 ;@todo -- add shot ability functionality (instead of instant point A to B) 18964 End 18965 18966 KindOf = IMMOBILE 18967 Geometry = Sphere 18968 GeometryIsSmall = Yes 18969 GeometryMajorRadius = 2.0 18970 ClientUpdate = LaserUpdate ModuleTag_07 18971 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 18972 TargetParticleSystem = GenericRedLaserFlare 18973 PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through 18974 End 18975 18976 Behavior = DestroyDie ModuleTag_03 18977 ;nothing 18978 End 18979 Behavior = LifetimeUpdate ModuleTag_04 18980 MinLifetime = 205 ; min lifetime in msec 18981 MaxLifetime = 205 ; max lifetime in msec 18982 End 18983 End 18984 18985 18986 18987 Object Lazr_AmericaVehiclePOWTruck 18988 ; *** ART Parameters *** 18989 SelectPortrait = SAPowTruck_L 18990 ButtonImage = SAPowTruck 18991 ;UpgradeCameo1 = NONE 18992 ;UpgradeCameo2 = NONE 18993 ;UpgradeCameo3 = NONE 18994 ;UpgradeCameo4 = NONE 18995 ;UpgradeCameo5 = NONE 18996 Draw = W3DTruckDraw ModuleTag_01 18997 OkToChangeModelColor = Yes 18998 ConditionState = NONE 18999 Model = AVPOWTRUCK 19000 End 19001 ConditionState = REALLYDAMAGED 19002 Model = AVPOWTRUCK_D 19003 End 19004 ConditionState = RUBBLE 19005 Model = AVPOWTruck_D 19006 End 19007 TrackMarks = EXTireTrack.tga 19008 Dust = RocketBuggyDust 19009 DirtSpray = RocketBuggyDirtSpray 19010 PowerslideSpray = RocketBuggyDirtPowerSlide 19011 ; These parameters are only used if the model has a separate suspension, 19012 ; and the locomotor has HasSuspension = Yes. 19013 LeftFrontTireBone = Tire01 19014 RightFrontTireBone = Tire02 19015 MidLeftRearTireBone = Tire03 19016 MidRightRearTireBone = Tire05 19017 LeftRearTireBone = Tire04 19018 RightRearTireBone = Tire06 19019 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19020 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 19021 End 19022 ; ***DESIGN parameters *** 19023 DisplayName = OBJECT:POWTruck 19024 Side = AmericaLaserGeneral 19025 EditorSorting = VEHICLE 19026 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19027 ArmorSet 19028 Conditions = None 19029 Armor = TruckArmor 19030 DamageFX = TankDamageFX 19031 End 19032 19033 VisionRange = 2000 19034 ShroudClearingRange = 300 19035 Prerequisites 19036 Object = Lazr_AmericaBarracks 19037 Object = Lazr_AmericaStrategyCenter 19038 End 19039 BuildCost = 1500 19040 BuildTime = 15.0 ;in seconds 19041 VisionRange = 200 19042 ShroudClearingRange = 1200 19043 ExperienceValue = 50 50 50 50 ;Experience point value at each level 19044 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 19045 IsTrainable = Yes ;Can gain experience 19046 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19047 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19048 19049 ; nope, sorry, can't control it. (srj) 19050 CommandSet = VehiclePOWTruckCommandSet 19051 19052 ; *** AUDIO Parameters *** 19053 VoiceSelect = POWTruckUSAVoiceSelect 19054 VoiceMove = POWTruckUSAVoiceMove 19055 VoiceGuard = POWTruckUSAVoiceMove 19056 SoundEnter = POWTruckEnter 19057 SoundExit = POWTruckExit 19058 UnitSpecificSounds 19059 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19060 VoiceCreate = POWTruckUSAVoiceCreate 19061 TurretMoveLoop = TurretMoveLoop 19062 SoundMoveStart = POWTruckUSAMoveStart 19063 SoundMoveStartDamaged = POWTruckUSAMoveStart 19064 SoundEject = PilotSoundEject 19065 VoiceEject = PilotVoiceEject 19066 VoiceCrush = POWTruckUSAVoiceCrush 19067 ; Required for the W3DTruckDraw module 19068 TruckLandingSound = RocketBuggyLand 19069 TruckPowerslideSound = POWTruckUSAMoveStart 19070 VoiceEnter = POWTruckUSAVoiceMove 19071 End 19072 ; *** ENGINEERING Parameters *** 19073 RadarPriority = UNIT 19074 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT SCORE 19075 Body = ActiveBody ModuleTag_02 19076 MaxHealth = 700.0 19077 InitialHealth = 700.0 19078 End 19079 ; but we must have an AIUpdate in order for our Locomotor to work. 19080 Behavior = AIUpdateInterface ModuleTag_04 19081 ; no data 19082 End 19083 Locomotor = SET_NORMAL POWTruckLocomotor 19084 Behavior = PhysicsBehavior ModuleTag_05 19085 Mass = 50.0 19086 End 19087 Behavior = SlowDeathBehavior ModuleTag_06 19088 DeathTypes = ALL -CRUSHED -SPLATTED 19089 ProbabilityModifier = 25 19090 DestructionDelay = 1 19091 FX = FINAL FX_BattleMasterExplosionOneFinal 19092 OCL = FINAL OCL_AmericanPOWTruckDeathEffect 19093 End 19094 Behavior = FXListDie ModuleTag_07 19095 DeathTypes = NONE +CRUSHED +SPLATTED 19096 DeathFX = FX_CarCrush 19097 End 19098 Behavior = TransitionDamageFX ModuleTag_09 19099 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 19100 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 19101 End 19102 Behavior = ExperienceScalarUpgrade ModuleTag_10 19103 TriggeredBy = Upgrade_AmericaAdvancedTraining 19104 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 19105 End 19106 Behavior = FlammableUpdate ModuleTag_21 19107 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19108 AflameDamageAmount = 3 ; taking this much damage... 19109 AflameDamageDelay = 500 ; this often. 19110 End 19111 Behavior = FireWeaponUpdate ModuleTag_23 19112 Weapon = ECMTankMissileJammer 19113 ExclusiveWeaponDelay = 3000 19114 End 19115 Behavior = StealthDetectorUpdate ModuleTag_08 19116 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 19117 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 19118 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 19119 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 19120 End 19121 Behavior = TransportContain ModuleTag_03 19122 Slots = 5 19123 PassengersAllowedToFire = No 19124 AllowInsideKindOf = INFANTRY 19125 EnterSound = GarrisonEnter 19126 ExitSound = GarrisonExit 19127 DamagePercentToUnits = 50% 19128 End 19129 Geometry = BOX 19130 GeometryMajorRadius = 15.0 19131 GeometryMinorRadius = 7.0 19132 GeometryHeight = 13.5 19133 GeometryIsSmall = Yes 19134 Shadow = SHADOW_VOLUME 19135 End 19136
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