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1 2 3 4 5 ;------------------------------------------------------------------------------ 6 Object Nuke_RadiationFieldSmall 7 8 ; *** ART Parameters *** 9 Draw = W3DModelDraw ModuleTag_01 10 DefaultConditionState 11 Model = NONE 12 End 13 End 14 15 ; ***DESIGN parameters *** 16 EditorSorting = SYSTEM 17 ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? 18 KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE 19 ArmorSet 20 Conditions = None 21 Armor = HazardousMaterialArmor 22 End 23 24 ; ***AUDIO parameters *** 25 SoundAmbient = RadiationPoolAmbientLoop 26 27 ; *** ENGINEERING Parameters *** 28 Body = ActiveBody ModuleTag_02 29 MaxHealth = 120.0 30 InitialHealth = 120.0 31 End 32 Behavior = FireWeaponUpdate ModuleTag_03 33 Weapon = Nuke_SmallRadiationFieldWeapon 34 End 35 36 Behavior = LifetimeUpdate ModuleTag_04 37 MinLifetime = 2500 38 MaxLifetime = 2500 39 End 40 41 Behavior = FireWeaponUpdate ModuleTag_05 42 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup 43 End 44 45 Behavior = DestroyDie ModuleTag_06 46 End 47 48 Behavior = FXListDie ModuleTag_07 49 DeathFX = FX_RadiationPoolDie 50 End 51 52 Geometry = CYLINDER 53 GeometryMajorRadius = 10.0 54 GeometryHeight = 1.0 55 GeometryIsSmall = No 56 57 End 58 59 60 61 62 63 64 65 66 67 ;------------------------------------------------------------------------------ 68 Object Nuke_BattleMasterTankShell 69 70 ; *** ART Parameters *** 71 Draw = W3DModelDraw ModuleTag_01 72 ConditionState = NONE 73 Model = AVTankShel 74 End 75 End 76 77 ; ***DESIGN parameters *** 78 DisplayName = OBJECT:TankShell 79 EditorSorting = SYSTEM 80 ArmorSet 81 Armor = ProjectileArmor 82 End 83 VisionRange = 0.0 84 85 ; *** ENGINEERING Parameters *** 86 KindOf = PROJECTILE 87 Body = ActiveBody ModuleTag_02 88 MaxHealth = 100.0 89 InitialHealth = 100.0 90 End 91 92 Behavior = DestroyDie ModuleTag_03 93 ;nothing 94 End 95 96 Behavior = DumbProjectileBehavior ModuleTag_04 97 DetonateCallsKill = Yes 98 ; To tweak a Bezier path, please see GS 99 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 100 SecondHeight = 10 101 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 102 SecondPercentIndent = 90% 103 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 104 End 105 106 Behavior = PhysicsBehavior ModuleTag_05 107 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 108 End 109 110 Behavior = WeaponBonusUpgrade ModuleTag_06 111 TriggeredBy = Nuke_Upgrade_ChinaWGUraniumShells 112 End 113 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 114 DeathWeapon = Nuke_NukeShellWeapon 115 StartsActive = Yes 116 End 117 118 Geometry = Sphere 119 GeometryIsSmall = Yes 120 GeometryMajorRadius = 1.0 121 122 End 123 124 125 126 127 128 129 130 131 132 133 134 135 136 ;------------------------------------------------------------------------------ 137 Object Nuke_OverlordTankShell 138 139 ; *** ART Parameters *** 140 Draw = W3DModelDraw ModuleTag_01 141 ConditionState = NONE 142 Model = AVTankShel 143 End 144 End 145 146 ; ***DESIGN parameters *** 147 DisplayName = OBJECT:TankShell 148 EditorSorting = SYSTEM 149 ArmorSet 150 Armor = ProjectileArmor 151 End 152 VisionRange = 0.0 153 154 ; *** ENGINEERING Parameters *** 155 KindOf = PROJECTILE 156 Body = ActiveBody ModuleTag_02 157 MaxHealth = 100.0 158 InitialHealth = 100.0 159 End 160 161 Behavior = DestroyDie ModuleTag_03 162 ;nothing 163 End 164 165 Behavior = DumbProjectileBehavior ModuleTag_04 166 DetonateCallsKill = Yes 167 ; To tweak a Bezier path, please see GS 168 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 169 SecondHeight = 10 170 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 171 SecondPercentIndent = 90% 172 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 173 End 174 175 Behavior = PhysicsBehavior ModuleTag_05 176 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 177 End 178 179 Behavior = WeaponBonusUpgrade ModuleTag_06 180 TriggeredBy = Nuke_Upgrade_ChinaWGUraniumShells 181 End 182 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 183 DeathWeapon = Nuke_NukeShellWeapon 184 StartsActive = Yes 185 End 186 187 Geometry = Sphere 188 GeometryIsSmall = Yes 189 GeometryMajorRadius = 1.0 190 191 End 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 ;---------------------------------------------------------------------------------------------------------- 273 Object Nuke_ChinaVehicleHelix 274 275 ; *** ART Parameters *** 276 SelectPortrait = SNHelix_L 277 ButtonImage = SNHelix 278 279 280 UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon 281 UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower 282 UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker 283 284 Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures 285 286 ParticlesAttachedToAnimatedBones = Yes 287 288 DefaultConditionState 289 Model = NVHELIX 290 Animation = NVHELIX.NVHELIX 291 AnimationMode = LOOP 292 WeaponFireFXBone = PRIMARY Muzzle03 293 WeaponMuzzleFlash = PRIMARY TurretFX03 294 HideSubObject = BombWing 295 End 296 297 ConditionState = MOVING 298 ParticleSysBone = SMOKE01 HelixExhaust 299 ParticleSysBone = SMOKE02 HelixExhaust 300 End 301 302 ConditionState = REALLYDAMAGED 303 Model = NVHELIX_d 304 Animation = NVHELIX_d.NVHELIX_d 305 AnimationMode = LOOP 306 End 307 ConditionState = REALLYDAMAGED MOVING 308 Model = NVHELIX_d 309 Animation = NVHELIX_d.NVHELIX_d 310 AnimationMode = LOOP 311 ParticleSysBone = SMOKE01 HelixExhaust 312 ParticleSysBone = SMOKE02 HelixExhaust 313 End 314 315 ConditionState = RUBBLE 316 Model = NVHELIX_d 317 Animation = NVHELIX_d.NVHELIX_d 318 AnimationMode = LOOP 319 End 320 ConditionState = RUBBLE MOVING 321 Model = NVHELIX_d 322 Animation = NVHELIX_d.NVHELIX_d 323 AnimationMode = LOOP 324 ParticleSysBone = SMOKE01 HelixExhaust 325 ParticleSysBone = SMOKE02 HelixExhaust 326 End 327 328 ConditionState = RUBBLE SPECIAL_DAMAGED 329 Model = NVHELIX_d 330 End 331 332 OkToChangeModelColor = Yes 333 End 334 335 336 ; ***DESIGN parameters *** 337 DisplayName = OBJECT:Helix 338 EditorSorting = VEHICLE 339 Side = ChinaNukeGeneral 340 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 341 VisionRange = 200.0 342 ShroudClearingRange = 600 343 BuildCost = 1750 344 BuildTime = 20.0 ;in seconds 345 Prerequisites 346 Object = Nuke_ChinaAirfield 347 End 348 ExperienceValue = 50 100 150 200 ;Experience point value at each level 349 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 350 IsTrainable = Yes 351 CommandSet = Nuke_ChinaVehicleHelixCommandSet 352 353 354 ArmorSet 355 Conditions = None 356 Armor = ChinookArmor 357 DamageFX = None 358 End 359 360 361 WeaponSet 362 Conditions = None 363 ;---------------------------- 364 Weapon = PRIMARY HelixMinigunWeapon 365 PreferredAgainst = PRIMARY INFANTRY 366 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 367 ;---------------------------- 368 End 369 370 WeaponSet 371 Conditions = PLAYER_UPGRADE 372 ;---------------------------- 373 Weapon = PRIMARY HelixMinigunWeapon 374 PreferredAgainst = PRIMARY INFANTRY 375 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 376 ;---------------------------- 377 End 378 379 380 381 ; *** AUDIO Parameters *** 382 VoiceSelect = HelixVoiceSelect 383 VoiceMove = HelixVoiceMove 384 VoiceAttack = HelixVoiceAttack 385 SoundAmbient = HelixAmbientLoop 386 SoundEnter = HumveeEnter 387 SoundExit = HumveeExit 388 UnitSpecificSounds 389 VoiceCreate = HelixVoiceCreate 390 VoiceUnload = HelixVoiceUnload 391 VoiceGarrison = HelixVoiceMove 392 End 393 394 395 396 397 ; *** ENGINEERING Parameters *** 398 RadarPriority = UNIT 399 ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at 400 ; (well, "near" actually) an Airfield to get healed... 401 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 402 403 Body = ActiveBody ModuleTag_03 404 MaxHealth = 300.0 405 InitialHealth = 300.0 406 End 407 408 Behavior = FXListDie ModuleTag_05 409 DeathFX = FX_HelicopterStartDeath 410 End 411 412 Behavior = TransitionDamageFX ModuleTag_06 413 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 414 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 415 End 416 417 Behavior = ChinookAIUpdate ModuleTag_07 418 AutoAcquireEnemiesWhenIdle = Yes 419 RotorWashParticleSystem = HelixRotorWashRing 420 End 421 Locomotor = SET_NORMAL HelixLocomotor 422 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 423 424 425 Behavior = PhysicsBehavior ModuleTag_09 426 Mass = 50.0 427 End 428 429 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 430 DestructionDelay = 99999999 ; the destruction delay 431 SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral 432 SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral 433 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 434 MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) 435 SoundDeathLoop = HelixDamagedLoop 436 MinSelfSpin = 40 ; in degrees per second 437 MaxSelfSpin = 120 ; in degrees per second 438 SelfSpinUpdateDelay = 300 ; in milliseconds 439 SelfSpinUpdateAmount = 5 ; in degrees 440 FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall 441 MinBladeFlyOffDelay = 1000 ; in milliseconds 442 MaxBladeFlyOffDelay = 1000 ; in milliseconds 443 AttachParticle = SootySmokeTrail 444 AttachParticleBone = Propeller02 445 BladeObjectName = HelixBlades 446 BladeBoneName = Propeller01 447 FXBlade = FX_HelicopterBladeExplosion 448 OCLBlade = OCL_HelicopterBladeExplosion 449 FXHitGround = FX_HelicopterHitGround 450 OCLHitGround = OCL_HelicopterHitGround 451 FXFinalBlowUp = FX_HelixHelicopterBlowUpBig 452 OCLFinalBlowUp = OCL_HelixBlades 453 DelayFromGroundToFinalDeath = 30 454 FinalRubbleObject = HelixRubbleHull 455 End 456 457 Behavior = FlammableUpdate ModuleTag_21 458 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 459 AflameDamageAmount = 3 ; taking this much damage... 460 AflameDamageDelay = 500 ; this often. 461 End 462 463 464 465 Behavior = ProductionUpdate ModuleTag_25 466 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 467 End 468 469 470 471 472 473 ;-------------------------- 474 Behavior = ObjectCreationUpgrade ModuleTag_22 475 UpgradeObject = OCL_HelixGattlingCannon 476 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 477 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 478 End 479 Behavior = CommandSetUpgrade ModuleTag_26 480 CommandSet = Nuke_ChinaHelixGattlingCannonCommandSet 481 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 482 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 483 End 484 Behavior = WeaponSetUpgrade ModuleTag_35 485 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 486 End 487 ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling 488 ; Behavior = SubObjectsUpgrade ModuleTag_36 489 ; TriggeredBy = Upgrade_ChinaHelixGattlingCannon 490 ; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 491 ; HideSubObjects = MINIGUN 492 ; End 493 ;-------------------------- 494 Behavior = ObjectCreationUpgrade ModuleTag_23 495 UpgradeObject = OCL_HelixPropagandaTower 496 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 497 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 498 End 499 Behavior = CommandSetUpgrade ModuleTag_27 500 CommandSet = Nuke_ChinaHelixPropagandaTowerCommandSet 501 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 502 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 503 End 504 ;-------------------------- 505 Behavior = ObjectCreationUpgrade ModuleTag_24 506 UpgradeObject = OCL_HelixBattleBunker 507 TriggeredBy = Upgrade_ChinaHelixBattleBunker 508 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 509 End 510 Behavior = CommandSetUpgrade ModuleTag_28 511 CommandSet = Nuke_ChinaHelixBattleBunkerCommandSet 512 TriggeredBy = Upgrade_ChinaHelixBattleBunker 513 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 514 End 515 Behavior = PassengersFireUpgrade ModuleTag_34 516 TriggeredBy = Upgrade_ChinaHelixBattleBunker 517 End 518 ;-------------------------- 519 520 Behavior = HelixContain ModuleTag_29 521 Slots = 5 522 DamagePercentToUnits = 100% 523 AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE 524 ForbidInsideKindOf = AIRCRAFT 525 ExitDelay = 100 526 NumberOfExitPaths = 1 527 PassengersAllowedToFire = No ; the 528 End 529 530 531 Behavior = WeaponSetUpgrade ModuleTag_30 532 TriggeredBy = Upgrade_ChinaBlackNapalm 533 End 534 535 536 Behavior = SpecialAbility ModuleTag_32 537 SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb 538 UpdateModuleStartsAttack = Yes 539 StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on 540 InitiateSound = HelixVoiceAttack 541 End 542 Behavior = SpecialAbilityUpdate ModuleTag_33 543 SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb 544 StartAbilityRange = 3.0 545 PreparationTime = 0 546 SpecialObject = NukeBomb 547 MaxSpecialObjects = 1 548 SpecialObjectsPersistWhenOwnerDies = Yes 549 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 550 UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. 551 UnpackTime = 500 ;slight delay to drop bomb 552 FlipOwnerAfterUnpacking = No 553 FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability 554 UnpackSound = NoSound 555 LoseStealthOnTrigger = No 556 ApproachRequiresLOS = No ; we are a helicopter, we can see everything 557 NeedToFaceTarget = No ; can drop the bomb at any angle to target 558 559 PersistentPrepTime = 100 560 PersistenceRequiresRecharge = Yes 561 562 End 563 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 564 SpecialPowerTemplate = Nuke_SpecialAbilityHelixNukeBomb 565 TriggeredBy = Nuke_Upgrade_HelixNukeBomb 566 End 567 Behavior = SubObjectsUpgrade ModuleTag_39 568 TriggeredBy = Nuke_Upgrade_HelixNukeBomb 569 ShowSubObjects = BombWing 570 End 571 572 573 574 575 576 Geometry = CYLINDER 577 GeometryMajorRadius = 35.0 578 GeometryHeight = 30.0 579 GeometryIsSmall = No 580 Shadow = SHADOW_VOLUME 581 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 582 583 End 584 585 586 587 588 589 590 591 ;------------------------------------------------------------------------------ 592 Object Nuke_ChinaHelixGattlingCannon 593 594 ; *** ART Parameters *** 595 SelectPortrait = SNGatTower_L 596 ButtonImage = SNGatTower 597 598 ;UpgradeCameo1 = Upgrade_Nationalism 599 UpgradeCameo1 = Upgrade_ChinaUraniumShells 600 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 601 ;UpgradeCameo4 = NONE 602 UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon 603 604 605 Draw = W3DDependencyModelDraw ModuleTag_01 606 OkToChangeModelColor = Yes 607 AttachToBoneInContainer = CHASSISBONE 608 609 DefaultConditionState 610 Model = NVHelix_G 611 Turret = TURRET01 612 TurretPitch = TURRETEL 613 WeaponFireFXBone = PRIMARY Muzzle 614 WeaponMuzzleFlash = PRIMARY MuzzleFX 615 End 616 ConditionState = CONTINUOUS_FIRE_SLOW 617 Model = NVHelix_G 618 Animation = NVHelix_G.NVHelix_G 619 AnimationMode = LOOP 620 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 621 End 622 ConditionState = CONTINUOUS_FIRE_MEAN 623 Model = NVHelix_G 624 Animation = NVHelix_G.NVHelix_G 625 AnimationMode = LOOP 626 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 627 End 628 ConditionState = CONTINUOUS_FIRE_FAST 629 Model = NVHelix_G 630 Animation = NVHelix_G.NVHelix_G 631 AnimationMode = LOOP 632 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 633 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 634 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 635 End 636 637 ConditionState = REALLYDAMAGED 638 Model = NVHelix_GD 639 Turret = TURRET01 640 TurretPitch = TURRETEL 641 WeaponFireFXBone = PRIMARY Muzzle 642 WeaponMuzzleFlash = PRIMARY MuzzleFX 643 ParticleSysBone = Smoke01 SmokeFactionMedium 644 ParticleSysBone = Smoke02 SmokeFactionMedium 645 ParticleSysBone = Smoke03 SmokeFactionMedium 646 ParticleSysBone = SparkM01 SparksMedium 647 ParticleSysBone = SparkM02 SparksMedium 648 End 649 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 650 Model = NVHelix_GD 651 Animation = NVHelix_GD.NVHelix_GD 652 AnimationMode = LOOP 653 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 654 End 655 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 656 Model = NVHelix_GD 657 Animation = NVHelix_GD.NVHelix_GD 658 AnimationMode = LOOP 659 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 660 End 661 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED 662 Model = NVHelix_GD 663 Animation = NVHelix_GD.NVHelix_GD 664 AnimationMode = LOOP 665 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 666 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 667 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 668 End 669 670 End 671 672 ; ***DESIGN parameters *** 673 Side = ChinaNukeGeneral 674 EditorSorting = SYSTEM 675 TransportSlotCount = 1 676 WeaponSet 677 Conditions = None 678 Weapon = PRIMARY GattlingBuildingGun 679 PreferredAgainst = PRIMARY INFANTRY 680 Weapon = SECONDARY GattlingBuildingGunAir 681 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 682 End 683 684 ArmorSet 685 Conditions = None 686 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 687 End 688 VisionRange = 200 689 690 ; *** AUDIO Parameters *** 691 UnitSpecificSounds 692 TurretMoveStart = NoSound 693 TurretMoveLoop = NoSound ;TurretMoveLoop 694 VoiceRapidFire = NoSound 695 End 696 697 ; *** ENGINEERING Parameters *** 698 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 699 700 Body = StructureBody ModuleTag_02 701 MaxHealth = 100.0 702 InitialHealth = 100.0 703 End 704 705 706 Behavior = StealthDetectorUpdate ModuleTag_SDU 707 DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) 708 DetectionRange = 200 709 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 710 CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network. 711 End 712 713 714 Behavior = AIUpdateInterface ModuleTag_03 715 Turret 716 ControlledWeaponSlots = PRIMARY 717 TurretTurnRate = 60 // turn rate, in degrees per sec 718 TurretPitchRate = 60 719 AllowsPitch = Yes 720 End 721 AutoAcquireEnemiesWhenIdle = Yes 722 End 723 724 Behavior = DestroyDie ModuleTag_04 725 ;nothing 726 End 727 728 Behavior = WeaponBonusUpgrade ModuleTag_05 729 TriggeredBy = Upgrade_ChinaChainGuns 730 End 731 732 733 Geometry = BOX 734 GeometryMajorRadius = 8.0 735 GeometryMinorRadius = 8.0 736 GeometryHeight = 9.0 737 GeometryIsSmall = No 738 Shadow = SHADOW_VOLUME 739 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 740 741 End 742 743 ;------------------------------------------------------------------------------ 744 Object Nuke_ChinaHelixPropagandaTower 745 746 ; *** ART Parameters *** 747 SelectPortrait = SNPropSpeaker_L 748 ButtonImage = SNPropSpeaker 749 750 UpgradeCameo1 = Upgrade_Nationalism 751 UpgradeCameo2 = Upgrade_ChinaUraniumShells 752 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 753 ;UpgradeCameo4 = NONE 754 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 755 756 Draw = W3DDependencyModelDraw ModuleTag_01 757 OkToChangeModelColor = Yes 758 AttachToBoneInContainer = CHASSISBONE 759 760 ConditionState = NONE 761 Model = NVHELIX_S 762 Animation = NVHELIX_S.NVHELIX_S 763 AnimationMode = LOOP 764 End 765 ConditionState = REALLYDAMAGED 766 Model = NVHELIX_SD 767 ParticleSysBone = Smoke01 SmolderingSmoke 768 ParticleSysBone = Smoke02 SmolderingSmoke 769 ParticleSysBone = Flame01 SmolderingFire 770 ParticleSysBone = Flame01 SmolderingFlameCore 771 ParticleSysBone = Spark01 LiveWireSparks 772 End 773 ; night 774 ConditionState = NIGHT 775 Model = NVHELIX_S 776 Animation = NVHELIX_S.NVHELIX_S 777 AnimationMode = LOOP 778 End 779 End 780 781 PlacementViewAngle = -45 782 783 ; ***DESIGN parameters *** 784 Side = ChinaNukeGeneral 785 EditorSorting = SYSTEM 786 TransportSlotCount = 1 787 788 ArmorSet 789 Conditions = None 790 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 791 End 792 VisionRange = 200 793 794 ; *** AUDIO Parameters *** 795 UnitSpecificSounds 796 TurretMoveStart = NoSound 797 TurretMoveLoop = NoSound ;TurretMoveLoop 798 End 799 800 ; *** ENGINEERING Parameters *** 801 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 802 Body = StructureBody ModuleTag_02 803 MaxHealth = 100.0 804 InitialHealth = 100.0 805 End 806 807 Behavior = AIUpdateInterface ModuleTag_03 808 ;<No Data> 809 End 810 811 Behavior = PropagandaTowerBehavior ModuleTag_04 812 Radius = 150.0 813 DelayBetweenUpdates = 2000 ; in milliseconds 814 HealPercentEachSecond = 1% ; get this % of max health every second 815 PulseFX = FX_HelixPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 816 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 817 UpgradedHealPercentEachSecond = 2% ; get this % of max health every second 818 UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 819 820 End 821 822 Behavior = DestroyDie ModuleTag_05 823 ;<No Data> 824 End 825 826 Geometry = BOX 827 GeometryMajorRadius = 6.0 828 GeometryMinorRadius = 6.0 829 GeometryHeight = 10.0 830 GeometryIsSmall = No 831 Shadow = SHADOW_VOLUME 832 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 833 834 End 835 836 ;------------------------------------------------------------------------------ 837 Object Nuke_ChinaHelixBattleBunker 838 839 ; *** ART Parameters *** 840 SelectPortrait = SNBunker_L 841 ButtonImage = SNBunker 842 843 ;UpgradeCameo1 = Upgrade_Nationalism 844 UpgradeCameo1 = Upgrade_ChinaUraniumShells 845 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 846 ;UpgradeCameo4 = NONE 847 UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker 848 849 Draw = W3DDependencyModelDraw ModuleTag_01 850 OkToChangeModelColor = Yes 851 AttachToBoneInContainer = CHASSISBONE 852 853 ConditionState = NONE 854 Model = NVHELIX_B 855 End 856 ConditionState = REALLYDAMAGED 857 Model = NVHELIX_BD 858 ParticleSysBone = Smoke01 SmolderingSmoke 859 ParticleSysBone = Smoke02 SmolderingSmoke 860 ParticleSysBone = Flame01 SmolderingFire 861 ParticleSysBone = Flame01 SmolderingFlameCore 862 ParticleSysBone = Spark01 LiveWireSparks 863 End 864 ; night 865 ConditionState = NIGHT 866 Model = NVHELIX_B 867 End 868 ConditionState = NIGHT REALLYDAMAGED 869 Model = NVHELIX_BD 870 ParticleSysBone = Smoke01 SmolderingSmoke 871 ParticleSysBone = Smoke02 SmolderingSmoke 872 ParticleSysBone = Flame01 SmolderingFire 873 ParticleSysBone = Flame01 SmolderingFlameCore 874 ParticleSysBone = Spark01 LiveWireSparks 875 End 876 End 877 878 PlacementViewAngle = -45 879 880 ; ***DESIGN parameters *** 881 Side = ChinaNukeGeneral 882 EditorSorting = SYSTEM 883 TransportSlotCount = 1 884 885 ArmorSet 886 Conditions = None 887 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 888 End 889 VisionRange = 200 890 891 ; *** AUDIO Parameters *** 892 UnitSpecificSounds 893 TurretMoveStart = NoSound 894 TurretMoveLoop = NoSound ;TurretMoveLoop 895 VoiceUnload = OverlordTankVoiceUnload 896 End 897 898 ; *** ENGINEERING Parameters *** 899 KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI 900 Body = StructureBody ModuleTag_02 901 MaxHealth = 100.0 902 InitialHealth = 100.0 903 End 904 905 906 Behavior = DestroyDie ModuleTag_04 907 ;nothing 908 End 909 910 Geometry = BOX 911 GeometryMajorRadius = 6.0 912 GeometryMinorRadius = 6.0 913 GeometryHeight = 10.0 914 GeometryIsSmall = No 915 Shadow = SHADOW_VOLUME 916 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 917 918 End 919 920 921 922 923 924 925 ;------------------------------------------------------------------------------ 926 Object Nuke_ChinaJetMIG 927 928 ; *** ART Parameters *** 929 SelectPortrait = T1 930 ButtonImage = T1 931 932 UpgradeCameo1 = Upgrade_ChinaAircraftArmor 933 UpgradeCameo2 = Upgrade_ChinaBlackNapalm 934 UpgradeCameo3 = Upgrade_ChinaTacticalNukeMig 935 ;UpgradeCameo4 = NONE 936 ;UpgradeCameo5 = NONE 937 938 Draw = W3DModelDraw ModuleTag_01 939 940 OkToChangeModelColor = Yes 941 942 DefaultConditionState 943 Model = Su-30mk 944 HideSubObject = BurnerFX01 BurnerFX02 945 WeaponLaunchBone = PRIMARY WeaponA 946 End 947 948 ConditionState = JETEXHAUST 949 ParticleSysBone = Wingtip01 JetContrail 950 ParticleSysBone = Wingtip02 JetContrail 951 End 952 953 ConditionState = JETEXHAUST JETAFTERBURNER 954 ShowSubObject = BurnerFX01 BurnerFX02 955 ParticleSysBone = Exhaust01 JetExhaust 956 ParticleSysBone = Exhaust02 JetExhaust 957 ParticleSysBone = Wingtip01 JetContrail 958 ParticleSysBone = Wingtip02 JetContrail 959 End 960 961 ConditionState = REALLYDAMAGED 962 Model = Su-30mk 963 ParticleSysBone = Wingtip01 JetContrail 964 ParticleSysBone = Wingtip02 JetContrail 965 End 966 967 ConditionState = RUBBLE 968 Model = Su-30mk 969 End 970 971 ConditionState = REALLYDAMAGED JETEXHAUST 972 Model = Su-30mk 973 ParticleSysBone = Wingtip01 JetContrail 974 ParticleSysBone = Wingtip02 JetContrail 975 End 976 977 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 978 Model = Su-30mk 979 ShowSubObject = BurnerFX01 BurnerFX02 980 ParticleSysBone = Engine01 JetExhaust 981 ParticleSysBone = Engine02 JetExhaust 982 ParticleSysBone = Wingtip01 JetContrail 983 ParticleSysBone = Wingtip02 JetContrail 984 End 985 986 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 987 ; @todo srj -- model missing 988 ;Model = NVMIG_D1B 989 Model = Su-30mk 990 ;HideSubObject is needed cause there're inherited from default condition state 991 HideSubObject = None 992 ShowSubObject = None 993 ParticleSysBone = Engine01 JetExhaust 994 ParticleSysBone = Engine02 JetExhaust 995 ParticleSysBone = Wingtip01 JetContrail 996 ParticleSysBone = Wingtip02 JetContrail 997 End 998 999 End 1000 1001 ; ***DESIGN parameters *** 1002 DisplayName = OBJECT:MIG 1003 EditorSorting = VEHICLE 1004 Side = ChinaNukeGeneral 1005 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1006 VisionRange = 200.0 1007 ShroudClearingRange = 300.0 1008 1009 Prerequisites 1010 Object = Nuke_ChinaAirfield 1011 End 1012 1013 WeaponSet 1014 Conditions = None 1015 Weapon = PRIMARY Nuke_MiGMissileWeapon 1016 End 1017 1018 WeaponSet 1019 Conditions = PLAYER_UPGRADE 1020 Weapon = PRIMARY Nuke_NukeMissileWeapon 1021 End 1022 1023 ArmorSet 1024 Conditions = None 1025 Armor = AirplaneArmor 1026 DamageFX = None 1027 End 1028 1029 BuildCost = 1400 1030 BuildTime = 10 1031 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1032 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 1033 IsTrainable = Yes ;Can gain experience 1034 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1035 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1036 CommandSet = ChinaJetMIGCommandSet 1037 1038 ; *** AUDIO Parameters *** 1039 VoiceSelect = MigVoiceSelect 1040 VoiceMove = MigVoiceMove 1041 VoiceAttack = MigVoiceAttack 1042 VoiceAttackAir = MigVoiceAttackAir 1043 VoiceGuard = MigVoiceAirPatrol 1044 SoundAmbient = MigAmbientLoop 1045 UnitSpecificSounds 1046 VoiceCreate = MigVoiceCreate 1047 Afterburner = RaptorAfterburner 1048 VoiceGarrison = MigVoiceMove 1049 End 1050 1051 ; *** ENGINEERING Parameters *** 1052 RadarPriority = UNIT 1053 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1054 Body = ActiveBody ModuleTag_02 1055 MaxHealth = 160.0 1056 InitialHealth = 160.0 1057 End 1058 1059 Behavior = JetSlowDeathBehavior ModuleTag_03 1060 FXOnGroundDeath = FX_JetOnGroundDeath 1061 OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp 1062 DestructionDelay = 99999999 ; destruction will happen when we 1063 RollRate = 0.2 1064 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1065 PitchRate = 0.0 1066 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1067 FXInitialDeath = FX_MigDeathInitial 1068 OCLInitialDeath = OCL_MIGDeathInitial 1069 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1070 FXSecondary = FX_JetDeathSecondary 1071 OCLSecondary = OCL_MIGDeathSecondary 1072 FXHitGround = FX_JetDeathHitGround 1073 OCLHitGround = OCL_MIGDeathHitGround 1074 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1075 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1076 OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp 1077 End 1078 1079 Behavior = WeaponSetUpgrade ModuleTag_04 1080 TriggeredBy = Upgrade_ChinaTacticalNukeMig 1081 End 1082 1083 Behavior = PhysicsBehavior ModuleTag_05 1084 Mass = 500.0 1085 End 1086 1087 Behavior = JetAIUpdate ModuleTag_06 1088 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1089 ; note that it's expressed as a percent of max health, not an absolute 1090 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1091 TakeoffPause = 500 1092 MinHeight = 5 1093 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1094 End 1095 1096 Locomotor = SET_NORMAL MIGLocomotor 1097 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1098 1099 1100 Behavior = FlammableUpdate ModuleTag_08 1101 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1102 AflameDamageAmount = 3 ; taking this much damage... 1103 AflameDamageDelay = 500 ; this often. 1104 End 1105 1106 Behavior = TransitionDamageFX ModuleTag_09 1107 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1108 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1109 End 1110 1111 Behavior = MaxHealthUpgrade ModuleTag_10 1112 TriggeredBy = Upgrade_ChinaAircraftArmor 1113 AddMaxHealth = 40.0 1114 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 1115 End 1116 1117 Scale = 1.10 ;Scaling 1118 GeometryMajorRadius = 1.0 1119 GeometryMinorRadius = 1.0 1120 GeometryHeight = 8.0 1121 1122 Geometry = Box 1123 GeometryIsSmall = Yes 1124 GeometryMajorRadius = 14.0 1125 GeometryMinorRadius = 7.0 1126 GeometryHeight = 5.0 1127 Shadow = SHADOW_VOLUME 1128 1129 Shadow = SHADOW_VOLUME 1130 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1131 1132 End 1133 1134 1135 1136 1137 ;------------------------------------------------------------------------------ 1138 Object Nuke_ChinaJetCargoPlane 1139 1140 ; *** ART Parameters *** 1141 Draw = W3DModelDraw ModuleTag_01 1142 DefaultConditionState 1143 Model = NVCargoPln 1144 Animation = NVCargoPln.NVCargoPln 1145 AnimationMode = LOOP 1146 ParticleSysBone = Propeller01 JetBlackTrailThin 1147 ParticleSysBone = Propeller02 JetBlackTrailThin 1148 ParticleSysBone = Propeller03 JetBlackTrailThin 1149 ParticleSysBone = Propeller04 JetBlackTrailThin 1150 ParticleSysBone = WingTip01 JetContrailThin 1151 ParticleSysBone = WingTip02 JetContrailThin 1152 End 1153 ConditionState = DAMAGED 1154 Model = NVCargoPln_D 1155 Animation = NVCargoPln_D.NVCargoPln_D 1156 AnimationMode = MANUAL 1157 Flags = START_FRAME_FIRST 1158 ParticleSysBone = Smoke01 JetFireLarge 1159 ParticleSysBone = Smoke03 JetFireLarge 1160 ParticleSysBone = Propeller01 JetBlackTrailThin 1161 ParticleSysBone = Propeller02 JetBlackTrailThin 1162 ParticleSysBone = Propeller03 JetBlackTrailThin 1163 ParticleSysBone = Propeller04 JetBlackTrailThin 1164 ParticleSysBone = Smoke01 JetSmokeLarge 1165 ParticleSysBone = Smoke03 JetSmokeLarge 1166 ParticleSysBone = WingTip01 JetContrailThin 1167 ParticleSysBone = WingTip02 JetContrailThin 1168 End 1169 ConditionState = REALLYDAMAGED 1170 Model = NVCargoPln_D 1171 Animation = NVCargoPln_D.NVCargoPln_D 1172 AnimationMode = MANUAL 1173 Flags = START_FRAME_FIRST 1174 ParticleSysBone = Smoke01 JetFireLarge 1175 ParticleSysBone = Smoke03 JetFireLarge 1176 ParticleSysBone = Smoke04 JetFireLarge 1177 ParticleSysBone = Propeller03 JetBlackTrailThin 1178 ParticleSysBone = Propeller04 JetBlackTrailThin 1179 ParticleSysBone = Smoke01 JetSmokeLarge 1180 ParticleSysBone = Smoke03 JetSmokeLarge 1181 ParticleSysBone = Smoke04 JetSmokeLarge 1182 ParticleSysBone = WingTip01 JetContrailThin 1183 ParticleSysBone = WingTip02 JetContrailThin 1184 End 1185 ConditionState = RUBBLE 1186 Model = NVCargoPln_D1 1187 ParticleSysBone = Smoke01 JetFireLarge 1188 ParticleSysBone = Smoke06 JetFireLarge 1189 ParticleSysBone = Smoke03 JetFireLarge 1190 ParticleSysBone = Smoke04 JetFireLarge 1191 ParticleSysBone = Smoke01 JetSmokeLarge 1192 ParticleSysBone = Smoke06 JetSmokeLarge 1193 ParticleSysBone = Smoke03 JetSmokeLarge 1194 ParticleSysBone = Smoke04 JetSmokeLarge 1195 End 1196 1197 OkToChangeModelColor = Yes 1198 ParticlesAttachedToAnimatedBones = Yes 1199 1200 End 1201 1202 Draw = W3DModelDraw ModuleTag_02 1203 DefaultConditionState 1204 Model = NVCargoPln_A2 1205 Animation = NVCargoPln_A2.NVCargoPln_A2 1206 AnimationMode = MANUAL 1207 Flags = START_FRAME_FIRST 1208 End 1209 ConditionState = DOOR_1_OPENING 1210 Model = NVCargoPln_A2 1211 Animation = NVCargoPln_A2.NVCargoPln_A2 1212 AnimationMode = ONCE 1213 Flags = START_FRAME_FIRST 1214 End 1215 ConditionState = DOOR_1_CLOSING 1216 Model = NVCargoPln_A2 1217 Animation = NVCargoPln_A2.NVCargoPln_A2 1218 AnimationMode = ONCE_BACKWARDS 1219 Flags = START_FRAME_LAST 1220 End 1221 End 1222 1223 1224 ; ***DESIGN parameters *** 1225 DisplayName = OBJECT:CargoPlane 1226 EditorSorting = VEHICLE 1227 Side = ChinaNukeGeneral 1228 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1229 VisionRange = 0.0 1230 ArmorSet 1231 Conditions = None 1232 Armor = AirplaneArmor 1233 DamageFX = None 1234 End 1235 CommandSet = Command_ScriptedTransportDrops 1236 1237 ; *** AUDIO Parameters *** 1238 SoundAmbient = C130AmbientLoop 1239 SoundAmbientRubble = NoSound 1240 1241 ; *** ENGINEERING Parameters *** 1242 RadarPriority = UNIT 1243 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED 1244 Body = ActiveBody ModuleTag_03 1245 MaxHealth = 1000.0 1246 InitialHealth = 1000.0 1247 End 1248 1249 ExperienceValue = 40 40 40 40 ; Experience point value at each level 1250 1251 Behavior = PhysicsBehavior ModuleTag_04 1252 Mass = 500.0 1253 End 1254 1255 Behavior = DeliverPayloadAIUpdate ModuleTag_05 1256 DoorDelay = 500 1257 MaxAttempts = 4 1258 DropOffset = X:0 Y:0 Z:-10 1259 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) 1260 PutInContainer = AmericaParachute 1261 DeliveryDistance = 150 1262 End 1263 Locomotor = SET_NORMAL B52Locomotor 1264 1265 Behavior = TransportContain ModuleTag_06 1266 Slots = 100 ; hey, it's a BIG transport 1267 ScatterNearbyOnExit = No 1268 OrientLikeContainerOnExit = Yes 1269 KeepContainerVelocityOnExit = Yes 1270 ExitPitchRate = 30 1271 ExitBone = WeaponA01 1272 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 1273 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 1274 NumberOfExitPaths = 0 1275 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 1276 End 1277 1278 ;SCRIPTED SUPPORT: These special powers are triggered directly 1279 ;from the transport without creating a transport. This is done 1280 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 1281 ;which also prevents creating the payload transport. 1282 Behavior = OCLSpecialPower ModuleTag_07 1283 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 1284 OCL = SUPERWEAPON_DaisyCutter 1285 CreateLocation = USE_OWNER_OBJECT 1286 ScriptedSpecialPowerOnly = Yes 1287 End 1288 Behavior = OCLSpecialPower ModuleTag_08 1289 SpecialPowerTemplate = SuperweaponParadropAmerica 1290 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 1291 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 1292 OCL = SUPERWEAPON_Paradrop1 1293 CreateLocation = USE_OWNER_OBJECT 1294 ScriptedSpecialPowerOnly = Yes 1295 End 1296 Behavior = OCLSpecialPower ModuleTag_09 1297 SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb ;available at level 3 instead of 8 1298 OCL = Nuke_SUPERWEAPON_ChinaCarpetBomb 1299 CreateLocation = USE_OWNER_OBJECT 1300 ScriptedSpecialPowerOnly = Yes 1301 End 1302 Behavior = OCLSpecialPower ModuleTag_10 1303 SpecialPowerTemplate = SuperweaponClusterMines 1304 OCL = SUPERWEAPON_ClusterMines 1305 CreateLocation = USE_OWNER_OBJECT 1306 ScriptedSpecialPowerOnly = Yes 1307 End 1308 Behavior = OCLSpecialPower ModuleTag_11 1309 SpecialPowerTemplate = SuperweaponEMPPulse 1310 OCL = SUPERWEAPON_EMPPulse 1311 CreateLocation = USE_OWNER_OBJECT 1312 ScriptedSpecialPowerOnly = Yes 1313 End 1314 1315 Behavior = JetSlowDeathBehavior ModuleTag_12 1316 DestructionDelay = 2000 1317 RollRate = 0.0 1318 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1319 PitchRate = 0 1320 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1321 FXInitialDeath = FX_JetBigDeathInitial 1322 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 1323 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 1324 OCLSecondary = OCL_AmericaJetCargoHulkDeath 1325 FXSecondary = FX_BigPlaneDeath 1326 End 1327 1328 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13 1329 ;;;;;;;; End 1330 1331 Behavior = TransitionDamageFX ModuleTag_14 1332 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1333 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1334 End 1335 1336 Geometry = Box 1337 GeometryIsSmall = No 1338 GeometryMajorRadius = 40.0 1339 GeometryMinorRadius = 10.0 1340 GeometryHeight = 10.0 1341 Shadow = SHADOW_VOLUME 1342 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1343 1344 End 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 ;------------------------------------------------------------------------------ 1410 Object Nuke_ChinaInfantryRedguard 1411 1412 ; *** ART Parameters *** 1413 SelectPortrait = SNRedGuard_L 1414 ButtonImage = SNRedGuard_L 1415 1416 UpgradeCameo1 = Upgrade_Nationalism 1417 UpgradeCameo2 = Upgrade_InfantryCaptureBuilding 1418 ;UpgradeCameo3 = NONE 1419 ;UpgradeCameo4 = NONE 1420 ;UpgradeCameo5 = NONE 1421 1422 Draw = W3DModelDraw ModuleTag_01 1423 1424 OkToChangeModelColor = Yes 1425 1426 ; this says "we don't use these condition states at all, so completely 1427 ; ignore them for purposes of matchmaking"... this is useful to help 1428 ; reduce the number of AliasConditionState clauses you must add in 1429 ; order to avoid ambiguity in some cases. 1430 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 1431 1432 ; ------- Standing-Around Animations 1433 1434 DefaultConditionState 1435 Model = NICNSC_SKN 1436 IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 1437 IdleAnimation = NICNSC_SKL.NICNSC_IDA 1438 IdleAnimation = NICNSC_SKL.NICNSC_IDB 1439 AnimationMode = ONCE 1440 WeaponFireFXBone = PRIMARY Muzzle 1441 WeaponMuzzleFlash = PRIMARY MuzzleFX 1442 TransitionKey = TRANS_Stand 1443 End 1444 1445 ConditionState = REALLYDAMAGED 1446 IdleAnimation = NICNSC_SKL.NICNSC_STB 1447 AnimationMode = ONCE 1448 TransitionKey = TRANS_StandDamaged 1449 End 1450 1451 ; ------- Machine Gun Animations 1452 1453 ConditionState = USING_WEAPON_A 1454 Animation = NICNSC_SKL.NICNSC_ATA 1455 AnimationMode = LOOP 1456 TransitionKey = TRANS_Firing 1457 End 1458 1459 ConditionState = USING_WEAPON_A REALLYDAMAGED 1460 Animation = NICNSC_SKL.NICNSC_ATC 1461 AnimationMode = LOOP 1462 TransitionKey = TRANS_FiringDamaged 1463 End 1464 1465 1466 ; ------- Firing-related Transitions 1467 1468 TransitionState = TRANS_Firing TRANS_FiringDamaged 1469 Animation = NICNSC_SKL.NICNSC_AA2AC 1470 AnimationMode = ONCE 1471 End 1472 1473 TransitionState = TRANS_Stand TRANS_Firing 1474 Animation = NICNSC_SKL.NICNSC_SA2AA 1475 AnimationMode = ONCE 1476 End 1477 1478 TransitionState = TRANS_Firing TRANS_Stand 1479 Animation = NICNSC_SKL.NICNSC_AA2SA 1480 AnimationMode = ONCE 1481 End 1482 1483 TransitionState = TRANS_StandDamaged TRANS_FiringDamaged 1484 Animation = NICNSC_SKL.NICNSC_ATCST 1485 AnimationMode = ONCE 1486 End 1487 1488 TransitionState = TRANS_FiringDamaged TRANS_StandDamaged 1489 Animation = NICNSC_SKL.NICNSC_ATCED 1490 AnimationMode = ONCE 1491 End 1492 1493 1494 ; ------------- Damage Transitions -------------------- 1495 TransitionState = TRANS_StandDamaged TRANS_RunDamaged 1496 Animation = NICNSC_SKL.NICNSC_AA2AC 1497 AnimationMode = ONCE 1498 AnimationSpeedFactorRange = 2 2 1499 End 1500 TransitionState = TRANS_RunDamaged TRANS_StandDamaged 1501 Animation = NICNSC_SKL.NICNSC_AA2AC 1502 AnimationMode = ONCE_BACKWARDS 1503 AnimationSpeedFactorRange = 2 2 1504 Flags = START_FRAME_LAST 1505 End 1506 TransitionState = TRANS_Stand TRANS_StandDamaged 1507 Animation = NICNSC_SKL.NICNSC_AA2SA 1508 AnimationMode = ONCE_BACKWARDS 1509 AnimationSpeedFactorRange = 4 5 1510 Flags = START_FRAME_LAST 1511 End 1512 1513 1514 1515 1516 ; ------- Bayonet Animations 1517 1518 ConditionState = PREATTACK_C 1519 Animation = NICNSC_SKL.NICNSC_ATB1 1520 AnimationMode = ONCE 1521 TransitionKey = TRANS_Stab 1522 End 1523 AliasConditionState = PREATTACK_C MOVING 1524 AliasConditionState = PREATTACK_C FIRING_C 1525 AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_C 1526 1527 ConditionState = FIRING_C 1528 Animation = NICNSC_SKL.NICNSC_ATB2 1529 AnimationMode = ONCE 1530 ; this is basically a trick: this guy has a nontrivial animation for firing, 1531 ; and a long recycle time between shots. we want him to finish his fire animation 1532 ; (unless he's ordered to do something else), so this is just a handy trick that 1533 ; says, "if the previous state had this transition key, allow it to finish before 1534 ; switching to us, if possible". 1535 WaitForStateToFinishIfPossible = TRANS_Stab 1536 End 1537 AliasConditionState = BETWEEN_FIRING_SHOTS_C 1538 AliasConditionState = RELOADING_C 1539 1540 ; ------- Parachuting Animations 1541 1542 ConditionState = FREEFALL 1543 Animation = NICNSC_SKL.NICNSC_POP 1544 AnimationMode = MANUAL 1545 Flags = START_FRAME_FIRST 1546 TransitionKey = TRANS_Falling 1547 End 1548 AliasConditionState = FREEFALL REALLYDAMAGED 1549 AliasConditionState = FREEFALL DYING 1550 1551 ConditionState = PARACHUTING 1552 Animation = NICNSC_SKL.NICNSC_PHG 1553 AnimationMode = LOOP 1554 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 1555 TransitionKey = TRANS_Chute 1556 End 1557 AliasConditionState = PARACHUTING REALLYDAMAGED 1558 AliasConditionState = PARACHUTING DYING 1559 1560 TransitionState = TRANS_Falling TRANS_Chute 1561 Animation = NICNSC_SKL.NICNSC_POP 1562 AnimationMode = ONCE 1563 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 1564 End 1565 1566 TransitionState = TRANS_Chute TRANS_Stand 1567 Animation = NICNSC_SKL.NICNSC_PTD 1568 AnimationMode = ONCE 1569 End 1570 1571 ; ------- Movement Animations 1572 1573 ConditionState = MOVING 1574 Animation = NICNSC_SKL.NICNSC_RNA 26 1575 AnimationMode = LOOP 1576 Flags = RANDOMSTART 1577 TransitionKey = None 1578 ParticleSysBone = None InfantryDustTrails 1579 End 1580 AliasConditionState = MOVING ATTACKING 1581 1582 ConditionState = MOVING REALLYDAMAGED 1583 Animation = NICNSC_SKL.NICNSC_RNB 28 1584 AnimationMode = LOOP 1585 Flags = RANDOMSTART 1586 TransitionKey = TRANS_RunDamaged 1587 TransitionKey = None 1588 End 1589 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 1590 1591 ; ------- Bldg-capture 1592 1593 ConditionState = UNPACKING 1594 Model = NICNSC_F_SKN 1595 Animation = NICNSC_F_SKL.NICNSC_F_FDP1 1596 AnimationMode = ONCE 1597 End 1598 AliasConditionState = UNPACKING REALLYDAMAGED 1599 1600 ConditionState = RAISING_FLAG 1601 Model = NICNSC_F_SKN 1602 Animation = NICNSC_F_SKL.NICNSC_F_FDP2 1603 AnimationMode = ONCE 1604 TransitionKey = TRANS_Raising 1605 End 1606 AliasConditionState = RAISING_FLAG REALLYDAMAGED 1607 1608 ConditionState = PACKING 1609 Model = NICNSC_F_SKN 1610 Animation = NICNSC_F_SKL.NICNSC_F_FDP1 1611 AnimationMode = ONCE_BACKWARDS 1612 Flags = START_FRAME_LAST 1613 TransitionKey = TRANS_Packing 1614 End 1615 AliasConditionState = PACKING REALLYDAMAGED 1616 1617 TransitionState = TRANS_Raising TRANS_Packing 1618 Model = NICNSC_F_SKN 1619 Animation = NICNSC_F_SKL.NICNSC_F_FDP2 1620 AnimationMode = ONCE_BACKWARDS 1621 Flags = START_FRAME_LAST 1622 End 1623 1624 ; ------- Dying Animations 1625 1626 ConditionState = DYING 1627 Animation = NICNSC_SKL.NICNSC_DTA 1628 Animation = NICNSC_SKL.NICNSC_DTB 1629 AnimationMode = ONCE 1630 TransitionKey = TRANS_Dying 1631 End 1632 1633 TransitionState = TRANS_Dying TRANS_Flailing 1634 Animation = NICNSC_SKL.NICNSC_ATDE1 1635 AnimationMode = ONCE 1636 End 1637 1638 ConditionState = DYING EXPLODED_FLAILING 1639 Animation = NICNSC_SKL.NICNSC_ATDE2 1640 AnimationMode = LOOP 1641 TransitionKey = TRANS_Flailing 1642 End 1643 1644 ConditionState = DYING EXPLODED_BOUNCING 1645 Animation = NICNSC_SKL.NICNSC_ATDE3 1646 AnimationMode = ONCE 1647 TransitionKey = None 1648 End 1649 1650 ; ------- Misc Animations 1651 1652 ConditionState = SPECIAL_CHEERING 1653 Animation = NICNSC_SKL.NICNSC_CHA 1654 AnimationMode = LOOP 1655 End 1656 1657 End 1658 1659 ; ***DESIGN parameters *** 1660 DisplayName = OBJECT:Redguard 1661 Side = ChinaNukeGeneral 1662 EditorSorting = INFANTRY 1663 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1664 WeaponSet 1665 Conditions = None 1666 Weapon = PRIMARY RedguardMachineGun 1667 End 1668 ArmorSet 1669 Conditions = None 1670 Armor = HumanArmor 1671 DamageFX = InfantryDamageFX 1672 End 1673 VisionRange = 100 1674 ShroudClearingRange = 200 1675 Prerequisites 1676 Object = Nuke_ChinaBarracks 1677 End 1678 BuildCost = 350 1679 BuildTime = 12.0 ;in seconds 1680 1681 ExperienceValue = 5 5 10 20 ;Experience point value at each level 1682 ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level 1683 IsTrainable = Yes ;Can gain experience 1684 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1685 CommandSet = ChinaInfantryRedguardCommandSet 1686 1687 ; *** AUDIO Parameters *** 1688 VoiceSelect = RedGuardVoiceSelect 1689 VoiceMove = RedGuardVoiceMove 1690 VoiceGuard = RedGuardVoiceMove 1691 VoiceAttack = RedGuardVoiceAttack 1692 VoiceGroupSelect = BattleCrySound 1693 VoiceFear = RedGuardVoiceFear 1694 VoiceTaskComplete = RedGuardVoiceCaptureComplete 1695 UnitSpecificSounds 1696 VoiceMelee = RedGuardVoiceAttackBayonet 1697 VoiceGarrison = RedGuardVoiceGarrison 1698 VoiceCreate = RedGuardVoiceCreate 1699 VoiceSubdue = RedGuardVoiceSubdue 1700 VoiceEnter = RedGuardVoiceMove 1701 VoiceEnterHostile = RedGuardVoiceMove 1702 VoiceGetHealed = RedGuardVoiceMove 1703 End 1704 1705 ; *** ENGINEERING Parameters *** 1706 RadarPriority = UNIT 1707 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE 1708 1709 Body = ActiveBody ModuleTag_02 1710 MaxHealth = 120.0 1711 InitialHealth = 120.0 1712 End 1713 1714 Behavior = VeterancyGainCreate ModuleTag_03 1715 StartingLevel = VETERAN 1716 ScienceRequired = SCIENCE_RedGuardTraining 1717 End 1718 1719 Behavior = AIUpdateInterface ModuleTag_04 1720 AutoAcquireEnemiesWhenIdle = Yes 1721 End 1722 1723 Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit. 1724 End 1725 1726 Locomotor = SET_NORMAL RedguardLocomotor 1727 1728 Behavior = HordeUpdate ModuleTag_06 1729 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 1730 UpdateRate = 1000 ; how often to recheck horde status (msec) 1731 Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 1732 KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness 1733 AlliesOnly = Yes ; do we only count allies towards horde status? 1734 ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) 1735 Count = 5 ; how many units must be within Radius to grant us horde-ness 1736 Action = HORDE ; when horde-ing, grant us the HORDE bonus 1737 End 1738 Behavior = PhysicsBehavior ModuleTag_07 1739 Mass = 5.0 1740 End 1741 1742 Behavior = SquishCollide ModuleTag_10 1743 ;nothing 1744 End 1745 1746 ; --- begin Death modules --- 1747 Behavior = SlowDeathBehavior ModuleTag_Death01 1748 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 1749 SinkDelay = 3000 1750 SinkRate = 0.5 ; in Dist/Sec 1751 DestructionDelay = 8000 1752 FX = INITIAL FX_RedGuardDie 1753 End 1754 Behavior = SlowDeathBehavior ModuleTag_Death02 1755 DeathTypes = NONE +CRUSHED +SPLATTED 1756 SinkDelay = 3000 1757 SinkRate = 0.5 ; in Dist/Sec 1758 DestructionDelay = 8000 1759 FX = INITIAL FX_GIDieCrushed 1760 End 1761 Behavior = SlowDeathBehavior ModuleTag_Death03 1762 DeathTypes = NONE +EXPLODED 1763 SinkDelay = 3000 1764 SinkRate = 0.5 ; in Dist/Sec 1765 DestructionDelay = 8000 1766 FX = INITIAL FX_RedGuardDie 1767 FlingForce = 8 1768 FlingForceVariance = 3 1769 FlingPitch = 60 1770 FlingPitchVariance = 10 1771 End 1772 Behavior = SlowDeathBehavior ModuleTag_Death04 1773 DeathTypes = NONE +BURNED 1774 DestructionDelay = 0 1775 FX = INITIAL FX_DieByFireChina 1776 OCL = INITIAL OCL_FlamingInfantry 1777 End 1778 Behavior = SlowDeathBehavior ModuleTag_Death05 1779 DeathTypes = NONE +POISONED 1780 DestructionDelay = 0 1781 FX = INITIAL FX_DieByToxinChina 1782 OCL = INITIAL OCL_ToxicInfantry 1783 End 1784 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 1785 DeathTypes = NONE +POISONED_BETA 1786 DestructionDelay = 0 1787 FX = INITIAL FX_DieByToxinChina 1788 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 1789 End 1790 Behavior = SlowDeathBehavior ModuleTag_Death07 1791 DeathTypes = NONE +POISONED_GAMMA 1792 DestructionDelay = 0 1793 FX = INITIAL FX_DieByToxinGLA 1794 OCL = INITIAL OCL_ToxicInfantryGamma 1795 End 1796 ; --- end Death modules --- 1797 1798 Behavior = PoisonedBehavior ModuleTag_15 1799 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 1800 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 1801 End 1802 1803 Behavior = SpecialAbility ModuleTag_16 1804 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 1805 UpdateModuleStartsAttack = Yes 1806 StartsPaused = Yes 1807 InitiateSound = RedGuardVoiceCapture 1808 End 1809 Behavior = SpecialAbilityUpdate ModuleTag_17 1810 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 1811 StartAbilityRange = 5.0 1812 UnpackTime = 3000 ; (changing this will scale anim speed) 1813 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 1814 PackTime = 2000 ; (changing this will scale anim speed) 1815 DoCaptureFX = Yes 1816 AwardXPForTriggering = 4 1817 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 1818 End 1819 1820 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 1821 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 1822 TriggeredBy = Upgrade_InfantryCaptureBuilding 1823 End 1824 1825 Geometry = CYLINDER 1826 GeometryMajorRadius = 7.0 1827 GeometryMinorRadius = 7.0 1828 GeometryHeight = 12.0 1829 GeometryIsSmall = Yes 1830 Shadow = SHADOW_DECAL 1831 ShadowSizeX = 14; 1832 ShadowSizeY = 14; 1833 ShadowTexture = ShadowI; 1834 BuildCompletion = APPEARS_AT_RALLY_POINT 1835 1836 End 1837 1838 1839 1840 1841 ;-----------¸Ä³É¾ü¹Ù------------------------------------------------------------------- 1842 ;------------------------------------------------------------------------------ 1843 Object Nuke_ChinaInfantryBlackLotus 1844 ; *** ART Parameters *** 1845 SelectPortrait = T27 1846 ButtonImage = T27 1847 Draw = W3DModelDraw ModuleTag_01 1848 OkToChangeModelColor = Yes 1849 1850 ;NORMAL STANDING 1851 DefaultConditionState 1852 Model = AIOFCR_SKN 1853 IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 1854 ;Regular spice animations 1855 IdleAnimation = AIOFCR_SKL.AIOFCR_IDA 1856 IdleAnimation = AIOFCR_SKL.AIOFCR_IDB 1857 AnimationMode = ONCE 1858 WeaponFireFXBone = PRIMARY Muzzle 1859 WeaponMuzzleFlash = PRIMARY MuzzleFX 1860 TransitionKey = TRANS_STAND 1861 End 1862 1863 ConditionState = MOVING 1864 Animation = AIOFCR_SKL.AIOFCR_RNA 1865 AnimationMode = LOOP 1866 ParticleSysBone = None InfantryDustTrails 1867 End 1868 1869 ; NORMAL ATTACK 1870 ;-------------------------------------------------------- 1871 ; Drawing gun 1872 ConditionState = PREATTACK_A 1873 Animation = AIOFCR_SKL.AIOFCR_ATAST 1874 AnimationMode = ONCE 1875 End 1876 AliasConditionState = PREATTACK_A MOVING 1877 AliasConditionState = PREATTACK_A FIRING_A 1878 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 1879 1880 ; Firing gun 1881 ConditionState = FIRING_A 1882 Animation = AIOFCR_SKL.AIOFCR_ATALP 1883 AnimationMode = LOOP 1884 TransitionKey = TRANS_FIRING_A 1885 End 1886 ConditionState = BETWEEN_FIRING_SHOTS_A 1887 Animation = AIOFCR_SKL.AIOFCR_ATALP 1888 AnimationMode = LOOP 1889 TransitionKey = TRANS_FIRING_A 1890 End 1891 AliasConditionState = RELOADING_A 1892 AliasConditionState = MOVING FIRING_A 1893 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 1894 AliasConditionState = MOVING RELOADING_A 1895 1896 ; This transition allows him to put his gun away when he's finished attacking. 1897 TransitionState = TRANS_FIRING_A TRANS_STAND 1898 Animation = AIOFCR_SKL.AIOFCR_ATAED 1899 AnimationMode = ONCE 1900 End 1901 ;-------------------------------------------------------- 1902 1903 ConditionState = DYING 1904 Animation = AIOFCR_SKL.AIOFCR_DTA 1905 Animation = AIOFCR_SKL.AIOFCR_DTB 1906 AnimationMode = ONCE 1907 TransitionKey = TRANS_Dying 1908 End 1909 1910 TransitionState = TRANS_Dying TRANS_Flailing 1911 Animation = AIOFCR_SKL.AIOFCR_ADTE1 1912 AnimationMode = ONCE 1913 End 1914 1915 ConditionState = DYING EXPLODED_FLAILING 1916 Animation = AIOFCR_SKL.AIOFCR_ADTE2 1917 AnimationMode = LOOP 1918 TransitionKey = TRANS_Flailing 1919 End 1920 1921 ConditionState = DYING EXPLODED_BOUNCING 1922 Animation = AIOFCR_SKL.AIOFCR_ADTE3 1923 AnimationMode = ONCE 1924 TransitionKey = None 1925 End 1926 1927 ConditionState = SPECIAL_CHEERING 1928 Animation = AIOFCR_SKL.AIOFCR_CHA 1929 AnimationMode = LOOP 1930 End 1931 1932 ;PARACHUTING ANIMATIONS 1933 1934 ;@TODO - MISSING ANIMATION FILE 1935 ;ConditionState = FREEFALL 1936 ; Animation = AIOFCR_SKL.AIOFCR_PFL 1937 ; AnimationMode = LOOP 1938 ; TransitionKey = TRANS_Falling 1939 ;End 1940 ;AliasConditionState = FREEFALL REALLYDAMAGED 1941 ;AliasConditionState = FREEFALL DYING 1942 ConditionState = PARACHUTING 1943 Animation = AIOFCR_SKL.AIOFCR_PHG 1944 AnimationMode = LOOP 1945 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 1946 TransitionKey = TRANS_Chute 1947 1948 End 1949 AliasConditionState = PARACHUTING REALLYDAMAGED 1950 AliasConditionState = PARACHUTING DYING 1951 TransitionState = TRANS_Falling TRANS_Chute 1952 Animation = AIOFCR_SKL.AIOFCR_POP 1953 AnimationMode = ONCE 1954 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 1955 End 1956 TransitionState = TRANS_Chute TRANS_Stand 1957 Animation = AIOFCR_SKL.AIOFCR_PTD 1958 AnimationMode = ONCE 1959 End 1960 1961 End 1962 1963 ; ***DESIGN parameters *** 1964 DisplayName = OBJECT:Officer 1965 Side = ChinaNukeGeneral 1966 EditorSorting = INFANTRY 1967 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1968 WeaponSet 1969 Conditions = None 1970 Weapon = PRIMARY ChinaOfficerMachineGun 1971 End 1972 ArmorSet 1973 Conditions = None 1974 Armor = HumanArmor 1975 DamageFX = InfantryDamageFX 1976 End 1977 VisionRange = 150 1978 ShroudClearingRange = 150 1979 Prerequisites 1980 Object = Nuke_ChinaBarracks 1981 Object = Nuke_ChinaPropagandaCenter 1982 End 1983 1984 BuildCost = 800 1985 BuildTime = 10.0 ;in seconds 1986 CommandSet = Nuke_ChinaOfficerCommandSet 1987 ; *** AUDIO Parameters *** 1988 VoiceSelect = RangerVoiceSelect 1989 VoiceGroupSelect = BattleCrySound 1990 VoiceMove = RangerVoiceMove 1991 VoiceAttack = RangerVoiceAttack 1992 1993 ; *** ENGINEERING Parameters *** 1994 RadarPriority = UNIT 1995 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE 1996 1997 Body = ActiveBody ModuleTag_02 1998 MaxHealth = 100.0 1999 InitialHealth = 100.0 2000 End 2001 2002 Behavior = AIUpdateInterface ModuleTag_03 2003 AutoAcquireEnemiesWhenIdle = Yes 2004 End 2005 Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 2006 ScanRate = 1000 ; once a second. 2007 ScanRange = 300 ; 2008 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 2009 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 2010 End 2011 2012 Locomotor = SET_NORMAL CINE_BasicHumanLocomotor 2013 Behavior = PhysicsBehavior ModuleTag_05 2014 Mass = 5.0 2015 End 2016 2017 Behavior = SquishCollide ModuleTag_07 2018 ;nothing 2019 End 2020 Behavior = OCLSpecialPower ModuleTag_16 2021 SpecialPowerTemplate = SuperweaponNapalmStrike 2022 OCL = SUPERWEAPON_NapalmStrike 2023 End 2024 Behavior = TransitionDamageFX ModuleTag_18 2025 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 2026 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2027 End 2028 2029 Behavior = FlammableUpdate ModuleTag_21 2030 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2031 AflameDamageAmount = 3 ; taking this much damage... 2032 AflameDamageDelay = 500 ; this often. 2033 2034 End 2035 2036 Behavior = AutoHealBehavior ModuleTag_22 2037 HealingAmount = 4 2038 HealingDelay = 1000 ; msec 2039 Radius = 175.0f 2040 StartsActive = Yes 2041 KindOf = INFANTRY VEHICLE 2042 End 2043 ; --- begin Death modules --- 2044 Behavior = SlowDeathBehavior ModuleTag_Death01 2045 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 2046 SinkDelay = 3000 2047 SinkRate = 0.5 ; in Dist/Sec 2048 DestructionDelay = 8000 2049 FX = INITIAL FX_RangerDie 2050 End 2051 Behavior = SlowDeathBehavior ModuleTag_Death02 2052 DeathTypes = NONE +CRUSHED +SPLATTED 2053 SinkDelay = 3000 2054 SinkRate = 0.5 ; in Dist/Sec 2055 DestructionDelay = 8000 2056 FX = INITIAL FX_GIDieCrushed 2057 End 2058 Behavior = SlowDeathBehavior ModuleTag_Death03 2059 DeathTypes = NONE +EXPLODED 2060 SinkDelay = 3000 2061 SinkRate = 0.5 ; in Dist/Sec 2062 DestructionDelay = 8000 2063 FX = INITIAL FX_RangerDie 2064 FlingForce = 8 2065 FlingForceVariance = 3 2066 FlingPitch = 60 2067 FlingPitchVariance = 10 2068 End 2069 Behavior = SlowDeathBehavior ModuleTag_Death04 2070 DeathTypes = NONE +BURNED 2071 DestructionDelay = 0 2072 FX = INITIAL FX_DieByFireUSA 2073 OCL = INITIAL OCL_FlamingInfantry 2074 End 2075 Behavior = SlowDeathBehavior ModuleTag_Death05 2076 DeathTypes = NONE +POISONED 2077 DestructionDelay = 0 2078 FX = INITIAL FX_DieByToxinGLA 2079 OCL = INITIAL OCL_ToxicInfantry 2080 End 2081 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 2082 DeathTypes = NONE +POISONED_BETA 2083 DestructionDelay = 0 2084 FX = INITIAL FX_DieByToxinGLA 2085 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 2086 End 2087 Behavior = SlowDeathBehavior ModuleTag_Death07 2088 DeathTypes = NONE +POISONED_GAMMA 2089 DestructionDelay = 0 2090 FX = INITIAL FX_DieByToxinGLA 2091 OCL = INITIAL OCL_ToxicInfantryGamma 2092 End 2093 ; --- end Death modules --- 2094 2095 Behavior = PoisonedBehavior ModuleTag_10 2096 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 2097 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 2098 End 2099 2100 Geometry = CYLINDER 2101 GeometryMajorRadius = 10.0 2102 GeometryMinorRadius = 10.0 2103 GeometryHeight = 12.0 2104 GeometryIsSmall = Yes 2105 Shadow = SHADOW_DECAL 2106 ShadowSizeX = 14; 2107 ShadowSizeY = 14; 2108 ShadowTexture = ShadowI; 2109 BuildCompletion = APPEARS_AT_RALLY_POINT 2110 2111 End 2112 2113 2114 2115 ;------------------------------------------------------------------------------ 2116 Object Nuke_ChinaInfantryTankHunter 2117 2118 ; *** ART Parameters *** 2119 SelectPortrait = SNTankHunter_L 2120 ButtonImage = SNTankHunter 2121 2122 UpgradeCameo1 = Upgrade_Nationalism 2123 ;UpgradeCameo2 = NONE 2124 ;UpgradeCameo3 = NONE 2125 ;UpgradeCameo4 = NONE 2126 ;UpgradeCameo5 = NONE 2127 2128 Draw = W3DModelDraw ModuleTag_01 2129 OkToChangeModelColor = Yes 2130 2131 2132 DefaultConditionState 2133 Model = NIMSST_SKN 2134 IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 2135 IdleAnimation = NIMSST_SKL.NIMSST_IDA 2136 IdleAnimation = NIMSST_SKL.NIMSST_IDB 2137 AnimationMode = ONCE 2138 AnimationSpeedFactorRange = 0.8 1.2 2139 TransitionKey = TRANS_Stand 2140 WeaponMuzzleFlash = PRIMARY MuzzleFX 2141 WeaponFireFXBone = PRIMARY Muzzle 2142 WeaponLaunchBone = PRIMARY Muzzle 2143 WeaponLaunchBone = SECONDARY Muzzle 2144 End 2145 AliasConditionState = REALLYDAMAGED 2146 2147 ConditionState = FIRING_A 2148 Animation = NIMSST_SKL.NIMSST_ATA 2149 AnimationMode = ONCE 2150 TransitionKey = TRANS_START_FIRING 2151 End 2152 AliasConditionState = REALLYDAMAGED FIRING_A 2153 2154 ConditionState = BETWEEN_FIRING_SHOTS_A 2155 Animation = NIMSST_SKL.NIMSST_STA 2156 AnimationMode = ONCE 2157 ; this is basically a trick: this guy has a nontrivial animation for firing, 2158 ; and a long recycle time between shots. we want him to finish his fire animation 2159 ; (unless he's ordered to do something else), so this is just a handy trick that 2160 ; says, "if the previous state had this transition key, allow it to finish before 2161 ; switching to us, if possible". 2162 WaitForStateToFinishIfPossible = TRANS_START_FIRING 2163 End 2164 AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 2165 2166 ConditionState = MOVING 2167 Animation = NIMSST_SKL.NIMSST_RNA 20 2168 AnimationMode = LOOP 2169 Flags = RANDOMSTART 2170 TransitionKey = None 2171 ParticleSysBone = None InfantryDustTrails 2172 End 2173 AliasConditionState = REALLYDAMAGED MOVING 2174 AliasConditionState = MOVING ATTACKING 2175 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 2176 2177 ConditionState = RELOADING_A 2178 Animation = NIMSST_SKL.NIMSST_ATA 10 2179 AnimationMode = ONCE 2180 ;WeaponLaunchBone = PRIMARY WeaponA 2181 End 2182 AliasConditionState = MOVING RELOADING_A 2183 AliasConditionState = REALLYDAMAGED MOVING RELOADING_A 2184 2185 ConditionState = DYING 2186 Animation = NIMSST_SKL.NIMSST_DTA 2187 Animation = NIMSST_SKL.NIMSST_DTB 2188 AnimationSpeedFactorRange = 0.9 1.25 2189 AnimationMode = ONCE 2190 TransitionKey = TRANS_Dying 2191 End 2192 AliasConditionState = DYING RUBBLE 2193 2194 TransitionState = TRANS_Dying TRANS_Flailing 2195 Animation = NIMSST_SKL.NIMSST_ADTD1 2196 AnimationMode = ONCE 2197 End 2198 2199 ConditionState = DYING EXPLODED_FLAILING 2200 Animation = NIMSST_SKL.NIMSST_ADTD2 2201 AnimationMode = LOOP 2202 TransitionKey = TRANS_Flailing 2203 End 2204 2205 ConditionState = DYING EXPLODED_BOUNCING 2206 Animation = NIMSST_SKL.NIMSST_ADTD3 2207 AnimationMode = ONCE 2208 TransitionKey = None 2209 End 2210 2211 ;PARACHUTING ANIMATIONS 2212 ConditionState = FREEFALL 2213 Animation = NIMSST_SKL.NIMSST_POP 2214 AnimationMode = ONCE 2215 TransitionKey = TRANS_Falling 2216 End 2217 AliasConditionState = FREEFALL REALLYDAMAGED 2218 AliasConditionState = FREEFALL DYING 2219 2220 ConditionState = PARACHUTING 2221 Animation = NIMSST_SKL.NIMSST_PHG 2222 AnimationMode = LOOP 2223 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2224 TransitionKey = TRANS_Chute 2225 End 2226 AliasConditionState = PARACHUTING REALLYDAMAGED 2227 AliasConditionState = PARACHUTING DYING 2228 2229 ; TransitionState = TRANS_Falling TRANS_Chute 2230 ; Animation = NIMSST_SKL.NIMSST_POP 2231 ; AnimationMode = ONCE 2232 ; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2233 ; End 2234 2235 TransitionState = TRANS_Chute TRANS_Stand 2236 Animation = NIMSST_SKL.NIMSST_PDN 2237 AnimationMode = ONCE 2238 End 2239 2240 End 2241 2242 2243 ; ***DESIGN parameters *** 2244 DisplayName = OBJECT:TankHunter 2245 Side = ChinaNukeGeneral 2246 EditorSorting = INFANTRY 2247 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2248 WeaponSet 2249 Conditions = None 2250 Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher 2251 End 2252 ArmorSet 2253 Conditions = None 2254 Armor = HumanArmor 2255 DamageFX = InfantryDamageFX 2256 End 2257 VisionRange = 150 2258 ShroudClearingRange = 400 2259 Prerequisites 2260 Object = Nuke_ChinaBarracks 2261 End 2262 BuildCost = 350 2263 BuildTime = 7.0 ;in seconds 2264 2265 ExperienceValue = 20 20 40 60 ;Experience point value at each level 2266 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 2267 IsTrainable = Yes ;Can gain experience 2268 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2269 CommandSet = ChinaInfantryTankHunterCommandSet 2270 2271 ; *** AUDIO Parameters *** 2272 VoiceSelect = TankHunterVoiceSelect 2273 VoiceMove = TankHunterVoiceMove 2274 VoiceAttack = TankHunterVoiceAttack 2275 VoiceAttackAir = TankHunterVoiceAttack 2276 VoiceGuard = TankHunterVoiceMove 2277 VoiceFear = TankHunterVoiceFear 2278 UnitSpecificSounds 2279 VoiceCreate = TankHunterVoiceCreate 2280 VoiceGarrison = TankHunterVoiceGarrison 2281 VoiceEnter = TankHunterVoiceMove 2282 VoiceEnterHostile = TankHunterVoiceMove 2283 VoiceGetHealed = TankHunterVoiceMove 2284 End 2285 2286 ; *** ENGINEERING Parameters *** 2287 RadarPriority = UNIT 2288 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE 2289 2290 Body = ActiveBody ModuleTag_02 2291 MaxHealth = 100.0 2292 InitialHealth = 100.0 2293 End 2294 2295 Behavior = AIUpdateInterface ModuleTag_03 2296 AutoAcquireEnemiesWhenIdle = Yes 2297 End 2298 Locomotor = SET_NORMAL MissileDefenderLocomotor 2299 Behavior = HordeUpdate ModuleTag_04 2300 UpdateRate = 1000 ; how often to recheck horde status (msec) 2301 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 2302 Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 2303 KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness 2304 AlliesOnly = Yes ; do we only count allies towards horde status? 2305 ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) 2306 Count = 5 ; how many units must be within Radius to grant us horde-ness 2307 Action = HORDE ; when horde-ing, grant us the HORDE bonus 2308 End 2309 Behavior = PhysicsBehavior ModuleTag_05 2310 Mass = 5.0 2311 End 2312 2313 Behavior = SpecialAbility ModuleTag_07 2314 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 2315 UpdateModuleStartsAttack = Yes 2316 InitiateSound = TankHunterVoiceTNT 2317 End 2318 Behavior = SpecialAbilityUpdate ModuleTag_08 2319 SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack 2320 StartAbilityRange = 5.0 2321 PreparationTime = 0 2322 SpecialObject = TNTStickyBomb 2323 MaxSpecialObjects = 8 2324 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 2325 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 2326 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 2327 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 2328 End 2329 2330 2331 Behavior = SquishCollide ModuleTag_09 2332 ;nothing 2333 End 2334 2335 2336 ; --- begin Death modules --- 2337 Behavior = SlowDeathBehavior ModuleTag_Death01 2338 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 2339 SinkDelay = 3000 2340 SinkRate = 0.5 ; in Dist/Sec 2341 DestructionDelay = 8000 2342 FX = INITIAL FX_TankHunterDie 2343 End 2344 Behavior = SlowDeathBehavior ModuleTag_Death02 2345 DeathTypes = NONE +CRUSHED +SPLATTED 2346 SinkDelay = 3000 2347 SinkRate = 0.5 ; in Dist/Sec 2348 DestructionDelay = 8000 2349 FX = INITIAL FX_GIDieCrushed 2350 End 2351 Behavior = SlowDeathBehavior ModuleTag_Death03 2352 DeathTypes = NONE +EXPLODED 2353 SinkDelay = 3000 2354 SinkRate = 0.5 ; in Dist/Sec 2355 DestructionDelay = 8000 2356 FX = INITIAL FX_TankHunterDie 2357 FlingForce = 8 2358 FlingForceVariance = 3 2359 FlingPitch = 60 2360 FlingPitchVariance = 10 2361 End 2362 Behavior = SlowDeathBehavior ModuleTag_Death04 2363 DeathTypes = NONE +BURNED 2364 DestructionDelay = 0 2365 FX = INITIAL FX_DieByFireChina 2366 OCL = INITIAL OCL_FlamingInfantry 2367 End 2368 Behavior = SlowDeathBehavior ModuleTag_Death05 2369 DeathTypes = NONE +POISONED 2370 DestructionDelay = 0 2371 FX = INITIAL FX_DieByToxinChina 2372 OCL = INITIAL OCL_ToxicInfantry 2373 End 2374 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 2375 DeathTypes = NONE +POISONED_BETA 2376 DestructionDelay = 0 2377 FX = INITIAL FX_DieByToxinChina 2378 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 2379 End 2380 Behavior = SlowDeathBehavior ModuleTag_Death07 2381 DeathTypes = NONE +POISONED_GAMMA 2382 DestructionDelay = 0 2383 FX = INITIAL FX_DieByToxinGLA 2384 OCL = INITIAL OCL_ToxicInfantryGamma 2385 End 2386 ; --- end Death modules --- 2387 2388 Behavior = PoisonedBehavior ModuleTag_12 2389 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 2390 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 2391 End 2392 2393 Geometry = CYLINDER 2394 GeometryMajorRadius = 10.0 2395 GeometryMinorRadius = 10.0 2396 GeometryHeight = 12.0 2397 GeometryIsSmall = Yes 2398 Shadow = SHADOW_DECAL 2399 ShadowSizeX = 14; 2400 ShadowSizeY = 14; 2401 ShadowTexture = ShadowI; 2402 BuildCompletion = APPEARS_AT_RALLY_POINT 2403 2404 End 2405 2406 2407 2408 ;------------------------------------------------------------------------------ 2409 Object Nuke_ChinaInfantryHacker 2410 2411 ; *** ART Parameters *** 2412 SelectPortrait = SNHacker2_L 2413 ButtonImage = SNHacker2 2414 2415 ;UpgradeCameo1 = NONE 2416 ;UpgradeCameo2 = NONE 2417 ;UpgradeCameo3 = NONE 2418 ;UpgradeCameo4 = NONE 2419 ;UpgradeCameo5 = NONE 2420 2421 Draw = W3DModelDraw ModuleTag_01 2422 OkToChangeModelColor = Yes 2423 2424 ;NORMAL STANDING 2425 DefaultConditionState 2426 Model = NIHCKR_SKN 2427 IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 2428 ;Regular spice animations 2429 IdleAnimation = NIHCKR_SKL.NIHCKR_IDA 2430 IdleAnimation = NIHCKR_SKL.NIHCKR_IDB 2431 AnimationMode = ONCE 2432 WeaponFireFXBone = PRIMARY Bone_SatCom 2433 TransitionKey = TRANS_Stand 2434 End 2435 AliasConditionState = REALLYDAMAGED 2436 2437 ConditionState = MOVING 2438 Animation = NIHCKR_SKL.NIHCKR_RNA 14 2439 AnimationMode = LOOP 2440 Flags = RANDOMSTART 2441 TransitionKey = None 2442 ParticleSysBone = None InfantryDustTrails 2443 End 2444 AliasConditionState = MOVING UNPACKING 2445 AliasConditionState = MOVING UNPACKING REALLYDAMAGED 2446 2447 ConditionState = UNPACKING 2448 Animation = NIHCKR_SKL.NIHCKR_ATB1 2449 AnimationMode = ONCE 2450 End 2451 AliasConditionState = UNPACKING FIRING_A 2452 AliasConditionState = UNPACKING REALLYDAMAGED 2453 AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED 2454 2455 ;HACKING ATTACK 2456 ConditionState = FIRING_A 2457 Animation = NIHCKR_SKL.NIHCKR_ATB2 2458 AnimationMode = LOOP 2459 TransitionKey = TRANS_FiringA 2460 End 2461 AliasConditionState = FIRING_A REALLYDAMAGED 2462 2463 ConditionState = PACKING 2464 Animation = NIHCKR_SKL.NIHCKR_ATB3 2465 AnimationMode = ONCE 2466 End 2467 AliasConditionState = PACKING FIRING_A 2468 AliasConditionState = PACKING REALLYDAMAGED 2469 AliasConditionState = PACKING FIRING_A REALLYDAMAGED 2470 2471 2472 2473 TransitionState = TRANS_FiringA TRANS_Stand ; I was stopped by a stop command, so I get no proper PACKING state 2474 Animation = NIHCKR_SKL.NIHCKR_ATB3 2475 AnimationMode = ONCE 2476 End 2477 2478 2479 ConditionState = FREEFALL 2480 Animation = NIHCKR_SKL.NIHCKR_PFL 2481 AnimationMode = LOOP 2482 TransitionKey = TRANS_Falling 2483 End 2484 AliasConditionState = FREEFALL REALLYDAMAGED 2485 AliasConditionState = FREEFALL DYING 2486 2487 ConditionState = PARACHUTING 2488 Animation = NIHCKR_SKL.NIHCKR_PHG 2489 AnimationMode = LOOP 2490 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2491 TransitionKey = TRANS_Chute 2492 End 2493 AliasConditionState = PARACHUTING REALLYDAMAGED 2494 AliasConditionState = PARACHUTING DYING 2495 2496 2497 ConditionState = DYING 2498 Animation = NIHCKR_SKL.NIHCKR_DTA 2499 Animation = NIHCKR_SKL.NIHCKR_DTB 2500 AnimationMode = ONCE 2501 TransitionKey = TRANS_Dying 2502 End 2503 2504 TransitionState = TRANS_Dying TRANS_Flailing 2505 Animation = NIHCKR_SKL.NIHCKR_ADTG1 2506 AnimationMode = ONCE 2507 End 2508 2509 ConditionState = DYING EXPLODED_FLAILING 2510 Animation = NIHCKR_SKL.NIHCKR_ADTG2 2511 AnimationMode = LOOP 2512 TransitionKey = TRANS_Flailing 2513 End 2514 2515 ConditionState = DYING EXPLODED_BOUNCING 2516 Animation = NIHCKR_SKL.NIHCKR_ADTG3 2517 AnimationMode = ONCE 2518 TransitionKey = None 2519 End 2520 2521 ConditionState = SPECIAL_CHEERING 2522 Animation = NIHCKR_SKL.NIHCKR_CHA 2523 AnimationMode = LOOP 2524 End 2525 2526 TransitionState = TRANS_Falling TRANS_Chute 2527 Animation = NIHCKR_SKL.NIHCKR_POP 2528 AnimationMode = ONCE 2529 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 2530 End 2531 2532 TransitionState = TRANS_Chute TRANS_Stand 2533 Animation = NIHCKR_SKL.NIHCKR_PTD 2534 AnimationMode = ONCE 2535 End 2536 2537 End 2538 2539 ; ***DESIGN parameters *** 2540 DisplayName = OBJECT:Hacker 2541 Side = ChinaNukeGeneral 2542 EditorSorting = INFANTRY 2543 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2544 2545 ArmorSet 2546 Conditions = None 2547 Armor = HumanArmor 2548 DamageFX = InfantryDamageFX 2549 End 2550 VisionRange = 150 2551 ShroudClearingRange = 300 2552 Prerequisites 2553 Object = Nuke_ChinaBarracks 2554 Object = Nuke_ChinaPropagandaCenter 2555 End 2556 BuildCost = 625 2557 BuildTime = 20.0 ;in seconds 2558 ExperienceValue = 50 100 150 400 ;Experience point value at each level 2559 ExperienceRequired = 0 100 300 500 ;Experience points needed to gain each level 2560 IsTrainable = Yes ;Can gain experience 2561 2562 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2563 CommandSet = Nuke_ChinaInfantryHackerCommandSet 2564 2565 ; *** AUDIO Parameters *** 2566 VoiceSelect = HackerVoiceSelect 2567 VoiceMove = HackerVoiceMove 2568 VoiceAttack = NoSound 2569 VoiceGuard = HackerVoiceMove 2570 VoiceFear = HackerVoiceFear 2571 VoiceTaskComplete = HackerVoiceHackComplete 2572 UnitSpecificSounds 2573 VoiceGarrison = HackerVoiceGarrison 2574 VoiceCreate = HackerVoiceCreate 2575 UnitPack = HackerPack 2576 UnitUnpack = HackerUnpack 2577 UnitCashPing = HackerCashPing 2578 VoiceEnter = HackerVoiceMove 2579 VoiceEnterHostile = HackerVoiceMove 2580 VoiceGetHealed = HackerVoiceMove 2581 VoiceHackInternet = HackerVoiceModeInternet 2582 End 2583 2584 ; *** ENGINEERING Parameters *** 2585 RadarPriority = UNIT 2586 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE IGNORES_SELECT_ALL MONEY_HACKER 2587 2588 Body = ActiveBody ModuleTag_02 2589 MaxHealth = 100.0 2590 InitialHealth = 100.0 2591 End 2592 2593 Behavior = HackInternetAIUpdate ModuleTag_03 2594 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) 2595 PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) 2596 CashUpdateDelay = 2000 2597 CashUpdateDelayFast = 1800 ; Fast speed used inside a container (can only hack inside an Internet Center) 2598 RegularCashAmount = 5 2599 VeteranCashAmount = 6 2600 EliteCashAmount = 8 2601 HeroicCashAmount = 10 2602 XpPerCashUpdate = 1 2603 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. 2604 End 2605 Locomotor = SET_NORMAL BasicHumanLocomotor 2606 2607 Behavior = SpecialAbility ModuleTag_04 2608 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding 2609 UpdateModuleStartsAttack = Yes 2610 InitiateSound = HackerVoiceHack 2611 End 2612 2613 Behavior = SpecialAbilityUpdate ModuleTag_05 2614 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding 2615 StartAbilityRange = 150.0 2616 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) 2617 PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) 2618 PreparationTime = 3000 2619 2620 ;PersistentPrepTime = 500 ; old setting 2621 PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered 2622 ; This is also how often a new particle system effect is spawned 2623 EffectDuration = 2000 2624 SpecialObject = BinaryDataStream 2625 DisableFXParticleSystem = DisabledEffectBinaryShower0 2626 PackSound = HackerPack 2627 UnpackSound = HackerUnpack 2628 PrepSoundLoop = HackerPrepLoop 2629 AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! 2630 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 2631 End 2632 2633 2634 Behavior = PhysicsBehavior ModuleTag_06 2635 Mass = 5.0 2636 End 2637 2638 Behavior = SquishCollide ModuleTag_08 2639 ;nothing 2640 End 2641 2642 2643 ; --- begin Death modules --- 2644 Behavior = SlowDeathBehavior ModuleTag_Death01 2645 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 2646 SinkDelay = 3000 2647 SinkRate = 0.5 ; in Dist/Sec 2648 DestructionDelay = 8000 2649 FX = INITIAL FX_HackerDie 2650 End 2651 Behavior = SlowDeathBehavior ModuleTag_Death02 2652 DeathTypes = NONE +CRUSHED +SPLATTED 2653 SinkDelay = 3000 2654 SinkRate = 0.5 ; in Dist/Sec 2655 DestructionDelay = 8000 2656 FX = INITIAL FX_GIDieCrushed 2657 End 2658 Behavior = SlowDeathBehavior ModuleTag_Death03 2659 DeathTypes = NONE +EXPLODED 2660 SinkDelay = 3000 2661 SinkRate = 0.5 ; in Dist/Sec 2662 DestructionDelay = 8000 2663 FX = INITIAL FX_HackerDie 2664 FlingForce = 8 2665 FlingForceVariance = 3 2666 FlingPitch = 60 2667 FlingPitchVariance = 10 2668 End 2669 Behavior = SlowDeathBehavior ModuleTag_Death04 2670 DeathTypes = NONE +BURNED 2671 DestructionDelay = 0 2672 FX = INITIAL FX_DieByFireChina 2673 OCL = INITIAL OCL_FlamingInfantry 2674 End 2675 Behavior = SlowDeathBehavior ModuleTag_Death05 2676 DeathTypes = NONE +POISONED 2677 DestructionDelay = 0 2678 FX = INITIAL FX_DieByToxinChina 2679 OCL = INITIAL OCL_ToxicInfantry 2680 End 2681 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 2682 DeathTypes = NONE +POISONED_BETA 2683 DestructionDelay = 0 2684 FX = INITIAL FX_DieByToxinChina 2685 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 2686 End 2687 Behavior = SlowDeathBehavior ModuleTag_Death07 2688 DeathTypes = NONE +POISONED_GAMMA 2689 DestructionDelay = 0 2690 FX = INITIAL FX_DieByToxinGLA 2691 OCL = INITIAL OCL_ToxicInfantryGamma 2692 End 2693 ; --- end Death modules --- 2694 2695 Behavior = PoisonedBehavior ModuleTag_11 2696 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 2697 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 2698 End 2699 2700 Geometry = CYLINDER 2701 GeometryMajorRadius = 10.0 2702 GeometryMinorRadius = 10.0 2703 GeometryHeight = 12.0 2704 GeometryIsSmall = Yes 2705 Shadow = SHADOW_DECAL 2706 ShadowSizeX = 14; 2707 ShadowSizeY = 14; 2708 ShadowTexture = ShadowI; 2709 BuildCompletion = APPEARS_AT_RALLY_POINT 2710 2711 End 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 ;------------------------------------------------------------------------------ 2768 ;China Dragon Tank 2769 Object Nuke_ChinaTankDragon 2770 2771 ; *** ART Parameters *** 2772 SelectPortrait = SNDragonTank_L 2773 ButtonImage = SNDragonTank 2774 2775 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 2776 ;UpgradeCameo2 = NONE 2777 ;UpgradeCameo3 = NONE 2778 ;UpgradeCameo4 = NONE 2779 ;UpgradeCameo5 = NONE 2780 2781 Draw = W3DTankDraw ModuleTag_01 2782 OkToChangeModelColor = Yes 2783 2784 DefaultConditionState 2785 Model = NVDragon 2786 Turret = Turret 2787 TurretPitch = TURRETEL 2788 WeaponFireFXBone = PRIMARY WeaponA 2789 WeaponLaunchBone = PRIMARY WeaponA 2790 WeaponFireFXBone = SECONDARY WeaponA 2791 WeaponLaunchBone = SECONDARY WeaponA 2792 End 2793 ConditionState = REALLYDAMAGED 2794 Model = NVDragon_D 2795 Turret = Turret 2796 TurretPitch = TURRETEL 2797 WeaponFireFXBone = PRIMARY WeaponA 2798 WeaponLaunchBone = PRIMARY WeaponA 2799 WeaponFireFXBone = SECONDARY WeaponA 2800 WeaponLaunchBone = SECONDARY WeaponA 2801 End 2802 ConditionState = RUBBLE 2803 Model = NVDragon_D 2804 Turret = Turret 2805 TurretPitch = TURRETEL 2806 WeaponFireFXBone = PRIMARY WeaponA 2807 WeaponLaunchBone = PRIMARY WeaponA 2808 WeaponFireFXBone = SECONDARY WeaponA 2809 WeaponLaunchBone = SECONDARY WeaponA 2810 End 2811 2812 TrackMarks = EXTnkTrack.tga 2813 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 2814 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 2815 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 2816 End 2817 2818 ; ***DESIGN parameters *** 2819 DisplayName = OBJECT:Dragon 2820 Side = ChinaNukeGeneral 2821 EditorSorting = VEHICLE 2822 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2823 2824 WeaponSet 2825 Conditions = None 2826 Weapon = PRIMARY DragonTankFlameWeapon 2827 Weapon = SECONDARY DragonTankFireWallWeapon 2828 AutoChooseSources = SECONDARY NONE 2829 End 2830 WeaponSet 2831 Conditions = PLAYER_UPGRADE 2832 Weapon = PRIMARY DragonTankFlameWeaponUpgraded 2833 Weapon = SECONDARY DragonTankFireWallWeaponUpgraded 2834 AutoChooseSources = SECONDARY NONE 2835 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 2836 End 2837 2838 ArmorSet 2839 Conditions = None 2840 Armor = DragonTankArmor 2841 DamageFX = TankDamageFX 2842 End 2843 BuildCost = 800 2844 BuildTime = 10.0 ;in seconds 2845 VisionRange = 100 2846 ShroudClearingRange = 200 2847 Prerequisites 2848 Object = Nuke_ChinaWarFactory 2849 End 2850 2851 ExperienceValue = 50 50 100 150 ;Experience point value at each level 2852 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 2853 IsTrainable = Yes ;Can gain experience 2854 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2855 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2856 CommandSet = ChinaTankDragonCommandSet 2857 2858 ; *** AUDIO Parameters *** 2859 VoiceSelect = DragonTankVoiceSelect 2860 VoiceMove = DragonTankVoiceMove 2861 VoiceGuard = DragonTankVoiceMove 2862 VoiceAttack = DragonTankVoiceAttack 2863 SoundMoveStart = DragonTankMoveStart 2864 SoundMoveStartDamaged = DragonTankMoveStart 2865 2866 UnitSpecificSounds 2867 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2868 VoiceCreate = DragonTankVoiceCreate 2869 TurretMoveStart = NoSound 2870 TurretMoveLoop = TurretMoveLoop 2871 VoiceEnter = DragonTankVoiceMove 2872 VoiceFlameLocation = DragonTankVoiceFireStorm 2873 End 2874 2875 2876 ; *** ENGINEERING Parameters *** 2877 RadarPriority = UNIT 2878 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 2879 2880 Body = ActiveBody ModuleTag_02 2881 MaxHealth = 280.0 2882 InitialHealth = 280.0 2883 2884 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2885 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2886 SubdualDamageCap = 560 2887 SubdualDamageHealRate = 500 2888 SubdualDamageHealAmount = 50 2889 End 2890 Behavior = AIUpdateInterface ModuleTag_03 2891 Turret 2892 TurretTurnRate = 120 2893 TurretPitchRate = 120 2894 AllowsPitch = Yes 2895 MinPhysicalPitch = -15 2896 2897 TurretFireAngleSweep = PRIMARY 10 2898 TurretFireAngleSweep = SECONDARY 60 2899 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) 2900 TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn 2901 ControlledWeaponSlots = PRIMARY SECONDARY 2902 End 2903 AutoAcquireEnemiesWhenIdle = Yes 2904 End 2905 Locomotor = SET_NORMAL DragonLocomotor 2906 Behavior = PhysicsBehavior ModuleTag_04 2907 Mass = 50.0 2908 End 2909 2910 2911 Behavior = WeaponSetUpgrade ModuleTag_05 2912 TriggeredBy = Upgrade_ChinaBlackNapalm 2913 End 2914 2915 ; A crushing defeat 2916 Behavior = DestroyDie ModuleTag_06 2917 DeathTypes = NONE +CRUSHED +SPLATTED 2918 End 2919 Behavior = FXListDie ModuleTag_07 2920 DeathTypes = NONE +CRUSHED +SPLATTED 2921 DeathFX = FX_CarCrush 2922 End 2923 Behavior = CreateObjectDie ModuleTag_08 2924 DeathTypes = NONE +CRUSHED +SPLATTED 2925 CreationList = OCL_CrusaderTank_CrushEffect 2926 End 2927 Behavior = CreateCrateDie ModuleTag_09 2928 CrateData = SalvageCrateData 2929 ;CrateData = EliteTankCrateData 2930 ;CrateData = HeroicTankCrateData 2931 End 2932 2933 2934 ; just explode death 2935 Behavior = SlowDeathBehavior ModuleTag_10 2936 DeathTypes = ALL -CRUSHED -SPLATTED 2937 ; ProbabilityModifier = 33 2938 DestructionDelay = 500 2939 DestructionDelayVariance = 500 2940 FX = INITIAL FX_BattleMasterExplosionOneFinal 2941 OCL = FINAL OCL_DragonDebris 2942 FX = FINAL FX_DragonTankDeathExplosionFinal 2943 End 2944 2945 ; Catch fire, and explode death 2946 ; Behavior = SlowDeathBehavior 2947 ; DeathTypes = ALL -CRUSHED -SPLATTED 2948 ;; ProbabilityModifier = 33 2949 ; DestructionDelay = 2000 2950 ; DestructionDelayVariance = 300 2951 ; FX = INITIAL FX_CrusaderCatchFire 2952 ; OCL = FINAL OCL_DragonDebris 2953 ; FX = FINAL FX_GenericTankDeathExplosion 2954 ; End 2955 2956 ; Napalm spills out, and explode death 2957 ; Behavior = SlowDeathBehavior 2958 ; DeathTypes = ALL -CRUSHED -SPLATTED 2959 ;; ProbabilityModifier = 34 2960 ; DestructionDelay = 2000 2961 ; DestructionDelayVariance = 300 2962 ; FX = INITIAL FX_DragonNapalmSpill 2963 ; OCL = FINAL OCL_DragonDebris 2964 ; FX = FINAL FX_DragonTankDeathExplosionFinal 2965 ; End 2966 2967 ; Turret fly off death 2968 ; Behavior = SlowDeathBehavior 2969 ; DeathTypes = ALL -CRUSHED -SPLATTED 2970 ;; ProbabilityModifier = 25 2971 ; DestructionDelay = 500 2972 ; DestructionDelayVariance = 100 2973 ; FX = INITIAL FX_GenericTankDeathEffect 2974 ; OCL = MIDPOINT OCL_DragonDebris 2975 ; FX = FINAL FX_GenericTankDeathExplosionFinal 2976 ; End 2977 2978 2979 Behavior = FlammableUpdate ModuleTag_12 2980 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2981 AflameDamageAmount = 3 ; taking this much damage... 2982 AflameDamageDelay = 500 ; this often. 2983 End 2984 2985 Behavior = TransitionDamageFX ModuleTag_13 2986 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 2987 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire 2988 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition 2989 End 2990 2991 Geometry = BOX 2992 GeometryMajorRadius = 15.0 2993 GeometryMinorRadius = 10.0 2994 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream 2995 GeometryIsSmall = Yes 2996 Shadow = SHADOW_VOLUME 2997 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2998 2999 End 3000 3001 3002 3003 3004 3005 ;------------------------------------------------------------------------------ 3006 Object Nuke_ChinaVehicleTroopCrawler 3007 3008 ; *** ART Parameters *** 3009 SelectPortrait = SNTransport_L 3010 ButtonImage = SNTransport 3011 3012 ;UpgradeCameo1 = NONE 3013 ;UpgradeCameo2 = NONE 3014 ;UpgradeCameo3 = NONE 3015 ;UpgradeCameo4 = NONE 3016 ;UpgradeCameo5 = NONE 3017 3018 Draw = W3DTruckDraw ModuleTag_01 3019 OkToChangeModelColor = Yes 3020 ConditionState = NONE 3021 Model = NVTCrawler 3022 ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here 3023 End 3024 ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' 3025 ; @todo find out why a non-animating model like this has such trouble matching 3026 ; reallydamaged against moving against rubble, etc. 3027 Model = NVTCrawler_D 3028 End 3029 3030 TrackMarks = EXTireTrack.tga 3031 3032 Dust = RocketBuggyDust 3033 DirtSpray = RocketBuggyDirtSpray 3034 ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide 3035 3036 ; These parameters are only used if the model has a separate suspension, 3037 ; and the locomotor has HasSuspension = Yes. 3038 LeftFrontTireBone = Wheel01 3039 RightFrontTireBone = Wheel08 3040 LeftRearTireBone = Wheel03 3041 RightRearTireBone = Wheel05 3042 MidLeftFrontTireBone = Wheel02 3043 MidRightFrontTireBone = Wheel07 3044 MidLeftRearTireBone = Wheel04 3045 MidRightRearTireBone = Wheel06 3046 3047 TireRotationMultiplier = 0.2 ; this * speed = rotation. 3048 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 3049 3050 End 3051 3052 3053 ; ***DESIGN parameters *** 3054 DisplayName = OBJECT:TroopCrawler 3055 Side = ChinaNukeGeneral 3056 EditorSorting = VEHICLE 3057 TransportSlotCount = 8 ;Just enough to fit into a Chinook. 3058 WeaponSet 3059 Conditions = None 3060 Weapon = PRIMARY TroopCrawlerAssault 3061 End 3062 ArmorSet 3063 Conditions = None 3064 Armor = TankArmor 3065 DamageFX = TankDamageFX 3066 End 3067 BuildCost = 1400 3068 BuildTime = 15.0 ;in seconds 3069 VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! 3070 ShroudClearingRange = 400 3071 Prerequisites 3072 Object = Nuke_ChinaWarFactory 3073 End 3074 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3075 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3076 CommandSet = ChinaTroopCrawlerCommandSet 3077 3078 ; *** AUDIO Parameters *** 3079 VoiceSelect = TroopCrawlerVoiceSelect 3080 VoiceMove = TroopCrawlerVoiceMove 3081 VoiceGuard = TroopCrawlerVoiceMove 3082 VoiceAttack = TroopCrawlerVoiceAttack 3083 SoundMoveStart = TroopCrawlerMoveStart 3084 SoundMoveStartDamaged = TroopCrawlerMoveStart 3085 SoundEnter = HumveeEnter 3086 SoundExit = HumveeExit 3087 UnitSpecificSounds 3088 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3089 VoiceCreate = TroopCrawlerVoiceCreate 3090 TurretMoveStart = NoSound 3091 TurretMoveLoop = TurretMoveLoop 3092 TruckLandingSound = NoSound ;RocketBuggyLand 3093 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 3094 VoiceCrush = TroopCrawlerVoiceCrush 3095 VoiceUnload = TroopCrawlerVoiceUnload 3096 VoiceEnter = TroopCrawlerVoiceMove 3097 End 3098 3099 3100 ; *** ENGINEERING Parameters *** 3101 RadarPriority = UNIT 3102 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE 3103 3104 Body = ActiveBody ModuleTag_02 3105 MaxHealth = 240.0 3106 InitialHealth = 240.0 3107 3108 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3109 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3110 SubdualDamageCap = 480 3111 SubdualDamageHealRate = 500 3112 SubdualDamageHealAmount = 50 3113 End 3114 Behavior = StealthDetectorUpdate ModuleTag_03 3115 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 3116 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 3117 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 3118 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 3119 PingSound = IRPing 3120 LoudPingSound = IRPingLoud 3121 IRParticleSysName = IRDetectSonar 3122 IRBrightParticleSysName = IRDetectSonarBright 3123 IRGridParticleSysName = IRDetectGrid 3124 IRBeaconParticleSysName = IRLenzflare 3125 IRParticleSysBone = IRFX 3126 End 3127 3128 ;OBSOLETE 3129 ; Behavior = AIUpdateInterface ModuleTag_04 3130 ; Turret 3131 ; ControlledWeaponSlots = PRIMARY 3132 ; End 3133 ; End 3134 Behavior = AssaultTransportAIUpdate ModuleTag_NewAI 3135 MembersGetHealedAtLifeRatio = 0.5 3136 End 3137 3138 Locomotor = SET_NORMAL TroopCrawlerLocomotor 3139 Behavior = PhysicsBehavior ModuleTag_05 3140 Mass = 50.0 3141 End 3142 Behavior = TransportContain ModuleTag_06 3143 Slots = 8 3144 InitialPayload = ChinaInfantryRedguard 8 3145 ScatterNearbyOnExit = No 3146 HealthRegen%PerSec = 10 3147 DamagePercentToUnits = 10% 3148 AllowInsideKindOf = INFANTRY 3149 ExitDelay = 250 3150 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 3151 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 3152 End 3153 3154 Behavior = SlowDeathBehavior ModuleTag_07 3155 DeathTypes = ALL -CRUSHED -SPLATTED 3156 DestructionDelay = 1 3157 FX = FINAL FX_SupplyTruckExplosionOneFinal 3158 OCL = FINAL OCL_FinalTroopCrawlerDebris 3159 End 3160 3161 Behavior = TransitionDamageFX ModuleTag_08 3162 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 3163 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 3164 End 3165 3166 Behavior = DestroyDie ModuleTag_09 3167 DeathTypes = NONE +CRUSHED +SPLATTED 3168 End 3169 3170 Behavior = FXListDie ModuleTag_10 3171 DeathTypes = NONE +CRUSHED +SPLATTED 3172 DeathFX = FX_CarCrush 3173 End 3174 3175 ; A crushing defeat 3176 Behavior = FXListDie ModuleTag_11 3177 DeathTypes = NONE +CRUSHED +SPLATTED 3178 DeathFX = FX_CarCrush 3179 End 3180 3181 Behavior = CreateCrateDie ModuleTag_12 3182 CrateData = SalvageCrateData 3183 ;CrateData = EliteTankCrateData 3184 ;CrateData = HeroicTankCrateData 3185 End 3186 3187 Behavior = FlammableUpdate ModuleTag_21 3188 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3189 AflameDamageAmount = 3 ; taking this much damage... 3190 AflameDamageDelay = 500 ; this often. 3191 End 3192 3193 Geometry = BOX 3194 GeometryMajorRadius = 22.0 3195 GeometryMinorRadius = 9.0 3196 GeometryHeight = 13.0 3197 GeometryIsSmall = No 3198 Shadow = SHADOW_VOLUME 3199 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3200 3201 End 3202 3203 3204 3205 3206 3207 3208 ;------------------------------------------------------------------------------ 3209 Object Nuke_ChinaVehicleInfernoCannon 3210 3211 ; *** ART Parameters *** 3212 SelectPortrait = SNInferno_L 3213 ButtonImage = SNInferno 3214 3215 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 3216 ;UpgradeCameo2 = NONE 3217 ;UpgradeCameo3 = NONE 3218 ;UpgradeCameo4 = NONE 3219 ;UpgradeCameo5 = NONE 3220 3221 Draw = W3DTankDraw ModuleTag_01 3222 OkToChangeModelColor = Yes 3223 ConditionState = NONE 3224 Model = NVInferno 3225 Turret = Turret 3226 TurretPitch = TurretEL 3227 WeaponFireFXBone = PRIMARY Muzzle 3228 WeaponRecoilBone = PRIMARY Barrel 3229 WeaponMuzzleFlash = PRIMARY MuzzleFX 3230 WeaponLaunchBone = PRIMARY Muzzle 3231 End 3232 3233 ConditionState = RUBBLE REALLYDAMAGED 3234 Model = NVInferno_D 3235 Turret = Turret 3236 TurretPitch = TurretEL 3237 WeaponFireFXBone = PRIMARY Muzzle 3238 WeaponRecoilBone = PRIMARY Barrel 3239 WeaponMuzzleFlash = PRIMARY MuzzleFX 3240 WeaponLaunchBone = PRIMARY Muzzle 3241 End 3242 3243 TrackMarks = EXTnkTrack.tga 3244 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 3245 End 3246 3247 ; ***DESIGN parameters *** 3248 DisplayName = OBJECT:InfernoCannon 3249 Side = ChinaNukeGeneral 3250 EditorSorting = VEHICLE 3251 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3252 WeaponSet 3253 Conditions = None 3254 Weapon = PRIMARY InfernoCannonGun 3255 End 3256 WeaponSet 3257 Conditions = PLAYER_UPGRADE 3258 Weapon = PRIMARY InfernoCannonGunUpgraded 3259 End 3260 ArmorSet 3261 Conditions = None 3262 Armor = TankArmor 3263 DamageFX = TankDamageFX 3264 End 3265 BuildCost = 900 3266 BuildTime = 15.0 ;in seconds 3267 VisionRange = 180 3268 ShroudClearingRange = 300 3269 Prerequisites 3270 Object = Nuke_ChinaWarFactory 3271 Object = Nuke_ChinaPropagandaCenter 3272 End 3273 3274 ExperienceValue = 50 50 100 150 ;Experience point value at each level 3275 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 3276 IsTrainable = Yes ;Can gain experience 3277 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3278 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3279 CommandSet = ChinaVehicleInfernoCannonCommandSet 3280 3281 ; *** AUDIO Parameters *** 3282 VoiceSelect = InfernoCannonVoiceSelect 3283 VoiceMove = InfernoCannonVoiceMove 3284 VoiceGuard = InfernoCannonVoiceMove 3285 VoiceAttack = InfernoCannonVoiceAttack 3286 SoundMoveStart = InfernoCannonMoveStart 3287 SoundMoveStartDamaged = InfernoCannonMoveStart 3288 UnitSpecificSounds 3289 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3290 VoiceCreate = InfernoCannonVoiceCreate 3291 TurretMoveStart = NoSound 3292 TurretMoveLoop = NoSound 3293 VoiceCrush = InfernoCannonVoiceCrush 3294 VoiceEnter = InfernoCannonVoiceMove 3295 End 3296 3297 3298 ; *** ENGINEERING Parameters *** 3299 RadarPriority = UNIT 3300 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 3301 3302 Body = ActiveBody ModuleTag_02 3303 MaxHealth = 120.0 3304 InitialHealth = 120.0 3305 3306 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3307 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3308 SubdualDamageCap = 240 3309 SubdualDamageHealRate = 500 3310 SubdualDamageHealAmount = 50 3311 End 3312 3313 Behavior = VeterancyGainCreate ModuleTag_03 3314 StartingLevel = VETERAN 3315 ScienceRequired = SCIENCE_ArtilleryTraining 3316 End 3317 3318 Behavior = AIUpdateInterface ModuleTag_04 3319 Turret 3320 TurretTurnRate = 100 3321 TurretPitchRate = 100 3322 AllowsPitch = Yes 3323 FirePitch = 45 3324 ControlledWeaponSlots = PRIMARY 3325 End 3326 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 3327 End 3328 Locomotor = SET_NORMAL InfernoLocomotor 3329 Behavior = PhysicsBehavior ModuleTag_05 3330 Mass = 50.0 3331 End 3332 3333 ; A crushing defeat 3334 Behavior = FXListDie ModuleTag_06 3335 DeathTypes = NONE +CRUSHED +SPLATTED 3336 DeathFX = FX_CarCrush 3337 End 3338 Behavior = CreateObjectDie ModuleTag_07 3339 DeathTypes = NONE +CRUSHED +SPLATTED 3340 CreationList = OCL_CrusaderTank_CrushEffect 3341 End 3342 Behavior = SlowDeathBehavior ModuleTag_08 3343 DeathTypes = ALL -CRUSHED -SPLATTED 3344 ProbabilityModifier = 50 3345 DestructionDelay = 2000 3346 DestructionDelayVariance = 300 3347 FX = INITIAL FX_CrusaderCatchFire 3348 FX = FINAL FX_GenericTankDeathExplosion 3349 OCL = FINAL OCL_InfernoCannonDeathEffect 3350 End 3351 3352 Behavior = TransitionDamageFX ModuleTag_09 3353 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 3354 ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 3355 End 3356 3357 Behavior = CreateCrateDie ModuleTag_10 3358 CrateData = SalvageCrateData 3359 ;CrateData = EliteTankCrateData 3360 ;CrateData = HeroicTankCrateData 3361 End 3362 3363 Behavior = WeaponSetUpgrade ModuleTag_11 3364 TriggeredBy = Upgrade_ChinaBlackNapalm 3365 End 3366 3367 Behavior = FlammableUpdate ModuleTag_21 3368 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3369 AflameDamageAmount = 3 ; taking this much damage... 3370 AflameDamageDelay = 500 ; this often. 3371 End 3372 3373 Behavior = DestroyDie ModuleTag_22 3374 DeathTypes = NONE +CRUSHED +SPLATTED 3375 End 3376 3377 Geometry = BOX 3378 GeometryMajorRadius = 15.0 3379 GeometryMinorRadius = 10.0 3380 GeometryHeight = 15.0 3381 GeometryIsSmall = Yes 3382 Shadow = SHADOW_VOLUME 3383 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3384 3385 End 3386 3387 3388 3389 3390 3391 3392 3393 ;------------------------------------------------------------------------------ 3394 ;Also called NukeCannon 3395 Object Nuke_ChinaVehicleNukeLauncher 3396 3397 ; *** ART Parameters *** 3398 SelectPortrait = SNNukeCannon_L 3399 ButtonImage = SNNukeCannon 3400 3401 UpgradeCameo1 = Upgrade_ChinaNeutronShells 3402 ;UpgradeCameo2 = NONE 3403 ;UpgradeCameo3 = NONE 3404 ;UpgradeCameo4 = NONE 3405 ;UpgradeCameo5 = NONE 3406 3407 Draw = W3DTankDraw ModuleTag_01 3408 3409 InitialRecoilSpeed = 120 3410 MaxRecoilDistance = 8 3411 RecoilSettleSpeed = 6 3412 3413 OkToChangeModelColor = Yes 3414 3415 ExtraPublicBone = Turret01 3416 3417 DefaultConditionState 3418 Model = NVNukeCn 3419 WeaponLaunchBone = PRIMARY Muzzle 3420 WeaponMuzzleFlash = PRIMARY MuzzleFX 3421 WeaponFireFXBone = PRIMARY Muzzle 3422 WeaponRecoilBone = PRIMARY Barrel 3423 WeaponLaunchBone = SECONDARY Muzzle 3424 WeaponMuzzleFlash = SECONDARY MuzzleFX 3425 WeaponFireFXBone = SECONDARY Muzzle 3426 WeaponRecoilBone = SECONDARY Barrel 3427 HideSubObject = TURRET01 ;Hide controlled turret 3428 ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret 3429 Turret = Turret01 3430 TurretPitch = TurretEL 3431 End 3432 3433 ConditionState = RUBBLE 3434 Model = NVNukeCn_D1 3435 WeaponLaunchBone = PRIMARY Muzzle 3436 WeaponMuzzleFlash = PRIMARY MuzzleFX 3437 WeaponRecoilBone = PRIMARY Barrel 3438 WeaponLaunchBone = SECONDARY Muzzle 3439 WeaponMuzzleFlash = SECONDARY MuzzleFX 3440 WeaponRecoilBone = SECONDARY Barrel 3441 HideSubObject = TURRET01 ;Hide controlled turret 3442 ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret 3443 Turret = Turret01 3444 TurretPitch = TurretEL 3445 End 3446 3447 ;*** PACKED STATE -- ready to move *** 3448 ConditionState = MOVING 3449 Animation = NVNukeCn.NVNukeCn 3450 AnimationMode = ONCE_BACKWARDS 3451 Flags = START_FRAME_FIRST 3452 End 3453 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 3454 AliasConditionState = BETWEEN_FIRING_SHOTS_A 3455 ;*** 3456 ConditionState = REALLYDAMAGED MOVING 3457 Model = NVNukeCn_D 3458 Animation = NVNukeCn_D.NVNukeCn_D 3459 AnimationMode = ONCE_BACKWARDS 3460 Flags = START_FRAME_FIRST 3461 End 3462 AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 3463 3464 3465 ;*** UNPACKING STATE -- preparing to fire *** 3466 ConditionState = UNPACKING 3467 Animation = NVNukeCn.NVNukeCn 3468 AnimationMode = ONCE 3469 End 3470 AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 3471 ;*** 3472 ConditionState = REALLYDAMAGED UNPACKING 3473 Model = NVNukeCn_D 3474 Animation = NVNukeCn_D.NVNukeCn_D 3475 AnimationMode = ONCE 3476 End 3477 AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 3478 3479 ;*** PACKING STATE -- preparing to move *** 3480 ConditionState = PACKING 3481 Animation = NVNukeCn.NVNukeCn 3482 AnimationMode = ONCE_BACKWARDS 3483 Flags = START_FRAME_LAST 3484 End 3485 3486 AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 3487 ;*** 3488 ConditionState = REALLYDAMAGED PACKING 3489 Model = NVNukeCn_D 3490 Animation = NVNukeCn_D.NVNukeCn_D 3491 AnimationMode = ONCE_BACKWARDS 3492 Flags = START_FRAME_LAST 3493 End 3494 AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 3495 3496 ;*** DEPLOYED STATE -- ready to fire *** 3497 ConditionState = DEPLOYED 3498 Animation = NVNukeCn.NVNukeCn 3499 AnimationMode = ONCE 3500 Flags = START_FRAME_LAST 3501 TransitionKey = TRANS_FIRING_A 3502 HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret 3503 ShowSubObject = TURRET01 ;Show controlled turret 3504 End 3505 AliasConditionState = DEPLOYED FIRING_A 3506 AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A 3507 AliasConditionState = DEPLOYED RELOADING_A 3508 AliasConditionState = DEPLOYED MOVING 3509 3510 ConditionState = DEPLOYED REALLYDAMAGED 3511 Model = NVNukeCn_D 3512 Animation = NVNukeCn_D.NVNukeCn_D 3513 AnimationMode = ONCE 3514 Flags = START_FRAME_LAST 3515 TransitionKey = TRANS_FIRING_A 3516 HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret 3517 ShowSubObject = TURRET01 ;Show controlled turret 3518 End 3519 AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A 3520 AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 3521 AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A 3522 AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 3523 3524 TrackMarks = EXTnkTrack.tga 3525 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 3526 End 3527 3528 ; ***DESIGN parameters *** 3529 DisplayName = OBJECT:NukeLauncher 3530 Side = ChinaNukeGeneral 3531 EditorSorting = VEHICLE 3532 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 3533 WeaponSet 3534 Conditions = None 3535 Weapon = PRIMARY NukeCannonGun 3536 Weapon = SECONDARY NukeCannonNeutronWeapon 3537 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 3538 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 3539 ShareWeaponReloadTime = Yes 3540 End 3541 3542 3543 ArmorSet 3544 Conditions = None 3545 Armor = TankArmor 3546 DamageFX = TankDamageFX 3547 End 3548 BuildCost = 1600 3549 BuildTime = 20.0 ;in seconds 3550 VisionRange = 180 3551 ShroudClearingRange = 350 3552 Prerequisites 3553 Object = Nuke_ChinaWarFactory 3554 Object = Nuke_ChinaPropagandaCenter 3555 End 3556 3557 ExperienceValue = 50 100 200 400 ;Experience point value at each level 3558 ExperienceRequired = 0 400 600 1000 ;Experience points needed to gain each level 3559 IsTrainable = Yes ;Can gain experience 3560 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3561 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3562 CommandSet = ChinaVehicleNukeCannonCommandSet 3563 3564 ; *** AUDIO Parameters *** 3565 VoiceSelect = NukeCannonVoiceSelect 3566 VoiceMove = NukeCannonVoiceMove 3567 VoiceGuard = NukeCannonVoiceMove 3568 VoiceAttack = NukeCannonVoiceAttack 3569 SoundMoveStart = NukeCannonMoveStart 3570 SoundMoveStartDamaged = NukeCannonMoveStart 3571 UnitSpecificSounds 3572 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3573 VoiceCreate = NukeCannonVoiceCreate 3574 TurretMoveStart = NoSound 3575 TurretMoveLoop = NukeCannonTurretMoveLoop 3576 VoiceEnter = NukeCannonVoiceMove 3577 Deploy = NukeCannonDeploy 3578 Undeploy = NukeCannonUnDeploy 3579 End 3580 3581 3582 ; *** ENGINEERING Parameters *** 3583 RadarPriority = UNIT 3584 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 3585 3586 Body = ActiveBody ModuleTag_02 3587 MaxHealth = 240.0 3588 InitialHealth = 240.0 3589 3590 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3591 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3592 SubdualDamageCap = 480 3593 SubdualDamageHealRate = 500 3594 SubdualDamageHealAmount = 50 3595 End 3596 3597 Behavior = VeterancyGainCreate ModuleTag_03 3598 StartingLevel = VETERAN 3599 ScienceRequired = SCIENCE_ArtilleryTraining 3600 End 3601 3602 Behavior = DeployStyleAIUpdate ModuleTag_04 3603 Turret 3604 TurretTurnRate = 80 3605 TurretPitchRate = 80 3606 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 3607 AllowsPitch = Yes 3608 RecenterTime = 5000 ; how long to wait during idle before recentering 3609 ControlledWeaponSlots = PRIMARY SECONDARY 3610 NaturalTurretAngle = 0 3611 InitiallyDisabled = Yes 3612 End 3613 AutoAcquireEnemiesWhenIdle = No 3614 PackTime = 3333 3615 UnpackTime = 3333 3616 TurretsFunctionOnlyWhenDeployed = Yes 3617 TurretsMustCenterBeforePacking = Yes 3618 ManualDeployAnimations = Yes 3619 End 3620 3621 Locomotor = SET_NORMAL ChinaNukeCannonLocomotor 3622 Behavior = PhysicsBehavior ModuleTag_05 3623 Mass = 50.0 3624 End 3625 3626 Behavior = SlowDeathBehavior ModuleTag_06 3627 DeathTypes = ALL -CRUSHED -SPLATTED 3628 DestructionDelay = 500 3629 DestructionDelayVariance = 100 3630 FX = INITIAL FX_BattleMasterExplosionOneFinal 3631 OCL = INITIAL OCL_RadiationFieldSmall 3632 OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie 3633 OCL = FINAL OCL_RadiationFieldSmall 3634 FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion 3635 End 3636 3637 ; A crushing defeat 3638 Behavior = FXListDie ModuleTag_07 3639 DeathTypes = NONE +CRUSHED +SPLATTED 3640 DeathFX = FX_CarCrush 3641 End 3642 Behavior = CreateObjectDie ModuleTag_08 3643 DeathTypes = NONE +CRUSHED +SPLATTED 3644 CreationList = OCL_CrusaderTank_CrushEffect 3645 End 3646 Behavior = CreateCrateDie ModuleTag_09 3647 CrateData = SalvageCrateData 3648 ;CrateData = EliteTankCrateData 3649 ;CrateData = HeroicTankCrateData 3650 End 3651 3652 Behavior = TransitionDamageFX ModuleTag_10 3653 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 3654 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 3655 End 3656 3657 Behavior = DestroyDie ModuleTag_11 3658 DeathTypes = NONE +CRUSHED +SPLATTED 3659 End 3660 3661 Behavior = FlammableUpdate ModuleTag_21 3662 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3663 AflameDamageAmount = 3 ; taking this much damage... 3664 AflameDamageDelay = 500 ; this often. 3665 End 3666 3667 Behavior = ProductionUpdate ModuleTag_12 3668 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 3669 End 3670 3671 Geometry = BOX 3672 GeometryMajorRadius = 32.0 3673 GeometryMinorRadius = 10.0 3674 GeometryHeight = 17.0 3675 GeometryIsSmall = No 3676 Shadow = SHADOW_VOLUME 3677 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3678 3679 End 3680 3681 3682 3683 3684 3685 ;------------------------------------------------------------------------------ 3686 Object Nuke_ChinaTankGattling 3687 3688 ; *** ART Parameters *** 3689 SelectPortrait = SNGatlingTank_L 3690 ButtonImage = SNGatlingTank 3691 3692 ;UpgradeCameo1 = Upgrade_Nationalism 3693 UpgradeCameo1 = Upgrade_ChinaChainGuns 3694 ;UpgradeCameo3 = NONE 3695 ;UpgradeCameo4 = NONE 3696 ;UpgradeCameo5 = NONE 3697 3698 Draw = W3DTankDraw ModuleTag_01 3699 OkToChangeModelColor = Yes 3700 3701 DefaultConditionState 3702 Model = NVGattTank 3703 Animation = NVGattTank.NVGattTank 3704 AnimationMode = MANUAL 3705 Turret = TURRET01 3706 TurretPitch = TURRETEL01 3707 WeaponMuzzleFlash = PRIMARY MuzzleFX 3708 WeaponFireFXBone = PRIMARY Muzzle 3709 WeaponMuzzleFlash = SECONDARY MuzzleFX 3710 WeaponFireFXBone = SECONDARY Muzzle 3711 End 3712 3713 ConditionState = REALLYDAMAGED RUBBLE 3714 Model = NVGattTank_D 3715 End 3716 3717 3718 ;-----pristine attacking---------------------- 3719 ConditionState = ATTACKING 3720 Model = NVGattTank 3721 Animation = NVGattTank.NVGattTank 3722 AnimationMode = LOOP 3723 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 3724 End 3725 3726 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 3727 Model = NVGattTank 3728 Animation = NVGattTank.NVGattTank 3729 AnimationMode = LOOP 3730 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 3731 End 3732 3733 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 3734 Model = NVGattTank 3735 Animation = NVGattTank.NVGattTank 3736 AnimationMode = LOOP 3737 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 3738 End 3739 3740 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 3741 Model = NVGattTank 3742 Animation = NVGattTank.NVGattTank 3743 AnimationMode = LOOP 3744 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 3745 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 3746 End 3747 3748 ;-----damaged attacking---------------------- 3749 ConditionState REALLYDAMAGED ATTACKING 3750 Model = NVGattTank_D 3751 Animation = NVGattTank_D.NVGattTank_D 3752 AnimationMode = LOOP 3753 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly 3754 End 3755 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 3756 Model = NVGattTank_D 3757 Animation = NVGattTank_D.NVGattTank_D 3758 AnimationMode = LOOP 3759 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 3760 End 3761 3762 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 3763 Model = NVGattTank_D 3764 Animation = NVGattTank_D.NVGattTank_D 3765 AnimationMode = LOOP 3766 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 3767 End 3768 3769 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 3770 Model = NVGattTank_D 3771 Animation = NVGattTank_D.NVGattTank_D 3772 AnimationMode = LOOP 3773 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 3774 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 3775 End 3776 3777 3778 3779 3780 TrackMarks = EXTnkTrack.tga 3781 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 3782 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 3783 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 3784 End 3785 3786 ; ***DESIGN parameters *** 3787 DisplayName = OBJECT:GattlingTank 3788 Side = ChinaNukeGeneral 3789 EditorSorting = VEHICLE 3790 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3791 3792 WeaponSet 3793 Conditions = None 3794 Weapon = PRIMARY GattlingTankGun 3795 PreferredAgainst = PRIMARY AIRCRAFT 3796 Weapon = SECONDARY GattlingTankGunAir 3797 End 3798 3799 ArmorSet 3800 Conditions = None 3801 Armor = AntiAirVehicle 3802 DamageFX = TankDamageFX 3803 End 3804 BuildCost = 800 3805 BuildTime = 10.0 ;in seconds 3806 VisionRange = 150 3807 ShroudClearingRange = 360 3808 Prerequisites 3809 Object = Nuke_ChinaWarFactory 3810 End 3811 3812 ExperienceValue = 50 50 100 150 ;Experience point value at each level 3813 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 3814 IsTrainable = Yes ;Can gain experience 3815 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3816 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3817 CommandSet = ChinaVehicleGattlingTankCommandSet 3818 3819 3820 ; *** AUDIO Parameters *** 3821 VoiceSelect = GattlingTankVoiceSelect 3822 VoiceMove = GattlingTankVoiceMove 3823 VoiceGuard = GattlingTankVoiceMove 3824 VoiceAttack = GattlingTankVoiceAttack 3825 SoundMoveStart = GattlingTankMoveStart 3826 SoundMoveStartDamaged = GattlingTankMoveStart 3827 3828 UnitSpecificSounds 3829 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3830 VoiceCreate = GattlingTankVoiceCreate 3831 TurretMoveStart = NoSound 3832 TurretMoveLoop = TurretMoveLoopLoud 3833 VoiceCrush = GattlingTankVoiceCrush 3834 VoiceEnter = GattlingTankVoiceMove 3835 VoiceRapidFire = GattlingTankVoiceRapid 3836 End 3837 3838 ; *** ENGINEERING Parameters *** 3839 RadarPriority = UNIT 3840 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 3841 3842 Body = ActiveBody ModuleTag_02 3843 MaxHealth = 300.0 3844 InitialHealth = 300.0 3845 3846 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3847 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3848 SubdualDamageCap = 600 3849 SubdualDamageHealRate = 500 3850 SubdualDamageHealAmount = 50 3851 End 3852 Behavior = AIUpdateInterface ModuleTag_03 3853 Turret 3854 ControlledWeaponSlots = PRIMARY SECONDARY 3855 TurretTurnRate = 180 // turn rate, in degrees per sec 3856 TurretPitchRate = 180 3857 AllowsPitch = Yes 3858 FiresWhileTurning = Yes 3859 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 3860 ; since you never know from whence cometh danger 3861 End 3862 AutoAcquireEnemiesWhenIdle = Yes 3863 MoodAttackCheckRate = 250 3864 End 3865 Locomotor = SET_NORMAL GattlingTankLocomotor 3866 Behavior = PhysicsBehavior ModuleTag_04 3867 Mass = 40.0 3868 End 3869 3870 ; Behavior = DestroyDie 3871 ; ;nothing 3872 ; End 3873 3874 ; Just explode death 3875 Behavior = SlowDeathBehavior ModuleTag_05 3876 ProbabilityModifier = 19 3877 DestructionDelay = 200 3878 DestructionDelayVariance = 100 3879 3880 SinkRate = 0.5 ; in Dist/Sec 3881 3882 OCL = FINAL OCL_ChinaTankGattlingDebris 3883 FX = FINAL FX_GattlingExplosionOneFinal 3884 End 3885 3886 Behavior = CreateCrateDie ModuleTag_06 3887 CrateData = SalvageCrateData 3888 ;CrateData = EliteTankCrateData 3889 ;CrateData = HeroicTankCrateData 3890 End 3891 3892 Behavior = TransitionDamageFX ModuleTag_07 3893 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 3894 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 3895 End 3896 3897 Behavior = FlammableUpdate ModuleTag_21 3898 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3899 AflameDamageAmount = 3 ; taking this much damage... 3900 AflameDamageDelay = 500 ; this often. 3901 End 3902 3903 Behavior = WeaponBonusUpgrade ModuleTag_22 3904 TriggeredBy = Upgrade_ChinaChainGuns 3905 End 3906 3907 Geometry = BOX 3908 GeometryMajorRadius = 15.0 3909 GeometryMinorRadius = 10.0 3910 3911 GeometryHeight = 15.0 3912 GeometryIsSmall = Yes 3913 Shadow = SHADOW_VOLUME 3914 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3915 3916 End 3917 3918 3919 3920 ;------------------------------------------------------------------------------ 3921 ;China Supply Truck 3922 Object Nuke_ChinaVehicleSupplyTruck 3923 3924 ; *** ART Parameters *** 3925 3926 SelectPortrait = SNSupplyTruck_L 3927 ButtonImage = SNSupplyTruck 3928 3929 ;UpgradeCameo1 = NONE 3930 ;UpgradeCameo2 = NONE 3931 ;UpgradeCameo3 = NONE 3932 ;UpgradeCameo4 = NONE 3933 ;UpgradeCameo5 = NONE 3934 3935 Draw = W3DTruckDraw ModuleTag_01 3936 OkToChangeModelColor = Yes 3937 3938 DefaultConditionState 3939 Model = NVSSUPPLYTK 3940 HideSubObject = Cargo01 3941 End 3942 3943 ConditionState = REALLYDAMAGED 3944 Model = NVSSUPPLYTK_D 3945 End 3946 3947 ConditionState = RUBBLE 3948 Model = NVSSUPPLYTK_D 3949 End 3950 3951 ConditionState = CARRYING 3952 ShowSubObject = Cargo01 3953 End 3954 3955 ConditionState = REALLYDAMAGED CARRYING 3956 Model = NVSSUPPLYTK_D 3957 ShowSubObject = Cargo01 3958 End 3959 3960 ConditionState = RUBBLE CARRYING 3961 Model = NVSSUPPLYTK_D 3962 ShowSubObject = Cargo01 3963 End 3964 3965 TrackMarks = EXTireTrack.tga 3966 3967 LeftFrontTireBone = Tire01 3968 RightFrontTireBone = Tire02 3969 MidLeftRearTireBone = Tire03 3970 MidRightRearTireBone = Tire04 3971 LeftRearTireBone = Tire05 3972 RightRearTireBone = Tire06 3973 TireRotationMultiplier = 0.2 ; this * speed = rotation. 3974 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 3975 3976 Dust = RocketBuggyDust 3977 DirtSpray = RocketBuggyDirtSpray 3978 PowerslideSpray = RocketBuggyDirtPowerSlide 3979 3980 End 3981 3982 ; ***DESIGN parameters *** 3983 DisplayName = OBJECT:SupplyTruck 3984 Side = ChinaNukeGeneral 3985 EditorSorting = VEHICLE 3986 TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) 3987 BuildCost = 600 3988 BuildTime = 10.0 ;in seconds 3989 VisionRange = 150 3990 ShroudClearingRange = 300 3991 Prerequisites 3992 Object = Nuke_ChinaSupplyCenter 3993 End 3994 3995 ArmorSet 3996 Conditions = None 3997 Armor = TruckArmor 3998 DamageFX = TankDamageFX 3999 End 4000 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4001 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4002 CommandSet = ChinaSupplyTruckCommandSet 4003 ; *** AUDIO Parameters *** 4004 VoiceSelect = SupplyTruckVoiceSelect 4005 VoiceMove = SupplyTruckVoiceMove 4006 VoiceAttack = NoSound 4007 SoundMoveStart = SupplyTruckMoveStart 4008 SoundMoveStartDamaged = SupplyTruckMoveStart 4009 UnitSpecificSounds 4010 VoiceCreate = SupplyTruckVoiceCreate 4011 TruckLandingSound = NoSound 4012 TruckPowerslideSound = NoSound 4013 VoiceSupply = SupplyTruckVoiceSupply 4014 VoiceCrush = SupplyTruckVoiceCrush 4015 VoiceEnter = SupplyTruckVoiceMove 4016 4017 End 4018 4019 ; *** ENGINEERING Parameters *** 4020 RadarPriority = UNIT 4021 ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? 4022 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE 4023 4024 Body = ActiveBody ModuleTag_02 4025 MaxHealth = 300.0 4026 InitialHealth = 300.0 4027 4028 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4029 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4030 SubdualDamageCap = 600 4031 SubdualDamageHealRate = 500 4032 SubdualDamageHealAmount = 50 4033 End 4034 Behavior = SupplyTruckAIUpdate ModuleTag_03 4035 MaxBoxes = 4 4036 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) 4037 SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) 4038 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) 4039 SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted 4040 End 4041 Locomotor = SET_NORMAL SupplyTruckLocomotor 4042 Behavior = PhysicsBehavior ModuleTag_04 4043 Mass = 5.0 4044 End 4045 4046 ExperienceValue = 50 50 50 50 ;Experience point value at each level 4047 4048 Behavior = SlowDeathBehavior ModuleTag_05 4049 DeathTypes = ALL -CRUSHED -SPLATTED 4050 DestructionDelay = 200 4051 DestructionDelayVariance = 100 4052 FX = FINAL FX_SupplyTruckExplosionOneFinal 4053 OCL = FINAL OCL_ChinaSupplyTruckDeathEffect 4054 End 4055 4056 Behavior = FXListDie ModuleTag_06 4057 DeathTypes = NONE +CRUSHED +SPLATTED 4058 DeathFX = FX_CarCrush 4059 End 4060 4061 Behavior = CreateObjectDie ModuleTag_07 4062 DeathTypes = NONE +CRUSHED +SPLATTED 4063 CreationList = OCL_ChinaSupplyTruck_CrushEffect 4064 End 4065 4066 Behavior = TransitionDamageFX ModuleTag_08 4067 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 4068 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 4069 End 4070 4071 Behavior = FlammableUpdate ModuleTag_10 4072 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4073 AflameDamageAmount = 3 ; taking this much damage... 4074 AflameDamageDelay = 500 ; this often. 4075 End 4076 4077 ; A crushing defeat 4078 Behavior = DestroyDie ModuleTag_11 4079 DeathTypes = NONE +CRUSHED +SPLATTED 4080 End 4081 4082 Behavior = CreateCrateDie ModuleTag_12 4083 CrateData = SalvageCrateData 4084 End 4085 4086 Geometry = BOX 4087 GeometryMajorRadius = 17.0 4088 GeometryMinorRadius = 7.0 4089 GeometryHeight = 14.0 4090 GeometryIsSmall = No 4091 Shadow = SHADOW_VOLUME 4092 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4093 4094 End 4095 4096 4097 4098 ;------------------------------------------------------------------------------ 4099 ;China Construction Dozer 4100 Object Nuke_ChinaVehicleDozer 4101 4102 ; *** ART Parameters *** 4103 SelectPortrait = SNDozer_L 4104 ButtonImage = SNDozer 4105 4106 ;UpgradeCameo1 = NONE 4107 ;UpgradeCameo2 = NONE 4108 ;UpgradeCameo3 = NONE 4109 ;UpgradeCameo4 = NONE 4110 ;UpgradeCameo5 = NONE 4111 4112 Draw = W3DTankDraw ModuleTag_01 4113 4114 OkToChangeModelColor = Yes 4115 4116 DefaultConditionState 4117 Model = NVCONSTDOZ_A 4118 ParticleSysBone = EXHAUST01 DozerSmokeLight 4119 End 4120 ConditionState = MOVING 4121 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 4122 End 4123 ConditionState = FIRING_A MOVING PREATTACK_A 4124 Model = NVCONSTDOZ_A 4125 Animation = NVCONSTDOZ_A.NVCONSTDOZ_A 4126 AnimationMode = ONCE 4127 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 4128 ParticleSysBone = DIRTFX01 DozerDirtFall 4129 End 4130 AliasConditionState = ATTACKING FIRING_A MOVING 4131 4132 ConditionState = REALLYDAMAGED RUBBLE 4133 Model = NVCONSTDOZ_AD 4134 End 4135 ConditionState = MOVING REALLYDAMAGED RUBBLE 4136 Model = NVCONSTDOZ_AD 4137 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 4138 End 4139 ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE 4140 Model = NVCONSTDOZ_AD 4141 Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD 4142 AnimationMode = ONCE 4143 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 4144 ParticleSysBone = DIRTFX01 DozerDirtFall 4145 End 4146 AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE 4147 4148 TrackMarks = EXTnkTrack.tga 4149 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 4150 End 4151 4152 ; ***DESIGN parameters *** 4153 DisplayName = OBJECT:Dozer 4154 Side = ChinaNukeGeneral 4155 EditorSorting = VEHICLE 4156 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 4157 BuildCost = 1000 4158 BuildTime = 5.0 ;in seconds 4159 VisionRange = 150 4160 ShroudClearingRange = 300 4161 4162 WeaponSet 4163 Conditions = None 4164 Weapon = PRIMARY None 4165 End 4166 WeaponSet 4167 Conditions = MINE_CLEARING_DETAIL 4168 Weapon = PRIMARY DozerMineDisarmingWeapon 4169 End 4170 4171 ArmorSet 4172 Conditions = None 4173 Armor = DozerArmor ;Special Explosion-Proof Armor 4174 DamageFX = TankDamageFX 4175 End 4176 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4177 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4178 CommandSet = Nuke_ChinaDozerCommandSet 4179 4180 ; *** AUDIO Parameters *** 4181 VoiceSelect = DozerChinaVoiceSelect 4182 VoiceMove = DozerChinaVoiceMove 4183 VoiceEnter = DozerChinaVoiceMove 4184 VoiceTaskComplete = DozerChinaVoiceBuildComplete 4185 SoundMoveStart = DozerChinaMoveStart 4186 SoundMoveStartDamaged = DozerChinaMoveStart 4187 4188 UnitSpecificSounds 4189 VoiceCreate = DozerChinaVoiceCreate 4190 VoiceCrush = DozerChinaVoiceCrush 4191 VoiceNoBuild = DozerChinaVoiceBuildNot 4192 VoiceRepair = DozerChinaVoiceRepair 4193 VoiceDisarm = DozerChinaVoiceClearMine 4194 VoiceEnter = DozerChinaVoiceMove 4195 VoiceBuildResponse = DozerChinaVoiceBuild 4196 End 4197 4198 4199 4200 ; *** ENGINEERING Parameters *** 4201 RadarPriority = UNIT 4202 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 4203 4204 Body = ActiveBody ModuleTag_02 4205 MaxHealth = 250.0 4206 InitialHealth = 250.0 4207 4208 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4209 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4210 SubdualDamageCap = 500 4211 SubdualDamageHealRate = 500 4212 SubdualDamageHealAmount = 50 4213 End 4214 Behavior = DozerAIUpdate ModuleTag_03 4215 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 4216 BoredTime = 5000 ; in milliseconds 4217 BoredRange = 150 ; when bored, we look this far away to do something 4218 ; the only "enemies" that workers can acquire are mines, to be disarmed... 4219 AutoAcquireEnemiesWhenIdle = Yes 4220 End 4221 Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor 4222 Behavior = PhysicsBehavior ModuleTag_04 4223 Mass = 75.0 4224 End 4225 4226 Behavior = StealthDetectorUpdate ModuleTag_05 4227 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 4228 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 4229 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 4230 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 4231 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 4232 End 4233 4234 Behavior = TransitionDamageFX ModuleTag_06 4235 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 4236 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4237 End 4238 4239 ; Catch fire, and explode death 4240 Behavior = SlowDeathBehavior ModuleTag_07 4241 DeathTypes = ALL -CRUSHED -SPLATTED 4242 ProbabilityModifier = 100 4243 DestructionDelay = 1500 4244 DestructionDelayVariance = 600 4245 FX = INITIAL FX_CrusaderCatchFire 4246 OCL = FINAL OCL_ChinaDozerExplode 4247 FX = FINAL FX_BattleMasterExplosionOneFinal 4248 End 4249 4250 Behavior = CreateCrateDie ModuleTag_09 4251 CrateData = SalvageCrateData 4252 End 4253 4254 Behavior = FlammableUpdate ModuleTag_21 4255 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4256 AflameDamageAmount = 3 ; taking this much damage... 4257 AflameDamageDelay = 500 ; this often. 4258 End 4259 4260 Behavior = FXListDie ModuleTag_22 4261 DeathTypes = NONE +CRUSHED +SPLATTED 4262 DeathFX = FX_CarCrush 4263 End 4264 4265 Behavior = DestroyDie ModuleTag_23 4266 DeathTypes = NONE +CRUSHED +SPLATTED 4267 End 4268 4269 Geometry = BOX 4270 GeometryMajorRadius = 17.0;new radius to align mine sweeping position 4271 ;GeometryMajorRadius = 21.0;old radius 4272 GeometryMinorRadius = 10.0 4273 GeometryHeight = 15.0 4274 GeometryIsSmall = NO 4275 Shadow = SHADOW_VOLUME 4276 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4277 4278 End 4279 4280 ;--------------------¸ÄΪ²½À׳µ---------------------------------------------------------- 4281 4282 Object Nuke_ChinaTankECM 4283 4284 ; *** ART Parameters *** 4285 SelectPortrait = T14 4286 ButtonImage = T14 4287 4288 Draw = W3DTankDraw ModuleTag_01 4289 4290 OkToChangeModelColor = Yes 4291 DefaultConditionState 4292 Model = NVMINE 4293 Turret = Turret01 4294 AltTurret = Turret02 4295 WeaponFireFXBone = PRIMARY Tur1Muzzle 4296 WeaponRecoilBone = PRIMARY Tur1Barrel 4297 WeaponFireFXBone = SECONDARY Tur2Muzzle 4298 WeaponRecoilBone = SECONDARY Tur2Barrel 4299 End 4300 4301 End 4302 4303 ; ***DESIGN parameters *** 4304 DisplayName = OBJECT:ECMTank 4305 Side = ChinaNukeGeneral 4306 EditorSorting = VEHICLE 4307 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4308 4309 WeaponSet 4310 Conditions = None 4311 Weapon = PRIMARY NONE 4312 AutoChooseSources = PRIMARY NONE 4313 Weapon = SECONDARY RocketMines 4314 AutoChooseSources = SECONDARY NONE 4315 Conditions = MINE_CLEARING_DETAIL 4316 Weapon = TERTIARY DozerMineDisarmingWeapon 4317 End 4318 4319 ArmorSet 4320 Conditions = None 4321 Armor = AntiAirVehicle 4322 DamageFX = TankDamageFX 4323 End 4324 4325 BuildCost = 1500 ;00 4326 BuildTime = 15 ;0.0 ;in seconds 4327 VisionRange = 350 4328 ShroudClearingRange = 400 4329 4330 Prerequisites 4331 Object = Nuke_ChinaWarFactory 4332 Object = Nuke_ChinaPropagandaCenter 4333 4334 End 4335 4336 ExperienceValue = 20 20 50 80 ;Experience point value at each level 4337 ExperienceRequired = 0 50 80 120 ;Experience points needed to gain each level 4338 IsTrainable = Yes ;Can gain experience 4339 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4340 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4341 MaxSimultaneousOfType = 3 4342 CommandSet = ChinaVehicleTankMineCommandSet 4343 4344 Behavior = AIUpdateInterface ModuleTag_20 4345 AutoAcquireEnemiesWhenIdle = Yes 4346 MoodAttackCheckRate = 250 4347 End 4348 4349 ; *** AUDIO Parameters *** 4350 VoiceSelect = GattlingTankVoiceSelect 4351 VoiceMove = GattlingTankVoiceMove 4352 VoiceGuard = GattlingTankVoiceMove 4353 VoiceAttack = GattlingTankVoiceAttack 4354 SoundMoveStart = GattlingTankMoveStart 4355 SoundMoveStartDamaged = GattlingTankMoveStart 4356 4357 UnitSpecificSounds 4358 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4359 VoiceCreate = GattlingTankVoiceCreate 4360 TurretMoveStart = NoSound 4361 TurretMoveLoop = TurretMoveLoopLoud 4362 VoiceCrush = GattlingTankVoiceCrush 4363 VoiceEnter = GattlingTankVoiceMove 4364 VoiceRapidFire = GattlingTankVoiceRapid 4365 End 4366 4367 ; *** ENGINEERING Parameters *** 4368 RadarPriority = UNIT 4369 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 4370 4371 Body = ActiveBody ModuleTag_02 4372 MaxHealth = 100.0 4373 InitialHealth = 100.0 4374 End 4375 4376 4377 4378 Behavior = AIUpdateInterface ModuleTag_04 4379 Turret 4380 TurretTurnRate = 100 4381 TurretPitchRate = 100 4382 AllowsPitch = Yes 4383 FirePitch = 45 4384 ControlledWeaponSlots = SECONDARY 4385 End 4386 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 4387 End 4388 4389 Locomotor = SET_NORMAL GattlingTankLocomotor 4390 4391 Behavior = PhysicsBehavior ModuleTag_04 4392 Mass = 80.0 4393 End 4394 4395 ; Just explode death 4396 Behavior = SlowDeathBehavior ModuleTag_05 4397 ProbabilityModifier = 19 4398 DestructionDelay = 200 4399 DestructionDelayVariance = 100 4400 4401 SinkRate = 0.5 ; in Dist/Sec 4402 4403 OCL = FINAL OCL_ChinaTankGattlingDebris 4404 FX = FINAL FX_GattlingExplosionOneFinal 4405 End 4406 4407 Behavior = CreateCrateDie ModuleTag_06 4408 CrateData = SalvageCrateData 4409 ;CrateData = EliteTankCrateData 4410 ;CrateData = HeroicTankCrateData 4411 End 4412 4413 Behavior = TransitionDamageFX ModuleTag_07 4414 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 4415 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4416 End 4417 4418 Behavior = FlammableUpdate ModuleTag_21 4419 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4420 AflameDamageAmount = 3 ; taking this much damage... 4421 AflameDamageDelay = 500 ; this often. 4422 End 4423 4424 Geometry = BOX 4425 GeometryMajorRadius = 15.0 4426 GeometryMinorRadius = 10.0 4427 GeometryHeight = 15.0 4428 GeometryIsSmall = Yes 4429 Shadow = SHADOW_VOLUME 4430 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4431 4432 End 4433 4434 ;------------------------------------------------------------------------------ 4435 Object Nuke_ChinaVehicleListeningOutpost 4436 4437 ; *** ART Parameters *** 4438 SelectPortrait = NVLOutpost_L 4439 ButtonImage = NVLOutpost 4440 4441 Draw = W3DTruckDraw ModuleTag_01 4442 OkToChangeModelColor = Yes 4443 4444 ExtraPublicBone = IRFX 4445 4446 ConditionState = NONE 4447 Model = NVLOUTPOST 4448 End 4449 4450 ConditionState = REALLYDAMAGED 4451 Model = NVLOUTPOST_D 4452 End 4453 4454 ConditionState = RUBBLE 4455 Model = NVLOUTPOST_D1 4456 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior 4457 End 4458 4459 TrackMarks = EXTireTrack.tga 4460 4461 Dust = RocketBuggyDust 4462 DirtSpray = RocketBuggyDirtSpray 4463 LeftFrontTireBone = TIRE01 4464 RightFrontTireBone = TIRE02 4465 LeftRearTireBone = TIRE03 4466 RightRearTireBone = TIRE04 4467 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4468 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 4469 End 4470 4471 Draw = W3DModelDraw ModuleTag_33 4472 OkToChangeModelColor = Yes 4473 4474 ConditionState = NONE 4475 Model = NVLOUTPOST_B 4476 Animation = NVLOUTPOST_B.NVLOUTPOST_B 4477 AnimationMode = LOOP 4478 TransitionKey = Trans_Deployed 4479 End 4480 ConditionState = REALLYDAMAGED 4481 Model = NVLOUTPOST_BD 4482 Animation = NVLOUTPOST_BD.NVLOUTPOST_BD 4483 AnimationMode = LOOP 4484 TransitionKey = Trans_Deployed_ReallyDamaged 4485 End 4486 4487 ConditionState = MOVING 4488 Model = NVLOUTPOST_A 4489 Animation = NVLOUTPOST_A.NVLOUTPOST_A 4490 AnimationMode = LOOP 4491 TransitionKey = Trans_Moving 4492 End 4493 ConditionState = REALLYDAMAGED MOVING 4494 Model = NVLOUTPOST_AD 4495 Animation = NVLOUTPOST_AD.NVLOUTPOST_AD 4496 AnimationMode = LOOP 4497 TransitionKey = Trans_Moving_ReallyDamaged 4498 End 4499 4500 ConditionState = RUBBLE 4501 Model = NONE 4502 End 4503 AliasConditionState = RUBBLE MOVING 4504 4505 ;**** PACKING AND UNPACKING MODES *** 4506 TransitionState = Trans_Moving Trans_Deployed 4507 Model = NVLOUTPOST_C 4508 Animation = NVLOUTPOST_C.NVLOUTPOST_C 4509 AnimationMode = ONCE 4510 End 4511 TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged 4512 Model = NVLOUTPOST_CD 4513 Animation = NVLOUTPOST_CD.NVLOUTPOST_CD 4514 AnimationMode = ONCE 4515 End 4516 4517 TransitionState = Trans_Deployed Trans_Moving 4518 Model = NVLOUTPOST_C 4519 Animation = NVLOUTPOST_C.NVLOUTPOST_C 4520 AnimationMode = ONCE_BACKWARDS 4521 End 4522 TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged 4523 Model = NVLOUTPOST_CD 4524 Animation = NVLOUTPOST_CD.NVLOUTPOST_CD 4525 AnimationMode = ONCE_BACKWARDS 4526 End 4527 End 4528 4529 ; ***DESIGN parameters *** 4530 DisplayName = OBJECT:ListeningOutpost 4531 Side = ChinaNukeGeneral 4532 EditorSorting = VEHICLE 4533 TransportSlotCount = 8 ;Just enough to fit into a Chinook. 4534 WeaponSet 4535 Conditions = None 4536 Weapon = PRIMARY TroopCrawlerAssault 4537 End 4538 ArmorSet 4539 Conditions = None 4540 Armor = TankArmor 4541 DamageFX = TankDamageFX 4542 End 4543 BuildCost = 900 4544 BuildTime = 15.0 ;in seconds 4545 VisionRange = 250 4546 ShroudClearingRange = 500 4547 Prerequisites 4548 Object = Nuke_ChinaWarFactory 4549 End 4550 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4551 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4552 CommandSet = Nuke_ChinaListeningOutpostCommandSet 4553 4554 ; *** AUDIO Parameters *** 4555 VoiceSelect = ListeningOutpostVoiceSelect 4556 VoiceMove = ListeningOutpostVoiceMove 4557 VoiceGuard = ListeningOutpostVoiceMove 4558 VoiceAttack = ListeningOutpostVoiceAttack 4559 SoundMoveStart = RadarVanMoveStart 4560 SoundMoveStartDamaged = RadarVanMoveStart 4561 SoundEnter = HumveeEnter 4562 SoundExit = HumveeExit 4563 UnitSpecificSounds 4564 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4565 VoiceCreate = ListeningOutpostVoiceCreate 4566 TurretMoveStart = NoSound 4567 TurretMoveLoop = TurretMoveLoop 4568 TruckLandingSound = NoSound ;RocketBuggyLand 4569 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 4570 VoiceCrush = NoSound 4571 VoiceUnload = NoSound ; nothing recorded 4572 VoiceEnter = ListeningOutpostVoiceMove 4573 End 4574 4575 4576 ; *** ENGINEERING Parameters *** 4577 RadarPriority = UNIT 4578 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE 4579 4580 Body = ActiveBody ModuleTag_02 4581 MaxHealth = 240.0 4582 InitialHealth = 240.0 4583 4584 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4585 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4586 SubdualDamageCap = 480 4587 SubdualDamageHealRate = 500 4588 SubdualDamageHealAmount = 50 4589 End 4590 Behavior = StealthDetectorUpdate ModuleTag_03 4591 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 4592 DetectionRange = 300 ;Dustin, enable this for independant balancing! 4593 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 4594 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 4595 ; PingSound = IRPing 4596 ; LoudPingSound = IRPingLoud 4597 ; IRParticleSysName = IRDetectSonar 4598 ; IRBrightParticleSysName = IRDetectSonarBright 4599 IRGridParticleSysName = IRDetectGrid 4600 IRBeaconParticleSysName = IRLenzflare 4601 IRParticleSysBone = IRFX 4602 End 4603 4604 Behavior = AssaultTransportAIUpdate ModuleTag_NewAI 4605 MembersGetHealedAtLifeRatio = 0.5 4606 End 4607 Behavior = StealthUpdate ModuleTag_04 4608 StealthDelay = 2000 ; msec 4609 StealthForbiddenConditions = MOVING RIDERS_ATTACKING 4610 FriendlyOpacityMin = 50.0% 4611 FriendlyOpacityMax = 100.0% 4612 InnateStealth = Yes 4613 OrderIdleEnemiesToAttackMeUponReveal = Yes 4614 End 4615 4616 Locomotor = SET_NORMAL ListeningOutpostLocomotor 4617 Behavior = PhysicsBehavior ModuleTag_05 4618 Mass = 90.0 4619 End 4620 Behavior = TransportContain ModuleTag_06 4621 PassengersAllowedToFire = Yes 4622 Slots = 2 4623 InitialPayload = Nuke_ChinaInfantryTankHunter 2 4624 ScatterNearbyOnExit = No 4625 HealthRegen%PerSec = 10 4626 DamagePercentToUnits = 10% 4627 AllowInsideKindOf = INFANTRY 4628 ExitDelay = 250 4629 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 4630 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 4631 End 4632 4633 Behavior = SlowDeathBehavior ModuleTag_07 4634 DeathTypes = ALL -CRUSHED -SPLATTED 4635 DestructionDelay = 1789 4636 FX = INITIAL FX_SupplyTruckExplosionOneFinal 4637 OCL = INITIAL OCL_InitialListeningOutpostDebris 4638 FX = FINAL FX_SupplyTruckExplosionOneFinal 4639 OCL = FINAL OCL_FinalListeningOutpostDebris 4640 End 4641 4642 Behavior = TransitionDamageFX ModuleTag_08 4643 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 4644 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 4645 End 4646 4647 Behavior = DestroyDie ModuleTag_09 4648 DeathTypes = NONE +CRUSHED +SPLATTED 4649 End 4650 4651 Behavior = FXListDie ModuleTag_10 4652 DeathTypes = NONE +CRUSHED +SPLATTED 4653 DeathFX = FX_CarCrush 4654 End 4655 4656 ; A crushing defeat 4657 Behavior = FXListDie ModuleTag_11 4658 DeathTypes = NONE +CRUSHED +SPLATTED 4659 DeathFX = FX_CarCrush 4660 End 4661 4662 Behavior = CreateCrateDie ModuleTag_12 4663 CrateData = SalvageCrateData 4664 ;CrateData = EliteTankCrateData 4665 ;CrateData = HeroicTankCrateData 4666 End 4667 4668 Behavior = FlammableUpdate ModuleTag_21 4669 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4670 AflameDamageAmount = 3 ; taking this much damage... 4671 AflameDamageDelay = 500 ; this often. 4672 End 4673 4674 Geometry = BOX 4675 GeometryMajorRadius = 20.0 4676 GeometryMinorRadius = 9.0 4677 GeometryHeight = 13.0 4678 GeometryIsSmall = No 4679 Shadow = SHADOW_VOLUME 4680 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4681 4682 End 4683 4684 4685 4686 4687 4688 4689 4690 4691 4692 4693 4694 4695 4696 4697 4698 4699 4700 4701 4702 4703 4704 4705 4706 4707 4708 4709 4710 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 4721 4722 4723 4724 4725 4726 4727 4728 4729 4730 4731 4732 4733 4734 4735 4736 ;------------------------------------------------------------------------------ 4737 Object Nuke_ChinaCommandCenter 4738 4739 ; *** ART Parameters *** 4740 4741 ; ------------ the main building itself ----------------- 4742 SelectPortrait = SNComCentr_L 4743 ButtonImage = SNComCentr 4744 Draw = W3DModelDraw ModuleTag_01 4745 OkToChangeModelColor = Yes 4746 4747 ; DAY ************************************ 4748 DefaultConditionState 4749 Model = NBConYardN 4750 Animation = NBConYardN.NBConYardN 4751 AnimationMode = LOOP 4752 End 4753 ConditionState = DAMAGED 4754 Model = NBConYardN_D 4755 Animation = NBConYardN_D.NBConYardN_D 4756 AnimationMode = LOOP 4757 ParticleSysBone = Fire01 SmolderingFire 4758 ParticleSysBone = Fire02 SmolderingFire 4759 ParticleSysBone = Fire03 SmolderingFire 4760 ParticleSysBone = Smoke01 SmolderingSmoke 4761 ParticleSysBone = Smoke02 SmolderingSmoke 4762 ParticleSysBone = Smoke03 SmolderingSmoke 4763 End 4764 ConditionState = REALLYDAMAGED RUBBLE 4765 Model = NBConYardN_E 4766 Animation = NBConYardN_E.NBConYardN_E 4767 AnimationMode = LOOP 4768 ParticleSysBone = Fire01 SmolderingFire 4769 ParticleSysBone = Fire02 SmolderingFire 4770 ParticleSysBone = Fire03 SmolderingFire 4771 ParticleSysBone = Fire04 SmolderingFire 4772 ParticleSysBone = Fire05 SmolderingFire 4773 ParticleSysBone = Fire06 SmolderingFire 4774 ParticleSysBone = Fire07 SmolderingFire 4775 ParticleSysBone = Smoke01 SmolderingSmoke 4776 ParticleSysBone = Smoke02 SmolderingSmoke 4777 ParticleSysBone = Smoke03 SmolderingSmoke 4778 End 4779 4780 4781 ;NIGHT *********************************** 4782 ConditionState = NIGHT 4783 Model = NBConYardN_N 4784 Animation = NBConYardN_N.NBConYardN_N 4785 AnimationMode = LOOP 4786 End 4787 ConditionState = DAMAGED NIGHT 4788 Model = NBConYardN_DN 4789 Animation = NBConYardN_DN.NBConYardN_DN 4790 AnimationMode = LOOP 4791 ParticleSysBone = Fire01 SmolderingFire 4792 ParticleSysBone = Fire02 SmolderingFire 4793 ParticleSysBone = Fire03 SmolderingFire 4794 ParticleSysBone = Smoke01 SmolderingSmoke 4795 ParticleSysBone = Smoke02 SmolderingSmoke 4796 ParticleSysBone = Smoke03 SmolderingSmoke 4797 End 4798 ConditionState = REALLYDAMAGED RUBBLE NIGHT 4799 Model = NBConYardN_EN 4800 Animation = NBConYardN_EN.NBConYardN_EN 4801 AnimationMode = LOOP 4802 ParticleSysBone = Fire01 SmolderingFire 4803 ParticleSysBone = Fire02 SmolderingFire 4804 ParticleSysBone = Fire03 SmolderingFire 4805 ParticleSysBone = Fire04 SmolderingFire 4806 ParticleSysBone = Fire05 SmolderingFire 4807 ParticleSysBone = Fire06 SmolderingFire 4808 ParticleSysBone = Fire07 SmolderingFire 4809 ParticleSysBone = Smoke01 SmolderingSmoke 4810 ParticleSysBone = Smoke02 SmolderingSmoke 4811 ParticleSysBone = Smoke03 SmolderingSmoke 4812 End 4813 4814 4815 ;SNOW ************************************* 4816 ConditionState = SNOW 4817 Model = NBConYardN_S 4818 Animation = NBConYardN_S.NBConYardN_S 4819 AnimationMode = LOOP 4820 End 4821 ConditionState = DAMAGED SNOW 4822 Model = NBConYardN_DS 4823 Animation = NBConYardN_DS.NBConYardN_DS 4824 AnimationMode = LOOP 4825 ParticleSysBone = Fire01 SmolderingFire 4826 ParticleSysBone = Fire02 SmolderingFire 4827 ParticleSysBone = Fire03 SmolderingFire 4828 ParticleSysBone = Smoke01 SmolderingSmoke 4829 ParticleSysBone = Smoke02 SmolderingSmoke 4830 ParticleSysBone = Smoke03 SmolderingSmoke 4831 End 4832 ConditionState = REALLYDAMAGED RUBBLE SNOW 4833 Model = NBConYardN_ES 4834 Animation = NBConYardN_ES.NBConYardN_ES 4835 AnimationMode = LOOP 4836 ParticleSysBone = Fire01 SmolderingFire 4837 ParticleSysBone = Fire02 SmolderingFire 4838 ParticleSysBone = Fire03 SmolderingFire 4839 ParticleSysBone = Fire04 SmolderingFire 4840 ParticleSysBone = Fire05 SmolderingFire 4841 ParticleSysBone = Fire06 SmolderingFire 4842 ParticleSysBone = Fire07 SmolderingFire 4843 ParticleSysBone = Smoke01 SmolderingSmoke 4844 ParticleSysBone = Smoke02 SmolderingSmoke 4845 ParticleSysBone = Smoke03 SmolderingSmoke 4846 End 4847 4848 ;NIGHT SNOW ***************************** 4849 ConditionState = NIGHT SNOW 4850 Model = NBConYardN_NS 4851 Animation = NBConYardN_NS.NBConYardN_NS 4852 AnimationMode = LOOP 4853 End 4854 ConditionState = DAMAGED NIGHT SNOW 4855 Model = NBConYardN_DNS 4856 Animation = NBConYardN_DNS.NBConYardN_DNS 4857 AnimationMode = LOOP 4858 ParticleSysBone = Fire01 SmolderingFire 4859 ParticleSysBone = Fire02 SmolderingFire 4860 ParticleSysBone = Fire03 SmolderingFire 4861 ParticleSysBone = Smoke01 SmolderingSmoke 4862 ParticleSysBone = Smoke02 SmolderingSmoke 4863 ParticleSysBone = Smoke03 SmolderingSmoke 4864 End 4865 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 4866 Model = NBConYardN_ENS 4867 Animation = NBConYardN_ENS.NBConYardN_ENS 4868 AnimationMode = LOOP 4869 ParticleSysBone = Fire01 SmolderingFire 4870 ParticleSysBone = Fire02 SmolderingFire 4871 ParticleSysBone = Fire03 SmolderingFire 4872 ParticleSysBone = Fire04 SmolderingFire 4873 ParticleSysBone = Fire05 SmolderingFire 4874 ParticleSysBone = Fire06 SmolderingFire 4875 ParticleSysBone = Fire07 SmolderingFire 4876 ParticleSysBone = Smoke01 SmolderingSmoke 4877 ParticleSysBone = Smoke02 SmolderingSmoke 4878 ParticleSysBone = Smoke03 SmolderingSmoke 4879 End 4880 4881 ;************************************************************************************************************************** 4882 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4883 ;for this draw module 4884 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4885 Model = NBConYardN 4886 Animation = NBConYardN.NBConYardN 4887 AnimationMode = LOOP 4888 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4889 End 4890 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4891 Model = NBConYardN_D 4892 Animation = NBConYardN_D.NBConYardN_D 4893 AnimationMode = LOOP 4894 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4895 End 4896 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4897 Model = NBConYardN_E 4898 Animation = NBConYardN_E.NBConYardN_E 4899 AnimationMode = LOOP 4900 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4901 End 4902 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4903 Model = NBConYardN_N 4904 Animation = NBConYardN_N.NBConYardN_N 4905 AnimationMode = LOOP 4906 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4907 End 4908 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4909 Model = NBConYardN_DN 4910 Animation = NBConYardN_DN.NBConYardN_DN 4911 AnimationMode = LOOP 4912 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4913 End 4914 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4915 Model = NBConYardN_EN 4916 Animation = NBConYardN_EN.NBConYardN_EN 4917 AnimationMode = LOOP 4918 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4919 End 4920 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4921 Model = NBConYardN_S 4922 Animation = NBConYardN_S.NBConYardN_S 4923 AnimationMode = LOOP 4924 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4925 End 4926 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4927 Model = NBConYardN_DS 4928 Animation = NBConYardN_DS.NBConYardN_DS 4929 AnimationMode = LOOP 4930 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4931 End 4932 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4933 Model = NBConYardN_ES 4934 Animation = NBConYardN_ES.NBConYardN_ES 4935 AnimationMode = LOOP 4936 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4937 End 4938 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4939 Model = NBConYardN_NS 4940 Animation = NBConYardN_NS.NBConYardN_NS 4941 AnimationMode = LOOP 4942 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4943 End 4944 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4945 Model = NBConYardN_DNS 4946 Animation = NBConYardN_DNS.NBConYardN_DNS 4947 AnimationMode = LOOP 4948 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4949 End 4950 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4951 Model = NBConYardN_ENS 4952 Animation = NBConYardN_ENS.NBConYardN_ENS 4953 AnimationMode = LOOP 4954 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4955 End 4956 4957 ConditionState = AWAITING_CONSTRUCTION 4958 Model = NONE 4959 End 4960 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4961 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4962 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4963 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4964 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4965 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4966 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4967 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4968 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4969 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4970 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4971 AliasConditionState = SOLD 4972 AliasConditionState = SOLD DAMAGED 4973 AliasConditionState = SOLD REALLYDAMAGED 4974 AliasConditionState = SOLD NIGHT 4975 AliasConditionState = SOLD NIGHT DAMAGED 4976 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4977 AliasConditionState = SOLD SNOW 4978 AliasConditionState = SOLD SNOW DAMAGED 4979 AliasConditionState = SOLD SNOW REALLYDAMAGED 4980 AliasConditionState = SOLD NIGHT SNOW 4981 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4982 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4983 ;************************************************************************************************************************** 4984 End 4985 4986 ; ------------ Radar Extending ----------------- 4987 Draw = W3DModelDraw ModuleTag_02 4988 4989 DefaultConditionState 4990 Model = None 4991 End 4992 AliasConditionState = DAMAGED 4993 AliasConditionState = REALLYDAMAGED RUBBLE 4994 4995 ConditionState = RADAR_EXTENDING RADAR_UPGRADED 4996 Model = NBConYard_A2 4997 Animation = NBConYard_A2.NBConYard_A2 4998 AnimationMode = ONCE 4999 Flags = START_FRAME_FIRST 5000 End 5001 5002 ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 5003 Model = NBConYard_A2D 5004 Animation = NBConYard_A2D.NBConYard_A2D 5005 AnimationMode = ONCE 5006 Flags = START_FRAME_FIRST 5007 End 5008 5009 ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 5010 Model = NBConYard_A2E 5011 Animation = NBConYard_A2E.NBConYard_A2E 5012 AnimationMode = ONCE 5013 Flags = START_FRAME_FIRST 5014 End 5015 5016 ConditionState = RADAR_UPGRADED 5017 Model = NBConYard_A2 5018 Animation = NBConYard_A2.NBConYard_A2 5019 AnimationMode = MANUAL 5020 Flags = START_FRAME_LAST 5021 End 5022 5023 ConditionState = RADAR_UPGRADED DAMAGED 5024 Model = NBConYard_A2D 5025 Animation = NBConYard_A2D.NBConYard_A2D 5026 AnimationMode = MANUAL 5027 Flags = START_FRAME_LAST 5028 End 5029 5030 ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE 5031 Model = NBConYard_A2E 5032 Animation = NBConYard_A2E.NBConYard_A2E 5033 AnimationMode = MANUAL 5034 Flags = START_FRAME_LAST 5035 End 5036 5037 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5038 Model = NBConYard_A2 5039 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5040 End 5041 5042 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5043 Model = NBConYard_A2D 5044 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5045 End 5046 5047 ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 5048 Model = NBConYard_A2E 5049 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5050 End 5051 5052 End 5053 PlacementViewAngle = -135 5054 5055 ; ------------ construction-zone fence ----------------- 5056 Draw = W3DModelDraw ModuleTag_03 5057 AnimationsRequirePower = No 5058 DefaultConditionState 5059 Model = None 5060 TransitionKey = DOWN_DEFAULT 5061 End 5062 ConditionState = NIGHT 5063 Model = None 5064 TransitionKey = DOWN_DEFAULT 5065 End 5066 ConditionState = SNOW 5067 Model = None 5068 TransitionKey = DOWN_DEFAULT 5069 End 5070 ConditionState = SNOW NIGHT 5071 Model = None 5072 TransitionKey = DOWN_DEFAULT 5073 End 5074 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5075 Model = NBConYard_A4 5076 Animation = NBConYard_A4.NBConYard_A4 5077 AnimationMode = MANUAL 5078 Flags = START_FRAME_LAST 5079 TransitionKey = UP_DAY 5080 ParticleSysBone = Pit SmolderingFire 5081 ParticleSysBone = Pit01 SmolderingFire 5082 ParticleSysBone = Pit SmolderingSmoke 5083 ParticleSysBone = Pit01 SmolderingSmoke 5084 End 5085 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5086 Model = NBConYard_A4N 5087 Animation = NBConYard_A4N.NBConYard_A4N 5088 AnimationMode = MANUAL 5089 Flags = START_FRAME_LAST 5090 TransitionKey = UP_NIGHT 5091 ParticleSysBone = Pit SmolderingFire 5092 ParticleSysBone = Pit01 SmolderingFire 5093 ParticleSysBone = Pit SmolderingSmoke 5094 ParticleSysBone = Pit01 SmolderingSmoke 5095 End 5096 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5097 Model = NBConYard_A4S 5098 Animation = NBConYard_A4S.NBConYard_A4S 5099 AnimationMode = MANUAL 5100 Flags = START_FRAME_LAST 5101 TransitionKey = UP_SNOW 5102 ParticleSysBone = Pit SmolderingFire 5103 ParticleSysBone = Pit01 SmolderingFire 5104 ParticleSysBone = Pit SmolderingSmoke 5105 ParticleSysBone = Pit01 SmolderingSmoke 5106 End 5107 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5108 Model = NBConYard_A4SN 5109 Animation = NBConYard_A4SN.NBConYard_A4SN 5110 AnimationMode = MANUAL 5111 Flags = START_FRAME_LAST 5112 TransitionKey = UP_SNOWNIGHT 5113 ParticleSysBone = Pit SmolderingFire 5114 ParticleSysBone = Pit01 SmolderingFire 5115 ParticleSysBone = Pit SmolderingSmoke 5116 ParticleSysBone = Pit01 SmolderingSmoke 5117 End 5118 TransitionState = DOWN_DEFAULT UP_DAY 5119 Model = NBConYard_A4 5120 Animation = NBConYard_A4.NBConYard_A4 5121 AnimationMode = ONCE 5122 AnimationSpeedFactorRange = 1.0 1.0 5123 Flags = START_FRAME_FIRST 5124 ParticleSysBone = Pit SmolderingFire 5125 ParticleSysBone = Pit01 SmolderingFire 5126 ParticleSysBone = Pit SmolderingSmoke 5127 ParticleSysBone = Pit01 SmolderingSmoke 5128 End 5129 TransitionState = DOWN_DEFAULT UP_NIGHT 5130 Model = NBConYard_A4N 5131 Animation = NBConYard_A4N.NBConYard_A4N 5132 AnimationMode = ONCE 5133 AnimationSpeedFactorRange = 1.0 1.0 5134 Flags = START_FRAME_FIRST 5135 ParticleSysBone = Pit SmolderingFire 5136 ParticleSysBone = Pit01 SmolderingFire 5137 ParticleSysBone = Pit SmolderingSmoke 5138 ParticleSysBone = Pit01 SmolderingSmoke 5139 End 5140 TransitionState = DOWN_DEFAULT UP_SNOW 5141 Model = NBConYard_A4S 5142 Animation = NBConYard_A4S.NBConYard_A4S 5143 AnimationMode = ONCE 5144 AnimationSpeedFactorRange = 1.0 1.0 5145 Flags = START_FRAME_FIRST 5146 ParticleSysBone = Pit SmolderingFire 5147 ParticleSysBone = Pit01 SmolderingFire 5148 ParticleSysBone = Pit SmolderingSmoke 5149 ParticleSysBone = Pit01 SmolderingSmoke 5150 End 5151 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5152 Model = NBConYard_A4SN 5153 Animation = NBConYard_A4SN.NBConYard_A4SN 5154 AnimationMode = ONCE 5155 AnimationSpeedFactorRange = 1.0 1.0 5156 Flags = START_FRAME_FIRST 5157 ParticleSysBone = Pit SmolderingFire 5158 ParticleSysBone = Pit01 SmolderingFire 5159 ParticleSysBone = Pit SmolderingSmoke 5160 ParticleSysBone = Pit01 SmolderingSmoke 5161 End 5162 TransitionState = UP_DAY DOWN_DEFAULT 5163 Model = NBConYard_A4 5164 Animation = NBConYard_A4.NBConYard_A4 5165 AnimationMode = ONCE_BACKWARDS 5166 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5167 Flags = START_FRAME_LAST 5168 ParticleSysBone = Pit SmolderingFire 5169 ParticleSysBone = Pit01 SmolderingFire 5170 ParticleSysBone = Pit SmolderingSmoke 5171 ParticleSysBone = Pit01 SmolderingSmoke 5172 End 5173 TransitionState = UP_NIGHT DOWN_DEFAULT 5174 Model = NBConYard_A4N 5175 Animation = NBConYard_A4N.NBConYard_A4N 5176 AnimationMode = ONCE_BACKWARDS 5177 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5178 Flags = START_FRAME_LAST 5179 ParticleSysBone = Pit SmolderingFire 5180 ParticleSysBone = Pit01 SmolderingFire 5181 ParticleSysBone = Pit SmolderingSmoke 5182 ParticleSysBone = Pit01 SmolderingSmoke 5183 End 5184 TransitionState = UP_SNOW DOWN_DEFAULT 5185 Model = NBConYard_A4S 5186 Animation = NBConYard_A4S.NBConYard_A4S 5187 AnimationMode = ONCE_BACKWARDS 5188 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5189 Flags = START_FRAME_LAST 5190 ParticleSysBone = Pit SmolderingFire 5191 ParticleSysBone = Pit01 SmolderingFire 5192 ParticleSysBone = Pit SmolderingSmoke 5193 ParticleSysBone = Pit01 SmolderingSmoke 5194 End 5195 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5196 Model = NBConYard_A4SN 5197 Animation = NBConYard_A4SN.NBConYard_A4SN 5198 AnimationMode = ONCE_BACKWARDS 5199 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5200 Flags = START_FRAME_LAST 5201 ParticleSysBone = Pit SmolderingFire 5202 ParticleSysBone = Pit01 SmolderingFire 5203 ParticleSysBone = Pit SmolderingSmoke 5204 ParticleSysBone = Pit01 SmolderingSmoke 5205 End 5206 End 5207 5208 ; ------------ under-construction scaffolding ----------------- 5209 Draw = W3DModelDraw ModuleTag_04 5210 AnimationsRequirePower = No 5211 MinLODRequired = MEDIUM 5212 DefaultConditionState 5213 Model = None 5214 TransitionKey = DOWN_DEFAULT 5215 End 5216 ConditionState = NIGHT 5217 Model = None 5218 TransitionKey = DOWN_DEFAULT 5219 End 5220 ConditionState = SNOW 5221 Model = None 5222 TransitionKey = DOWN_DEFAULT 5223 End 5224 ConditionState = SNOW NIGHT 5225 Model = None 5226 TransitionKey = DOWN_DEFAULT 5227 End 5228 ConditionState = PARTIALLY_CONSTRUCTED 5229 Model = NBConYard_A6 5230 Animation = NBConYard_A6.NBConYard_A6 5231 AnimationMode = MANUAL 5232 Flags = START_FRAME_LAST 5233 TransitionKey = UP_DAY 5234 ParticleSysBone = Dust01 BuildingDustChina 5235 ParticleSysBone = SmokeM01 BuildUpSmokeChina 5236 ParticleSysBone = SmokeS02 BuildUpSmokeChina 5237 ParticleSysBone = SparksM01 BuildUpSmokeChina 5238 ParticleSysBone = SparksM02 BuildUpSmokeChina 5239 ParticleSysBone = SparksS01 BuildUpSmokeChina 5240 ParticleSysBone = SparksS02 BuildUpSmokeChina 5241 End 5242 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5243 Model = NBConYard_A6N 5244 Animation = NBConYard_A6N.NBConYard_A6N 5245 AnimationMode = MANUAL 5246 Flags = START_FRAME_LAST 5247 TransitionKey = UP_NIGHT 5248 5249 ParticleSysBone = Dust01 BuildingDustChina 5250 ParticleSysBone = SmokeM01 BuildUpSmokeChina 5251 ParticleSysBone = SmokeS02 BuildUpSmokeChina 5252 ParticleSysBone = SparksM01 BuildUpSmokeChina 5253 ParticleSysBone = SparksM02 BuildUpSmokeChina 5254 ParticleSysBone = SparksS01 BuildUpSmokeChina 5255 ParticleSysBone = SparksS02 BuildUpSmokeChina 5256 End 5257 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5258 Model = NBConYard_A6S 5259 Animation = NBConYard_A6S.NBConYard_A6S 5260 AnimationMode = MANUAL 5261 Flags = START_FRAME_LAST 5262 TransitionKey = UP_SNOW 5263 ParticleSysBone = Dust01 BuildingSnowDust 5264 ParticleSysBone = SmokeM01 BuildUpSnowSmoke 5265 ParticleSysBone = SmokeS02 BuildUpSnowSmoke 5266 ParticleSysBone = SparksM01 BuildUpSnowSmoke 5267 ParticleSysBone = SparksM02 BuildUpSnowSmoke 5268 ParticleSysBone = SparksS01 BuildUpSnowSmoke 5269 ParticleSysBone = SparksS02 BuildUpSnowSmoke 5270 End 5271 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5272 Model = NBConYard_A6SN 5273 Animation = NBConYard_A6SN.NBConYard_A6SN 5274 AnimationMode = MANUAL 5275 Flags = START_FRAME_LAST 5276 TransitionKey = UP_SNOWNIGHT 5277 ParticleSysBone = Dust01 BuildingNightSnowDust 5278 ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke 5279 ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke 5280 ParticleSysBone = SparksM01 BuildUpNightSnowSmoke 5281 ParticleSysBone = SparksM02 BuildUpNightSnowSmoke 5282 ParticleSysBone = SparksS01 BuildUpNightSnowSmoke 5283 ParticleSysBone = SparksS02 BuildUpNightSnowSmoke 5284 End 5285 TransitionState = DOWN_DEFAULT UP_DAY 5286 Model = NBConYard_A6 5287 Animation = NBConYard_A6.NBConYard_A6 5288 AnimationMode = ONCE 5289 AnimationSpeedFactorRange = 1.0 1.0 5290 Flags = START_FRAME_FIRST 5291 End 5292 TransitionState = DOWN_DEFAULT UP_NIGHT 5293 Model = NBConYard_A6N 5294 Animation = NBConYard_A6N.NBConYard_A6N 5295 AnimationMode = ONCE 5296 AnimationSpeedFactorRange = 1.0 1.0 5297 Flags = START_FRAME_FIRST 5298 End 5299 TransitionState = DOWN_DEFAULT UP_SNOW 5300 Model = NBConYard_A6S 5301 Animation = NBConYard_A6S.NBConYard_A6S 5302 AnimationMode = ONCE 5303 AnimationSpeedFactorRange = 1.0 1.0 5304 Flags = START_FRAME_FIRST 5305 End 5306 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5307 Model = NBConYard_A6SN 5308 Animation = NBConYard_A6SN.NBConYard_A6SN 5309 AnimationMode = ONCE 5310 AnimationSpeedFactorRange = 1.0 1.0 5311 Flags = START_FRAME_FIRST 5312 End 5313 TransitionState = UP_DAY DOWN_DEFAULT 5314 Model = NBConYard_A6 5315 Animation = NBConYard_A6.NBConYard_A6 5316 AnimationMode = ONCE_BACKWARDS 5317 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5318 Flags = START_FRAME_LAST 5319 End 5320 TransitionState = UP_NIGHT DOWN_DEFAULT 5321 Model = NBConYard_A6N 5322 Animation = NBConYard_A6N.NBConYard_A6N 5323 AnimationMode = ONCE_BACKWARDS 5324 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5325 Flags = START_FRAME_LAST 5326 End 5327 TransitionState = UP_SNOW DOWN_DEFAULT 5328 Model = NBConYard_A6S 5329 Animation = NBConYard_A6S.NBConYard_A6S 5330 AnimationMode = ONCE_BACKWARDS 5331 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5332 Flags = START_FRAME_LAST 5333 End 5334 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5335 Model = NBConYard_A6SN 5336 Animation = NBConYard_A6SN.NBConYard_A6SN 5337 AnimationMode = ONCE_BACKWARDS 5338 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5339 Flags = START_FRAME_LAST 5340 End 5341 End 5342 5343 ; ------------ being-constructed crane ----------------- 5344 Draw = W3DModelDraw ModuleTag_05 5345 AnimationsRequirePower = No 5346 DefaultConditionState 5347 Model = None 5348 TransitionKey = DOWN_DEFAULT 5349 End 5350 ConditionState = NIGHT 5351 Model = None 5352 TransitionKey = DOWN_DEFAULT 5353 End 5354 ConditionState = SNOW 5355 Model = None 5356 TransitionKey = DOWN_DEFAULT 5357 End 5358 ConditionState = SNOW NIGHT 5359 Model = None 5360 TransitionKey = DOWN_DEFAULT 5361 End 5362 5363 ConditionState = ACTIVELY_BEING_CONSTRUCTED 5364 Model = NBConYard_A5 5365 Animation = NBConYard_A5.NBConYard_A5 5366 AnimationMode = LOOP 5367 TransitionKey = UP_DAY 5368 End 5369 5370 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 5371 Model = NBConYard_A5N 5372 Animation = NBConYard_A5N.NBConYard_A5N 5373 AnimationMode = LOOP 5374 TransitionKey = UP_NIGHT 5375 End 5376 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 5377 Model = NBConYard_A5S 5378 Animation = NBConYard_A5S.NBConYard_A5S 5379 AnimationMode = LOOP 5380 TransitionKey = UP_SNOW 5381 End 5382 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 5383 Model = NBConYard_A5SN 5384 Animation = NBConYard_A5SN.NBConYard_A5SN 5385 AnimationMode = LOOP 5386 TransitionKey = UP_SNOWNIGHT 5387 End 5388 TransitionState = DOWN_DEFAULT UP_DAY 5389 Model = NBConYard_AB 5390 Animation = NBConYard_AB.NBConYard_AB 5391 AnimationMode = ONCE 5392 AnimationSpeedFactorRange = 1.0 1.0 5393 Flags = START_FRAME_FIRST 5394 End 5395 5396 TransitionState = DOWN_DEFAULT UP_NIGHT 5397 Model = NBConYard_ABN 5398 Animation = NBConYard_ABN.NBConYard_ABN 5399 AnimationMode = ONCE 5400 AnimationSpeedFactorRange = 1.0 1.0 5401 Flags = START_FRAME_FIRST 5402 End 5403 TransitionState = DOWN_DEFAULT UP_SNOW 5404 Model = NBConYard_ABS 5405 Animation = NBConYard_ABS.NBConYard_ABS 5406 AnimationMode = ONCE 5407 AnimationSpeedFactorRange = 1.0 1.0 5408 Flags = START_FRAME_FIRST 5409 End 5410 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5411 Model = NBConYard_ABSN 5412 Animation = NBConYard_ABSN.NBConYard_ABSN 5413 AnimationMode = ONCE 5414 AnimationSpeedFactorRange = 1.0 1.0 5415 Flags = START_FRAME_FIRST 5416 End 5417 TransitionState = UP_DAY DOWN_DEFAULT 5418 Model = NBConYard_AB 5419 Animation = NBConYard_AB.NBConYard_AB 5420 AnimationMode = ONCE_BACKWARDS 5421 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5422 Flags = START_FRAME_LAST 5423 End 5424 TransitionState = UP_NIGHT DOWN_DEFAULT 5425 Model = NBConYard_ABN 5426 Animation = NBConYard_ABN.NBConYard_ABN 5427 AnimationMode = ONCE_BACKWARDS 5428 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5429 Flags = START_FRAME_LAST 5430 End 5431 TransitionState = UP_SNOW DOWN_DEFAULT 5432 Model = NBConYard_ABS 5433 Animation = NBConYard_ABS.NBConYard_ABS 5434 AnimationMode = ONCE_BACKWARDS 5435 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5436 Flags = START_FRAME_LAST 5437 End 5438 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5439 Model = NBConYard_ABSN 5440 Animation = NBConYard_ABSN.NBConYard_ABSN 5441 AnimationMode = ONCE_BACKWARDS 5442 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5443 Flags = START_FRAME_LAST 5444 End 5445 End 5446 5447 ; ----------------- the factory door ------------------- 5448 Draw = W3DModelDraw ModuleTag_06 5449 DefaultConditionState 5450 Model = NBConYard_A7 5451 Animation = NBConYard_A7.NBConYard_A7 5452 AnimationMode = MANUAL 5453 Flags = START_FRAME_FIRST 5454 End 5455 AliasConditionState = NIGHT 5456 AliasConditionState = SNOW 5457 AliasConditionState = NIGHT SNOW 5458 5459 ConditionState = DAMAGED 5460 Model = NBConYard_A7D 5461 Animation = NBConYard_A7D.NBConYard_A7D 5462 AnimationMode = MANUAL 5463 Flags = START_FRAME_FIRST 5464 End 5465 AliasConditionState = NIGHT DAMAGED 5466 AliasConditionState = SNOW DAMAGED 5467 AliasConditionState = NIGHT SNOW DAMAGED 5468 5469 ConditionState = REALLYDAMAGED RUBBLE 5470 Model = NBConYard_A7D 5471 Animation = NBConYard_A7D.NBConYard_A7D 5472 AnimationMode = MANUAL 5473 Flags = START_FRAME_FIRST 5474 End 5475 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 5476 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 5477 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 5478 5479 ConditionState = DOOR_1_OPENING 5480 Model = NBConYard_A7 5481 Animation = NBConYard_A7.NBConYard_A7 5482 AnimationMode = ONCE 5483 Flags = START_FRAME_FIRST 5484 End 5485 AliasConditionState = NIGHT DOOR_1_OPENING 5486 AliasConditionState = SNOW DOOR_1_OPENING 5487 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 5488 5489 ConditionState = DOOR_1_OPENING DAMAGED 5490 Model = NBConYard_A7D 5491 Animation = NBConYard_A7D.NBConYard_A7D 5492 AnimationMode = ONCE 5493 Flags = START_FRAME_FIRST 5494 End 5495 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 5496 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 5497 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 5498 5499 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 5500 Model = NBConYard_A7D 5501 Animation = NBConYard_A7D.NBConYard_A7D 5502 AnimationMode = ONCE 5503 Flags = START_FRAME_FIRST 5504 End 5505 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 5506 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 5507 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 5508 5509 ConditionState = DOOR_1_CLOSING 5510 Model = NBConYard_A7 5511 Animation = NBConYard_A7.NBConYard_A7 5512 AnimationMode = ONCE_BACKWARDS 5513 Flags = START_FRAME_LAST 5514 End 5515 AliasConditionState = NIGHT DOOR_1_CLOSING 5516 AliasConditionState = SNOW DOOR_1_CLOSING 5517 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 5518 5519 ConditionState = DOOR_1_CLOSING DAMAGED 5520 Model = NBConYard_A7D 5521 Animation = NBConYard_A7D.NBConYard_A7D 5522 AnimationMode = ONCE_BACKWARDS 5523 Flags = START_FRAME_LAST 5524 End 5525 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 5526 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 5527 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 5528 5529 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 5530 Model = NBConYard_A7D 5531 Animation = NBConYard_A7D.NBConYard_A7D 5532 AnimationMode = ONCE_BACKWARDS 5533 Flags = START_FRAME_LAST 5534 End 5535 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 5536 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 5537 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 5538 5539 ConditionState = DOOR_1_WAITING_OPEN 5540 Model = NBConYard_A7 5541 Animation = NBConYard_A7.NBConYard_A7 5542 AnimationMode = MANUAL 5543 Flags = START_FRAME_LAST 5544 End 5545 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 5546 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 5547 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 5548 5549 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 5550 Model = NBConYard_A7D 5551 Animation = NBConYard_A7D.NBConYard_A7D 5552 AnimationMode = MANUAL 5553 Flags = START_FRAME_LAST 5554 End 5555 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 5556 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 5557 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 5558 5559 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 5560 Model = NBConYard_A7D 5561 Animation = NBConYard_A7D.NBConYard_A7D 5562 AnimationMode = MANUAL 5563 Flags = START_FRAME_LAST 5564 End 5565 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 5566 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 5567 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 5568 5569 ;************************************************************************************************************************** 5570 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5571 ;for this draw module 5572 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5573 Model = NBConYard_A7 5574 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5575 End 5576 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5577 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5578 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5579 5580 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5581 Model = NBConYard_A7D 5582 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5583 End 5584 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 5585 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 5586 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 5587 5588 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5589 Model = NBConYard_A7D 5590 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5591 End 5592 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 5593 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 5594 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 5595 5596 ConditionState = AWAITING_CONSTRUCTION 5597 Model = NONE 5598 End 5599 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5600 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5601 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5602 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5603 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5604 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5605 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5606 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5607 AliasConditionState = SOLD DAMAGED 5608 AliasConditionState = SOLD REALLYDAMAGED 5609 AliasConditionState = SOLD NIGHT 5610 AliasConditionState = SOLD NIGHT DAMAGED 5611 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5612 AliasConditionState = SOLD NIGHT SNOW 5613 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5614 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5615 ;************************************************************************************************************************** 5616 5617 End 5618 5619 ; Officers club flag 5620 Draw = W3DModelDraw ModuleTag_OfficersClub 5621 OkToChangeModelColor = No 5622 5623 ConditionState = NONE 5624 Model = None 5625 End 5626 AliasConditionState = DAMAGED 5627 AliasConditionState = REALLYDAMAGED 5628 AliasConditionState = RUBBLE 5629 AliasConditionState = REALLYDAMAGED RUBBLE 5630 ConditionState = PREORDER 5631 Model = OCFlagCHA 5632 Animation = OCFlagCHA.OCFlagCHA 5633 AnimationMode = LOOP 5634 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5635 End 5636 ; ConditionState = PREORDER DAMAGED 5637 ; Model = OCFlagCHA_D 5638 ; Animation = OCFlagCHA_D.OCFlagCHA_D 5639 ; AnimationMode = LOOP 5640 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5641 ; End 5642 ; ConditionState = PREORDER REALLYDAMAGED 5643 ; Model = OCFlagCHA_E 5644 ; Animation = OCFlagCHA_E.OCFlagCHA_E 5645 ; AnimationMode = LOOP 5646 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5647 ; End 5648 End 5649 5650 PlacementViewAngle = -135 5651 5652 ; ***DESIGN parameters *** 5653 DisplayName = OBJECT:CommandCenter 5654 Side = ChinaNukeGeneral 5655 EditorSorting = STRUCTURE 5656 BuildCost = 2000 5657 BuildTime = 45.0 ; in seconds 5658 EnergyProduction = 0 ;Command center should be free 5659 CommandSet = Nuke_ChinaCommandCenterCommandSet 5660 VisionRange = 300.0 ; Shroud clearing distance 5661 ShroudClearingRange = 300 5662 ArmorSet 5663 Conditions = None 5664 Armor = StructureArmorTough 5665 DamageFX = StructureDamageFXNoShake 5666 End 5667 ExperienceValue = 200 200 200 200 ; Experience point value at each level 5668 5669 ; *** AUDIO Parameters *** 5670 VoiceSelect = CommandCenterChinaSelect 5671 SoundOnDamaged = BuildingDamagedStateLight 5672 SoundOnReallyDamaged = BuildingDestroy 5673 5674 UnitSpecificSounds 5675 UnderConstruction = UnderConstructionLoop 5676 End 5677 5678 ; *** ENGINEERING Parameters *** 5679 RadarPriority = STRUCTURE 5680 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY 5681 5682 Body = StructureBody ModuleTag_07 5683 MaxHealth = 5000.0 5684 InitialHealth = 5000.0 5685 5686 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5687 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5688 SubdualDamageCap = 5200 5689 SubdualDamageHealRate = 500 5690 SubdualDamageHealAmount = 100 5691 End 5692 5693 Behavior = PreorderCreate ModuleTag_PreorderCreate 5694 End 5695 5696 Behavior = ProductionUpdate ModuleTag_08 5697 NumDoorAnimations = 1 5698 DoorOpeningTime = 3000 ;in mSeconds 5699 DoorWaitOpenTime = 3000 ;in mSeconds 5700 DoorCloseTime = 3000 ;in mSeconds 5701 ConstructionCompleteDuration = 1500 ;in mSeconds 5702 End 5703 Behavior = DefaultProductionExitUpdate ModuleTag_09 5704 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 5705 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 5706 End 5707 Behavior = RadarUpdate ModuleTag_10 5708 RadarExtendTime = 4000 ;in mSeconds 5709 End 5710 5711 Behavior = DestroyDie ModuleTag_11 5712 ;nothing 5713 End 5714 Behavior = CreateObjectDie ModuleTag_12 5715 CreationList = OCL_LargeStructureDebris 5716 End 5717 Behavior = FXListDie ModuleTag_13 5718 DeathFX = FX_StructureMediumDeath 5719 End 5720 5721 Behavior = RadarUpgrade ModuleTag_14 5722 TriggeredBy = Upgrade_ChinaRadar 5723 End 5724 5725 Behavior = GenerateMinefieldBehavior ModuleTag_15 5726 TriggeredBy = Upgrade_ChinaMines 5727 MineName = ChinaStandardMine 5728 SmartBorder = Yes 5729 AlwaysCircular = Yes 5730 5731 Upgradable = Yes 5732 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 5733 UpgradedMineName = ChinaEMPMine 5734 End 5735 5736 Behavior = OCLSpecialPower ModuleTag_16 5737 SpecialPowerTemplate = SuperweaponNapalmStrike 5738 OCL = SUPERWEAPON_NapalmStrike 5739 End 5740 5741 Behavior = OCLSpecialPower ModuleTag_17 5742 SpecialPowerTemplate = SuperweaponArtilleryBarrage 5743 UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 5744 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 5745 OCL = SUPERWEAPON_ArtilleryBarrage1 5746 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET 5747 End 5748 5749 Behavior = OCLSpecialPower ModuleTag_18 5750 SpecialPowerTemplate = SuperweaponClusterMines 5751 OCL = SUPERWEAPON_ClusterMines 5752 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 5753 End 5754 5755 Behavior = OCLSpecialPower ModuleTag_19 5756 SpecialPowerTemplate = SuperweaponEMPPulse 5757 OCL = SUPERWEAPON_EMPPulse 5758 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 5759 End 5760 5761 Behavior = CashHackSpecialPower ModuleTag_20 5762 SpecialPowerTemplate = SuperweaponCashHack 5763 UpgradeMoneyAmount = SCIENCE_CashHack3 4000 5764 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 5765 MoneyAmount = 1000 ; amount of money to steal 5766 End 5767 Behavior = OCLSpecialPower ModuleTag_21 5768 SpecialPowerTemplate = Early_SuperweaponEmergencyRepair 5769 UpgradeOCL = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 5770 UpgradeOCL = Early_SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 5771 OCL = SUPERWEAPON_RepairVehicles1 5772 CreateLocation = CREATE_AT_LOCATION 5773 End 5774 Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 5775 SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb 5776 OCL = Nuke_SUPERWEAPON_ChinaCarpetBomb 5777 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 5778 End 5779 5780 Behavior = FlammableUpdate ModuleTag_23 5781 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5782 AflameDamageAmount = 5 ; taking this much damage... 5783 AflameDamageDelay = 500 ; this often. 5784 End 5785 5786 Behavior = TransitionDamageFX ModuleTag_24 5787 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 5788 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5789 ;--------------------------------------------------------------------------------------- 5790 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5791 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5792 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5793 End 5794 5795 Behavior = CommandSetUpgrade ModuleTag_25 5796 CommandSet = Nuke_ChinaCommandCenterCommandSetUpgrade 5797 TriggeredBy = Upgrade_ChinaMines 5798 End 5799 Behavior = ArmorUpgrade ModuleTag_26 5800 TriggeredBy = Upgrade_ChinaEMPMines 5801 End 5802 5803 Behavior = OCLSpecialPower ModuleTag_27 5804 SpecialPowerTemplate = SuperweaponFrenzy 5805 UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 5806 UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 5807 OCL = SUPERWEAPON_Frenzy1 5808 CreateLocation = CREATE_AT_LOCATION 5809 End 5810 5811 Geometry = BOX 5812 FactoryExitWidth = 25 5813 GeometryMajorRadius = 60.0 5814 GeometryMinorRadius = 63.0 5815 GeometryHeight = 36.0 5816 GeometryIsSmall = No 5817 Shadow = SHADOW_VOLUME 5818 BuildCompletion = PLACED_BY_PLAYER 5819 5820 End 5821 5822 5823 5824 ;------------------------------------------------------------------------------ 5825 5826 Object Nuke_ChinaAirfield 5827 5828 ; *** ART Parameters *** 5829 SelectPortrait = SNAirfield_L 5830 ButtonImage = SNAirfield 5831 Draw = W3DModelDraw ModuleTag_01 5832 5833 OkToChangeModelColor = Yes 5834 5835 ExtraPublicBone = Runway1Parking1 5836 ExtraPublicBone = Runway1Parking2 5837 ExtraPublicBone = Runway2Parking1 5838 ExtraPublicBone = Runway2Parking2 5839 ExtraPublicBone = Runway1Park1Han 5840 ExtraPublicBone = Runway1Park2Han 5841 ExtraPublicBone = Runway2Park1Han 5842 ExtraPublicBone = Runway2Park2Han 5843 ExtraPublicBone = Runway1Prep1 5844 ExtraPublicBone = Runway1Prep2 5845 ExtraPublicBone = Runway2Prep1 5846 ExtraPublicBone = Runway2Prep2 5847 ExtraPublicBone = RunwayStart1 5848 ExtraPublicBone = RunwayStart2 5849 ExtraPublicBone = RunwayEnd1 5850 ExtraPublicBone = RunwayEnd2 5851 5852 ExtraPublicBone = HeliPark01 5853 5854 ; ------------- DAY ------------------ 5855 5856 DefaultConditionState 5857 Model = NBAirfield 5858 Animation = NBAirfield.NBAirfield 5859 AnimationMode = LOOP 5860 End 5861 ConditionState = DAMAGED 5862 Model = NBAirfield_D 5863 Animation = NBAirfield_D.NBAirfield_D 5864 AnimationMode = LOOP 5865 End 5866 ConditionState = REALLYDAMAGED RUBBLE 5867 Model = NBAirfield_E 5868 Animation = NBAirfield_E.NBAirfield_E 5869 AnimationMode = LOOP 5870 End 5871 5872 ; ------------- SNOW ------------------ 5873 ConditionState = SNOW 5874 Model = NBAirfield_S 5875 Animation = NBAirfield_S.NBAirfield_S 5876 AnimationMode = LOOP 5877 End 5878 ConditionState = DAMAGED SNOW 5879 Model = NBAirfield_DS 5880 Animation = NBAirfield_DS.NBAirfield_DS 5881 AnimationMode = LOOP 5882 End 5883 ConditionState = REALLYDAMAGED RUBBLE SNOW 5884 Model = NBAirfield_ES 5885 Animation = NBAirfield_ES.NBAirfield_ES 5886 AnimationMode = LOOP 5887 End 5888 5889 ; ------------- NIGHT ------------------ 5890 5891 ConditionState = NIGHT 5892 Model = NBAirfield_N 5893 Animation = NBAirfield_N.NBAirfield_N 5894 AnimationMode = LOOP 5895 End 5896 ConditionState = DAMAGED NIGHT 5897 Model = NBAirfield_DN 5898 Animation = NBAirfield_DN.NBAirfield_DN 5899 AnimationMode = LOOP 5900 End 5901 ConditionState = REALLYDAMAGED RUBBLE NIGHT 5902 Model = NBAirfield_EN 5903 Animation = NBAirfield_EN.NBAirfield_EN 5904 AnimationMode = LOOP 5905 End 5906 5907 ; ------------- NIGHT SNOW------------------ 5908 5909 ConditionState = NIGHT SNOW 5910 Model = NBAirfield_NS 5911 Animation = NBAirfield_NS.NBAirfield_NS 5912 AnimationMode = LOOP 5913 End 5914 ConditionState = DAMAGED NIGHT SNOW 5915 Model = NBAirfield_DNS 5916 Animation = NBAirfield_DNS.NBAirfield_DNS 5917 AnimationMode = LOOP 5918 End 5919 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 5920 Model = NBAirfield_ENS 5921 Animation = NBAirfield_ENS.NBAirfield_ENS 5922 AnimationMode = LOOP 5923 End 5924 5925 ;************************************************************************************************************************** 5926 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5927 ;for this draw module 5928 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5929 Model = NBAirfield 5930 Animation = NBAirfield.NBAirfield 5931 AnimationMode = LOOP 5932 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5933 End 5934 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5935 Model = NBAirfield_D 5936 Animation = NBAirfield_D.NBAirfield_D 5937 AnimationMode = LOOP 5938 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5939 End 5940 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5941 Model = NBAirfield_E 5942 Animation = NBAirfield_E.NBAirfield_E 5943 AnimationMode = LOOP 5944 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5945 End 5946 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5947 Model = NBAirfield_N 5948 Animation = NBAirfield_N.NBAirfield_N 5949 AnimationMode = LOOP 5950 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5951 End 5952 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5953 Model = NBAirfield_DN 5954 Animation = NBAirfield_DN.NBAirfield_DN 5955 AnimationMode = LOOP 5956 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5957 End 5958 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5959 Model = NBAirfield_EN 5960 Animation = NBAirfield_EN.NBAirfield_EN 5961 AnimationMode = LOOP 5962 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5963 End 5964 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5965 Model = NBAirfield_S 5966 Animation = NBAirfield_S.NBAirfield_S 5967 AnimationMode = LOOP 5968 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5969 End 5970 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5971 Model = NBAirfield_DS 5972 Animation = NBAirfield_DS.NBAirfield_DS 5973 AnimationMode = LOOP 5974 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5975 End 5976 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5977 Model = NBAirfield_ES 5978 Animation = NBAirfield_ES.NBAirfield_ES 5979 AnimationMode = LOOP 5980 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5981 End 5982 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5983 Model = NBAirfield_NS 5984 Animation = NBAirfield_NS.NBAirfield_NS 5985 AnimationMode = LOOP 5986 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5987 End 5988 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5989 Model = NBAirfield_DNS 5990 Animation = NBAirfield_DNS.NBAirfield_DNS 5991 AnimationMode = LOOP 5992 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5993 End 5994 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5995 Model = NBAirfield_ENS 5996 Animation = NBAirfield_ENS.NBAirfield_ENS 5997 AnimationMode = LOOP 5998 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5999 End 6000 6001 ConditionState = AWAITING_CONSTRUCTION 6002 Model = NONE 6003 End 6004 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6005 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6006 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6007 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6008 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6009 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6010 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6011 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6012 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6013 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6014 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6015 AliasConditionState = SOLD 6016 AliasConditionState = SOLD DAMAGED 6017 AliasConditionState = SOLD REALLYDAMAGED 6018 AliasConditionState = SOLD NIGHT 6019 AliasConditionState = SOLD NIGHT DAMAGED 6020 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6021 AliasConditionState = SOLD SNOW 6022 AliasConditionState = SOLD SNOW DAMAGED 6023 AliasConditionState = SOLD SNOW REALLYDAMAGED 6024 AliasConditionState = SOLD NIGHT SNOW 6025 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6026 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6027 ;************************************************************************************************************************** 6028 6029 6030 End 6031 6032 6033 Draw = W3DModelDraw ModuleTag_02 6034 DefaultConditionState 6035 Model = None 6036 End 6037 End 6038 6039 ; ----------------- door #1 ------------------- 6040 Draw = W3DModelDraw ModuleTag_03 6041 DefaultConditionState 6042 Model = NBAirfield_A9 6043 Animation = NBAirfield_A9.NBAirfield_A9 6044 AnimationMode = MANUAL 6045 Flags = START_FRAME_FIRST 6046 End 6047 AliasConditionState = NIGHT 6048 AliasConditionState = SNOW 6049 AliasConditionState = SNOW NIGHT 6050 AliasConditionState = NIGHT DAMAGED 6051 AliasConditionState = SNOW DAMAGED 6052 AliasConditionState = SNOW NIGHT DAMAGED 6053 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6054 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6055 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 6056 6057 ConditionState = DOOR_1_OPENING 6058 Model = NBAirfield_A9 6059 Animation = NBAirfield_A9.NBAirfield_A9 6060 AnimationMode = ONCE 6061 Flags = START_FRAME_FIRST 6062 End 6063 AliasConditionState = NIGHT DOOR_1_OPENING 6064 AliasConditionState = SNOW DOOR_1_OPENING 6065 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 6066 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 6067 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 6068 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING 6069 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 6070 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING 6071 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING 6072 6073 ConditionState = DOOR_1_CLOSING 6074 Model = NBAirfield_A9 6075 Animation = NBAirfield_A9.NBAirfield_A9 6076 AnimationMode = ONCE_BACKWARDS 6077 Flags = START_FRAME_LAST 6078 End 6079 AliasConditionState = NIGHT DOOR_1_CLOSING 6080 AliasConditionState = SNOW DOOR_1_CLOSING 6081 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 6082 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 6083 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 6084 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING 6085 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 6086 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING 6087 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING 6088 6089 ConditionState = DOOR_1_WAITING_OPEN 6090 Model = NBAirfield_A9 6091 Animation = NBAirfield_A9.NBAirfield_A9 6092 AnimationMode = MANUAL 6093 Flags = START_FRAME_LAST 6094 End 6095 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 6096 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 6097 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 6098 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 6099 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 6100 AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN 6101 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 6102 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 6103 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN 6104 6105 ;************************************************************************************************************************** 6106 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6107 ;for this draw module 6108 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6109 Model = NBAirfield_A9 6110 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6111 End 6112 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6113 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6114 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6115 6116 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6117 Model = NBAirfield_A9 6118 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6119 End 6120 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 6121 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 6122 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 6123 6124 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6125 Model = NBAirfield_A9 6126 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6127 End 6128 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 6129 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 6130 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 6131 6132 ConditionState = AWAITING_CONSTRUCTION 6133 Model = NONE 6134 End 6135 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6136 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6137 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6138 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6139 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6140 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6141 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6142 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6143 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6144 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6145 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6146 AliasConditionState = SOLD 6147 AliasConditionState = SOLD DAMAGED 6148 AliasConditionState = SOLD REALLYDAMAGED 6149 AliasConditionState = SOLD NIGHT 6150 AliasConditionState = SOLD NIGHT DAMAGED 6151 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6152 AliasConditionState = SOLD SNOW 6153 AliasConditionState = SOLD SNOW DAMAGED 6154 AliasConditionState = SOLD SNOW REALLYDAMAGED 6155 AliasConditionState = SOLD NIGHT SNOW 6156 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6157 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6158 ;************************************************************************************************************************** 6159 6160 6161 End 6162 6163 ; ----------------- door #2 ------------------- 6164 ; this one has no door #2... (srj) 6165 ; Draw = W3DModelDraw 6166 ; DefaultConditionState 6167 ; Model = NBAirfield_A10 6168 ; Animation = NBAirfield_A10.NBAirfield_A10 6169 ; AnimationMode = MANUAL 6170 ; Flags = START_FRAME_FIRST 6171 ; End 6172 ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6173 ; Model = NBAirfield_A10 6174 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6175 ; End 6176 ; ConditionState = DOOR_2_OPENING 6177 ; Model = NBAirfield_A10 6178 ; Animation = NBAirfield_A10.NBAirfield_A10 6179 ; AnimationMode = ONCE 6180 ; Flags = START_FRAME_FIRST 6181 ; End 6182 ; ConditionState = DOOR_2_CLOSING 6183 ; Model = NBAirfield_A10 6184 ; Animation = NBAirfield_A10.NBAirfield_A10 6185 ; AnimationMode = ONCE_BACKWARDS 6186 ; Flags = START_FRAME_LAST 6187 ; End 6188 ; ConditionState = DOOR_2_WAITING_OPEN 6189 ; Model = NBAirfield_A10 6190 ; Animation = NBAirfield_A10.NBAirfield_A10 6191 ; AnimationMode = MANUAL 6192 ; Flags = START_FRAME_LAST 6193 ; End 6194 ; End 6195 6196 ; ----------------- door #3 ------------------- 6197 Draw = W3DModelDraw ModuleTag_04 6198 DefaultConditionState 6199 Model = NBAirfield_A10 6200 Animation = NBAirfield_A10.NBAirfield_A10 6201 AnimationMode = MANUAL 6202 Flags = START_FRAME_FIRST 6203 End 6204 AliasConditionState = NIGHT 6205 AliasConditionState = SNOW 6206 AliasConditionState = SNOW NIGHT 6207 AliasConditionState = NIGHT DAMAGED 6208 AliasConditionState = SNOW DAMAGED 6209 AliasConditionState = SNOW NIGHT DAMAGED 6210 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6211 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6212 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 6213 6214 6215 6216 ConditionState = DOOR_3_OPENING 6217 Model = NBAirfield_A10 6218 Animation = NBAirfield_A10.NBAirfield_A10 6219 AnimationMode = ONCE 6220 Flags = START_FRAME_FIRST 6221 End 6222 AliasConditionState = NIGHT DOOR_3_OPENING 6223 AliasConditionState = SNOW DOOR_3_OPENING 6224 AliasConditionState = SNOW NIGHT DOOR_3_OPENING 6225 AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING 6226 AliasConditionState = SNOW DAMAGED DOOR_3_OPENING 6227 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING 6228 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 6229 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING 6230 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING 6231 6232 ConditionState = DOOR_3_CLOSING 6233 Model = NBAirfield_A10 6234 Animation = NBAirfield_A10.NBAirfield_A10 6235 AnimationMode = ONCE_BACKWARDS 6236 Flags = START_FRAME_LAST 6237 End 6238 AliasConditionState = NIGHT DOOR_3_CLOSING 6239 AliasConditionState = SNOW DOOR_3_CLOSING 6240 AliasConditionState = SNOW NIGHT DOOR_3_CLOSING 6241 AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING 6242 AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING 6243 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING 6244 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 6245 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING 6246 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING 6247 6248 ConditionState = DOOR_3_WAITING_OPEN 6249 Model = NBAirfield_A10 6250 Animation = NBAirfield_A10.NBAirfield_A10 6251 AnimationMode = MANUAL 6252 Flags = START_FRAME_LAST 6253 End 6254 AliasConditionState = NIGHT DOOR_3_WAITING_OPEN 6255 AliasConditionState = SNOW DOOR_3_WAITING_OPEN 6256 AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN 6257 AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN 6258 AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN 6259 AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN 6260 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 6261 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 6262 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN 6263 6264 ;************************************************************************************************************************** 6265 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6266 ;for this draw module 6267 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6268 Model = NBAirfield_A10 6269 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6270 End 6271 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6272 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6273 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6274 6275 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6276 Model = NBAirfield_A10 6277 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6278 End 6279 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 6280 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 6281 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 6282 6283 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6284 Model = NBAirfield_A10 6285 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6286 End 6287 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 6288 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 6289 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 6290 6291 ConditionState = AWAITING_CONSTRUCTION 6292 Model = NONE 6293 End 6294 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6295 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6296 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6297 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6298 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6299 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6300 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6301 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6302 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6303 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6304 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6305 AliasConditionState = SOLD 6306 AliasConditionState = SOLD DAMAGED 6307 AliasConditionState = SOLD REALLYDAMAGED 6308 AliasConditionState = SOLD NIGHT 6309 AliasConditionState = SOLD NIGHT DAMAGED 6310 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6311 AliasConditionState = SOLD SNOW 6312 AliasConditionState = SOLD SNOW DAMAGED 6313 AliasConditionState = SOLD SNOW REALLYDAMAGED 6314 AliasConditionState = SOLD NIGHT SNOW 6315 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6316 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6317 ;************************************************************************************************************************** 6318 6319 6320 End 6321 6322 ; ----------------- door #4 ------------------- 6323 Draw = W3DModelDraw ModuleTag_05 6324 DefaultConditionState 6325 Model = NBAirfield_A8 6326 Animation = NBAirfield_A8.NBAirfield_A8 6327 AnimationMode = MANUAL 6328 Flags = START_FRAME_FIRST 6329 End 6330 AliasConditionState = NIGHT 6331 AliasConditionState = SNOW 6332 AliasConditionState = SNOW NIGHT 6333 AliasConditionState = NIGHT DAMAGED 6334 AliasConditionState = SNOW DAMAGED 6335 AliasConditionState = SNOW NIGHT DAMAGED 6336 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 6337 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 6338 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 6339 6340 ConditionState = DOOR_4_OPENING 6341 Model = NBAirfield_A8 6342 Animation = NBAirfield_A8.NBAirfield_A8 6343 AnimationMode = ONCE 6344 Flags = START_FRAME_FIRST 6345 End 6346 AliasConditionState = NIGHT DOOR_4_OPENING 6347 AliasConditionState = SNOW DOOR_4_OPENING 6348 AliasConditionState = SNOW NIGHT DOOR_4_OPENING 6349 AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING 6350 AliasConditionState = SNOW DAMAGED DOOR_4_OPENING 6351 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING 6352 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 6353 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING 6354 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING 6355 6356 ConditionState = DOOR_4_CLOSING 6357 Model = NBAirfield_A8 6358 Animation = NBAirfield_A8.NBAirfield_A8 6359 AnimationMode = ONCE_BACKWARDS 6360 Flags = START_FRAME_LAST 6361 End 6362 AliasConditionState = NIGHT DOOR_4_CLOSING 6363 AliasConditionState = SNOW DOOR_4_CLOSING 6364 AliasConditionState = SNOW NIGHT DOOR_4_CLOSING 6365 AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING 6366 AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING 6367 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING 6368 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 6369 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING 6370 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING 6371 6372 ConditionState = DOOR_4_WAITING_OPEN 6373 Model = NBAirfield_A8 6374 Animation = NBAirfield_A8.NBAirfield_A8 6375 AnimationMode = MANUAL 6376 Flags = START_FRAME_LAST 6377 End 6378 AliasConditionState = NIGHT DOOR_4_WAITING_OPEN 6379 AliasConditionState = SNOW DOOR_4_WAITING_OPEN 6380 AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN 6381 AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN 6382 AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN 6383 AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN 6384 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 6385 AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 6386 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN 6387 6388 6389 ;************************************************************************************************************************** 6390 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6391 ;for this draw module 6392 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6393 Model = NBAirfield_A8 6394 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6395 End 6396 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6397 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6398 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6399 6400 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6401 Model = NBAirfield_A8 6402 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6403 End 6404 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 6405 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 6406 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 6407 6408 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6409 Model = NBAirfield_A8 6410 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6411 End 6412 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 6413 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 6414 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 6415 6416 ConditionState = AWAITING_CONSTRUCTION 6417 Model = NONE 6418 End 6419 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6420 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6421 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6422 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6423 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6424 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6425 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6426 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6427 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6428 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6429 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6430 AliasConditionState = SOLD 6431 AliasConditionState = SOLD DAMAGED 6432 AliasConditionState = SOLD REALLYDAMAGED 6433 AliasConditionState = SOLD NIGHT 6434 AliasConditionState = SOLD NIGHT DAMAGED 6435 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6436 AliasConditionState = SOLD SNOW 6437 AliasConditionState = SOLD SNOW DAMAGED 6438 AliasConditionState = SOLD SNOW REALLYDAMAGED 6439 AliasConditionState = SOLD NIGHT SNOW 6440 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6441 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6442 ;************************************************************************************************************************** 6443 End 6444 6445 ; ------------ construction-zone fence ----------------- 6446 Draw = W3DModelDraw ModuleTag_06 6447 AnimationsRequirePower = No 6448 DefaultConditionState 6449 Model = None 6450 TransitionKey = DOWN_DEFAULT 6451 End 6452 ConditionState = NIGHT 6453 Model = None 6454 TransitionKey = DOWN_DEFAULT 6455 End 6456 ConditionState = SNOW 6457 Model = None 6458 TransitionKey = DOWN_DEFAULT 6459 End 6460 ConditionState = SNOW NIGHT 6461 Model = None 6462 TransitionKey = DOWN_DEFAULT 6463 End 6464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6465 Model = NBAirfield_A4 6466 Animation = NBAirfield_A4.NBAirfield_A4 6467 AnimationMode = MANUAL 6468 Flags = START_FRAME_LAST 6469 TransitionKey = UP_DAY 6470 End 6471 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6472 Model = NBAirfield_A4N 6473 Animation = NBAirfield_A4N.NBAirfield_A4N 6474 AnimationMode = MANUAL 6475 Flags = START_FRAME_LAST 6476 TransitionKey = UP_NIGHT 6477 End 6478 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6479 Model = NBAirfield_A4S 6480 Animation = NBAirfield_A4S.NBAirfield_A4S 6481 AnimationMode = MANUAL 6482 Flags = START_FRAME_LAST 6483 TransitionKey = UP_SNOW 6484 End 6485 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6486 Model = NBAirfield_A4SN 6487 Animation = NBAirfield_A4SN.NBAirfield_A4SN 6488 AnimationMode = MANUAL 6489 Flags = START_FRAME_LAST 6490 TransitionKey = UP_SNOWNIGHT 6491 End 6492 TransitionState = DOWN_DEFAULT UP_DAY 6493 Model = NBAirfield_A4 6494 Animation = NBAirfield_A4.NBAirfield_A4 6495 AnimationMode = ONCE 6496 AnimationSpeedFactorRange = 1.0 1.0 6497 Flags = START_FRAME_FIRST 6498 End 6499 TransitionState = DOWN_DEFAULT UP_NIGHT 6500 Model = NBAirfield_A4N 6501 Animation = NBAirfield_A4N.NBAirfield_A4N 6502 AnimationMode = ONCE 6503 AnimationSpeedFactorRange = 1.0 1.0 6504 Flags = START_FRAME_FIRST 6505 End 6506 TransitionState = DOWN_DEFAULT UP_SNOW 6507 Model = NBAirfield_A4S 6508 Animation = NBAirfield_A4S.NBAirfield_A4S 6509 AnimationMode = ONCE 6510 AnimationSpeedFactorRange = 1.0 1.0 6511 Flags = START_FRAME_FIRST 6512 End 6513 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6514 Model = NBAirfield_A4SN 6515 Animation = NBAirfield_A4SN.NBAirfield_A4SN 6516 AnimationMode = ONCE 6517 AnimationSpeedFactorRange = 1.0 1.0 6518 Flags = START_FRAME_FIRST 6519 End 6520 TransitionState = UP_DAY DOWN_DEFAULT 6521 Model = NBAirfield_A4 6522 Animation = NBAirfield_A4.NBAirfield_A4 6523 AnimationMode = ONCE_BACKWARDS 6524 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6525 Flags = START_FRAME_LAST 6526 End 6527 TransitionState = UP_NIGHT DOWN_DEFAULT 6528 Model = NBAirfield_A4N 6529 Animation = NBAirfield_A4N.NBAirfield_A4N 6530 AnimationMode = ONCE_BACKWARDS 6531 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6532 Flags = START_FRAME_LAST 6533 End 6534 TransitionState = UP_SNOW DOWN_DEFAULT 6535 Model = NBAirfield_A4S 6536 Animation = NBAirfield_A4S.NBAirfield_A4S 6537 AnimationMode = ONCE_BACKWARDS 6538 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6539 Flags = START_FRAME_LAST 6540 End 6541 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6542 Model = NBAirfield_A4SN 6543 Animation = NBAirfield_A4SN.NBAirfield_A4SN 6544 AnimationMode = ONCE_BACKWARDS 6545 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6546 Flags = START_FRAME_LAST 6547 End 6548 End 6549 6550 ; ------------ under-construction scaffolding ----------------- 6551 Draw = W3DModelDraw ModuleTag_07 6552 AnimationsRequirePower = No 6553 MinLODRequired = MEDIUM 6554 DefaultConditionState 6555 Model = None 6556 TransitionKey = DOWN_DEFAULT 6557 End 6558 ConditionState = NIGHT 6559 Model = None 6560 TransitionKey = DOWN_DEFAULT 6561 End 6562 ConditionState = SNOW 6563 Model = None 6564 TransitionKey = DOWN_DEFAULT 6565 End 6566 ConditionState = SNOW NIGHT 6567 Model = None 6568 TransitionKey = DOWN_DEFAULT 6569 End 6570 ConditionState = PARTIALLY_CONSTRUCTED 6571 Model = NBAirfield_A6 6572 Animation = NBAirfield_A6.NBAirfield_A6 6573 AnimationMode = MANUAL 6574 Flags = START_FRAME_LAST 6575 TransitionKey = UP_DAY 6576 ParticleSysBone = Dust01 BuildingDustChina 6577 ParticleSysBone = Smoke01 BuildUpSmokeChina 6578 ParticleSysBone = Smoke02 BuildUpSmokeChina 6579 ParticleSysBone = Smoke03 BuildUpSmokeChina 6580 ParticleSysBone = Smoke04 BuildUpSmokeChina 6581 ParticleSysBone = Smoke05 BuildUpSmokeChina 6582 End 6583 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6584 Model = NBAirfield_A6N 6585 Animation = NBAirfield_A6N.NBAirfield_A6N 6586 AnimationMode = MANUAL 6587 Flags = START_FRAME_LAST 6588 TransitionKey = UP_NIGHT 6589 ParticleSysBone = Dust01 BuildingDustChina 6590 ParticleSysBone = Smoke01 BuildUpSmokeChina 6591 ParticleSysBone = Smoke02 BuildUpSmokeChina 6592 ParticleSysBone = Smoke03 BuildUpSmokeChina 6593 ParticleSysBone = Smoke04 BuildUpSmokeChina 6594 ParticleSysBone = Smoke05 BuildUpSmokeChina 6595 End 6596 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6597 Model = NBAirfield_A6S 6598 Animation = NBAirfield_A6S.NBAirfield_A6S 6599 AnimationMode = MANUAL 6600 Flags = START_FRAME_LAST 6601 TransitionKey = UP_SNOW 6602 ParticleSysBone = Dust01 BuildingSnowDust 6603 ParticleSysBone = Smoke01 BuildUpSnowSmoke 6604 ParticleSysBone = Smoke02 BuildUpSnowSmoke 6605 ParticleSysBone = Smoke03 BuildUpSnowSmoke 6606 ParticleSysBone = Smoke04 BuildUpSnowSmoke 6607 ParticleSysBone = Smoke05 BuildUpSnowSmoke 6608 End 6609 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6610 Model = NBAirfield_A6SN 6611 Animation = NBAirfield_A6SN.NBAirfield_A6SN 6612 AnimationMode = MANUAL 6613 Flags = START_FRAME_LAST 6614 TransitionKey = UP_SNOWNIGHT 6615 ParticleSysBone = Dust01 BuildingNightSnowDust 6616 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 6617 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 6618 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 6619 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 6620 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 6621 End 6622 TransitionState = DOWN_DEFAULT UP_DAY 6623 Model = NBAirfield_A6 6624 Animation = NBAirfield_A6.NBAirfield_A6 6625 6626 AnimationMode = ONCE 6627 AnimationSpeedFactorRange = 1.0 1.0 6628 Flags = START_FRAME_FIRST 6629 End 6630 TransitionState = DOWN_DEFAULT UP_NIGHT 6631 Model = NBAirfield_A6N 6632 Animation = NBAirfield_A6N.NBAirfield_A6N 6633 AnimationMode = ONCE 6634 AnimationSpeedFactorRange = 1.0 1.0 6635 Flags = START_FRAME_FIRST 6636 End 6637 TransitionState = DOWN_DEFAULT UP_SNOW 6638 Model = NBAirfield_A6S 6639 Animation = NBAirfield_A6S.NBAirfield_A6S 6640 AnimationMode = ONCE 6641 AnimationSpeedFactorRange = 1.0 1.0 6642 Flags = START_FRAME_FIRST 6643 End 6644 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6645 Model = NBAirfield_A6SN 6646 Animation = NBAirfield_A6SN.NBAirfield_A6SN 6647 AnimationMode = ONCE 6648 AnimationSpeedFactorRange = 1.0 1.0 6649 Flags = START_FRAME_FIRST 6650 End 6651 TransitionState = UP_DAY DOWN_DEFAULT 6652 Model = NBAirfield_A6 6653 Animation = NBAirfield_A6.NBAirfield_A6 6654 AnimationMode = ONCE_BACKWARDS 6655 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6656 Flags = START_FRAME_LAST 6657 End 6658 TransitionState = UP_NIGHT DOWN_DEFAULT 6659 Model = NBAirfield_A6N 6660 Animation = NBAirfield_A6N.NBAirfield_A6N 6661 AnimationMode = ONCE_BACKWARDS 6662 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6663 Flags = START_FRAME_LAST 6664 End 6665 TransitionState = UP_SNOW DOWN_DEFAULT 6666 Model = NBAirfield_A6S 6667 Animation = NBAirfield_A6S.NBAirfield_A6S 6668 AnimationMode = ONCE_BACKWARDS 6669 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6670 Flags = START_FRAME_LAST 6671 End 6672 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6673 Model = NBAirfield_A6SN 6674 Animation = NBAirfield_A6SN.NBAirfield_A6SN 6675 AnimationMode = ONCE_BACKWARDS 6676 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6677 Flags = START_FRAME_LAST 6678 End 6679 End 6680 6681 6682 ; ------------ being-constructed crane ----------------- 6683 Draw = W3DModelDraw ModuleTag_08 6684 AnimationsRequirePower = No 6685 DefaultConditionState 6686 Model = None 6687 TransitionKey = DOWN_DEFAULT 6688 End 6689 ConditionState = NIGHT 6690 Model = None 6691 TransitionKey = DOWN_DEFAULT 6692 End 6693 ConditionState = SNOW 6694 Model = None 6695 TransitionKey = DOWN_DEFAULT 6696 End 6697 ConditionState = SNOW NIGHT 6698 Model = None 6699 TransitionKey = DOWN_DEFAULT 6700 End 6701 ConditionState = SOLD 6702 Model = NONE 6703 End 6704 6705 ConditionState = ACTIVELY_BEING_CONSTRUCTED 6706 Model = NBAirfield_A5 6707 Animation = NBAirfield_A5.NBAirfield_A5 6708 AnimationMode = LOOP 6709 TransitionKey = UP_DAY 6710 End 6711 6712 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 6713 Model = NBAirfield_A5N 6714 Animation = NBAirfield_A5N.NBAirfield_A5N 6715 AnimationMode = LOOP 6716 TransitionKey = UP_NIGHT 6717 End 6718 6719 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 6720 Model = NBAirfield_A5S 6721 Animation = NBAirfield_A5S.NBAirfield_A5S 6722 AnimationMode = LOOP 6723 TransitionKey = UP_SNOW 6724 End 6725 6726 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 6727 Model = NBAirfield_A5SN 6728 Animation = NBAirfield_A5SN.NBAirfield_A5SN 6729 AnimationMode = LOOP 6730 TransitionKey = UP_SNOWNIGHT 6731 End 6732 TransitionState = DOWN_DEFAULT UP_DAY 6733 Model = NBAirfield_AB 6734 Animation = NBAirfield_AB.NBAirfield_AB 6735 AnimationMode = ONCE 6736 AnimationSpeedFactorRange = 1.0 1.0 6737 Flags = START_FRAME_FIRST 6738 End 6739 6740 TransitionState = DOWN_DEFAULT UP_NIGHT 6741 Model = NBAirfield_ABN 6742 Animation = NBAirfield_ABN.NBAirfield_ABN 6743 AnimationMode = ONCE 6744 AnimationSpeedFactorRange = 1.0 1.0 6745 Flags = START_FRAME_FIRST 6746 End 6747 TransitionState = DOWN_DEFAULT UP_SNOW 6748 Model = NBAirfield_ABS 6749 Animation = NBAirfield_ABS.NBAirfield_ABS 6750 AnimationMode = ONCE 6751 AnimationSpeedFactorRange = 1.0 1.0 6752 Flags = START_FRAME_FIRST 6753 End 6754 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6755 Model = NBAirfield_ABSN 6756 Animation = NBAirfield_ABSN.NBAirfield_ABSN 6757 AnimationMode = ONCE 6758 AnimationSpeedFactorRange = 1.0 1.0 6759 Flags = START_FRAME_FIRST 6760 End 6761 TransitionState = UP_DAY DOWN_DEFAULT 6762 Model = NBAirfield_AB 6763 Animation = NBAirfield_AB.NBAirfield_AB 6764 AnimationMode = ONCE_BACKWARDS 6765 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6766 Flags = START_FRAME_LAST 6767 End 6768 6769 TransitionState = UP_NIGHT DOWN_DEFAULT 6770 Model = NBAirfield_ABN 6771 Animation = NBAirfield_ABN.NBAirfield_ABN 6772 AnimationMode = ONCE_BACKWARDS 6773 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6774 Flags = START_FRAME_LAST 6775 End 6776 TransitionState = UP_SNOW DOWN_DEFAULT 6777 Model = NBAirfield_ABS 6778 Animation = NBAirfield_ABS.NBAirfield_ABS 6779 AnimationMode = ONCE_BACKWARDS 6780 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6781 Flags = START_FRAME_LAST 6782 End 6783 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6784 Model = NBAirfield_ABSN 6785 Animation = NBAirfield_ABSN.NBAirfield_ABSN 6786 AnimationMode = ONCE_BACKWARDS 6787 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6788 Flags = START_FRAME_LAST 6789 End 6790 End 6791 6792 PlacementViewAngle = -45 6793 6794 ; ***DESIGN parameters *** 6795 DisplayName = OBJECT:Airfield 6796 Side = ChinaNukeGeneral 6797 EditorSorting = STRUCTURE 6798 Prerequisites 6799 Object = Nuke_ChinaSupplyCenter 6800 End 6801 BuildCost = 1000 6802 BuildTime = 30.0 ; in seconds 6803 EnergyProduction = -1 6804 CommandSet = Nuke_ChinaAirfieldCommandSet 6805 VisionRange = 200.0 ; Shroud clearing distance 6806 ShroudClearingRange = 200 6807 ArmorSet 6808 Conditions = None 6809 Armor = StructureArmor 6810 DamageFX = StructureDamageFXNoShake 6811 End 6812 ExperienceValue = 150 150 150 150 ; Experience point value at each level 6813 6814 ; *** AUDIO Parameters *** 6815 VoiceSelect = AirfieldChinaSelect 6816 SoundOnDamaged = BuildingDamagedStateLight 6817 SoundOnReallyDamaged = BuildingDestroy 6818 6819 UnitSpecificSounds 6820 UnderConstruction = UnderConstructionLoop 6821 End 6822 6823 ; *** ENGINEERING Parameters *** 6824 RadarPriority = STRUCTURE 6825 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT 6826 Body = StructureBody ModuleTag_09 6827 MaxHealth = 1500.0 6828 InitialHealth = 1500.0 6829 6830 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6831 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6832 SubdualDamageCap = 1700 6833 SubdualDamageHealRate = 500 6834 SubdualDamageHealAmount = 100 6835 End 6836 6837 Behavior = ParkingPlaceBehavior ModuleTag_10 6838 HealAmountPerSecond = 10 6839 NumRows = 2 6840 NumCols = 2 6841 HasRunways = Yes 6842 ApproachHeight = 50 6843 ParkInHangars = Yes 6844 End 6845 6846 Behavior = ProductionUpdate ModuleTag_11 6847 NumDoorAnimations = 4 6848 DoorOpeningTime = 2000 ;in mSeconds 6849 DoorWaitOpenTime = 3000 ;in mSeconds 6850 DoorCloseTime = 2000 ;in mSeconds 6851 ConstructionCompleteDuration = 1000 ;in mSeconds 6852 End 6853 6854 Behavior = DestroyDie ModuleTag_12 6855 ;nothing 6856 End 6857 Behavior = CreateObjectDie ModuleTag_13 6858 CreationList = OCL_ABPowerPlantExplode 6859 End 6860 Behavior = FXListDie ModuleTag_14 6861 DeathFX = FX_StructureMediumDeath 6862 End 6863 6864 Behavior = GenerateMinefieldBehavior ModuleTag_15 6865 TriggeredBy = Upgrade_ChinaMines 6866 MineName = ChinaStandardMine 6867 SmartBorder = Yes 6868 AlwaysCircular = Yes 6869 6870 Upgradable = Yes 6871 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 6872 UpgradedMineName = ChinaEMPMine 6873 End 6874 6875 Behavior = FlammableUpdate ModuleTag_17 6876 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6877 AflameDamageAmount = 5 ; taking this much damage... 6878 AflameDamageDelay = 500 ; this often. 6879 End 6880 6881 Behavior = TransitionDamageFX ModuleTag_18 6882 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 6883 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6884 ;--------------------------------------------------------------------------------------- 6885 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6886 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 6887 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 6888 End 6889 6890 Behavior = CommandSetUpgrade ModuleTag_25 6891 CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade 6892 TriggeredBy = Upgrade_ChinaMines 6893 End 6894 Behavior = ArmorUpgrade ModuleTag_26 6895 TriggeredBy = Upgrade_ChinaEMPMines 6896 End 6897 6898 Geometry = BOX 6899 GeometryMajorRadius = 83.0 6900 GeometryMinorRadius = 76.0 6901 GeometryHeight = 25.0 6902 GeometryIsSmall = No 6903 Shadow = SHADOW_VOLUME 6904 BuildCompletion = PLACED_BY_PLAYER 6905 6906 End 6907 6908 6909 6910 6911 6912 6913 6914 6915 6916 6917 6918 ;------------------------------------------------------------------------------ 6919 ;China Neutron Missile, NukeSilo, Nuke Silo 6920 Object Nuke_ChinaNuclearMissileLauncher 6921 6922 ; *** ART Parameters *** 6923 SelectPortrait = SNNukeMisl_L 6924 ButtonImage = SNNukeMisl 6925 SelectPortrait = SNNukeMisl_L 6926 ButtonImage = SNNukeMisl 6927 Draw = W3DModelDraw ModuleTag_01 6928 OkToChangeModelColor = Yes 6929 ; day 6930 ConditionState = NONE 6931 Model = NBNMissle 6932 End 6933 ConditionState = SOLD 6934 Model = NONE 6935 End 6936 ConditionState = SOLD SNOW 6937 Model = NONE 6938 6939 End 6940 ConditionState = SOLD NIGHT 6941 Model = NONE 6942 End 6943 ConditionState = SOLD NIGHT SNOW 6944 Model = NONE 6945 End 6946 6947 6948 ConditionState = DAMAGED 6949 Model = NBNMissle_D 6950 ParticleSysBone = Smoke01 SmolderingSmoke 6951 ParticleSysBone = Smoke02 SmolderingSmoke 6952 ParticleSysBone = Smoke03 SmolderingSmoke 6953 ParticleSysBone = Smoke04 SmolderingSmoke 6954 ParticleSysBone = Smoke01 SmolderingFire 6955 ParticleSysBone = Smoke02 SmolderingFire 6956 ParticleSysBone = Smoke03 SmolderingFire 6957 ParticleSysBone = Smoke04 SmolderingFire 6958 End 6959 ConditionState = REALLYDAMAGED RUBBLE 6960 Model = NBNMissle_E 6961 ParticleSysBone = Smoke01 SmolderingSmoke 6962 ParticleSysBone = Smoke02 SmolderingSmoke 6963 ParticleSysBone = Smoke03 SmolderingSmoke 6964 ParticleSysBone = Smoke04 SmolderingSmoke 6965 ParticleSysBone = Smoke05 SmolderingSmoke 6966 ParticleSysBone = Smoke06 SmolderingSmoke 6967 ParticleSysBone = Smoke01 SmolderingFire 6968 ParticleSysBone = Smoke02 SmolderingFire 6969 ParticleSysBone = Smoke03 SmolderingFire 6970 ParticleSysBone = Smoke04 SmolderingFire 6971 ParticleSysBone = Smoke05 SmolderingFire 6972 ParticleSysBone = Smoke06 SmolderingFire 6973 End 6974 ConditionState = AWAITING_CONSTRUCTION 6975 Model = None 6976 End 6977 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6978 Model = NBNMissle 6979 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6980 END 6981 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6982 Model = NBNMissle_D 6983 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6984 END 6985 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 6986 Model = NBNMissle_E 6987 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6988 END 6989 ConditionState = DOOR_1_OPENING 6990 Model = NBNMissle_A2 6991 Animation = NBNMissle_A2.NBNMissle_A2 6992 AnimationMode = ONCE 6993 Flags = MAINTAIN_FRAME_ACROSS_STATES 6994 End 6995 ConditionState = DOOR_1_WAITING_OPEN 6996 Model = NBNMissle_A2 6997 Animation = NBNMissle_A2.NBNMissle_A2 6998 AnimationMode = MANUAL 6999 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7000 WeaponLaunchBone = PRIMARY RockPos 7001 ParticleSysBone = Steam01 BigMissileSteam 7002 ParticleSysBone = Steam02 BigMissileSteam 7003 End 7004 ConditionState = DOOR_1_WAITING_TO_CLOSE 7005 Model = NBNMissle_A3 7006 Animation = NBNMissle_A3.NBNMissle_A3 7007 AnimationMode = MANUAL 7008 Flags = START_FRAME_FIRST 7009 WeaponLaunchBone = PRIMARY RockPos 7010 End 7011 ConditionState = DOOR_1_CLOSING 7012 Model = NBNMissle_A3 7013 Animation = NBNMissle_A3.NBNMissle_A3 7014 AnimationMode = ONCE 7015 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7016 End 7017 ConditionState = DOOR_1_OPENING DAMAGED 7018 Model = NBNMissle_A2D 7019 Animation = NBNMissle_A2D.NBNMissle_A2D 7020 AnimationMode = ONCE 7021 Flags = MAINTAIN_FRAME_ACROSS_STATES 7022 ParticleSysBone = Smoke01 SmolderingSmoke 7023 ParticleSysBone = Smoke02 SmolderingSmoke 7024 ParticleSysBone = Smoke03 SmolderingSmoke 7025 ParticleSysBone = Smoke04 SmolderingSmoke 7026 ParticleSysBone = Smoke05 SmolderingSmoke 7027 ParticleSysBone = Smoke06 SmolderingSmoke 7028 ParticleSysBone = Smoke01 SmolderingFire 7029 ParticleSysBone = Smoke02 SmolderingFire 7030 ParticleSysBone = Smoke03 SmolderingFire 7031 ParticleSysBone = Smoke04 SmolderingFire 7032 ParticleSysBone = Smoke05 SmolderingFire 7033 ParticleSysBone = Smoke06 SmolderingFire 7034 7035 ParticleSysBone = Steam01 BigMissileSteam 7036 ParticleSysBone = Steam02 BigMissileSteam 7037 End 7038 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 7039 Model = NBNMissle_A2D 7040 Animation = NBNMissle_A2D.NBNMissle_A2D 7041 AnimationMode = MANUAL 7042 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7043 WeaponLaunchBone = PRIMARY RockPos 7044 ParticleSysBone = Smoke01 SmolderingSmoke 7045 ParticleSysBone = Smoke02 SmolderingSmoke 7046 ParticleSysBone = Smoke03 SmolderingSmoke 7047 ParticleSysBone = Smoke04 SmolderingSmoke 7048 ParticleSysBone = Smoke05 SmolderingSmoke 7049 ParticleSysBone = Smoke06 SmolderingSmoke 7050 ParticleSysBone = Smoke01 SmolderingFire 7051 ParticleSysBone = Smoke02 SmolderingFire 7052 ParticleSysBone = Smoke03 SmolderingFire 7053 ParticleSysBone = Smoke04 SmolderingFire 7054 ParticleSysBone = Smoke05 SmolderingFire 7055 ParticleSysBone = Smoke06 SmolderingFire 7056 ParticleSysBone = Steam01 BigMissileSteam 7057 ParticleSysBone = Steam02 BigMissileSteam 7058 End 7059 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED 7060 Model = NBNMissle_A3D 7061 Animation = NBNMissle_A3D.NBNMissle_A3D 7062 AnimationMode = MANUAL 7063 Flags = START_FRAME_FIRST 7064 WeaponLaunchBone = PRIMARY RockPos 7065 ParticleSysBone = Smoke01 SmolderingSmoke 7066 ParticleSysBone = Smoke02 SmolderingSmoke 7067 ParticleSysBone = Smoke03 SmolderingSmoke 7068 ParticleSysBone = Smoke04 SmolderingSmoke 7069 ParticleSysBone = Smoke05 SmolderingSmoke 7070 ParticleSysBone = Smoke06 SmolderingSmoke 7071 ParticleSysBone = Smoke01 SmolderingFire 7072 ParticleSysBone = Smoke02 SmolderingFire 7073 ParticleSysBone = Smoke03 SmolderingFire 7074 ParticleSysBone = Smoke04 SmolderingFire 7075 ParticleSysBone = Smoke05 SmolderingFire 7076 ParticleSysBone = Smoke06 SmolderingFire 7077 End 7078 ConditionState = DOOR_1_CLOSING DAMAGED 7079 Model = NBNMissle_A3D 7080 Animation = NBNMissle_A3D.NBNMissle_A3D 7081 AnimationMode = ONCE 7082 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7083 ParticleSysBone = Smoke01 SmolderingSmoke 7084 ParticleSysBone = Smoke02 SmolderingSmoke 7085 ParticleSysBone = Smoke03 SmolderingSmoke 7086 ParticleSysBone = Smoke04 SmolderingSmoke 7087 ParticleSysBone = Smoke05 SmolderingSmoke 7088 ParticleSysBone = Smoke06 SmolderingSmoke 7089 ParticleSysBone = Smoke01 SmolderingFire 7090 ParticleSysBone = Smoke02 SmolderingFire 7091 ParticleSysBone = Smoke03 SmolderingFire 7092 ParticleSysBone = Smoke04 SmolderingFire 7093 ParticleSysBone = Smoke05 SmolderingFire 7094 ParticleSysBone = Smoke06 SmolderingFire 7095 End 7096 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 7097 Model = NBNMissle_A2E 7098 Animation = NBNMissle_A2E.NBNMissle_A2E 7099 AnimationMode = ONCE 7100 Flags = MAINTAIN_FRAME_ACROSS_STATES 7101 ParticleSysBone = Smoke01 SmolderingSmoke 7102 ParticleSysBone = Smoke02 SmolderingSmoke 7103 ParticleSysBone = Smoke03 SmolderingSmoke 7104 ParticleSysBone = Smoke04 SmolderingSmoke 7105 ParticleSysBone = Smoke05 SmolderingSmoke 7106 ParticleSysBone = Smoke06 SmolderingSmoke 7107 ParticleSysBone = Smoke01 SmolderingFire 7108 ParticleSysBone = Smoke02 SmolderingFire 7109 ParticleSysBone = Smoke03 SmolderingFire 7110 ParticleSysBone = Smoke04 SmolderingFire 7111 ParticleSysBone = Smoke05 SmolderingFire 7112 ParticleSysBone = Smoke06 SmolderingFire 7113 ParticleSysBone = Steam01 BigMissileSteam 7114 ParticleSysBone = Steam02 BigMissileSteam 7115 End 7116 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 7117 Model = NBNMissle_A2E 7118 Animation = NBNMissle_A2E.NBNMissle_A2E 7119 AnimationMode = MANUAL 7120 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7121 WeaponLaunchBone = PRIMARY RockPos 7122 ParticleSysBone = Smoke01 SmolderingSmoke 7123 ParticleSysBone = Smoke02 SmolderingSmoke 7124 ParticleSysBone = Smoke03 SmolderingSmoke 7125 ParticleSysBone = Smoke04 SmolderingSmoke 7126 ParticleSysBone = Smoke05 SmolderingSmoke 7127 ParticleSysBone = Smoke06 SmolderingSmoke 7128 ParticleSysBone = Smoke01 SmolderingFire 7129 ParticleSysBone = Smoke02 SmolderingFire 7130 ParticleSysBone = Smoke03 SmolderingFire 7131 ParticleSysBone = Smoke04 SmolderingFire 7132 ParticleSysBone = Smoke05 SmolderingFire 7133 ParticleSysBone = Smoke06 SmolderingFire 7134 ParticleSysBone = Steam01 BigMissileSteam 7135 ParticleSysBone = Steam02 BigMissileSteam 7136 End 7137 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 7138 Model = NBNMissle_A3E 7139 Animation = NBNMissle_A3E.NBNMissle_A3E 7140 AnimationMode = MANUAL 7141 Flags = START_FRAME_FIRST 7142 WeaponLaunchBone = PRIMARY RockPos 7143 ParticleSysBone = Smoke01 SmolderingSmoke 7144 ParticleSysBone = Smoke02 SmolderingSmoke 7145 ParticleSysBone = Smoke03 SmolderingSmoke 7146 ParticleSysBone = Smoke04 SmolderingSmoke 7147 ParticleSysBone = Smoke05 SmolderingSmoke 7148 ParticleSysBone = Smoke06 SmolderingSmoke 7149 ParticleSysBone = Smoke01 SmolderingFire 7150 ParticleSysBone = Smoke02 SmolderingFire 7151 ParticleSysBone = Smoke03 SmolderingFire 7152 ParticleSysBone = Smoke04 SmolderingFire 7153 ParticleSysBone = Smoke05 SmolderingFire 7154 ParticleSysBone = Smoke06 SmolderingFire 7155 End 7156 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 7157 Model = NBNMissle_A3E 7158 Animation = NBNMissle_A3E.NBNMissle_A3E 7159 AnimationMode = ONCE 7160 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7161 ParticleSysBone = Smoke01 SmolderingSmoke 7162 ParticleSysBone = Smoke02 SmolderingSmoke 7163 ParticleSysBone = Smoke03 SmolderingSmoke 7164 ParticleSysBone = Smoke04 SmolderingSmoke 7165 ParticleSysBone = Smoke05 SmolderingSmoke 7166 ParticleSysBone = Smoke06 SmolderingSmoke 7167 ParticleSysBone = Smoke01 SmolderingFire 7168 ParticleSysBone = Smoke02 SmolderingFire 7169 ParticleSysBone = Smoke03 SmolderingFire 7170 ParticleSysBone = Smoke04 SmolderingFire 7171 ParticleSysBone = Smoke05 SmolderingFire 7172 ParticleSysBone = Smoke06 SmolderingFire 7173 End 7174 7175 ; night 7176 ConditionState = NIGHT 7177 Model = NBNMissle_N 7178 End 7179 ConditionState = DAMAGED NIGHT 7180 Model = NBNMissle_DN 7181 ParticleSysBone = Smoke01 SmolderingSmoke 7182 ParticleSysBone = Smoke02 SmolderingSmoke 7183 ParticleSysBone = Smoke03 SmolderingSmoke 7184 ParticleSysBone = Smoke04 SmolderingSmoke 7185 ParticleSysBone = Smoke01 SmolderingFire 7186 ParticleSysBone = Smoke02 SmolderingFire 7187 ParticleSysBone = Smoke03 SmolderingFire 7188 ParticleSysBone = Smoke04 SmolderingFire 7189 End 7190 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7191 Model = NBNMissle_EN 7192 ParticleSysBone = Smoke01 SmolderingSmoke 7193 ParticleSysBone = Smoke02 SmolderingSmoke 7194 ParticleSysBone = Smoke03 SmolderingSmoke 7195 ParticleSysBone = Smoke04 SmolderingSmoke 7196 ParticleSysBone = Smoke05 SmolderingSmoke 7197 ParticleSysBone = Smoke06 SmolderingSmoke 7198 ParticleSysBone = Smoke01 SmolderingFire 7199 ParticleSysBone = Smoke02 SmolderingFire 7200 ParticleSysBone = Smoke03 SmolderingFire 7201 ParticleSysBone = Smoke04 SmolderingFire 7202 ParticleSysBone = Smoke05 SmolderingFire 7203 ParticleSysBone = Smoke06 SmolderingFire 7204 End 7205 ConditionState = AWAITING_CONSTRUCTION NIGHT 7206 Model = None 7207 End 7208 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7209 Model = NBNMissle_N 7210 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7211 END 7212 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7213 Model = NBNMissle_DN 7214 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7215 END 7216 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7217 Model = NBNMissle_EN 7218 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7219 END 7220 ConditionState = DOOR_1_OPENING NIGHT 7221 Model = NBNMissle_A2N 7222 Animation = NBNMissle_A2N.NBNMissle_A2N 7223 AnimationMode = ONCE 7224 Flags = MAINTAIN_FRAME_ACROSS_STATES 7225 End 7226 ConditionState = DOOR_1_WAITING_OPEN NIGHT 7227 Model = NBNMissle_A2N 7228 Animation = NBNMissle_A2N.NBNMissle_A2N 7229 AnimationMode = MANUAL 7230 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7231 WeaponLaunchBone = PRIMARY RockPos 7232 ParticleSysBone = Steam01 BigMissileSteam 7233 ParticleSysBone = Steam02 BigMissileSteam 7234 End 7235 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT 7236 Model = NBNMissle_A3N 7237 Animation = NBNMissle_A3N.NBNMissle_A3N 7238 AnimationMode = MANUAL 7239 Flags = START_FRAME_FIRST 7240 WeaponLaunchBone = PRIMARY RockPos 7241 End 7242 ConditionState = DOOR_1_CLOSING NIGHT 7243 Model = NBNMissle_A3N 7244 Animation = NBNMissle_A3N.NBNMissle_A3N 7245 AnimationMode = ONCE 7246 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7247 End 7248 ConditionState = DOOR_1_OPENING DAMAGED NIGHT 7249 Model = NBNMissle_A2DN 7250 Animation = NBNMissle_A2DN.NBNMissle_A2DN 7251 AnimationMode = ONCE 7252 Flags = MAINTAIN_FRAME_ACROSS_STATES 7253 ParticleSysBone = Smoke01 SmolderingSmoke 7254 ParticleSysBone = Smoke02 SmolderingSmoke 7255 ParticleSysBone = Smoke03 SmolderingSmoke 7256 ParticleSysBone = Smoke04 SmolderingSmoke 7257 ParticleSysBone = Smoke05 SmolderingSmoke 7258 ParticleSysBone = Smoke06 SmolderingSmoke 7259 ParticleSysBone = Smoke01 SmolderingFire 7260 ParticleSysBone = Smoke02 SmolderingFire 7261 ParticleSysBone = Smoke03 SmolderingFire 7262 ParticleSysBone = Smoke04 SmolderingFire 7263 ParticleSysBone = Smoke05 SmolderingFire 7264 ParticleSysBone = Smoke06 SmolderingFire 7265 ParticleSysBone = Steam01 BigMissileSteam 7266 ParticleSysBone = Steam02 BigMissileSteam 7267 End 7268 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT 7269 Model = NBNMissle_A2DN 7270 Animation = NBNMissle_A2DN.NBNMissle_A2DN 7271 AnimationMode = MANUAL 7272 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7273 WeaponLaunchBone = PRIMARY RockPos 7274 ParticleSysBone = Smoke01 SmolderingSmoke 7275 ParticleSysBone = Smoke02 SmolderingSmoke 7276 ParticleSysBone = Smoke03 SmolderingSmoke 7277 ParticleSysBone = Smoke04 SmolderingSmoke 7278 ParticleSysBone = Smoke05 SmolderingSmoke 7279 ParticleSysBone = Smoke06 SmolderingSmoke 7280 ParticleSysBone = Smoke01 SmolderingFire 7281 ParticleSysBone = Smoke02 SmolderingFire 7282 ParticleSysBone = Smoke03 SmolderingFire 7283 ParticleSysBone = Smoke04 SmolderingFire 7284 ParticleSysBone = Smoke05 SmolderingFire 7285 ParticleSysBone = Smoke06 SmolderingFire 7286 ParticleSysBone = Steam01 BigMissileSteam 7287 ParticleSysBone = Steam02 BigMissileSteam 7288 End 7289 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT 7290 Model = NBNMissle_A3DN 7291 Animation = NBNMissle_A3DN.NBNMissle_A3DN 7292 AnimationMode = MANUAL 7293 Flags = START_FRAME_FIRST 7294 WeaponLaunchBone = PRIMARY RockPos 7295 ParticleSysBone = Smoke01 SmolderingSmoke 7296 ParticleSysBone = Smoke02 SmolderingSmoke 7297 ParticleSysBone = Smoke03 SmolderingSmoke 7298 ParticleSysBone = Smoke04 SmolderingSmoke 7299 ParticleSysBone = Smoke05 SmolderingSmoke 7300 ParticleSysBone = Smoke06 SmolderingSmoke 7301 ParticleSysBone = Smoke01 SmolderingFire 7302 ParticleSysBone = Smoke02 SmolderingFire 7303 ParticleSysBone = Smoke03 SmolderingFire 7304 ParticleSysBone = Smoke04 SmolderingFire 7305 ParticleSysBone = Smoke05 SmolderingFire 7306 ParticleSysBone = Smoke06 SmolderingFire 7307 End 7308 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT 7309 Model = NBNMissle_A3DN 7310 Animation = NBNMissle_A3DN.NBNMissle_A3DN 7311 AnimationMode = ONCE 7312 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7313 ParticleSysBone = Smoke01 SmolderingSmoke 7314 ParticleSysBone = Smoke02 SmolderingSmoke 7315 ParticleSysBone = Smoke03 SmolderingSmoke 7316 ParticleSysBone = Smoke04 SmolderingSmoke 7317 ParticleSysBone = Smoke05 SmolderingSmoke 7318 ParticleSysBone = Smoke06 SmolderingSmoke 7319 ParticleSysBone = Smoke01 SmolderingFire 7320 ParticleSysBone = Smoke02 SmolderingFire 7321 ParticleSysBone = Smoke03 SmolderingFire 7322 ParticleSysBone = Smoke04 SmolderingFire 7323 ParticleSysBone = Smoke05 SmolderingFire 7324 ParticleSysBone = Smoke06 SmolderingFire 7325 End 7326 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT 7327 Model = NBNMissle_A2EN 7328 Animation = NBNMissle_A2EN.NBNMissle_A2EN 7329 AnimationMode = ONCE 7330 Flags = MAINTAIN_FRAME_ACROSS_STATES 7331 ParticleSysBone = Smoke01 SmolderingSmoke 7332 ParticleSysBone = Smoke02 SmolderingSmoke 7333 ParticleSysBone = Smoke03 SmolderingSmoke 7334 ParticleSysBone = Smoke04 SmolderingSmoke 7335 ParticleSysBone = Smoke05 SmolderingSmoke 7336 ParticleSysBone = Smoke06 SmolderingSmoke 7337 ParticleSysBone = Smoke01 SmolderingFire 7338 ParticleSysBone = Smoke02 SmolderingFire 7339 ParticleSysBone = Smoke03 SmolderingFire 7340 ParticleSysBone = Smoke04 SmolderingFire 7341 ParticleSysBone = Smoke05 SmolderingFire 7342 ParticleSysBone = Smoke06 SmolderingFire 7343 ParticleSysBone = Steam01 BigMissileSteam 7344 ParticleSysBone = Steam02 BigMissileSteam 7345 End 7346 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT 7347 Model = NBNMissle_A2EN 7348 Animation = NBNMissle_A2EN.NBNMissle_A2EN 7349 AnimationMode = MANUAL 7350 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7351 WeaponLaunchBone = PRIMARY RockPos 7352 ParticleSysBone = Smoke01 SmolderingSmoke 7353 ParticleSysBone = Smoke02 SmolderingSmoke 7354 ParticleSysBone = Smoke03 SmolderingSmoke 7355 ParticleSysBone = Smoke04 SmolderingSmoke 7356 ParticleSysBone = Smoke05 SmolderingSmoke 7357 ParticleSysBone = Smoke06 SmolderingSmoke 7358 ParticleSysBone = Smoke01 SmolderingFire 7359 ParticleSysBone = Smoke02 SmolderingFire 7360 ParticleSysBone = Smoke03 SmolderingFire 7361 ParticleSysBone = Smoke04 SmolderingFire 7362 ParticleSysBone = Smoke05 SmolderingFire 7363 ParticleSysBone = Smoke06 SmolderingFire 7364 ParticleSysBone = Steam01 BigMissileSteam 7365 ParticleSysBone = Steam02 BigMissileSteam 7366 End 7367 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT 7368 Model = NBNMissle_A3EN 7369 Animation = NBNMissle_A3EN.NBNMissle_A3EN 7370 AnimationMode = MANUAL 7371 Flags = START_FRAME_FIRST 7372 WeaponLaunchBone = PRIMARY RockPos 7373 ParticleSysBone = Smoke01 SmolderingSmoke 7374 ParticleSysBone = Smoke02 SmolderingSmoke 7375 ParticleSysBone = Smoke03 SmolderingSmoke 7376 ParticleSysBone = Smoke04 SmolderingSmoke 7377 ParticleSysBone = Smoke05 SmolderingSmoke 7378 ParticleSysBone = Smoke06 SmolderingSmoke 7379 ParticleSysBone = Smoke01 SmolderingFire 7380 ParticleSysBone = Smoke02 SmolderingFire 7381 ParticleSysBone = Smoke03 SmolderingFire 7382 ParticleSysBone = Smoke04 SmolderingFire 7383 ParticleSysBone = Smoke05 SmolderingFire 7384 ParticleSysBone = Smoke06 SmolderingFire 7385 End 7386 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT 7387 Model = NBNMissle_A3EN 7388 Animation = NBNMissle_A3EN.NBNMissle_A3EN 7389 AnimationMode = ONCE 7390 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7391 ParticleSysBone = Smoke01 SmolderingSmoke 7392 ParticleSysBone = Smoke02 SmolderingSmoke 7393 ParticleSysBone = Smoke03 SmolderingSmoke 7394 ParticleSysBone = Smoke04 SmolderingSmoke 7395 ParticleSysBone = Smoke05 SmolderingSmoke 7396 ParticleSysBone = Smoke06 SmolderingSmoke 7397 ParticleSysBone = Smoke01 SmolderingFire 7398 ParticleSysBone = Smoke02 SmolderingFire 7399 ParticleSysBone = Smoke03 SmolderingFire 7400 ParticleSysBone = Smoke04 SmolderingFire 7401 ParticleSysBone = Smoke05 SmolderingFire 7402 ParticleSysBone = Smoke06 SmolderingFire 7403 End 7404 7405 ;-------------- SNOW! -------------------- 7406 7407 ConditionState = SNOW 7408 Model = NBNMissle_S 7409 End 7410 7411 ConditionState = DAMAGED SNOW 7412 Model = NBNMissle_DS 7413 ParticleSysBone = Smoke01 SmolderingSmoke 7414 ParticleSysBone = Smoke02 SmolderingSmoke 7415 ParticleSysBone = Smoke03 SmolderingSmoke 7416 ParticleSysBone = Smoke04 SmolderingSmoke 7417 ParticleSysBone = Smoke01 SmolderingFire 7418 ParticleSysBone = Smoke02 SmolderingFire 7419 ParticleSysBone = Smoke03 SmolderingFire 7420 ParticleSysBone = Smoke04 SmolderingFire 7421 End 7422 ConditionState = REALLYDAMAGED RUBBLE SNOW 7423 Model = NBNMissle_ES 7424 ParticleSysBone = Smoke01 SmolderingSmoke 7425 ParticleSysBone = Smoke02 SmolderingSmoke 7426 ParticleSysBone = Smoke03 SmolderingSmoke 7427 ParticleSysBone = Smoke04 SmolderingSmoke 7428 ParticleSysBone = Smoke05 SmolderingSmoke 7429 ParticleSysBone = Smoke06 SmolderingSmoke 7430 ParticleSysBone = Smoke01 SmolderingFire 7431 ParticleSysBone = Smoke02 SmolderingFire 7432 ParticleSysBone = Smoke03 SmolderingFire 7433 ParticleSysBone = Smoke04 SmolderingFire 7434 ParticleSysBone = Smoke05 SmolderingFire 7435 ParticleSysBone = Smoke06 SmolderingFire 7436 End 7437 ConditionState = AWAITING_CONSTRUCTION SNOW 7438 Model = None 7439 End 7440 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7441 Model = NBNMissle_S 7442 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7443 END 7444 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7445 Model = NBNMissle_DS 7446 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7447 END 7448 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7449 Model = NBNMissle_ES 7450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7451 END 7452 ConditionState = DOOR_1_OPENING SNOW 7453 Model = NBNMissle_A2S 7454 Animation = NBNMissle_A2S.NBNMissle_A2S 7455 AnimationMode = ONCE 7456 Flags = MAINTAIN_FRAME_ACROSS_STATES 7457 End 7458 ConditionState = DOOR_1_WAITING_OPEN SNOW 7459 Model = NBNMissle_A2S 7460 Animation = NBNMissle_A2S.NBNMissle_A2S 7461 AnimationMode = MANUAL 7462 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7463 WeaponLaunchBone = PRIMARY RockPos 7464 ParticleSysBone = Steam01 BigMissileSteam 7465 ParticleSysBone = Steam02 BigMissileSteam 7466 End 7467 ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW 7468 Model = NBNMissle_A3S 7469 Animation = NBNMissle_A3S.NBNMissle_A3S 7470 AnimationMode = MANUAL 7471 Flags = START_FRAME_FIRST 7472 WeaponLaunchBone = PRIMARY RockPos 7473 End 7474 ConditionState = DOOR_1_CLOSING SNOW 7475 Model = NBNMissle_A3S 7476 Animation = NBNMissle_A3S.NBNMissle_A3S 7477 AnimationMode = ONCE 7478 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7479 End 7480 ConditionState = DOOR_1_OPENING DAMAGED SNOW 7481 Model = NBNMissle_A2DS 7482 Animation = NBNMissle_A2DS.NBNMissle_A2DS 7483 AnimationMode = ONCE 7484 Flags = MAINTAIN_FRAME_ACROSS_STATES 7485 ParticleSysBone = Smoke01 SmolderingSmoke 7486 ParticleSysBone = Smoke02 SmolderingSmoke 7487 ParticleSysBone = Smoke03 SmolderingSmoke 7488 ParticleSysBone = Smoke04 SmolderingSmoke 7489 ParticleSysBone = Smoke05 SmolderingSmoke 7490 ParticleSysBone = Smoke06 SmolderingSmoke 7491 ParticleSysBone = Smoke01 SmolderingFire 7492 ParticleSysBone = Smoke02 SmolderingFire 7493 ParticleSysBone = Smoke03 SmolderingFire 7494 ParticleSysBone = Smoke04 SmolderingFire 7495 ParticleSysBone = Smoke05 SmolderingFire 7496 ParticleSysBone = Smoke06 SmolderingFire 7497 ParticleSysBone = Steam01 BigMissileSteam 7498 ParticleSysBone = Steam02 BigMissileSteam 7499 End 7500 ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW 7501 Model = NBNMissle_A2DS 7502 Animation = NBNMissle_A2DS.NBNMissle_A2DS 7503 AnimationMode = MANUAL 7504 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7505 WeaponLaunchBone = PRIMARY RockPos 7506 ParticleSysBone = Smoke01 SmolderingSmoke 7507 ParticleSysBone = Smoke02 SmolderingSmoke 7508 ParticleSysBone = Smoke03 SmolderingSmoke 7509 ParticleSysBone = Smoke04 SmolderingSmoke 7510 ParticleSysBone = Smoke05 SmolderingSmoke 7511 ParticleSysBone = Smoke06 SmolderingSmoke 7512 ParticleSysBone = Smoke01 SmolderingFire 7513 ParticleSysBone = Smoke02 SmolderingFire 7514 ParticleSysBone = Smoke03 SmolderingFire 7515 ParticleSysBone = Smoke04 SmolderingFire 7516 ParticleSysBone = Smoke05 SmolderingFire 7517 ParticleSysBone = Smoke06 SmolderingFire 7518 ParticleSysBone = Steam01 BigMissileSteam 7519 ParticleSysBone = Steam02 BigMissileSteam 7520 End 7521 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW 7522 Model = NBNMissle_A3DS 7523 Animation = NBNMissle_A3DS.NBNMissle_A3DS 7524 AnimationMode = MANUAL 7525 Flags = START_FRAME_FIRST 7526 WeaponLaunchBone = PRIMARY RockPos 7527 ParticleSysBone = Smoke01 SmolderingSmoke 7528 ParticleSysBone = Smoke02 SmolderingSmoke 7529 ParticleSysBone = Smoke03 SmolderingSmoke 7530 ParticleSysBone = Smoke04 SmolderingSmoke 7531 ParticleSysBone = Smoke05 SmolderingSmoke 7532 ParticleSysBone = Smoke06 SmolderingSmoke 7533 ParticleSysBone = Smoke01 SmolderingFire 7534 ParticleSysBone = Smoke02 SmolderingFire 7535 ParticleSysBone = Smoke03 SmolderingFire 7536 ParticleSysBone = Smoke04 SmolderingFire 7537 ParticleSysBone = Smoke05 SmolderingFire 7538 ParticleSysBone = Smoke06 SmolderingFire 7539 End 7540 ConditionState = DOOR_1_CLOSING DAMAGED SNOW 7541 Model = NBNMissle_A3DS 7542 Animation = NBNMissle_A3DS.NBNMissle_A3DS 7543 AnimationMode = ONCE 7544 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7545 ParticleSysBone = Smoke01 SmolderingSmoke 7546 ParticleSysBone = Smoke02 SmolderingSmoke 7547 ParticleSysBone = Smoke03 SmolderingSmoke 7548 ParticleSysBone = Smoke04 SmolderingSmoke 7549 ParticleSysBone = Smoke05 SmolderingSmoke 7550 ParticleSysBone = Smoke06 SmolderingSmoke 7551 ParticleSysBone = Smoke01 SmolderingFire 7552 ParticleSysBone = Smoke02 SmolderingFire 7553 ParticleSysBone = Smoke03 SmolderingFire 7554 ParticleSysBone = Smoke04 SmolderingFire 7555 ParticleSysBone = Smoke05 SmolderingFire 7556 ParticleSysBone = Smoke06 SmolderingFire 7557 End 7558 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW 7559 Model = NBNMissle_A2ES 7560 Animation = NBNMissle_A2ES.NBNMissle_A2ES 7561 AnimationMode = ONCE 7562 Flags = MAINTAIN_FRAME_ACROSS_STATES 7563 ParticleSysBone = Smoke01 SmolderingSmoke 7564 ParticleSysBone = Smoke02 SmolderingSmoke 7565 ParticleSysBone = Smoke03 SmolderingSmoke 7566 ParticleSysBone = Smoke04 SmolderingSmoke 7567 ParticleSysBone = Smoke05 SmolderingSmoke 7568 ParticleSysBone = Smoke06 SmolderingSmoke 7569 ParticleSysBone = Smoke01 SmolderingFire 7570 ParticleSysBone = Smoke02 SmolderingFire 7571 ParticleSysBone = Smoke03 SmolderingFire 7572 ParticleSysBone = Smoke04 SmolderingFire 7573 ParticleSysBone = Smoke05 SmolderingFire 7574 ParticleSysBone = Smoke06 SmolderingFire 7575 ParticleSysBone = Steam01 BigMissileSteam 7576 ParticleSysBone = Steam02 BigMissileSteam 7577 End 7578 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW 7579 Model = NBNMissle_A2ES 7580 Animation = NBNMissle_A2ES.NBNMissle_A2ES 7581 AnimationMode = MANUAL 7582 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7583 WeaponLaunchBone = PRIMARY RockPos 7584 ParticleSysBone = Smoke01 SmolderingSmoke 7585 ParticleSysBone = Smoke02 SmolderingSmoke 7586 ParticleSysBone = Smoke03 SmolderingSmoke 7587 ParticleSysBone = Smoke04 SmolderingSmoke 7588 ParticleSysBone = Smoke05 SmolderingSmoke 7589 ParticleSysBone = Smoke06 SmolderingSmoke 7590 ParticleSysBone = Smoke01 SmolderingFire 7591 ParticleSysBone = Smoke02 SmolderingFire 7592 ParticleSysBone = Smoke03 SmolderingFire 7593 ParticleSysBone = Smoke04 SmolderingFire 7594 ParticleSysBone = Smoke05 SmolderingFire 7595 ParticleSysBone = Smoke06 SmolderingFire 7596 ParticleSysBone = Steam01 BigMissileSteam 7597 ParticleSysBone = Steam02 BigMissileSteam 7598 End 7599 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW 7600 Model = NBNMissle_A3ES 7601 Animation = NBNMissle_A3ES.NBNMissle_A3ES 7602 AnimationMode = MANUAL 7603 Flags = START_FRAME_FIRST 7604 WeaponLaunchBone = PRIMARY RockPos 7605 ParticleSysBone = Smoke01 SmolderingSmoke 7606 ParticleSysBone = Smoke02 SmolderingSmoke 7607 ParticleSysBone = Smoke03 SmolderingSmoke 7608 ParticleSysBone = Smoke04 SmolderingSmoke 7609 ParticleSysBone = Smoke05 SmolderingSmoke 7610 ParticleSysBone = Smoke06 SmolderingSmoke 7611 ParticleSysBone = Smoke01 SmolderingFire 7612 ParticleSysBone = Smoke02 SmolderingFire 7613 ParticleSysBone = Smoke03 SmolderingFire 7614 ParticleSysBone = Smoke04 SmolderingFire 7615 ParticleSysBone = Smoke05 SmolderingFire 7616 ParticleSysBone = Smoke06 SmolderingFire 7617 End 7618 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW 7619 Model = NBNMissle_A3ES 7620 Animation = NBNMissle_A3ES.NBNMissle_A3ES 7621 AnimationMode = ONCE 7622 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7623 ParticleSysBone = Smoke01 SmolderingSmoke 7624 ParticleSysBone = Smoke02 SmolderingSmoke 7625 ParticleSysBone = Smoke03 SmolderingSmoke 7626 ParticleSysBone = Smoke04 SmolderingSmoke 7627 ParticleSysBone = Smoke05 SmolderingSmoke 7628 ParticleSysBone = Smoke06 SmolderingSmoke 7629 ParticleSysBone = Smoke01 SmolderingFire 7630 ParticleSysBone = Smoke02 SmolderingFire 7631 ParticleSysBone = Smoke03 SmolderingFire 7632 ParticleSysBone = Smoke04 SmolderingFire 7633 ParticleSysBone = Smoke05 SmolderingFire 7634 ParticleSysBone = Smoke06 SmolderingFire 7635 End 7636 7637 ; night 7638 ConditionState = NIGHT SNOW 7639 Model = NBNMissle_NS 7640 End 7641 ConditionState = DAMAGED NIGHT SNOW 7642 Model = NBNMissle_DNS 7643 ParticleSysBone = Smoke01 SmolderingSmoke 7644 ParticleSysBone = Smoke02 SmolderingSmoke 7645 ParticleSysBone = Smoke03 SmolderingSmoke 7646 ParticleSysBone = Smoke04 SmolderingSmoke 7647 ParticleSysBone = Smoke01 SmolderingFire 7648 ParticleSysBone = Smoke02 SmolderingFire 7649 ParticleSysBone = Smoke03 SmolderingFire 7650 ParticleSysBone = Smoke04 SmolderingFire 7651 End 7652 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7653 Model = NBNMissle_ENS 7654 ParticleSysBone = Smoke01 SmolderingSmoke 7655 ParticleSysBone = Smoke02 SmolderingSmoke 7656 ParticleSysBone = Smoke03 SmolderingSmoke 7657 ParticleSysBone = Smoke04 SmolderingSmoke 7658 ParticleSysBone = Smoke05 SmolderingSmoke 7659 ParticleSysBone = Smoke06 SmolderingSmoke 7660 ParticleSysBone = Smoke01 SmolderingFire 7661 ParticleSysBone = Smoke02 SmolderingFire 7662 ParticleSysBone = Smoke03 SmolderingFire 7663 ParticleSysBone = Smoke04 SmolderingFire 7664 ParticleSysBone = Smoke05 SmolderingFire 7665 ParticleSysBone = Smoke06 SmolderingFire 7666 End 7667 ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7668 Model = None 7669 End 7670 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7671 Model = NBNMissle_NS 7672 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7673 END 7674 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7675 Model = NBNMissle_DNS 7676 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7677 END 7678 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7679 Model = NBNMissle_ENS 7680 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7681 END 7682 ConditionState = DOOR_1_OPENING NIGHT SNOW 7683 Model = NBNMissle_A2NS 7684 Animation = NBNMissle_A2NS.NBNMissle_A2NS 7685 AnimationMode = ONCE 7686 Flags = MAINTAIN_FRAME_ACROSS_STATES 7687 End 7688 ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW 7689 Model = NBNMissle_A2NS 7690 Animation = NBNMissle_A2NS.NBNMissle_A2NS 7691 AnimationMode = MANUAL 7692 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7693 WeaponLaunchBone = PRIMARY RockPos 7694 ParticleSysBone = Steam01 BigMissileSteam 7695 ParticleSysBone = Steam02 BigMissileSteam 7696 End 7697 ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW 7698 Model = NBNMissle_A3NS 7699 Animation = NBNMissle_A3NS.NBNMissle_A3NS 7700 AnimationMode = MANUAL 7701 Flags = START_FRAME_FIRST 7702 WeaponLaunchBone = PRIMARY RockPos 7703 End 7704 ConditionState = DOOR_1_CLOSING NIGHT SNOW 7705 Model = NBNMissle_A3NS 7706 Animation = NBNMissle_A3NS.NBNMissle_A3NS 7707 AnimationMode = ONCE 7708 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7709 End 7710 ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW 7711 Model = NBNMissle_A2DNS 7712 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 7713 AnimationMode = ONCE 7714 Flags = MAINTAIN_FRAME_ACROSS_STATES 7715 ParticleSysBone = Smoke01 SmolderingSmoke 7716 ParticleSysBone = Smoke02 SmolderingSmoke 7717 ParticleSysBone = Smoke03 SmolderingSmoke 7718 ParticleSysBone = Smoke04 SmolderingSmoke 7719 ParticleSysBone = Smoke05 SmolderingSmoke 7720 ParticleSysBone = Smoke06 SmolderingSmoke 7721 ParticleSysBone = Smoke01 SmolderingFire 7722 ParticleSysBone = Smoke02 SmolderingFire 7723 ParticleSysBone = Smoke03 SmolderingFire 7724 ParticleSysBone = Smoke04 SmolderingFire 7725 ParticleSysBone = Smoke05 SmolderingFire 7726 ParticleSysBone = Smoke06 SmolderingFire 7727 ParticleSysBone = Steam01 BigMissileSteam 7728 ParticleSysBone = Steam02 BigMissileSteam 7729 End 7730 ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW 7731 Model = NBNMissle_A2DNS 7732 Animation = NBNMissle_A2DNS.NBNMissle_A2DNS 7733 AnimationMode = MANUAL 7734 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7735 WeaponLaunchBone = PRIMARY RockPos 7736 ParticleSysBone = Smoke01 SmolderingSmoke 7737 ParticleSysBone = Smoke02 SmolderingSmoke 7738 ParticleSysBone = Smoke03 SmolderingSmoke 7739 ParticleSysBone = Smoke04 SmolderingSmoke 7740 ParticleSysBone = Smoke05 SmolderingSmoke 7741 ParticleSysBone = Smoke06 SmolderingSmoke 7742 ParticleSysBone = Smoke01 SmolderingFire 7743 ParticleSysBone = Smoke02 SmolderingFire 7744 ParticleSysBone = Smoke03 SmolderingFire 7745 ParticleSysBone = Smoke04 SmolderingFire 7746 ParticleSysBone = Smoke05 SmolderingFire 7747 ParticleSysBone = Smoke06 SmolderingFire 7748 ParticleSysBone = Steam01 BigMissileSteam 7749 ParticleSysBone = Steam02 BigMissileSteam 7750 End 7751 ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW 7752 Model = NBNMissle_A3DNS 7753 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 7754 AnimationMode = MANUAL 7755 Flags = START_FRAME_FIRST 7756 WeaponLaunchBone = PRIMARY RockPos 7757 ParticleSysBone = Smoke01 SmolderingSmoke 7758 ParticleSysBone = Smoke02 SmolderingSmoke 7759 ParticleSysBone = Smoke03 SmolderingSmoke 7760 ParticleSysBone = Smoke04 SmolderingSmoke 7761 ParticleSysBone = Smoke05 SmolderingSmoke 7762 ParticleSysBone = Smoke06 SmolderingSmoke 7763 ParticleSysBone = Smoke01 SmolderingFire 7764 ParticleSysBone = Smoke02 SmolderingFire 7765 ParticleSysBone = Smoke03 SmolderingFire 7766 ParticleSysBone = Smoke04 SmolderingFire 7767 ParticleSysBone = Smoke05 SmolderingFire 7768 ParticleSysBone = Smoke06 SmolderingFire 7769 End 7770 ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW 7771 Model = NBNMissle_A3DNS 7772 Animation = NBNMissle_A3DNS.NBNMissle_A3DNS 7773 AnimationMode = ONCE 7774 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7775 ParticleSysBone = Smoke01 SmolderingSmoke 7776 ParticleSysBone = Smoke02 SmolderingSmoke 7777 ParticleSysBone = Smoke03 SmolderingSmoke 7778 ParticleSysBone = Smoke04 SmolderingSmoke 7779 ParticleSysBone = Smoke05 SmolderingSmoke 7780 ParticleSysBone = Smoke06 SmolderingSmoke 7781 ParticleSysBone = Smoke01 SmolderingFire 7782 ParticleSysBone = Smoke02 SmolderingFire 7783 ParticleSysBone = Smoke03 SmolderingFire 7784 ParticleSysBone = Smoke04 SmolderingFire 7785 ParticleSysBone = Smoke05 SmolderingFire 7786 ParticleSysBone = Smoke06 SmolderingFire 7787 End 7788 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW 7789 Model = NBNMissle_A2ENS 7790 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 7791 AnimationMode = ONCE 7792 Flags = MAINTAIN_FRAME_ACROSS_STATES 7793 ParticleSysBone = Smoke01 SmolderingSmoke 7794 ParticleSysBone = Smoke02 SmolderingSmoke 7795 ParticleSysBone = Smoke03 SmolderingSmoke 7796 ParticleSysBone = Smoke04 SmolderingSmoke 7797 ParticleSysBone = Smoke05 SmolderingSmoke 7798 ParticleSysBone = Smoke06 SmolderingSmoke 7799 ParticleSysBone = Smoke01 SmolderingFire 7800 ParticleSysBone = Smoke02 SmolderingFire 7801 ParticleSysBone = Smoke03 SmolderingFire 7802 ParticleSysBone = Smoke04 SmolderingFire 7803 ParticleSysBone = Smoke05 SmolderingFire 7804 ParticleSysBone = Smoke06 SmolderingFire 7805 ParticleSysBone = Steam01 BigMissileSteam 7806 ParticleSysBone = Steam02 BigMissileSteam 7807 End 7808 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW 7809 Model = NBNMissle_A2ENS 7810 Animation = NBNMissle_A2ENS.NBNMissle_A2ENS 7811 AnimationMode = MANUAL 7812 Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME 7813 WeaponLaunchBone = PRIMARY RockPos 7814 ParticleSysBone = Smoke01 SmolderingSmoke 7815 ParticleSysBone = Smoke02 SmolderingSmoke 7816 ParticleSysBone = Smoke03 SmolderingSmoke 7817 ParticleSysBone = Smoke04 SmolderingSmoke 7818 ParticleSysBone = Smoke05 SmolderingSmoke 7819 ParticleSysBone = Smoke06 SmolderingSmoke 7820 ParticleSysBone = Smoke01 SmolderingFire 7821 ParticleSysBone = Smoke02 SmolderingFire 7822 ParticleSysBone = Smoke03 SmolderingFire 7823 ParticleSysBone = Smoke04 SmolderingFire 7824 ParticleSysBone = Smoke05 SmolderingFire 7825 ParticleSysBone = Smoke06 SmolderingFire 7826 ParticleSysBone = Steam01 BigMissileSteam 7827 ParticleSysBone = Steam02 BigMissileSteam 7828 End 7829 ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW 7830 Model = NBNMissle_A3ENS 7831 Animation = NBNMissle_A3ENS.NBNMissle_A3ENS 7832 AnimationMode = MANUAL 7833 Flags = START_FRAME_FIRST 7834 WeaponLaunchBone = PRIMARY RockPos 7835 ParticleSysBone = Smoke01 SmolderingSmoke 7836 ParticleSysBone = Smoke02 SmolderingSmoke 7837 ParticleSysBone = Smoke03 SmolderingSmoke 7838 ParticleSysBone = Smoke04 SmolderingSmoke 7839 ParticleSysBone = Smoke05 SmolderingSmoke 7840 ParticleSysBone = Smoke06 SmolderingSmoke 7841 ParticleSysBone = Smoke01 SmolderingFire 7842 ParticleSysBone = Smoke02 SmolderingFire 7843 ParticleSysBone = Smoke03 SmolderingFire 7844 ParticleSysBone = Smoke04 SmolderingFire 7845 ParticleSysBone = Smoke05 SmolderingFire 7846 ParticleSysBone = Smoke06 SmolderingFire 7847 End 7848 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW 7849 Model = NBNMissle_A3ENS 7850 Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS 7851 AnimationMode = ONCE 7852 Flags = MAINTAIN_FRAME_ACROSS_STATES2 7853 ParticleSysBone = Smoke01 SmolderingSmoke 7854 ParticleSysBone = Smoke02 SmolderingSmoke 7855 ParticleSysBone = Smoke03 SmolderingSmoke 7856 ParticleSysBone = Smoke04 SmolderingSmoke 7857 ParticleSysBone = Smoke05 SmolderingSmoke 7858 ParticleSysBone = Smoke06 SmolderingSmoke 7859 ParticleSysBone = Smoke01 SmolderingFire 7860 ParticleSysBone = Smoke02 SmolderingFire 7861 ParticleSysBone = Smoke03 SmolderingFire 7862 ParticleSysBone = Smoke04 SmolderingFire 7863 ParticleSysBone = Smoke05 SmolderingFire 7864 ParticleSysBone = Smoke06 SmolderingFire 7865 End 7866 End 7867 7868 ; ------------ construction-zone fence ----------------- 7869 Draw = W3DModelDraw ModuleTag_02 7870 AnimationsRequirePower = No 7871 DefaultConditionState 7872 Model = None 7873 TransitionKey = DOWN_DEFAULT 7874 End 7875 ConditionState = NIGHT 7876 Model = None 7877 TransitionKey = DOWN_DEFAULT 7878 End 7879 ConditionState = SNOW 7880 Model = None 7881 TransitionKey = DOWN_DEFAULT 7882 End 7883 ConditionState = SNOW NIGHT 7884 Model = None 7885 TransitionKey = DOWN_DEFAULT 7886 End 7887 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7888 Model = NBNMissle_A4 7889 Animation = NBNMissle_A4.NBNMissle_A4 7890 AnimationMode = MANUAL 7891 Flags = START_FRAME_LAST 7892 TransitionKey = UP_DAY 7893 End 7894 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7895 Model = NBNMissle_A4N 7896 Animation = NBNMissle_A4N.NBNMissle_A4N 7897 AnimationMode = MANUAL 7898 Flags = START_FRAME_LAST 7899 TransitionKey = UP_NIGHT 7900 End 7901 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7902 Model = NBNMissle_A4S 7903 Animation = NBNMissle_A4S.NBNMissle_A4S 7904 AnimationMode = MANUAL 7905 Flags = START_FRAME_LAST 7906 TransitionKey = UP_SNOW 7907 End 7908 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7909 Model = NBNMissle_A4SN 7910 Animation = NBNMissle_A4SN.NBNMissle_A4SN 7911 AnimationMode = MANUAL 7912 Flags = START_FRAME_LAST 7913 TransitionKey = UP_SNOWNIGHT 7914 End 7915 TransitionState = DOWN_DEFAULT UP_DAY 7916 Model = NBNMissle_A4 7917 Animation = NBNMissle_A4.NBNMissle_A4 7918 AnimationMode = ONCE 7919 AnimationSpeedFactorRange = 1.0 1.0 7920 Flags = START_FRAME_FIRST 7921 End 7922 TransitionState = DOWN_DEFAULT UP_NIGHT 7923 Model = NBNMissle_A4N 7924 Animation = NBNMissle_A4N.NBNMissle_A4N 7925 AnimationMode = ONCE 7926 AnimationSpeedFactorRange = 1.0 1.0 7927 Flags = START_FRAME_FIRST 7928 End 7929 TransitionState = DOWN_DEFAULT UP_SNOW 7930 Model = NBNMissle_A4S 7931 Animation = NBNMissle_A4S.NBNMissle_A4S 7932 AnimationMode = ONCE 7933 AnimationSpeedFactorRange = 1.0 1.0 7934 Flags = START_FRAME_FIRST 7935 End 7936 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7937 Model = NBNMissle_A4SN 7938 Animation = NBNMissle_A4SN.NBNMissle_A4SN 7939 AnimationMode = ONCE 7940 AnimationSpeedFactorRange = 1.0 1.0 7941 Flags = START_FRAME_FIRST 7942 End 7943 TransitionState = UP_DAY DOWN_DEFAULT 7944 Model = NBNMissle_A4 7945 Animation = NBNMissle_A4.NBNMissle_A4 7946 AnimationMode = ONCE_BACKWARDS 7947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7948 Flags = START_FRAME_LAST 7949 End 7950 TransitionState = UP_NIGHT DOWN_DEFAULT 7951 Model = NBNMissle_A4N 7952 Animation = NBNMissle_A4N.NBNMissle_A4N 7953 AnimationMode = ONCE_BACKWARDS 7954 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7955 Flags = START_FRAME_LAST 7956 End 7957 TransitionState = UP_SNOW DOWN_DEFAULT 7958 Model = NBNMissle_A4S 7959 Animation = NBNMissle_A4S.NBNMissle_A4S 7960 AnimationMode = ONCE_BACKWARDS 7961 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7962 Flags = START_FRAME_LAST 7963 End 7964 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7965 Model = NBNMissle_A4SN 7966 Animation = NBNMissle_A4SN.NBNMissle_A4SN 7967 AnimationMode = ONCE_BACKWARDS 7968 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7969 Flags = START_FRAME_LAST 7970 End 7971 End 7972 7973 ; ------------ under-construction scaffolding ----------------- 7974 Draw = W3DModelDraw ModuleTag_03 7975 AnimationsRequirePower = No 7976 MinLODRequired = MEDIUM 7977 DefaultConditionState 7978 Model = None 7979 TransitionKey = DOWN_DEFAULT 7980 End 7981 ConditionState = NIGHT 7982 Model = None 7983 TransitionKey = DOWN_DEFAULT 7984 End 7985 ConditionState = SNOW 7986 Model = None 7987 TransitionKey = DOWN_DEFAULT 7988 End 7989 ConditionState = SNOW NIGHT 7990 Model = None 7991 TransitionKey = DOWN_DEFAULT 7992 End 7993 ConditionState = PARTIALLY_CONSTRUCTED 7994 Model = NBNMissle_A6 7995 Animation = NBNMissle_A6.NBNMissle_A6 7996 AnimationMode = MANUAL 7997 Flags = START_FRAME_LAST 7998 TransitionKey = UP_DAY 7999 ParticleSysBone = Dust01 BuildingDustChina 8000 ParticleSysBone = Smoke01 BuildUpSmokeChina 8001 ParticleSysBone = Smoke02 BuildUpSmokeChina 8002 ParticleSysBone = Smoke03 BuildUpSmokeChina 8003 ParticleSysBone = Smoke04 BuildUpSmokeChina 8004 ParticleSysBone = Smoke05 BuildUpSmokeChina 8005 End 8006 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8007 Model = NBNMissle_A6N 8008 Animation = NBNMissle_A6N.NBNMissle_A6N 8009 AnimationMode = MANUAL 8010 Flags = START_FRAME_LAST 8011 TransitionKey = UP_NIGHT 8012 ParticleSysBone = Dust01 BuildingDustChina 8013 ParticleSysBone = Smoke01 BuildUpSmokeChina 8014 ParticleSysBone = Smoke02 BuildUpSmokeChina 8015 ParticleSysBone = Smoke03 BuildUpSmokeChina 8016 ParticleSysBone = Smoke04 BuildUpSmokeChina 8017 ParticleSysBone = Smoke05 BuildUpSmokeChina 8018 End 8019 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8020 Model = NBNMissle_A6S 8021 Animation = NBNMissle_A6S.NBNMissle_A6S 8022 AnimationMode = MANUAL 8023 Flags = START_FRAME_LAST 8024 TransitionKey = UP_SNOW 8025 ParticleSysBone = Dust01 BuildingSnowDust 8026 ParticleSysBone = Smoke01 BuildUpSnowSmoke 8027 ParticleSysBone = Smoke02 BuildUpSnowSmoke 8028 ParticleSysBone = Smoke03 BuildUpSnowSmoke 8029 ParticleSysBone = Smoke04 BuildUpSnowSmoke 8030 ParticleSysBone = Smoke05 BuildUpSnowSmoke 8031 End 8032 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8033 Model = NBNMissle_A6SN 8034 Animation = NBNMissle_A6SN.NBNMissle_A6SN 8035 AnimationMode = MANUAL 8036 Flags = START_FRAME_LAST 8037 TransitionKey = UP_SNOWNIGHT 8038 ParticleSysBone = Dust01 BuildingSnowDust 8039 ParticleSysBone = Smoke01 BuildUpSnowSmoke 8040 ParticleSysBone = Smoke02 BuildUpSnowSmoke 8041 ParticleSysBone = Smoke03 BuildUpSnowSmoke 8042 ParticleSysBone = Smoke04 BuildUpSnowSmoke 8043 ParticleSysBone = Smoke05 BuildUpSnowSmoke 8044 End 8045 TransitionState = DOWN_DEFAULT UP_DAY 8046 Model = NBNMissle_A6 8047 Animation = NBNMissle_A6.NBNMissle_A6 8048 AnimationMode = ONCE 8049 AnimationSpeedFactorRange = 1.0 1.0 8050 Flags = START_FRAME_FIRST 8051 End 8052 TransitionState = DOWN_DEFAULT UP_NIGHT 8053 Model = NBNMissle_A6N 8054 Animation = NBNMissle_A6N.NBNMissle_A6N 8055 AnimationMode = ONCE 8056 AnimationSpeedFactorRange = 1.0 1.0 8057 Flags = START_FRAME_FIRST 8058 End 8059 TransitionState = DOWN_DEFAULT UP_SNOW 8060 Model = NBNMissle_A6S 8061 Animation = NBNMissle_A6S.NBNMissle_A6S 8062 AnimationMode = ONCE 8063 AnimationSpeedFactorRange = 1.0 1.0 8064 Flags = START_FRAME_FIRST 8065 End 8066 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8067 Model = NBNMissle_A6SN 8068 Animation = NBNMissle_A6SN.NBNMissle_A6SN 8069 AnimationMode = ONCE 8070 AnimationSpeedFactorRange = 1.0 1.0 8071 Flags = START_FRAME_FIRST 8072 End 8073 TransitionState = UP_DAY DOWN_DEFAULT 8074 Model = NBNMissle_A6 8075 Animation = NBNMissle_A6.NBNMissle_A6 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_NIGHT DOWN_DEFAULT 8081 Model = NBNMissle_A6N 8082 Animation = NBNMissle_A6N.NBNMissle_A6N 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_SNOW DOWN_DEFAULT 8088 Model = NBNMissle_A6S 8089 Animation = NBNMissle_A6S.NBNMissle_A6S 8090 AnimationMode = ONCE_BACKWARDS 8091 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8092 Flags = START_FRAME_LAST 8093 End 8094 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8095 Model = NBNMissle_A6SN 8096 Animation = NBNMissle_A6SN.NBNMissle_A6SN 8097 AnimationMode = ONCE_BACKWARDS 8098 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8099 Flags = START_FRAME_LAST 8100 End 8101 End 8102 8103 ; ------------ being-constructed crane ----------------- 8104 Draw = W3DModelDraw ModuleTag_04 8105 AnimationsRequirePower = No 8106 DefaultConditionState 8107 Model = None 8108 TransitionKey = DOWN_DEFAULT 8109 End 8110 ConditionState = NIGHT 8111 Model = None 8112 TransitionKey = DOWN_DEFAULT 8113 End 8114 ConditionState = SNOW 8115 Model = None 8116 TransitionKey = DOWN_DEFAULT 8117 End 8118 ConditionState = SNOW NIGHT 8119 Model = None 8120 TransitionKey = DOWN_DEFAULT 8121 End 8122 ConditionState = SOLD 8123 Model = NONE 8124 End 8125 8126 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8127 Model = NBNMissle_A5 8128 Animation = NBNMissle_A5.NBNMissle_A5 8129 AnimationMode = LOOP 8130 TransitionKey = UP_DAY 8131 End 8132 8133 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8134 Model = NBNMissle_A5N 8135 Animation = NBNMissle_A5N.NBNMissle_A5N 8136 AnimationMode = LOOP 8137 TransitionKey = UP_NIGHT 8138 End 8139 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8140 Model = NBNMissle_A5S 8141 Animation = NBNMissle_A5S.NBNMissle_A5S 8142 AnimationMode = LOOP 8143 TransitionKey = UP_SNOW 8144 End 8145 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8146 Model = NBNMissle_A5SN 8147 Animation = NBNMissle_A5SN.NBNMissle_A5SN 8148 AnimationMode = LOOP 8149 TransitionKey = UP_SNOWNIGHT 8150 End 8151 TransitionState = DOWN_DEFAULT UP_DAY 8152 Model = NBNMissle_AB 8153 Animation = NBNMissle_AB.NBNMissle_AB 8154 AnimationMode = ONCE 8155 AnimationSpeedFactorRange = 1.0 1.0 8156 Flags = START_FRAME_FIRST 8157 End 8158 8159 TransitionState = DOWN_DEFAULT UP_NIGHT 8160 Model = NBNMissle_ABN 8161 Animation = NBNMissle_ABN.NBNMissle_ABN 8162 AnimationMode = ONCE 8163 AnimationSpeedFactorRange = 1.0 1.0 8164 Flags = START_FRAME_FIRST 8165 End 8166 TransitionState = DOWN_DEFAULT UP_SNOW 8167 Model = NBNMissle_ABS 8168 Animation = NBNMissle_ABS.NBNMissle_ABS 8169 AnimationMode = ONCE 8170 AnimationSpeedFactorRange = 1.0 1.0 8171 Flags = START_FRAME_FIRST 8172 End 8173 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8174 Model = NBNMissle_ABSN 8175 Animation = NBNMissle_ABSN.NBNMissle_ABSN 8176 AnimationMode = ONCE 8177 AnimationSpeedFactorRange = 1.0 1.0 8178 Flags = START_FRAME_FIRST 8179 End 8180 TransitionState = UP_DAY DOWN_DEFAULT 8181 Model = NBNMissle_AB 8182 Animation = NBNMissle_AB.NBNMissle_AB 8183 AnimationMode = ONCE_BACKWARDS 8184 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8185 Flags = START_FRAME_LAST 8186 End 8187 TransitionState = UP_NIGHT DOWN_DEFAULT 8188 Model = NBNMissle_ABN 8189 Animation = NBNMissle_ABN.NBNMissle_ABN 8190 AnimationMode = ONCE_BACKWARDS 8191 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8192 Flags = START_FRAME_LAST 8193 End 8194 TransitionState = UP_SNOW DOWN_DEFAULT 8195 Model = NBNMissle_ABS 8196 Animation = NBNMissle_ABS.NBNMissle_ABS 8197 AnimationMode = ONCE_BACKWARDS 8198 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8199 Flags = START_FRAME_LAST 8200 End 8201 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8202 Model = NBNMissle_ABSN 8203 Animation = NBNMissle_ABSN.NBNMissle_ABSN 8204 AnimationMode = ONCE_BACKWARDS 8205 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8206 Flags = START_FRAME_LAST 8207 End 8208 End 8209 8210 ; Blinking lights 8211 Draw = W3DModelDraw ModuleTag_05 8212 OkToChangeModelColor = Yes 8213 ; day 8214 ConditionState = NONE 8215 Model = NBNMissle_AC 8216 Animation = NONE 8217 End 8218 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8219 Model = NBNMissle_AC 8220 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8221 End 8222 ConditionState = AWAITING_CONSTRUCTION 8223 Model = NONE 8224 End 8225 ConditionState = DOOR_1_OPENING 8226 Model = NBNMissle_AC 8227 Animation = NBNMissle_AC.NBNMissle_AC 8228 AnimationMode = LOOP 8229 Flags = START_FRAME_FIRST 8230 End 8231 ConditionState = DOOR_1_WAITING_OPEN 8232 Model = NBNMissle_AC 8233 Animation = NBNMissle_AC.NBNMissle_AC 8234 AnimationMode = LOOP 8235 Flags = START_FRAME_LAST 8236 End 8237 ConditionState = DOOR_1_WAITING_TO_CLOSE 8238 Model = NBNMissle_AC 8239 Animation = NBNMissle_AC.NBNMissle_AC 8240 AnimationMode = LOOP 8241 Flags = START_FRAME_FIRST 8242 ;WeaponLaunchBone = PRIMARY RockPos 8243 End 8244 ConditionState = DOOR_1_CLOSING 8245 Model = NBNMissle_AC 8246 Animation = NBNMissle_AC.NBNMissle_AC 8247 AnimationMode = LOOP 8248 Flags = START_FRAME_FIRST 8249 End 8250 End 8251 8252 PlacementViewAngle = -135 8253 8254 ; ***DESIGN parameters *** 8255 DisplayName = OBJECT:NuclearMissile 8256 Side = ChinaNukeGeneral 8257 EditorSorting = STRUCTURE 8258 Prerequisites 8259 Object = Nuke_ChinaPropagandaCenter 8260 End 8261 BuildCost = 4500 8262 BuildTime = 60.0 ; in seconds 8263 EnergyProduction = -10 8264 VisionRange = 200.0 ; Shroud clearing distance 8265 ShroudClearingRange = 200 8266 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 8267 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 8268 CommandSet = Nuke_ChinaNuclearMissileCommandSet 8269 ArmorSet 8270 Conditions = None 8271 Armor = StructureArmorTough 8272 DamageFX = StructureDamageFXNoShake 8273 End 8274 ExperienceValue = 400 400 400 400 ; Experience point value at each level 8275 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 8276 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 8277 8278 ; *** AUDIO Parameters *** 8279 VoiceSelect = NuclearMissileSelect 8280 SoundOnDamaged = BuildingDamagedStateLight 8281 SoundOnReallyDamaged = BuildingDestroy 8282 8283 UnitSpecificSounds 8284 UnderConstruction = UnderConstructionLoop 8285 End 8286 8287 ; *** ENGINEERING Parameters *** 8288 RadarPriority = STRUCTURE 8289 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON 8290 Body = StructureBody ModuleTag_06 8291 MaxHealth = 4000.0 8292 InitialHealth = 4000.0 8293 8294 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8295 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8296 SubdualDamageCap = 4200 8297 SubdualDamageHealRate = 500 8298 SubdualDamageHealAmount = 100 8299 End 8300 8301 Behavior = OCLSpecialPower ModuleTag_07 8302 SpecialPowerTemplate = SuperweaponNeutronMissile 8303 OCL = SUPERWEAPON_NeutronMissile 8304 End 8305 Behavior = SpecialPowerCreate ModuleTag_08 8306 ;nothing 8307 End 8308 Behavior = MissileLauncherBuildingUpdate ModuleTag_09 8309 SpecialPowerTemplate = SuperweaponNeutronMissile 8310 DoorOpenTime = 8000 8311 DoorWaitOpenTime = 2000 8312 DoorCloseTime = 8000 8313 8314 ; FXLists to play at transitions: 8315 DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen 8316 ;DoorOpenFX = FX_ABPowerPlantExplode 8317 DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch 8318 ;DoorClosingFX = FX_ABPowerPlantExplode 8319 ;DoorClosedFX = FX_ABPowerPlantExplode 8320 8321 ; looping sound to play while open: 8322 DoorOpenIdleAudio = BuildingNeutronMissileHiss 8323 End 8324 8325 Behavior = ProductionUpdate ModuleTag_10 8326 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED 8327 End 8328 8329 Behavior = DestroyDie ModuleTag_11 8330 ;Nothing 8331 End 8332 8333 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 8334 DeathWeapon = ChinaPowerPlantDeathWeapon 8335 StartsActive = Yes 8336 End 8337 8338 Behavior = GenerateMinefieldBehavior ModuleTag_13 8339 TriggeredBy = Upgrade_ChinaMines 8340 MineName = ChinaStandardMine 8341 SmartBorder = Yes 8342 AlwaysCircular = Yes 8343 8344 Upgradable = Yes 8345 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 8346 UpgradedMineName = ChinaEMPMine 8347 End 8348 8349 Behavior = FlammableUpdate ModuleTag_14 8350 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8351 AflameDamageAmount = 5 ; taking this much damage... 8352 AflameDamageDelay = 500 ; this often. 8353 End 8354 8355 Behavior = TransitionDamageFX ModuleTag_15 8356 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 8357 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8358 ;--------------------------------------------------------------------------------------- 8359 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8360 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8361 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8362 End 8363 8364 Behavior = CreateObjectDie ModuleTag_20 8365 CreationList = OCL_LargeStructureDebris 8366 End 8367 8368 Behavior = FXListDie ModuleTag_21 8369 ExemptStatus = UNDER_CONSTRUCTION 8370 DeathFX = FX_NukeGLA 8371 End 8372 8373 Behavior = CommandSetUpgrade ModuleTag_25 8374 CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade 8375 TriggeredBy = Upgrade_ChinaMines 8376 End 8377 Behavior = ArmorUpgrade ModuleTag_26 8378 TriggeredBy = Upgrade_ChinaEMPMines 8379 End 8380 8381 Geometry = BOX 8382 GeometryMajorRadius = 45.0 8383 GeometryMinorRadius = 55.0 8384 GeometryHeight = 64.0 8385 GeometryIsSmall = No 8386 Shadow = SHADOW_VOLUME 8387 BuildCompletion = PLACED_BY_PLAYER 8388 8389 End 8390 8391 ;------------------------------------------------------------------------------ 8392 8393 Object Nuke_ChinaSpeakerTower 8394 8395 ; *** ART Parameters *** 8396 SelectPortrait = SNPropSpeaker_L 8397 ButtonImage = SNPropSpeaker 8398 Draw = W3DModelDraw ModuleTag_01 8399 OkToChangeModelColor = Yes 8400 8401 ; day 8402 ConditionState = NONE 8403 Model = NBPTower 8404 Animation = NBPTower.NBPTower 8405 AnimationMode = LOOP 8406 End 8407 ConditionState = DAMAGED 8408 Model = NBPTower_D 8409 Animation = NBPTower_D.NBPTower_D 8410 AnimationMode = LOOP 8411 ParticleSysBone = Smoke01 SmolderingSmoke 8412 End 8413 ConditionState = REALLYDAMAGED RUBBLE 8414 Model = NBPTower_E 8415 Animation = NBPTower_E.NBPTower_E 8416 AnimationMode = LOOP 8417 ParticleSysBone = Smoke01 SmolderingSmoke 8418 ParticleSysBone = Smoke02 SmolderingSmoke 8419 ParticleSysBone = Flame01 SmolderingFire 8420 ParticleSysBone = Flame01 SmolderingFlameCore 8421 ParticleSysBone = Spark01 LiveWireSparks 8422 End 8423 8424 ; day Snow 8425 ConditionState = SNOW 8426 Model = NBPTower_S 8427 Animation = NBPTower_S.NBPTower_S 8428 AnimationMode = LOOP 8429 End 8430 ConditionState = DAMAGED SNOW 8431 Model = NBPTower_DS 8432 Animation = NBPTower_DS.NBPTower_DS 8433 AnimationMode = LOOP 8434 ParticleSysBone = Smoke01 SmolderingSmoke 8435 End 8436 ConditionState = REALLYDAMAGED RUBBLE SNOW 8437 Model = NBPTower_ES 8438 Animation = NBPTower_ES.NBPTower_ES 8439 AnimationMode = LOOP 8440 ParticleSysBone = Smoke01 SmolderingSmoke 8441 ParticleSysBone = Smoke02 SmolderingSmoke 8442 ParticleSysBone = Flame01 SmolderingFire 8443 ParticleSysBone = Flame01 SmolderingFlameCore 8444 ParticleSysBone = Spark01 LiveWireSparks 8445 End 8446 8447 ; night 8448 ConditionState = NIGHT 8449 Model = NBPTower_N 8450 Animation = NBPTower_N.NBPTower_N 8451 AnimationMode = LOOP 8452 End 8453 ConditionState = NIGHT DAMAGED 8454 Model = NBPTower_DN 8455 Animation = NBPTower_DN.NBPTower_DN 8456 AnimationMode = LOOP 8457 End 8458 ConditionState = NIGHT REALLYDAMAGED RUBBLE 8459 Model = NBPTower_EN 8460 Animation = NBPTower_EN.NBPTower_EN 8461 AnimationMode = LOOP 8462 End 8463 8464 8465 ;Snow Night 8466 8467 ConditionState = NIGHT SNOW 8468 Model = NBPTower_NS 8469 Animation = NBPTower_NS.NBPTower_NS 8470 AnimationMode = LOOP 8471 End 8472 8473 ConditionState = NIGHT SNOW DAMAGED 8474 Model = NBPTower_DNS 8475 Animation = NBPTower_DNS.NBPTower_DNS 8476 AnimationMode = LOOP 8477 End 8478 8479 ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 8480 Model = NBPTower_ENS 8481 Animation = NBPTower_ENS.NBPTower_ENS 8482 AnimationMode = LOOP 8483 End 8484 8485 ;************************************************************************************************************************** 8486 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8487 ;for this draw module 8488 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8489 Model = NBPTower 8490 Animation = NBPTower.NBPTower 8491 AnimationMode = LOOP 8492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8493 End 8494 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8495 Model = NBPTower_D 8496 Animation = NBPTower_D.NBPTower_D 8497 AnimationMode = LOOP 8498 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8499 End 8500 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8501 Model = NBPTower_E 8502 Animation = NBPTower_E.NBPTower_E 8503 AnimationMode = LOOP 8504 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8505 End 8506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8507 Model = NBPTower_N 8508 Animation = NBPTower_N.NBPTower_N 8509 AnimationMode = LOOP 8510 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8511 End 8512 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8513 Model = NBPTower_DN 8514 Animation = NBPTower_DN.NBPTower_DN 8515 AnimationMode = LOOP 8516 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8517 End 8518 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8519 Model = NBPTower_EN 8520 Animation = NBPTower_EN.NBPTower_EN 8521 AnimationMode = LOOP 8522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8523 End 8524 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8525 Model = NBPTower_S 8526 Animation = NBPTower_S.NBPTower_S 8527 AnimationMode = LOOP 8528 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8529 End 8530 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8531 Model = NBPTower_DS 8532 Animation = NBPTower_DS.NBPTower_DS 8533 AnimationMode = LOOP 8534 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8535 End 8536 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8537 Model = NBPTower_ES 8538 Animation = NBPTower_ES.NBPTower_ES 8539 AnimationMode = LOOP 8540 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8541 End 8542 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8543 Model = NBPTower_NS 8544 Animation = NBPTower_NS.NBPTower_NS 8545 AnimationMode = LOOP 8546 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8547 End 8548 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8549 Model = NBPTower_DNS 8550 Animation = NBPTower_DNS.NBPTower_DNS 8551 AnimationMode = LOOP 8552 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8553 End 8554 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8555 Model = NBPTower_ENS 8556 Animation = NBPTower_ENS.NBPTower_ENS 8557 AnimationMode = LOOP 8558 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8559 End 8560 8561 ConditionState = AWAITING_CONSTRUCTION 8562 Model = NONE 8563 End 8564 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8565 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8566 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8567 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8568 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8569 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8570 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8571 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8572 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8573 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8574 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8575 AliasConditionState = SOLD 8576 AliasConditionState = SOLD DAMAGED 8577 AliasConditionState = SOLD REALLYDAMAGED 8578 AliasConditionState = SOLD NIGHT 8579 AliasConditionState = SOLD NIGHT DAMAGED 8580 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8581 AliasConditionState = SOLD SNOW 8582 AliasConditionState = SOLD SNOW DAMAGED 8583 AliasConditionState = SOLD SNOW REALLYDAMAGED 8584 AliasConditionState = SOLD NIGHT SNOW 8585 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8586 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8587 ;************************************************************************************************************************** 8588 8589 8590 End 8591 8592 ; ------------ construction-zone fence ----------------- 8593 Draw = W3DModelDraw ModuleTag_02 8594 AnimationsRequirePower = No 8595 DefaultConditionState 8596 Model = None 8597 TransitionKey = DOWN_DEFAULT 8598 End 8599 ConditionState = NIGHT 8600 Model = None 8601 TransitionKey = DOWN_DEFAULT 8602 End 8603 ConditionState = SNOW 8604 Model = None 8605 TransitionKey = DOWN_DEFAULT 8606 End 8607 ConditionState = SNOW NIGHT 8608 Model = None 8609 TransitionKey = DOWN_DEFAULT 8610 End 8611 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8612 Model = NBPTower_A4 8613 Animation = NBPTower_A4.NBPTower_A4 8614 AnimationMode = MANUAL 8615 Flags = START_FRAME_LAST 8616 TransitionKey = UP_DAY 8617 End 8618 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8619 Model = NBPTower_A4N 8620 Animation = NBPTower_A4N.NBPTower_A4N 8621 AnimationMode = MANUAL 8622 Flags = START_FRAME_LAST 8623 TransitionKey = UP_NIGHT 8624 End 8625 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8626 Model = NBPTower_A4S 8627 Animation = NBPTower_A4S.NBPTower_A4S 8628 AnimationMode = MANUAL 8629 Flags = START_FRAME_LAST 8630 TransitionKey = UP_SNOW 8631 End 8632 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8633 Model = NBPTower_A4SN 8634 Animation = NBPTower_A4SN.NBPTower_A4SN 8635 AnimationMode = MANUAL 8636 Flags = START_FRAME_LAST 8637 TransitionKey = UP_SNOWNIGHT 8638 End 8639 TransitionState = DOWN_DEFAULT UP_DAY 8640 Model = NBPTower_A4 8641 Animation = NBPTower_A4.NBPTower_A4 8642 AnimationMode = ONCE 8643 AnimationSpeedFactorRange = 1.0 1.0 8644 Flags = START_FRAME_FIRST 8645 End 8646 TransitionState = DOWN_DEFAULT UP_NIGHT 8647 Model = NBPTower_A4N 8648 Animation = NBPTower_A4N.NBPTower_A4N 8649 AnimationMode = ONCE 8650 AnimationSpeedFactorRange = 1.0 1.0 8651 Flags = START_FRAME_FIRST 8652 End 8653 TransitionState = DOWN_DEFAULT UP_SNOW 8654 Model = NBPTower_A4S 8655 Animation = NBPTower_A4S.NBPTower_A4S 8656 AnimationMode = ONCE 8657 AnimationSpeedFactorRange = 1.0 1.0 8658 Flags = START_FRAME_FIRST 8659 End 8660 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8661 Model = NBPTower_A4SN 8662 Animation = NBPTower_A4SN.NBPTower_A4SN 8663 AnimationMode = ONCE 8664 AnimationSpeedFactorRange = 1.0 1.0 8665 Flags = START_FRAME_FIRST 8666 End 8667 TransitionState = UP_DAY DOWN_DEFAULT 8668 Model = NBPTower_A4 8669 Animation = NBPTower_A4.NBPTower_A4 8670 AnimationMode = ONCE_BACKWARDS 8671 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8672 Flags = START_FRAME_LAST 8673 End 8674 TransitionState = UP_NIGHT DOWN_DEFAULT 8675 Model = NBPTower_A4N 8676 Animation = NBPTower_A4N.NBPTower_A4N 8677 AnimationMode = ONCE_BACKWARDS 8678 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8679 Flags = START_FRAME_LAST 8680 End 8681 TransitionState = UP_SNOW DOWN_DEFAULT 8682 Model = NBPTower_A4S 8683 Animation = NBPTower_A4S.NBPTower_A4S 8684 AnimationMode = ONCE_BACKWARDS 8685 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8686 Flags = START_FRAME_LAST 8687 End 8688 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8689 Model = NBPTower_A4SN 8690 Animation = NBPTower_A4SN.NBPTower_A4SN 8691 AnimationMode = ONCE_BACKWARDS 8692 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8693 Flags = START_FRAME_LAST 8694 End 8695 End 8696 8697 ; ------------ under-construction scaffolding ----------------- 8698 Draw = W3DModelDraw ModuleTag_03 8699 AnimationsRequirePower = No 8700 MinLODRequired = MEDIUM 8701 DefaultConditionState 8702 Model = None 8703 TransitionKey = DOWN_DEFAULT 8704 End 8705 ConditionState = NIGHT 8706 Model = None 8707 TransitionKey = DOWN_DEFAULT 8708 End 8709 ConditionState = SNOW 8710 Model = None 8711 TransitionKey = DOWN_DEFAULT 8712 End 8713 ConditionState = SNOW NIGHT 8714 Model = None 8715 TransitionKey = DOWN_DEFAULT 8716 End 8717 ConditionState = PARTIALLY_CONSTRUCTED 8718 Model = NBPTower_A6 8719 Animation = NBPTower_A6.NBPTower_A6 8720 AnimationMode = MANUAL 8721 Flags = START_FRAME_LAST 8722 TransitionKey = UP_DAY 8723 End 8724 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8725 Model = NBPTower_A6N 8726 Animation = NBPTower_A6N.NBPTower_A6N 8727 AnimationMode = MANUAL 8728 Flags = START_FRAME_LAST 8729 TransitionKey = UP_NIGHT 8730 End 8731 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8732 Model = NBPTower_A6S 8733 Animation = NBPTower_A6S.NBPTower_A6S 8734 AnimationMode = MANUAL 8735 Flags = START_FRAME_LAST 8736 TransitionKey = UP_SNOW 8737 End 8738 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8739 Model = NBPTower_A6SN 8740 Animation = NBPTower_A6SN.NBPTower_A6SN 8741 AnimationMode = MANUAL 8742 Flags = START_FRAME_LAST 8743 TransitionKey = UP_SNOWNIGHT 8744 End 8745 TransitionState = DOWN_DEFAULT UP_DAY 8746 Model = NBPTower_A6 8747 Animation = NBPTower_A6.NBPTower_A6 8748 AnimationMode = ONCE 8749 AnimationSpeedFactorRange = 1.0 1.0 8750 Flags = START_FRAME_FIRST 8751 End 8752 TransitionState = DOWN_DEFAULT UP_NIGHT 8753 Model = NBPTower_A6N 8754 Animation = NBPTower_A6N.NBPTower_A6N 8755 AnimationMode = ONCE 8756 8757 AnimationSpeedFactorRange = 1.0 1.0 8758 Flags = START_FRAME_FIRST 8759 End 8760 TransitionState = DOWN_DEFAULT UP_SNOW 8761 Model = NBPTower_A6S 8762 Animation = NBPTower_A6S.NBPTower_A6S 8763 AnimationMode = ONCE 8764 AnimationSpeedFactorRange = 1.0 1.0 8765 Flags = START_FRAME_FIRST 8766 End 8767 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8768 Model = NBPTower_A6SN 8769 Animation = NBPTower_A6SN.NBPTower_A6SN 8770 AnimationMode = ONCE 8771 AnimationSpeedFactorRange = 1.0 1.0 8772 Flags = START_FRAME_FIRST 8773 End 8774 TransitionState = UP_DAY DOWN_DEFAULT 8775 Model = NBPTower_A6 8776 Animation = NBPTower_A6.NBPTower_A6 8777 AnimationMode = ONCE_BACKWARDS 8778 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8779 Flags = START_FRAME_LAST 8780 End 8781 TransitionState = UP_NIGHT DOWN_DEFAULT 8782 Model = NBPTower_A6N 8783 Animation = NBPTower_A6N.NBPTower_A6N 8784 AnimationMode = ONCE_BACKWARDS 8785 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8786 Flags = START_FRAME_LAST 8787 End 8788 TransitionState = UP_SNOW DOWN_DEFAULT 8789 Model = NBPTower_A6S 8790 Animation = NBPTower_A6S.NBPTower_A6S 8791 AnimationMode = ONCE_BACKWARDS 8792 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8793 Flags = START_FRAME_LAST 8794 End 8795 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8796 Model = NBPTower_A6SN 8797 Animation = NBPTower_A6SN.NBPTower_A6SN 8798 AnimationMode = ONCE_BACKWARDS 8799 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8800 Flags = START_FRAME_LAST 8801 End 8802 End 8803 8804 ; ------------ being-constructed crane ----------------- 8805 Draw = W3DModelDraw ModuleTag_04 8806 AnimationsRequirePower = No 8807 DefaultConditionState 8808 Model = None 8809 TransitionKey = DOWN_DEFAULT 8810 End 8811 ConditionState = NIGHT 8812 Model = None 8813 TransitionKey = DOWN_DEFAULT 8814 End 8815 ConditionState = SNOW 8816 Model = None 8817 TransitionKey = DOWN_DEFAULT 8818 End 8819 ConditionState = SNOW NIGHT 8820 Model = None 8821 TransitionKey = DOWN_DEFAULT 8822 End 8823 ConditionState = SOLD 8824 Model = NONE 8825 End 8826 8827 ConditionState = ACTIVELY_BEING_CONSTRUCTED 8828 Model = NBPTower_A5 8829 Animation = NBPTower_A5.NBPTower_A5 8830 AnimationMode = LOOP 8831 TransitionKey = UP_DAY 8832 End 8833 8834 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 8835 Model = NBPTower_A5N 8836 Animation = NBPTower_A5N.NBPTower_A5N 8837 AnimationMode = LOOP 8838 TransitionKey = UP_NIGHT 8839 End 8840 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 8841 Model = NBPTower_A5S 8842 Animation = NBPTower_A5S.NBPTower_A5S 8843 AnimationMode = LOOP 8844 TransitionKey = UP_SNOW 8845 End 8846 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 8847 Model = NBPTower_A5SN 8848 Animation = NBPTower_A5SN.NBPTower_A5SN 8849 AnimationMode = LOOP 8850 TransitionKey = UP_SNOWNIGHT 8851 End 8852 TransitionState = DOWN_DEFAULT UP_DAY 8853 Model = NBPTower_AB 8854 Animation = NBPTower_AB.NBPTower_AB 8855 AnimationMode = ONCE 8856 AnimationSpeedFactorRange = 1.0 1.0 8857 Flags = START_FRAME_FIRST 8858 End 8859 8860 TransitionState = DOWN_DEFAULT UP_NIGHT 8861 Model = NBPTower_ABN 8862 Animation = NBPTower_ABN.NBPTower_ABN 8863 AnimationMode = ONCE 8864 AnimationSpeedFactorRange = 1.0 1.0 8865 Flags = START_FRAME_FIRST 8866 End 8867 TransitionState = DOWN_DEFAULT UP_SNOW 8868 Model = NBPTower_ABS 8869 Animation = NBPTower_ABS.NBPTower_ABS 8870 AnimationMode = ONCE 8871 AnimationSpeedFactorRange = 1.0 1.0 8872 Flags = START_FRAME_FIRST 8873 End 8874 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8875 Model = NBPTower_ABSN 8876 Animation = NBPTower_ABSN.NBPTower_ABSN 8877 AnimationMode = ONCE 8878 AnimationSpeedFactorRange = 1.0 1.0 8879 Flags = START_FRAME_FIRST 8880 End 8881 TransitionState = UP_DAY DOWN_DEFAULT 8882 Model = NBPTower_AB 8883 Animation = NBPTower_AB.NBPTower_AB 8884 AnimationMode = ONCE_BACKWARDS 8885 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8886 Flags = START_FRAME_LAST 8887 End 8888 TransitionState = UP_NIGHT DOWN_DEFAULT 8889 Model = NBPTower_ABN 8890 Animation = NBPTower_ABN.NBPTower_ABN 8891 AnimationMode = ONCE_BACKWARDS 8892 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8893 Flags = START_FRAME_LAST 8894 End 8895 TransitionState = UP_SNOW DOWN_DEFAULT 8896 Model = NBPTower_ABS 8897 Animation = NBPTower_ABS.NBPTower_ABS 8898 AnimationMode = ONCE_BACKWARDS 8899 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8900 Flags = START_FRAME_LAST 8901 End 8902 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8903 Model = NBPTower_ABSN 8904 Animation = NBPTower_ABSN.NBPTower_ABSN 8905 AnimationMode = ONCE_BACKWARDS 8906 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8907 Flags = START_FRAME_LAST 8908 End 8909 End 8910 8911 PlacementViewAngle = -45 8912 8913 ; ***DESIGN parameters *** 8914 DisplayName = OBJECT:SpeakerTower 8915 Side = ChinaNukeGeneral 8916 EditorSorting = STRUCTURE 8917 BuildCost = 500 8918 BuildTime = 10.0 ; in seconds 8919 EnergyProduction = -1 8920 VisionRange = 200.0 ; Shroud clearing distance 8921 ShroudClearingRange = 200 8922 ArmorSet 8923 Conditions = None 8924 Armor = StructureArmor 8925 DamageFX = StructureDamageFXNoShake 8926 End 8927 Prerequisites 8928 Object = Nuke_ChinaPropagandaCenter 8929 End 8930 CommandSet = ChinaSpeakerTowerCommandSet 8931 ExperienceValue = 50 50 50 50 ; Experience point value at each level 8932 8933 ; *** AUDIO Parameters *** 8934 VoiceSelect = SpeakerTowerSelect 8935 SoundOnDamaged = BuildingDamagedStateLight 8936 SoundOnReallyDamaged = BuildingDestroy 8937 8938 UnitSpecificSounds 8939 UnderConstruction = UnderConstructionLoop 8940 End 8941 8942 ; *** ENGINEERING Parameters *** 8943 RadarPriority = STRUCTURE 8944 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 8945 8946 Body = StructureBody ModuleTag_05 8947 MaxHealth = 300.0 8948 InitialHealth = 300.0 8949 8950 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8951 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8952 SubdualDamageCap = 500 8953 SubdualDamageHealRate = 500 8954 SubdualDamageHealAmount = 100 8955 End 8956 Behavior = PropagandaTowerBehavior ModuleTag_06 8957 Radius = 150.0 8958 DelayBetweenUpdates = 2000 ; in milliseconds 8959 HealPercentEachSecond = 2% ; get this % of max health every second 8960 PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 8961 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 8962 UpgradedHealPercentEachSecond = 4% ; get this % of max health every second 8963 UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 8964 End 8965 Behavior = DestroyDie ModuleTag_07 8966 ;<NO DATA> 8967 End 8968 Behavior = CreateObjectDie ModuleTag_08 8969 CreationList = OCL_ABPowerPlantExplode 8970 End 8971 Behavior = FXListDie ModuleTag_09 8972 DeathFX = FX_StructureTinyDeath 8973 End 8974 Behavior = ProductionUpdate ModuleTag_10 8975 ;<NO DATA> But is required if we have any Object-level Upgrades! 8976 End 8977 8978 Behavior = GenerateMinefieldBehavior ModuleTag_11 8979 TriggeredBy = Upgrade_ChinaMines 8980 MineName = ChinaStandardMine 8981 SmartBorder = Yes 8982 AlwaysCircular = Yes 8983 8984 Upgradable = Yes 8985 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 8986 UpgradedMineName = ChinaEMPMine 8987 End 8988 8989 Behavior = FlammableUpdate ModuleTag_13 8990 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8991 AflameDamageAmount = 5 ; taking this much damage... 8992 AflameDamageDelay = 500 ; this often. 8993 End 8994 8995 Behavior = TransitionDamageFX ModuleTag_14 8996 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 8997 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 8998 ;--------------------------------------------------------------------------------------- 8999 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 9000 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 9001 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 9002 End 9003 9004 Behavior = CommandSetUpgrade ModuleTag_25 9005 CommandSet = ChinaSpeakerTowerCommandSetUpgrade 9006 TriggeredBy = Upgrade_ChinaMines 9007 End 9008 Behavior = ArmorUpgrade ModuleTag_26 9009 TriggeredBy = Upgrade_ChinaEMPMines 9010 End 9011 9012 Geometry = BOX 9013 GeometryMajorRadius = 6.0 9014 GeometryMinorRadius = 6.0 9015 GeometryHeight = 51.0 9016 GeometryIsSmall = No 9017 Shadow = SHADOW_VOLUME 9018 BuildCompletion = PLACED_BY_PLAYER 9019 9020 End 9021 9022 9023 9024 9025 9026 9027 9028 9029 9030 9031 9032 9033 9034 9035 9036 9037 9038 ;------------------------------------------------------------------------------ 9039 ;China Nuclear Reactor 9040 Object Nuke_ChinaPowerPlant 9041 9042 ; *** ART Parameters *** 9043 SelectPortrait = SNAdvReactor_L 9044 ButtonImage = SNAdvReactor 9045 ;day 9046 Draw = W3DModelDraw ModuleTag_01 9047 OkToChangeModelColor = Yes 9048 ConditionState = NONE 9049 Model = NBPwrPtI 9050 ParticleSysBone = Smoke01 SteamVent 9051 ParticleSysBone = Smoke02 SteamVent 9052 End 9053 ConditionState = DAMAGED 9054 Model = NBPwrPtI_D 9055 ParticleSysBone = Smoke01 SteamLarge 9056 ParticleSysBone = Smoke02 SteamMedium 9057 ParticleSysBone = Smoke03 SmolderingSmoke 9058 ParticleSysBone = Smoke04 SmolderingSmoke 9059 ParticleSysBone = Smoke05 SmolderingSmoke 9060 ParticleSysBone = Smoke06 FireFactionLarge 9061 ParticleSysBone = Fire01 SmolderingFire 9062 End 9063 ConditionState = REALLYDAMAGED RUBBLE 9064 Model = NBPwrPtI_E 9065 ParticleSysBone = Smoke01 SteamVent 9066 ParticleSysBone = Smoke02 SteamVent 9067 ParticleSysBone = Smoke03 SmolderingSmoke 9068 ParticleSysBone = Smoke04 SmolderingSmoke 9069 ParticleSysBone = Smoke05 SmolderingSmoke 9070 ParticleSysBone = Smoke06 SmolderingSmoke 9071 ParticleSysBone = Fire01 SmolderingFire 9072 ParticleSysBone = Fire02 SmolderingFire 9073 ParticleSysBone = Spark01 SparksLarge 9074 ParticleSysBone = Spark02 SparksMedium 9075 ParticleSysBone = Spark03 SparksSmall 9076 ParticleSysBone = Spark04 LiveWireSparks 9077 End 9078 9079 ; day overcharge 9080 ConditionState = POWER_PLANT_UPGRADED 9081 Model = NBPwrPtI 9082 ParticleSysBone = Smoke01 SteamVent 9083 ParticleSysBone = Smoke02 SteamVent 9084 ParticleSysBone = Spark01 SparksLarge 9085 ParticleSysBone = Spark02 SparksLarge 9086 ParticleSysBone = Spark03 SparksMedium 9087 ParticleSysBone = Spark04 SparksMedium 9088 ParticleSysBone = Spark05 SparksSmall 9089 ParticleSysBone = Spark06 SparksSmall 9090 ParticleSysBone = Spark07 SparksSmall 9091 End 9092 ConditionState = DAMAGED POWER_PLANT_UPGRADED 9093 Model = NBPwrPtI_D 9094 ParticleSysBone = Smoke01 SteamVent 9095 ParticleSysBone = Smoke02 SteamVent 9096 ParticleSysBone = Smoke03 SmolderingSmoke 9097 ParticleSysBone = Smoke04 SmolderingSmoke 9098 ParticleSysBone = Smoke05 SmolderingSmoke 9099 ParticleSysBone = Smoke06 SmolderingSmoke 9100 ParticleSysBone = Fire01 SmolderingFire 9101 ParticleSysBone = Spark01 SparksLarge 9102 ParticleSysBone = Spark02 SparksLarge 9103 ParticleSysBone = Spark03 SparksMedium 9104 ParticleSysBone = Spark04 SparksMedium 9105 ParticleSysBone = Spark05 SparksMedium 9106 ParticleSysBone = Spark06 SparksSmall 9107 ParticleSysBone = Spark07 SparksSmall 9108 End 9109 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED 9110 Model = NBPwrPtI_E 9111 ParticleSysBone = Smoke01 SteamVent 9112 ParticleSysBone = Smoke02 SteamVent 9113 ParticleSysBone = Smoke03 SmolderingSmoke 9114 ParticleSysBone = Smoke04 SmolderingSmoke 9115 ParticleSysBone = Smoke05 SmolderingSmoke 9116 ParticleSysBone = Smoke06 SmolderingSmoke 9117 ParticleSysBone = Fire01 SmolderingFire 9118 ParticleSysBone = Fire02 SmolderingFire 9119 ParticleSysBone = Spark01 SparksLarge 9120 ParticleSysBone = Spark02 SparksLarge 9121 ParticleSysBone = Spark03 SparksLarge 9122 ParticleSysBone = Spark04 SparksLarge 9123 ParticleSysBone = Spark05 SparksMedium 9124 ParticleSysBone = Spark06 SparksMedium 9125 ParticleSysBone = Spark07 SparksSmall 9126 End 9127 9128 9129 ; Snow-Day 9130 9131 ConditionState = SNOW 9132 Model = NBPwrPtI_S 9133 ParticleSysBone = Smoke01 SteamVent 9134 ParticleSysBone = Smoke02 SteamVent 9135 End 9136 ConditionState = DAMAGED SNOW 9137 Model = NBPwrPtI_DS 9138 ParticleSysBone = Smoke01 SteamLarge 9139 ParticleSysBone = Smoke02 SteamMedium 9140 ParticleSysBone = Smoke03 SmolderingSmoke 9141 ParticleSysBone = Smoke04 SmolderingSmoke 9142 ParticleSysBone = Smoke05 SmolderingSmoke 9143 ParticleSysBone = Smoke06 FireFactionLarge 9144 ParticleSysBone = Fire01 SmolderingFire 9145 End 9146 ConditionState = REALLYDAMAGED RUBBLE SNOW 9147 Model = NBPwrPtI_ES 9148 ParticleSysBone = Smoke01 SteamVent 9149 ParticleSysBone = Smoke02 SteamVent 9150 ParticleSysBone = Smoke03 SmolderingSmoke 9151 ParticleSysBone = Smoke04 SmolderingSmoke 9152 ParticleSysBone = Smoke05 SmolderingSmoke 9153 ParticleSysBone = Smoke06 SmolderingSmoke 9154 ParticleSysBone = Fire01 SmolderingFire 9155 ParticleSysBone = Fire02 SmolderingFire 9156 ParticleSysBone = Spark01 SparksLarge 9157 ParticleSysBone = Spark02 SparksMedium 9158 ParticleSysBone = Spark03 SparksSmall 9159 ParticleSysBone = Spark04 LiveWireSparks 9160 End 9161 9162 ; day overcharge 9163 ConditionState = POWER_PLANT_UPGRADED SNOW 9164 Model = NBPwrPtI_S 9165 ParticleSysBone = Smoke01 SteamVent 9166 ParticleSysBone = Smoke02 SteamVent 9167 ParticleSysBone = Spark01 SparksLarge 9168 ParticleSysBone = Spark02 SparksLarge 9169 ParticleSysBone = Spark03 SparksMedium 9170 ParticleSysBone = Spark04 SparksMedium 9171 ParticleSysBone = Spark05 SparksSmall 9172 ParticleSysBone = Spark06 SparksSmall 9173 ParticleSysBone = Spark07 SparksSmall 9174 End 9175 ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW 9176 Model = NBPwrPtI_DS 9177 ParticleSysBone = Smoke01 SteamVent 9178 ParticleSysBone = Smoke02 SteamVent 9179 ParticleSysBone = Smoke03 SmolderingSmoke 9180 ParticleSysBone = Smoke04 SmolderingSmoke 9181 ParticleSysBone = Smoke05 SmolderingSmoke 9182 ParticleSysBone = Smoke06 SmolderingSmoke 9183 ParticleSysBone = Fire01 SmolderingFire 9184 ParticleSysBone = Spark01 SparksLarge 9185 ParticleSysBone = Spark02 SparksLarge 9186 ParticleSysBone = Spark03 SparksMedium 9187 ParticleSysBone = Spark04 SparksMedium 9188 ParticleSysBone = Spark05 SparksMedium 9189 ParticleSysBone = Spark06 SparksSmall 9190 ParticleSysBone = Spark07 SparksSmall 9191 End 9192 ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW 9193 Model = NBPwrPtI_ES 9194 ParticleSysBone = Smoke01 SteamVent 9195 ParticleSysBone = Smoke02 SteamVent 9196 ParticleSysBone = Smoke03 SmolderingSmoke 9197 ParticleSysBone = Smoke04 SmolderingSmoke 9198 ParticleSysBone = Smoke05 SmolderingSmoke 9199 ParticleSysBone = Smoke06 SmolderingSmoke 9200 ParticleSysBone = Fire01 SmolderingFire 9201 ParticleSysBone = Fire02 SmolderingFire 9202 ParticleSysBone = Spark01 SparksLarge 9203 ParticleSysBone = Spark02 SparksLarge 9204 ParticleSysBone = Spark03 SparksLarge 9205 ParticleSysBone = Spark04 SparksLarge 9206 ParticleSysBone = Spark05 SparksMedium 9207 ParticleSysBone = Spark06 SparksMedium 9208 ParticleSysBone = Spark07 SparksSmall 9209 End 9210 9211 9212 ;night snow 9213 ConditionState = NIGHT SNOW 9214 Model = NBPwrPtI_NS 9215 Animation = NBPwrPtI_NS.NBPwrPtI_NS 9216 AnimationMode = LOOP 9217 ParticleSysBone = Smoke01 SteamVent 9218 ParticleSysBone = Smoke02 SteamVent 9219 End 9220 ConditionState = NIGHT DAMAGED SNOW 9221 Model = NBPwrPtI_DNS 9222 Animation = NBPwrPtI_DNS.NBPwrPtI_DNS 9223 AnimationMode = LOOP 9224 ParticleSysBone = Smoke01 SteamVent 9225 ParticleSysBone = Smoke02 SteamVent 9226 ParticleSysBone = Smoke03 SmolderingSmoke 9227 ParticleSysBone = Smoke04 SmolderingSmoke 9228 ParticleSysBone = Smoke05 SmolderingSmoke 9229 ParticleSysBone = Smoke06 SmolderingSmoke 9230 ParticleSysBone = Fire01 SmolderingFire 9231 End 9232 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9233 Model = NBPwrPtI_ENS 9234 Animation = NBPwrPtI_ENS.NBPwrPtI_ENS 9235 AnimationMode = LOOP 9236 ParticleSysBone = Smoke01 SteamVent 9237 ParticleSysBone = Smoke02 SteamVent 9238 ParticleSysBone = Smoke03 SmolderingSmoke 9239 ParticleSysBone = Smoke04 SmolderingSmoke 9240 ParticleSysBone = Smoke05 SmolderingSmoke 9241 ParticleSysBone = Smoke06 SmolderingSmoke 9242 ParticleSysBone = Fire01 SmolderingFire 9243 ParticleSysBone = Fire02 SmolderingFire 9244 ParticleSysBone = Spark01 LiveWireSparks 9245 ParticleSysBone = Spark02 LiveWireSparks 9246 ParticleSysBone = Spark03 LiveWireSparks 9247 ParticleSysBone = Spark04 LiveWireSparks 9248 End 9249 9250 ; night overcharge 9251 ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW 9252 Model = NBPwrPtI_NS 9253 Animation = NBPwrPtI_NS.NBPwrPtI_NS 9254 AnimationMode = LOOP 9255 ParticleSysBone = Smoke01 SteamVent 9256 ParticleSysBone = Smoke02 SteamVent 9257 ParticleSysBone = Spark01 SparksLarge 9258 ParticleSysBone = Spark02 SparksLarge 9259 ParticleSysBone = Spark03 SparksMedium 9260 ParticleSysBone = Spark04 SparksMedium 9261 ParticleSysBone = Spark05 SparksSmall 9262 ParticleSysBone = Spark06 SparksSmall 9263 ParticleSysBone = Spark07 SparksSmall 9264 End 9265 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW 9266 Model = NBPwrPtI_DNS 9267 Animation = NBPwrPtI_DNS.NBPwrPtI_DNS 9268 AnimationMode = LOOP 9269 ParticleSysBone = Smoke01 SteamVent 9270 ParticleSysBone = Smoke02 SteamVent 9271 ParticleSysBone = Smoke03 SmolderingSmoke 9272 ParticleSysBone = Smoke04 SmolderingSmoke 9273 ParticleSysBone = Smoke05 SmolderingSmoke 9274 ParticleSysBone = Smoke06 SmolderingSmoke 9275 ParticleSysBone = Fire01 SmolderingFire 9276 ParticleSysBone = Spark01 SparksLarge 9277 ParticleSysBone = Spark02 SparksLarge 9278 ParticleSysBone = Spark03 SparksMedium 9279 ParticleSysBone = Spark04 SparksMedium 9280 ParticleSysBone = Spark05 SparksMedium 9281 ParticleSysBone = Spark06 SparksSmall 9282 ParticleSysBone = Spark07 SparksSmall 9283 End 9284 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW 9285 Model = NBPwrPtI_ENS 9286 Animation = NBPwrPtI_ENS.NBPwrPtI_ENS 9287 AnimationMode = LOOP 9288 ParticleSysBone = Smoke01 SteamVent 9289 ParticleSysBone = Smoke02 SteamVent 9290 ParticleSysBone = Smoke03 SmolderingSmoke 9291 ParticleSysBone = Smoke04 SmolderingSmoke 9292 ParticleSysBone = Smoke05 SmolderingSmoke 9293 ParticleSysBone = Smoke06 SmolderingSmoke 9294 ParticleSysBone = Fire01 SmolderingFire 9295 ParticleSysBone = Fire02 SmolderingFire 9296 ParticleSysBone = Spark01 SparksLarge 9297 ParticleSysBone = Spark02 SparksLarge 9298 ParticleSysBone = Spark03 SparksLarge 9299 ParticleSysBone = Spark04 SparksLarge 9300 ParticleSysBone = Spark05 SparksMedium 9301 ParticleSysBone = Spark06 SparksMedium 9302 ParticleSysBone = Spark07 SparksSmall 9303 End 9304 9305 9306 ;night 9307 ConditionState = NIGHT 9308 Model = NBPwrPtI_N 9309 Animation = NBPwrPtI_N.NBPwrPtI_N 9310 AnimationMode = LOOP 9311 ParticleSysBone = Smoke01 SteamVent 9312 ParticleSysBone = Smoke02 SteamVent 9313 End 9314 ConditionState = NIGHT DAMAGED 9315 Model = NBPwrPtI_DN 9316 Animation = NBPwrPtI_DN.NBPwrPtI_DN 9317 AnimationMode = LOOP 9318 ParticleSysBone = Smoke01 SteamVent 9319 ParticleSysBone = Smoke02 SteamVent 9320 ParticleSysBone = Smoke03 SmolderingSmoke 9321 ParticleSysBone = Smoke04 SmolderingSmoke 9322 ParticleSysBone = Smoke05 SmolderingSmoke 9323 ParticleSysBone = Smoke06 SmolderingSmoke 9324 ParticleSysBone = Fire01 SmolderingFire 9325 End 9326 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9327 Model = NBPwrPtI_EN 9328 Animation = NBPwrPtI_EN.NBPwrPtI_EN 9329 AnimationMode = LOOP 9330 ParticleSysBone = Smoke01 SteamVent 9331 ParticleSysBone = Smoke02 SteamVent 9332 ParticleSysBone = Smoke03 SmolderingSmoke 9333 ParticleSysBone = Smoke04 SmolderingSmoke 9334 ParticleSysBone = Smoke05 SmolderingSmoke 9335 ParticleSysBone = Smoke06 SmolderingSmoke 9336 ParticleSysBone = Fire01 SmolderingFire 9337 ParticleSysBone = Fire02 SmolderingFire 9338 ParticleSysBone = Spark01 LiveWireSparks 9339 ParticleSysBone = Spark02 LiveWireSparks 9340 ParticleSysBone = Spark03 LiveWireSparks 9341 ParticleSysBone = Spark04 LiveWireSparks 9342 End 9343 9344 ; night overcharge 9345 ConditionState = NIGHT POWER_PLANT_UPGRADED 9346 Model = NBPwrPtI_N 9347 Animation = NBPwrPtI_N.NBPwrPtI_N 9348 AnimationMode = LOOP 9349 ParticleSysBone = Smoke01 SteamVent 9350 ParticleSysBone = Smoke02 SteamVent 9351 ParticleSysBone = Spark01 SparksLarge 9352 ParticleSysBone = Spark02 SparksLarge 9353 ParticleSysBone = Spark03 SparksMedium 9354 ParticleSysBone = Spark04 SparksMedium 9355 ParticleSysBone = Spark05 SparksSmall 9356 ParticleSysBone = Spark06 SparksSmall 9357 ParticleSysBone = Spark07 SparksSmall 9358 End 9359 ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED 9360 Model = NBPwrPtI_DN 9361 Animation = NBPwrPtI_DN.NBPwrPtI_DN 9362 AnimationMode = LOOP 9363 ParticleSysBone = Smoke01 SteamVent 9364 ParticleSysBone = Smoke02 SteamVent 9365 ParticleSysBone = Smoke03 SmolderingSmoke 9366 ParticleSysBone = Smoke04 SmolderingSmoke 9367 ParticleSysBone = Smoke05 SmolderingSmoke 9368 ParticleSysBone = Smoke06 SmolderingSmoke 9369 ParticleSysBone = Fire01 SmolderingFire 9370 ParticleSysBone = Spark01 SparksLarge 9371 ParticleSysBone = Spark02 SparksLarge 9372 ParticleSysBone = Spark03 SparksMedium 9373 ParticleSysBone = Spark04 SparksMedium 9374 ParticleSysBone = Spark05 SparksMedium 9375 ParticleSysBone = Spark06 SparksSmall 9376 ParticleSysBone = Spark07 SparksSmall 9377 End 9378 ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED 9379 Model = NBPwrPtI_EN 9380 Animation = NBPwrPtI_EN.NBPwrPtI_EN 9381 AnimationMode = LOOP 9382 ParticleSysBone = Smoke01 SteamVent 9383 ParticleSysBone = Smoke02 SteamVent 9384 ParticleSysBone = Smoke03 SmolderingSmoke 9385 ParticleSysBone = Smoke04 SmolderingSmoke 9386 ParticleSysBone = Smoke05 SmolderingSmoke 9387 ParticleSysBone = Smoke06 SmolderingSmoke 9388 ParticleSysBone = Fire01 SmolderingFire 9389 ParticleSysBone = Fire02 SmolderingFire 9390 ParticleSysBone = Spark01 SparksLarge 9391 ParticleSysBone = Spark02 SparksLarge 9392 ParticleSysBone = Spark03 SparksLarge 9393 ParticleSysBone = Spark04 SparksLarge 9394 ParticleSysBone = Spark05 SparksMedium 9395 ParticleSysBone = Spark06 SparksMedium 9396 ParticleSysBone = Spark07 SparksSmall 9397 End 9398 9399 ;************************************************************************************************************************** 9400 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9401 ;for this draw module 9402 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9403 Model = NBPwrPtI 9404 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9405 End 9406 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9407 Model = NBPwrPtI_D 9408 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9409 End 9410 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9411 Model = NBPwrPtI_E 9412 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9413 End 9414 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9415 Model = NBPwrPtI_N 9416 Animation = NBPwrPtI_N.NBPwrPtI_N 9417 AnimationMode = LOOP 9418 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9419 End 9420 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9421 Model = NBPwrPtI_DN 9422 Animation = NBPwrPtI_DN.NBPwrPtI_DN 9423 AnimationMode = LOOP 9424 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9425 End 9426 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9427 Model = NBPwrPtI_EN 9428 Animation = NBPwrPtI_EN.NBPwrPtI_EN 9429 AnimationMode = LOOP 9430 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9431 End 9432 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9433 Model = NBPwrPtI_S 9434 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9435 End 9436 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9437 Model = NBPwrPtI_DS 9438 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9439 End 9440 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9441 Model = NBPwrPtI_ES 9442 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9443 End 9444 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9445 Model = NBPwrPtI_NS 9446 Animation = NBPwrPtI_NS.NBPwrPtI_NS 9447 AnimationMode = LOOP 9448 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9449 End 9450 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9451 Model = NBPwrPtI_DNS 9452 Animation = NBPwrPtI_DNS.NBPwrPtI_DNS 9453 AnimationMode = LOOP 9454 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9455 End 9456 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9457 Model = NBPwrPtI_ENS 9458 Animation = NBPwrPtI_ENS.NBPwrPtI_ENS 9459 AnimationMode = LOOP 9460 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9461 End 9462 9463 ConditionState = AWAITING_CONSTRUCTION 9464 Model = NONE 9465 End 9466 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9467 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9468 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9469 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9470 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9471 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9472 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9473 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9474 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9475 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9476 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9477 AliasConditionState = SOLD 9478 AliasConditionState = SOLD DAMAGED 9479 AliasConditionState = SOLD REALLYDAMAGED 9480 AliasConditionState = SOLD NIGHT 9481 AliasConditionState = SOLD NIGHT DAMAGED 9482 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9483 AliasConditionState = SOLD SNOW 9484 AliasConditionState = SOLD SNOW DAMAGED 9485 AliasConditionState = SOLD SNOW REALLYDAMAGED 9486 AliasConditionState = SOLD NIGHT SNOW 9487 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9488 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9489 AliasConditionState = SOLD POWER_PLANT_UPGRADED 9490 AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED 9491 AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED 9492 AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED 9493 AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED 9494 AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED 9495 AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED 9496 AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED 9497 AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 9498 AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED 9499 AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED 9500 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED 9501 ;************************************************************************************************************************** 9502 9503 End 9504 9505 ; ------------ construction-zone fence ----------------- 9506 Draw = W3DModelDraw ModuleTag_02 9507 AnimationsRequirePower = No 9508 DefaultConditionState 9509 Model = None 9510 TransitionKey = DOWN_DEFAULT 9511 End 9512 ConditionState = NIGHT 9513 Model = None 9514 TransitionKey = DOWN_DEFAULT 9515 End 9516 ConditionState = SNOW 9517 Model = None 9518 TransitionKey = DOWN_DEFAULT 9519 End 9520 ConditionState = SNOW NIGHT 9521 Model = None 9522 TransitionKey = DOWN_DEFAULT 9523 End 9524 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9525 Model = NBPwrPlant_A4 9526 Animation = NBPwrPlant_A4.NBPwrPlant_A4 9527 AnimationMode = MANUAL 9528 Flags = START_FRAME_LAST 9529 TransitionKey = UP_DAY 9530 End 9531 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9532 Model = NBPwrPlant_A4N 9533 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 9534 AnimationMode = MANUAL 9535 Flags = START_FRAME_LAST 9536 TransitionKey = UP_NIGHT 9537 End 9538 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9539 Model = NBPwrPlant_A4S 9540 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 9541 AnimationMode = MANUAL 9542 Flags = START_FRAME_LAST 9543 TransitionKey = UP_SNOW 9544 End 9545 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9546 Model = NBPwrPlant_A4SN 9547 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 9548 AnimationMode = MANUAL 9549 Flags = START_FRAME_LAST 9550 TransitionKey = UP_SNOWNIGHT 9551 End 9552 TransitionState = DOWN_DEFAULT UP_DAY 9553 Model = NBPwrPlant_A4 9554 Animation = NBPwrPlant_A4.NBPwrPlant_A4 9555 AnimationMode = ONCE 9556 AnimationSpeedFactorRange = 1.0 1.0 9557 Flags = START_FRAME_FIRST 9558 End 9559 TransitionState = DOWN_DEFAULT UP_NIGHT 9560 Model = NBPwrPlant_A4N 9561 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 9562 AnimationMode = ONCE 9563 AnimationSpeedFactorRange = 1.0 1.0 9564 Flags = START_FRAME_FIRST 9565 End 9566 TransitionState = DOWN_DEFAULT UP_SNOW 9567 Model = NBPwrPlant_A4S 9568 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 9569 AnimationMode = ONCE 9570 AnimationSpeedFactorRange = 1.0 1.0 9571 Flags = START_FRAME_FIRST 9572 End 9573 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9574 Model = NBPwrPlant_A4SN 9575 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 9576 AnimationMode = ONCE 9577 AnimationSpeedFactorRange = 1.0 1.0 9578 Flags = START_FRAME_FIRST 9579 End 9580 TransitionState = UP_DAY DOWN_DEFAULT 9581 Model = NBPwrPlant_A4 9582 Animation = NBPwrPlant_A4.NBPwrPlant_A4 9583 AnimationMode = ONCE_BACKWARDS 9584 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9585 Flags = START_FRAME_LAST 9586 End 9587 TransitionState = UP_NIGHT DOWN_DEFAULT 9588 Model = NBPwrPlant_A4N 9589 9590 Animation = NBPwrPlant_A4N.NBPwrPlant_A4N 9591 AnimationMode = ONCE_BACKWARDS 9592 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9593 Flags = START_FRAME_LAST 9594 End 9595 TransitionState = UP_SNOW DOWN_DEFAULT 9596 Model = NBPwrPlant_A4S 9597 Animation = NBPwrPlant_A4S.NBPwrPlant_A4S 9598 AnimationMode = ONCE_BACKWARDS 9599 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9600 Flags = START_FRAME_LAST 9601 End 9602 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9603 Model = NBPwrPlant_A4SN 9604 Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN 9605 AnimationMode = ONCE_BACKWARDS 9606 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9607 Flags = START_FRAME_LAST 9608 End 9609 End 9610 9611 ; ------------ under-construction scaffolding ----------------- 9612 Draw = W3DModelDraw ModuleTag_03 9613 AnimationsRequirePower = No 9614 MinLODRequired = MEDIUM 9615 DefaultConditionState 9616 Model = None 9617 TransitionKey = DOWN_DEFAULT 9618 End 9619 ConditionState = NIGHT 9620 Model = None 9621 TransitionKey = DOWN_DEFAULT 9622 End 9623 ConditionState = SNOW 9624 Model = None 9625 TransitionKey = DOWN_DEFAULT 9626 End 9627 ConditionState = SNOW NIGHT 9628 Model = None 9629 TransitionKey = DOWN_DEFAULT 9630 End 9631 ConditionState = PARTIALLY_CONSTRUCTED 9632 Model = NBPwrPlant_A6 9633 Animation = NBPwrPlant_A6.NBPwrPlant_A6 9634 AnimationMode = MANUAL 9635 Flags = START_FRAME_LAST 9636 TransitionKey = UP_DAY 9637 ParticleSysBone = Dust01 BuildingDustChina 9638 ParticleSysBone = Smoke01 BuildUpSmokeChina 9639 ParticleSysBone = Smoke02 BuildUpSmokeChina 9640 ParticleSysBone = Smoke03 BuildUpSmokeChina 9641 ParticleSysBone = Smoke04 BuildUpSmokeChina 9642 End 9643 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9644 Model = NBPwrPlant_A6N 9645 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 9646 AnimationMode = MANUAL 9647 Flags = START_FRAME_LAST 9648 TransitionKey = UP_NIGHT 9649 ParticleSysBone = Dust01 BuildingDustChina 9650 ParticleSysBone = Smoke01 BuildUpSmokeChina 9651 ParticleSysBone = Smoke02 BuildUpSmokeChina 9652 ParticleSysBone = Smoke03 BuildUpSmokeChina 9653 ParticleSysBone = Smoke04 BuildUpSmokeChina 9654 End 9655 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9656 Model = NBPwrPlant_A6S 9657 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 9658 AnimationMode = MANUAL 9659 Flags = START_FRAME_LAST 9660 TransitionKey = UP_SNOW 9661 ParticleSysBone = Dust01 BuildingSnowDust 9662 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9663 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9664 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9665 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9666 End 9667 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9668 Model = NBPwrPlant_A6SN 9669 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 9670 AnimationMode = MANUAL 9671 Flags = START_FRAME_LAST 9672 TransitionKey = UP_SNOWNIGHT 9673 ParticleSysBone = Dust01 BuildingNightSnowDust 9674 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9675 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9676 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9677 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9678 End 9679 TransitionState = DOWN_DEFAULT UP_DAY 9680 Model = NBPwrPlant_A6 9681 Animation = NBPwrPlant_A6.NBPwrPlant_A6 9682 AnimationMode = ONCE 9683 AnimationSpeedFactorRange = 1.0 1.0 9684 Flags = START_FRAME_FIRST 9685 End 9686 TransitionState = DOWN_DEFAULT UP_NIGHT 9687 Model = NBPwrPlant_A6N 9688 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 9689 AnimationMode = ONCE 9690 AnimationSpeedFactorRange = 1.0 1.0 9691 Flags = START_FRAME_FIRST 9692 End 9693 TransitionState = DOWN_DEFAULT UP_SNOW 9694 Model = NBPwrPlant_A6S 9695 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 9696 AnimationMode = ONCE 9697 AnimationSpeedFactorRange = 1.0 1.0 9698 Flags = START_FRAME_FIRST 9699 End 9700 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9701 Model = NBPwrPlant_A6SN 9702 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 9703 AnimationMode = ONCE 9704 AnimationSpeedFactorRange = 1.0 1.0 9705 Flags = START_FRAME_FIRST 9706 End 9707 TransitionState = UP_DAY DOWN_DEFAULT 9708 Model = NBPwrPlant_A6 9709 Animation = NBPwrPlant_A6.NBPwrPlant_A6 9710 AnimationMode = ONCE_BACKWARDS 9711 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9712 Flags = START_FRAME_LAST 9713 End 9714 TransitionState = UP_NIGHT DOWN_DEFAULT 9715 Model = NBPwrPlant_A6N 9716 Animation = NBPwrPlant_A6N.NBPwrPlant_A6N 9717 AnimationMode = ONCE_BACKWARDS 9718 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9719 Flags = START_FRAME_LAST 9720 End 9721 TransitionState = UP_SNOW DOWN_DEFAULT 9722 Model = NBPwrPlant_A6S 9723 Animation = NBPwrPlant_A6S.NBPwrPlant_A6S 9724 AnimationMode = ONCE_BACKWARDS 9725 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9726 Flags = START_FRAME_LAST 9727 End 9728 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9729 Model = NBPwrPlant_A6SN 9730 Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN 9731 AnimationMode = ONCE_BACKWARDS 9732 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9733 Flags = START_FRAME_LAST 9734 End 9735 End 9736 9737 ; ------------ being-constructed crane ----------------- 9738 Draw = W3DModelDraw ModuleTag_04 9739 AnimationsRequirePower = No 9740 DefaultConditionState 9741 Model = None 9742 TransitionKey = DOWN_DEFAULT 9743 End 9744 ConditionState = NIGHT 9745 Model = None 9746 TransitionKey = DOWN_DEFAULT 9747 End 9748 ConditionState = SNOW 9749 Model = None 9750 TransitionKey = DOWN_DEFAULT 9751 End 9752 ConditionState = SNOW NIGHT 9753 Model = None 9754 TransitionKey = DOWN_DEFAULT 9755 End 9756 ConditionState = SOLD 9757 Model = NONE 9758 End 9759 9760 ConditionState = ACTIVELY_BEING_CONSTRUCTED 9761 Model = NBPwrPlant_A5 9762 Animation = NBPwrPlant_A5.NBPwrPlant_A5 9763 AnimationMode = LOOP 9764 TransitionKey = UP_DAY 9765 End 9766 9767 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 9768 Model = NBPwrPlant_A5N 9769 Animation = NBPwrPlant_A5N.NBPwrPlant_A5N 9770 AnimationMode = LOOP 9771 TransitionKey = UP_NIGHT 9772 End 9773 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 9774 Model = NBPwrPlant_A5S 9775 Animation = NBPwrPlant_A5S.NBPwrPlant_A5S 9776 AnimationMode = LOOP 9777 TransitionKey = UP_SNOW 9778 End 9779 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 9780 Model = NBPwrPlant_A5SN 9781 Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN 9782 AnimationMode = LOOP 9783 TransitionKey = UP_SNOWNIGHT 9784 End 9785 TransitionState = DOWN_DEFAULT UP_DAY 9786 Model = NBPwrPlant_AB 9787 Animation = NBPwrPlant_AB.NBPwrPlant_AB 9788 AnimationMode = ONCE 9789 AnimationSpeedFactorRange = 1.0 1.0 9790 Flags = START_FRAME_FIRST 9791 End 9792 9793 TransitionState = DOWN_DEFAULT UP_NIGHT 9794 Model = NBPwrPlant_ABN 9795 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 9796 AnimationMode = ONCE 9797 AnimationSpeedFactorRange = 1.0 1.0 9798 Flags = START_FRAME_FIRST 9799 End 9800 TransitionState = DOWN_DEFAULT UP_SNOW 9801 Model = NBPwrPlant_ABS 9802 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 9803 AnimationMode = ONCE 9804 AnimationSpeedFactorRange = 1.0 1.0 9805 Flags = START_FRAME_FIRST 9806 End 9807 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9808 Model = NBPwrPlant_ABSN 9809 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 9810 AnimationMode = ONCE 9811 AnimationSpeedFactorRange = 1.0 1.0 9812 Flags = START_FRAME_FIRST 9813 End 9814 TransitionState = UP_DAY DOWN_DEFAULT 9815 Model = NBPwrPlant_AB 9816 Animation = NBPwrPlant_AB.NBPwrPlant_AB 9817 AnimationMode = ONCE_BACKWARDS 9818 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9819 Flags = START_FRAME_LAST 9820 End 9821 TransitionState = UP_NIGHT DOWN_DEFAULT 9822 Model = NBPwrPlant_ABN 9823 Animation = NBPwrPlant_ABN.NBPwrPlant_ABN 9824 AnimationMode = ONCE_BACKWARDS 9825 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9826 Flags = START_FRAME_LAST 9827 End 9828 TransitionState = UP_SNOW DOWN_DEFAULT 9829 Model = NBPwrPlant_ABS 9830 Animation = NBPwrPlant_ABS.NBPwrPlant_ABS 9831 AnimationMode = ONCE_BACKWARDS 9832 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9833 Flags = START_FRAME_LAST 9834 End 9835 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9836 Model = NBPwrPlant_ABSN 9837 Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN 9838 AnimationMode = ONCE_BACKWARDS 9839 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9840 Flags = START_FRAME_LAST 9841 End 9842 End 9843 9844 PlacementViewAngle = -45 9845 9846 ; ***DESIGN parameters *** 9847 DisplayName = OBJECT:Nuke_NuclearReactor 9848 Side = ChinaNukeGeneral 9849 EditorSorting = STRUCTURE 9850 9851 BuildCost = 1200 9852 BuildTime = 10.0 ; in seconds 9853 EnergyProduction = 18 9854 EnergyBonus = 9 ; for the overcharge bonus 9855 VisionRange = 200.0 ; Shroud clearing distance 9856 ShroudClearingRange = 200 9857 ArmorSet 9858 Conditions = None 9859 Armor = StructureArmor 9860 DamageFX = StructureDamageFXNoShake 9861 End 9862 CommandSet = ChinaPowerPlantCommandSet 9863 ExperienceValue = 100 100 100 100 ; Experience point value at each level 9864 9865 ; *** AUDIO Parameters *** 9866 VoiceSelect = NuclearReactorSelect 9867 SoundOnDamaged = BuildingDamagedStateLight 9868 SoundOnReallyDamaged = BuildingDestroy 9869 9870 UnitSpecificSounds 9871 UnderConstruction = UnderConstructionLoop 9872 End 9873 9874 ; *** ENGINEERING Parameters *** 9875 RadarPriority = STRUCTURE 9876 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY 9877 9878 Body = StructureBody ModuleTag_05 9879 MaxHealth = 1500.0 9880 InitialHealth = 1500.0 9881 9882 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9883 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9884 SubdualDamageCap = 1700 9885 SubdualDamageHealRate = 500 9886 SubdualDamageHealAmount = 100 9887 End 9888 9889 Behavior = OverchargeBehavior ModuleTag_06 9890 HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second 9891 NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically 9892 End 9893 9894 Behavior = DestroyDie ModuleTag_07 9895 ;nothing 9896 End 9897 Behavior = CreateObjectDie ModuleTag_08 9898 CreationList = OCL_SmallStructureDebris 9899 End 9900 9901 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 9902 DeathWeapon = ChinaPowerPlantDeathWeapon 9903 StartsActive = Yes 9904 End 9905 9906 Behavior = ProductionUpdate ModuleTag_10 9907 ; nothing, but is required if we have any Object-level Upgrades! 9908 End 9909 Behavior = PowerPlantUpdate ModuleTag_11 9910 RodsExtendTime = 1 9911 End 9912 9913 Behavior = GenerateMinefieldBehavior ModuleTag_12 9914 TriggeredBy = Upgrade_ChinaMines 9915 MineName = ChinaStandardMine 9916 SmartBorder = Yes 9917 AlwaysCircular = Yes 9918 9919 Upgradable = Yes 9920 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 9921 UpgradedMineName = ChinaEMPMine 9922 End 9923 9924 Behavior = FlammableUpdate ModuleTag_14 9925 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9926 AflameDamageAmount = 5 ; taking this much damage... 9927 AflameDamageDelay = 500 ; this often. 9928 End 9929 9930 Behavior = TransitionDamageFX ModuleTag_15 9931 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 9932 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9933 ;--------------------------------------------------------------------------------------- 9934 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9935 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9936 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9937 End 9938 9939 Behavior = FXListDie ModuleTag_16 9940 DeathFX = FX_BuildingDie 9941 End 9942 9943 Behavior = CommandSetUpgrade ModuleTag_25 9944 CommandSet = ChinaPowerPlantCommandSetUpgrade 9945 TriggeredBy = Upgrade_ChinaMines 9946 End 9947 Behavior = ArmorUpgrade ModuleTag_26 9948 TriggeredBy = Upgrade_ChinaEMPMines 9949 End 9950 9951 Geometry = BOX 9952 GeometryMajorRadius = 27.0 9953 GeometryMinorRadius = 34.0 9954 GeometryHeight = 40.0 9955 GeometryIsSmall = No 9956 Shadow = SHADOW_VOLUME 9957 BuildCompletion = PLACED_BY_PLAYER 9958 9959 End 9960 9961 9962 9963 9964 9965 9966 9967 9968 9969 9970 9971 9972 9973 9974 9975 ;------------------------------------------------------------------------------ 9976 Object Nuke_ChinaSupplyCenter 9977 9978 ; *** ART Parameters *** 9979 SelectPortrait = SNSupplyCenter_L 9980 ButtonImage = SNSupplyCenter 9981 Draw = W3DModelDraw ModuleTag_01 9982 OkToChangeModelColor = Yes 9983 ;day 9984 ConditionState = NONE 9985 Model = NBSupCent 9986 ;Animation = NBSupCent.NBSupCent 9987 ;AnimationMode = LOOP 9988 End 9989 ConditionState = DAMAGED 9990 Model = NBSupCent_D 9991 ;Animation = NBSupCent_D.NBSupCent_D 9992 ;AnimationMode = LOOP 9993 End 9994 ConditionState = REALLYDAMAGED RUBBLE 9995 Model = NBSupCent_E 9996 ;Animation = NBSupCent_E.NBSupCent_E 9997 ;AnimationMode = LOOP 9998 End 9999 10000 10001 ConditionState = SNOW 10002 Model = NBSupCent_S 10003 ;Animation = NBSupCent.NBSupCent 10004 ;AnimationMode = LOOP 10005 End 10006 ConditionState = DAMAGED SNOW 10007 Model = NBSupCent_DS 10008 ;Animation = NBSupCent_D.NBSupCent_D 10009 ;AnimationMode = LOOP 10010 End 10011 ConditionState = REALLYDAMAGED RUBBLE SNOW 10012 Model = NBSupCent_ES 10013 ;Animation = NBSupCent_E.NBSupCent_E 10014 ;AnimationMode = LOOP 10015 End 10016 10017 10018 ConditionState = SNOW NIGHT 10019 Model = NBSupCent_NS 10020 ;Animation = NBSupCent.NBSupCent 10021 ;AnimationMode = LOOP 10022 End 10023 ConditionState = DAMAGED SNOW NIGHT 10024 Model = NBSupCent_DNS 10025 ;Animation = NBSupCent_D.NBSupCent_D 10026 ;AnimationMode = LOOP 10027 End 10028 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 10029 Model = NBSupCent_ENS 10030 ;Animation = NBSupCent_E.NBSupCent_E 10031 ;AnimationMode = LOOP 10032 End 10033 10034 10035 ConditionState = NIGHT 10036 Model = NBSupCent_N 10037 ;Animation = NBSupCent_N.NBSupCent_N 10038 ;AnimationMode = LOOP 10039 End 10040 ConditionState = NIGHT DAMAGED 10041 Model = NBSupCent_DN 10042 10043 ;Animation = NBSupCent_N.NBSupCent_N 10044 ;AnimationMode = LOOP 10045 End 10046 ConditionState = NIGHT REALLYDAMAGED RUBBLE 10047 Model = NBSupCent_EN 10048 ;Animation = NBSupCent_N.NBSupCent_N 10049 ;AnimationMode = LOOP 10050 End 10051 10052 10053 ;************************************************************************************************************************** 10054 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10055 ;for this draw module 10056 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10057 Model = NBSupCent 10058 ;Animation = NBSupCent.NBSupCent 10059 ;AnimationMode = LOOP 10060 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10061 End 10062 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10063 Model = NBSupCent_D 10064 ;Animation = NBSupCent_D.NBSupCent_D 10065 ;AnimationMode = LOOP 10066 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10067 End 10068 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10069 Model = NBSupCent_E 10070 ;Animation = NBSupCent_E.NBSupCent_E 10071 ;AnimationMode = LOOP 10072 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10073 End 10074 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10075 Model = NBSupCent_N 10076 ;Animation = NBSupCent_N.NBSupCent_N 10077 ;AnimationMode = LOOP 10078 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10079 End 10080 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10081 Model = NBSupCent_DN 10082 ;Animation = NBSupCent_DN.NBSupCent_DN 10083 ;AnimationMode = LOOP 10084 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10085 End 10086 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10087 Model = NBSupCent_EN 10088 ;Animation = NBSupCent_EN.NBSupCent_EN 10089 ;AnimationMode = LOOP 10090 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10091 End 10092 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10093 Model = NBSupCent_S 10094 ;Animation = NBSupCent_S.NBSupCent_S 10095 ;AnimationMode = LOOP 10096 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10097 End 10098 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10099 Model = NBSupCent_DS 10100 ;Animation = NBSupCent_DS.NBSupCent_DS 10101 ;AnimationMode = LOOP 10102 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10103 End 10104 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10105 Model = NBSupCent_ES 10106 ;Animation = NBSupCent_ES.NBSupCent_ES 10107 ;AnimationMode = LOOP 10108 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10109 End 10110 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10111 Model = NBSupCent_NS 10112 ;Animation = NBSupCent_NS.NBSupCent_NS 10113 ;AnimationMode = LOOP 10114 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10115 End 10116 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10117 Model = NBSupCent_DNS 10118 ;Animation = NBSupCent_DNS.NBSupCent_DNS 10119 ;AnimationMode = LOOP 10120 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10121 End 10122 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10123 Model = NBSupCent_ENS 10124 ;Animation = NBSupCent_ENS.NBSupCent_ENS 10125 ;AnimationMode = LOOP 10126 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10127 End 10128 10129 ConditionState = AWAITING_CONSTRUCTION 10130 Model = NONE 10131 End 10132 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10133 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10134 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10135 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10136 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10137 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10138 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10139 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10140 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10141 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10142 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10143 AliasConditionState = SOLD 10144 AliasConditionState = SOLD DAMAGED 10145 AliasConditionState = SOLD REALLYDAMAGED 10146 AliasConditionState = SOLD NIGHT 10147 AliasConditionState = SOLD NIGHT DAMAGED 10148 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10149 AliasConditionState = SOLD SNOW 10150 AliasConditionState = SOLD SNOW DAMAGED 10151 AliasConditionState = SOLD SNOW REALLYDAMAGED 10152 AliasConditionState = SOLD NIGHT SNOW 10153 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10154 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10155 ;************************************************************************************************************************** 10156 End 10157 10158 ; ------------ construction-zone fence ----------------- 10159 Draw = W3DModelDraw ModuleTag_02 10160 AnimationsRequirePower = No 10161 DefaultConditionState 10162 Model = None 10163 TransitionKey = DOWN_DEFAULT 10164 End 10165 ConditionState = NIGHT 10166 Model = None 10167 TransitionKey = DOWN_DEFAULT 10168 End 10169 ConditionState = SNOW 10170 Model = None 10171 TransitionKey = DOWN_DEFAULT 10172 End 10173 ConditionState = SNOW NIGHT 10174 Model = None 10175 TransitionKey = DOWN_DEFAULT 10176 End 10177 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10178 Model = NBSupCent_A4 10179 Animation = NBSupCent_A4.NBSupCent_A4 10180 AnimationMode = MANUAL 10181 Flags = START_FRAME_LAST 10182 TransitionKey = UP_DAY 10183 End 10184 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10185 Model = NBSupCent_A4N 10186 Animation = NBSupCent_A4N.NBSupCent_A4N 10187 AnimationMode = MANUAL 10188 Flags = START_FRAME_LAST 10189 TransitionKey = UP_NIGHT 10190 End 10191 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10192 Model = NBSupCent_A4S 10193 Animation = NBSupCent_A4S.NBSupCent_A4S 10194 AnimationMode = MANUAL 10195 Flags = START_FRAME_LAST 10196 TransitionKey = UP_SNOW 10197 End 10198 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10199 Model = NBSupCent_A4SN 10200 Animation = NBSupCent_A4SN.NBSupCent_A4SN 10201 AnimationMode = MANUAL 10202 Flags = START_FRAME_LAST 10203 TransitionKey = UP_SNOWNIGHT 10204 End 10205 TransitionState = DOWN_DEFAULT UP_DAY 10206 Model = NBSupCent_A4 10207 Animation = NBSupCent_A4.NBSupCent_A4 10208 AnimationMode = ONCE 10209 AnimationSpeedFactorRange = 1.0 1.0 10210 Flags = START_FRAME_FIRST 10211 End 10212 TransitionState = DOWN_DEFAULT UP_NIGHT 10213 Model = NBSupCent_A4N 10214 Animation = NBSupCent_A4N.NBSupCent_A4N 10215 AnimationMode = ONCE 10216 AnimationSpeedFactorRange = 1.0 1.0 10217 Flags = START_FRAME_FIRST 10218 End 10219 TransitionState = DOWN_DEFAULT UP_SNOW 10220 Model = NBSupCent_A4S 10221 Animation = NBSupCent_A4S.NBSupCent_A4S 10222 AnimationMode = ONCE 10223 AnimationSpeedFactorRange = 1.0 1.0 10224 Flags = START_FRAME_FIRST 10225 End 10226 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10227 Model = NBSupCent_A4SN 10228 Animation = NBSupCent_A4SN.NBSupCent_A4SN 10229 AnimationMode = ONCE 10230 AnimationSpeedFactorRange = 1.0 1.0 10231 Flags = START_FRAME_FIRST 10232 End 10233 TransitionState = UP_DAY DOWN_DEFAULT 10234 Model = NBSupCent_A4 10235 Animation = NBSupCent_A4.NBSupCent_A4 10236 AnimationMode = ONCE_BACKWARDS 10237 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10238 Flags = START_FRAME_LAST 10239 End 10240 TransitionState = UP_NIGHT DOWN_DEFAULT 10241 Model = NBSupCent_A4N 10242 Animation = NBSupCent_A4N.NBSupCent_A4N 10243 AnimationMode = ONCE_BACKWARDS 10244 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10245 Flags = START_FRAME_LAST 10246 End 10247 TransitionState = UP_SNOW DOWN_DEFAULT 10248 Model = NBSupCent_A4S 10249 Animation = NBSupCent_A4S.NBSupCent_A4S 10250 AnimationMode = ONCE_BACKWARDS 10251 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10252 Flags = START_FRAME_LAST 10253 End 10254 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10255 Model = NBSupCent_A4SN 10256 Animation = NBSupCent_A4SN.NBSupCent_A4SN 10257 AnimationMode = ONCE_BACKWARDS 10258 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10259 Flags = START_FRAME_LAST 10260 End 10261 End 10262 10263 ; ------------ under-construction scaffolding ----------------- 10264 Draw = W3DModelDraw ModuleTag_03 10265 AnimationsRequirePower = No 10266 MinLODRequired = MEDIUM 10267 DefaultConditionState 10268 Model = None 10269 TransitionKey = DOWN_DEFAULT 10270 End 10271 ConditionState = NIGHT 10272 Model = None 10273 TransitionKey = DOWN_DEFAULT 10274 End 10275 ConditionState = SNOW 10276 Model = None 10277 TransitionKey = DOWN_DEFAULT 10278 End 10279 ConditionState = SNOW NIGHT 10280 Model = None 10281 TransitionKey = DOWN_DEFAULT 10282 End 10283 ConditionState = PARTIALLY_CONSTRUCTED 10284 Model = NBSupCent_A6 10285 Animation = NBSupCent_A6.NBSupCent_A6 10286 AnimationMode = MANUAL 10287 Flags = START_FRAME_LAST 10288 TransitionKey = UP_DAY 10289 ParticleSysBone = Dust01 BuildingDustChina 10290 ParticleSysBone = Smoke01 BuildUpSmokeChina 10291 ParticleSysBone = Smoke02 BuildUpSmokeChina 10292 ParticleSysBone = Smoke03 BuildUpSmokeChina 10293 ParticleSysBone = Smoke04 BuildUpSmokeChina 10294 ParticleSysBone = Smoke05 BuildUpSmokeChina 10295 End 10296 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10297 Model = NBSupCent_A6N 10298 Animation = NBSupCent_A6N.NBSupCent_A6N 10299 AnimationMode = MANUAL 10300 Flags = START_FRAME_LAST 10301 TransitionKey = UP_NIGHT 10302 ParticleSysBone = Dust01 BuildingDustChina 10303 ParticleSysBone = Smoke01 BuildUpSmokeChina 10304 ParticleSysBone = Smoke02 BuildUpSmokeChina 10305 ParticleSysBone = Smoke03 BuildUpSmokeChina 10306 ParticleSysBone = Smoke04 BuildUpSmokeChina 10307 ParticleSysBone = Smoke05 BuildUpSmokeChina 10308 End 10309 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10310 Model = NBSupCent_A6S 10311 Animation = NBSupCent_A6S.NBSupCent_A6S 10312 AnimationMode = MANUAL 10313 Flags = START_FRAME_LAST 10314 TransitionKey = UP_SNOW 10315 ParticleSysBone = Dust01 BuildingSnowDust 10316 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10317 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10318 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10319 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10320 ParticleSysBone = Smoke05 BuildUpSnowSmoke 10321 End 10322 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10323 Model = NBSupCent_A6SN 10324 Animation = NBSupCent_A6SN.NBSupCent_A6SN 10325 AnimationMode = MANUAL 10326 Flags = START_FRAME_LAST 10327 TransitionKey = UP_SNOWNIGHT 10328 ParticleSysBone = Dust01 BuildingNightSnowDust 10329 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10330 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10331 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10332 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10333 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 10334 End 10335 TransitionState = DOWN_DEFAULT UP_DAY 10336 Model = NBSupCent_A6 10337 Animation = NBSupCent_A6.NBSupCent_A6 10338 AnimationMode = ONCE 10339 AnimationSpeedFactorRange = 1.0 1.0 10340 Flags = START_FRAME_FIRST 10341 End 10342 TransitionState = DOWN_DEFAULT UP_NIGHT 10343 Model = NBSupCent_A6N 10344 Animation = NBSupCent_A6N.NBSupCent_A6N 10345 AnimationMode = ONCE 10346 AnimationSpeedFactorRange = 1.0 1.0 10347 Flags = START_FRAME_FIRST 10348 End 10349 TransitionState = DOWN_DEFAULT UP_SNOW 10350 Model = NBSupCent_A6S 10351 Animation = NBSupCent_A6S.NBSupCent_A6S 10352 AnimationMode = ONCE 10353 AnimationSpeedFactorRange = 1.0 1.0 10354 Flags = START_FRAME_FIRST 10355 End 10356 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10357 Model = NBSupCent_A6SN 10358 Animation = NBSupCent_A6SN.NBSupCent_A6SN 10359 AnimationMode = ONCE 10360 AnimationSpeedFactorRange = 1.0 1.0 10361 Flags = START_FRAME_FIRST 10362 End 10363 TransitionState = UP_DAY DOWN_DEFAULT 10364 Model = NBSupCent_A6 10365 Animation = NBSupCent_A6.NBSupCent_A6 10366 AnimationMode = ONCE_BACKWARDS 10367 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10368 Flags = START_FRAME_LAST 10369 End 10370 TransitionState = UP_NIGHT DOWN_DEFAULT 10371 Model = NBSupCent_A6N 10372 Animation = NBSupCent_A6N.NBSupCent_A6N 10373 AnimationMode = ONCE_BACKWARDS 10374 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10375 Flags = START_FRAME_LAST 10376 End 10377 TransitionState = UP_SNOW DOWN_DEFAULT 10378 Model = NBSupCent_A6S 10379 Animation = NBSupCent_A6S.NBSupCent_A6S 10380 AnimationMode = ONCE_BACKWARDS 10381 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10382 Flags = START_FRAME_LAST 10383 End 10384 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10385 Model = NBSupCent_A6SN 10386 Animation = NBSupCent_A6SN.NBSupCent_A6SN 10387 AnimationMode = ONCE_BACKWARDS 10388 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10389 Flags = START_FRAME_LAST 10390 End 10391 End 10392 10393 ; ------------ being-constructed crane ----------------- 10394 Draw = W3DModelDraw ModuleTag_04 10395 AnimationsRequirePower = No 10396 DefaultConditionState 10397 Model = None 10398 TransitionKey = DOWN_DEFAULT 10399 End 10400 ConditionState = NIGHT 10401 Model = None 10402 TransitionKey = DOWN_DEFAULT 10403 End 10404 ConditionState = SNOW 10405 Model = None 10406 TransitionKey = DOWN_DEFAULT 10407 End 10408 ConditionState = SNOW NIGHT 10409 Model = None 10410 TransitionKey = DOWN_DEFAULT 10411 End 10412 ConditionState = SOLD 10413 Model = NONE 10414 End 10415 10416 ConditionState = ACTIVELY_BEING_CONSTRUCTED 10417 Model = NBSupCent_A5 10418 Animation = NBSupCent_A5.NBSupCent_A5 10419 AnimationMode = LOOP 10420 TransitionKey = UP_DAY 10421 End 10422 10423 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 10424 Model = NBSupCent_A5N 10425 Animation = NBSupCent_A5N.NBSupCent_A5N 10426 AnimationMode = LOOP 10427 TransitionKey = UP_NIGHT 10428 End 10429 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 10430 Model = NBSupCent_A5S 10431 Animation = NBSupCent_A5S.NBSupCent_A5S 10432 AnimationMode = LOOP 10433 TransitionKey = UP_SNOW 10434 End 10435 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 10436 Model = NBSupCent_A5SN 10437 Animation = NBSupCent_A5SN.NBSupCent_A5SN 10438 AnimationMode = LOOP 10439 TransitionKey = UP_SNOWNIGHT 10440 End 10441 TransitionState = DOWN_DEFAULT UP_DAY 10442 Model = NBSupCent_AB 10443 Animation = NBSupCent_AB.NBSupCent_AB 10444 AnimationMode = ONCE 10445 AnimationSpeedFactorRange = 1.0 1.0 10446 Flags = START_FRAME_FIRST 10447 End 10448 10449 TransitionState = DOWN_DEFAULT UP_NIGHT 10450 Model = NBSupCent_ABN 10451 Animation = NBSupCent_ABN.NBSupCent_ABN 10452 AnimationMode = ONCE 10453 AnimationSpeedFactorRange = 1.0 1.0 10454 Flags = START_FRAME_FIRST 10455 End 10456 TransitionState = DOWN_DEFAULT UP_SNOW 10457 Model = NBSupCent_ABS 10458 Animation = NBSupCent_ABS.NBSupCent_ABS 10459 AnimationMode = ONCE 10460 AnimationSpeedFactorRange = 1.0 1.0 10461 Flags = START_FRAME_FIRST 10462 End 10463 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10464 Model = NBSupCent_ABSN 10465 Animation = NBSupCent_ABSN.NBSupCent_ABSN 10466 AnimationMode = ONCE 10467 AnimationSpeedFactorRange = 1.0 1.0 10468 Flags = START_FRAME_FIRST 10469 End 10470 TransitionState = UP_DAY DOWN_DEFAULT 10471 Model = NBSupCent_AB 10472 Animation = NBSupCent_AB.NBSupCent_AB 10473 AnimationMode = ONCE_BACKWARDS 10474 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10475 Flags = START_FRAME_LAST 10476 End 10477 TransitionState = UP_NIGHT DOWN_DEFAULT 10478 Model = NBSupCent_ABN 10479 Animation = NBSupCent_ABN.NBSupCent_ABN 10480 AnimationMode = ONCE_BACKWARDS 10481 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10482 Flags = START_FRAME_LAST 10483 End 10484 TransitionState = UP_SNOW DOWN_DEFAULT 10485 Model = NBSupCent_ABS 10486 Animation = NBSupCent_ABS.NBSupCent_ABS 10487 AnimationMode = ONCE_BACKWARDS 10488 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10489 Flags = START_FRAME_LAST 10490 End 10491 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10492 Model = NBSupCent_ABSN 10493 Animation = NBSupCent_ABSN.NBSupCent_ABSN 10494 AnimationMode = ONCE_BACKWARDS 10495 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10496 Flags = START_FRAME_LAST 10497 End 10498 End 10499 10500 PlacementViewAngle = -45 10501 10502 ; ***DESIGN parameters *** 10503 DisplayName = OBJECT:SupplyCenter 10504 Side = ChinaNukeGeneral 10505 EditorSorting = STRUCTURE 10506 Prerequisites 10507 Object = Nuke_ChinaPowerPlant 10508 End 10509 BuildCost = 1500 10510 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. 10511 BuildTime = 10.0 ; in seconds 10512 EnergyProduction = -1 10513 CommandSet = Nuke_ChinaSupplyCenterCommandSet 10514 VisionRange = 200.0 ; Shroud clearing distance 10515 ShroudClearingRange = 200 10516 ArmorSet 10517 Conditions = None 10518 Armor = StructureArmor 10519 DamageFX = StructureDamageFXNoShake 10520 End 10521 ExperienceValue = 200 200 200 200 ; Experience point value at each level 10522 10523 ; *** AUDIO Parameters *** 10524 VoiceSelect = SupplyCenterChinaSelect 10525 SoundOnDamaged = BuildingDamagedStateLight 10526 SoundOnReallyDamaged = BuildingDestroy 10527 10528 UnitSpecificSounds 10529 UnderConstruction = UnderConstructionLoop 10530 End 10531 10532 ; *** ENGINEERING Parameters *** 10533 RadarPriority = STRUCTURE 10534 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 10535 Body = StructureBody ModuleTag_05 10536 MaxHealth = 2000.0 10537 InitialHealth = 2000.0 10538 10539 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10540 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10541 SubdualDamageCap = 2200 10542 SubdualDamageHealRate = 500 10543 SubdualDamageHealAmount = 100 10544 End 10545 Behavior = SupplyCenterCreate ModuleTag_06 10546 ;nothing 10547 End 10548 Behavior = DestroyDie ModuleTag_07 10549 ;nothing 10550 End 10551 Behavior = CreateObjectDie ModuleTag_08 10552 CreationList = OCL_SmallStructureDebris 10553 End 10554 Behavior = FXListDie ModuleTag_09 10555 DeathFX = FX_StructureSmallDeath 10556 End 10557 Behavior = ProductionUpdate ModuleTag_10 10558 ; nothing 10559 End 10560 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 10561 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 10562 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 10563 End 10564 10565 Behavior = SpawnBehavior ModuleTag_12 10566 SpawnNumber = 1 10567 SpawnReplaceDelay = 9999 10568 SpawnTemplateName = Nuke_ChinaVehicleSupplyTruck 10569 OneShot = Yes 10570 CanReclaimOrphans = No 10571 SlavesHaveFreeWill = Yes 10572 End 10573 10574 Behavior = SupplyCenterDockUpdate ModuleTag_13 10575 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 10576 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 10577 End 10578 10579 Behavior = GenerateMinefieldBehavior ModuleTag_14 10580 TriggeredBy = Upgrade_ChinaMines 10581 MineName = ChinaStandardMine 10582 SmartBorder = Yes 10583 AlwaysCircular = Yes 10584 10585 Upgradable = Yes 10586 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 10587 UpgradedMineName = ChinaEMPMine 10588 End 10589 10590 Behavior = FlammableUpdate ModuleTag_16 10591 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10592 AflameDamageAmount = 5 ; taking this much damage... 10593 AflameDamageDelay = 500 ; this often. 10594 End 10595 10596 Behavior = TransitionDamageFX ModuleTag_17 10597 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 10598 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10599 ;--------------------------------------------------------------------------------------- 10600 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10601 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10602 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10603 End 10604 10605 Behavior = CommandSetUpgrade ModuleTag_25 10606 CommandSet = Nuke_ChinaSupplyCenterCommandSetUpgrade 10607 TriggeredBy = Upgrade_ChinaMines 10608 End 10609 Behavior = ArmorUpgrade ModuleTag_26 10610 TriggeredBy = Upgrade_ChinaEMPMines 10611 End 10612 10613 Geometry = BOX 10614 GeometryMajorRadius = 52.0 10615 GeometryMinorRadius = 47.0 10616 GeometryHeight = 30.0 10617 GeometryIsSmall = No 10618 Shadow = SHADOW_VOLUME 10619 BuildCompletion = PLACED_BY_PLAYER 10620 10621 End 10622 10623 10624 10625 10626 10627 10628 10629 ;------------------------------------------------------------------------------ 10630 Object Nuke_ChinaBarracks 10631 10632 ; *** ART Parameters *** 10633 SelectPortrait = SNBarracks_L 10634 ButtonImage = SNBarracks 10635 Draw = W3DModelDraw ModuleTag_01 10636 OkToChangeModelColor = Yes 10637 10638 10639 ; day 10640 ConditionState = NONE 10641 Model = NBBarracks 10642 ParticleSysBone= Fire01 SmolderingFire 10643 Animation = NBBarracks.NBBarracks 10644 AnimationMode = LOOP 10645 End 10646 10647 ConditionState = DAMAGED 10648 Model = NBBarracks_D 10649 ParticleSysBone= Fire01 SmolderingFire 10650 Animation = NBBarracks_D.NBBarracks_D 10651 AnimationMode = LOOP 10652 End 10653 10654 ConditionState = REALLYDAMAGED RUBBLE 10655 Model = NBBarracks_E 10656 ParticleSysBone= Fire01 SmolderingFire 10657 Animation = NBBarracks_E.NBBarracks_E 10658 AnimationMode = LOOP 10659 End 10660 10661 ; day SNOW 10662 10663 ConditionState = SNOW 10664 Model = NBBarracks_S 10665 ParticleSysBone= Fire01 SmolderingFire 10666 Animation = NBBarracks_S.NBBarracks_S 10667 AnimationMode = LOOP 10668 End 10669 10670 ConditionState = DAMAGED SNOW 10671 Model = NBBarracks_DS 10672 ParticleSysBone= Fire01 SmolderingFire 10673 Animation = NBBarracks_DS.NBBarracks_DS 10674 AnimationMode = LOOP 10675 End 10676 10677 ConditionState = REALLYDAMAGED RUBBLE SNOW 10678 Model = NBBarracks_ES 10679 ParticleSysBone= Fire01 SmolderingFire 10680 Animation = NBBarracks_ES.NBBarracks_ES 10681 AnimationMode = LOOP 10682 End 10683 10684 10685 ; night 10686 ConditionState = NIGHT 10687 Model = NBBarracks_N 10688 ParticleSysBone= Fire01 SmolderingFire 10689 Animation = NBBarracks_N.NBBarracks_N 10690 AnimationMode = LOOP 10691 End 10692 10693 ConditionState = DAMAGED NIGHT 10694 Model = NBBarracks_DN 10695 ParticleSysBone= Fire01 SmolderingFire 10696 Animation = NBBarracks_DN.NBBarracks_DN 10697 AnimationMode = LOOP 10698 End 10699 10700 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10701 Model = NBBarracks_EN 10702 ParticleSysBone= Fire01 SmolderingFire 10703 Animation = NBBarracks_EN.NBBarracks_EN 10704 AnimationMode = LOOP 10705 End 10706 10707 ; night snow 10708 ConditionState = NIGHT SNOW 10709 Model = NBBarracks_NS 10710 ParticleSysBone= Fire01 SmolderingFire 10711 Animation = NBBarracks_NS.NBBarracks_NS 10712 AnimationMode = LOOP 10713 End 10714 10715 ConditionState = DAMAGED NIGHT SNOW 10716 Model = NBBarracks_DNS 10717 ParticleSysBone= Fire01 SmolderingFire 10718 Animation = NBBarracks_DNS.NBBarracks_DNS 10719 AnimationMode = LOOP 10720 End 10721 10722 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10723 Model = NBBarracks_ENS 10724 ParticleSysBone= Fire01 SmolderingFire 10725 Animation = NBBarracks_ENS.NBBarracks_ENS 10726 AnimationMode = LOOP 10727 End 10728 10729 10730 ;************************************************************************************************************************** 10731 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10732 ;for this draw module 10733 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10734 Model = NBBarracks 10735 Animation = NBBarracks.NBBarracks 10736 AnimationMode = LOOP 10737 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10738 End 10739 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10740 Model = NBBarracks_D 10741 Animation = NBBarracks_D.NBBarracks_D 10742 AnimationMode = LOOP 10743 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10744 End 10745 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10746 Model = NBBarracks_E 10747 Animation = NBBarracks_E.NBBarracks_E 10748 AnimationMode = LOOP 10749 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10750 End 10751 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10752 Model = NBBarracks_N 10753 Animation = NBBarracks_N.NBBarracks_N 10754 AnimationMode = LOOP 10755 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10756 End 10757 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10758 Model = NBBarracks_DN 10759 Animation = NBBarracks_DN.NBBarracks_DN 10760 AnimationMode = LOOP 10761 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10762 End 10763 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10764 Model = NBBarracks_EN 10765 Animation = NBBarracks_EN.NBBarracks_EN 10766 AnimationMode = LOOP 10767 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10768 End 10769 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10770 Model = NBBarracks_S 10771 Animation = NBBarracks_S.NBBarracks_S 10772 AnimationMode = LOOP 10773 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10774 End 10775 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10776 Model = NBBarracks_DS 10777 Animation = NBBarracks_DS.NBBarracks_DS 10778 AnimationMode = LOOP 10779 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10780 End 10781 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10782 Model = NBBarracks_ES 10783 Animation = NBBarracks_ES.NBBarracks_ES 10784 AnimationMode = LOOP 10785 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10786 End 10787 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10788 Model = NBBarracks_NS 10789 Animation = NBBarracks_NS.NBBarracks_NS 10790 AnimationMode = LOOP 10791 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10792 End 10793 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10794 Model = NBBarracks_DNS 10795 Animation = NBBarracks_DNS.NBBarracks_DNS 10796 AnimationMode = LOOP 10797 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10798 End 10799 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10800 Model = NBBarracks_ENS 10801 Animation = NBBarracks_ENS.NBBarracks_ENS 10802 AnimationMode = LOOP 10803 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10804 End 10805 10806 ConditionState = AWAITING_CONSTRUCTION 10807 Model = NONE 10808 End 10809 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10810 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10811 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10812 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10813 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10814 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10815 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10816 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10817 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10818 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10819 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10820 AliasConditionState = SOLD 10821 AliasConditionState = SOLD DAMAGED 10822 AliasConditionState = SOLD REALLYDAMAGED 10823 AliasConditionState = SOLD NIGHT 10824 AliasConditionState = SOLD NIGHT DAMAGED 10825 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10826 AliasConditionState = SOLD SNOW 10827 AliasConditionState = SOLD SNOW DAMAGED 10828 AliasConditionState = SOLD SNOW REALLYDAMAGED 10829 AliasConditionState = SOLD NIGHT SNOW 10830 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10831 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10832 ;************************************************************************************************************************** 10833 End 10834 10835 ; ------------ construction-zone fence ----------------- 10836 Draw = W3DModelDraw ModuleTag_02 10837 AnimationsRequirePower = No 10838 DefaultConditionState 10839 Model = None 10840 TransitionKey = DOWN_DEFAULT 10841 End 10842 ConditionState = NIGHT 10843 Model = None 10844 TransitionKey = DOWN_DEFAULT 10845 End 10846 ConditionState = SNOW 10847 Model = None 10848 TransitionKey = DOWN_DEFAULT 10849 End 10850 ConditionState = SNOW NIGHT 10851 Model = None 10852 TransitionKey = DOWN_DEFAULT 10853 End 10854 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10855 Model = NBBarracks_A4 10856 Animation = NBBarracks_A4.NBBarracks_A4 10857 AnimationMode = MANUAL 10858 Flags = START_FRAME_LAST 10859 TransitionKey = UP_DAY 10860 End 10861 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10862 Model = NBBarracks_A4N 10863 Animation = NBBarracks_A4N.NBBarracks_A4N 10864 AnimationMode = MANUAL 10865 Flags = START_FRAME_LAST 10866 TransitionKey = UP_NIGHT 10867 End 10868 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10869 Model = NBBarracks_A4S 10870 Animation = NBBarracks_A4S.NBBarracks_A4S 10871 AnimationMode = MANUAL 10872 Flags = START_FRAME_LAST 10873 TransitionKey = UP_SNOW 10874 End 10875 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10876 Model = NBBarracks_A4SN 10877 Animation = NBBarracks_A4SN.NBBarracks_A4SN 10878 AnimationMode = MANUAL 10879 Flags = START_FRAME_LAST 10880 TransitionKey = UP_SNOWNIGHT 10881 End 10882 TransitionState = DOWN_DEFAULT UP_DAY 10883 Model = NBBarracks_A4 10884 Animation = NBBarracks_A4.NBBarracks_A4 10885 AnimationMode = ONCE 10886 AnimationSpeedFactorRange = 1.0 1.0 10887 Flags = START_FRAME_FIRST 10888 End 10889 TransitionState = DOWN_DEFAULT UP_NIGHT 10890 Model = NBBarracks_A4N 10891 Animation = NBBarracks_A4N.NBBarracks_A4N 10892 AnimationMode = ONCE 10893 AnimationSpeedFactorRange = 1.0 1.0 10894 Flags = START_FRAME_FIRST 10895 End 10896 TransitionState = DOWN_DEFAULT UP_SNOW 10897 Model = NBBarracks_A4S 10898 Animation = NBBarracks_A4S.NBBarracks_A4S 10899 AnimationMode = ONCE 10900 AnimationSpeedFactorRange = 1.0 1.0 10901 Flags = START_FRAME_FIRST 10902 End 10903 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10904 Model = NBBarracks_A4SN 10905 Animation = NBBarracks_A4SN.NBBarracks_A4SN 10906 AnimationMode = ONCE 10907 AnimationSpeedFactorRange = 1.0 1.0 10908 Flags = START_FRAME_FIRST 10909 End 10910 TransitionState = UP_DAY DOWN_DEFAULT 10911 Model = NBBarracks_A4 10912 Animation = NBBarracks_A4.NBBarracks_A4 10913 AnimationMode = ONCE_BACKWARDS 10914 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10915 Flags = START_FRAME_LAST 10916 End 10917 TransitionState = UP_NIGHT DOWN_DEFAULT 10918 Model = NBBarracks_A4N 10919 Animation = NBBarracks_A4N.NBBarracks_A4N 10920 AnimationMode = ONCE_BACKWARDS 10921 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10922 Flags = START_FRAME_LAST 10923 End 10924 TransitionState = UP_SNOW DOWN_DEFAULT 10925 Model = NBBarracks_A4S 10926 Animation = NBBarracks_A4S.NBBarracks_A4S 10927 AnimationMode = ONCE_BACKWARDS 10928 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10929 Flags = START_FRAME_LAST 10930 End 10931 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10932 Model = NBBarracks_A4SN 10933 Animation = NBBarracks_A4SN.NBBarracks_A4SN 10934 AnimationMode = ONCE_BACKWARDS 10935 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10936 Flags = START_FRAME_LAST 10937 End 10938 End 10939 10940 ; ------------ under-construction scaffolding ----------------- 10941 Draw = W3DModelDraw ModuleTag_03 10942 AnimationsRequirePower = No 10943 MinLODRequired = MEDIUM 10944 DefaultConditionState 10945 Model = None 10946 TransitionKey = DOWN_DEFAULT 10947 End 10948 ConditionState = NIGHT 10949 Model = None 10950 TransitionKey = DOWN_DEFAULT 10951 End 10952 ConditionState = SNOW 10953 Model = None 10954 TransitionKey = DOWN_DEFAULT 10955 End 10956 ConditionState = SNOW NIGHT 10957 Model = None 10958 TransitionKey = DOWN_DEFAULT 10959 End 10960 ConditionState = PARTIALLY_CONSTRUCTED 10961 Model = NBBarracks_A6 10962 Animation = NBBarracks_A6.NBBarracks_A6 10963 AnimationMode = MANUAL 10964 Flags = START_FRAME_LAST 10965 TransitionKey = UP_DAY 10966 ParticleSysBone = Dust01 BuildingDustChina 10967 ParticleSysBone = Smoke01 BuildUpSmokeChina 10968 ParticleSysBone = Smoke02 BuildUpSmokeChina 10969 ParticleSysBone = Smoke03 BuildUpSmokeChina 10970 ParticleSysBone = Smoke04 BuildUpSmokeChina 10971 ParticleSysBone = Smoke05 BuildUpSmokeChina 10972 End 10973 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10974 Model = NBBarracks_A6N 10975 Animation = NBBarracks_A6N.NBBarracks_A6N 10976 AnimationMode = MANUAL 10977 Flags = START_FRAME_LAST 10978 TransitionKey = UP_NIGHT 10979 ParticleSysBone = Dust01 BuildingDustChina 10980 ParticleSysBone = Smoke01 BuildUpSmokeChina 10981 ParticleSysBone = Smoke02 BuildUpSmokeChina 10982 ParticleSysBone = Smoke03 BuildUpSmokeChina 10983 ParticleSysBone = Smoke04 BuildUpSmokeChina 10984 ParticleSysBone = Smoke05 BuildUpSmokeChina 10985 End 10986 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10987 Model = NBBarracks_A6S 10988 Animation = NBBarracks_A6S.NBBarracks_A6S 10989 AnimationMode = MANUAL 10990 Flags = START_FRAME_LAST 10991 TransitionKey = UP_SNOW 10992 ParticleSysBone = Dust01 BuildingSnowDust 10993 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10994 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10995 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10996 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10997 ParticleSysBone = Smoke05 BuildUpSnowSmoke 10998 End 10999 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 11000 Model = NBBarracks_A6SN 11001 Animation = NBBarracks_A6SN.NBBarracks_A6SN 11002 AnimationMode = MANUAL 11003 Flags = START_FRAME_LAST 11004 TransitionKey = UP_SNOWNIGHT 11005 ParticleSysBone = Dust01 BuildingNightSnowDust 11006 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 11007 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 11008 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 11009 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 11010 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 11011 End 11012 TransitionState = DOWN_DEFAULT UP_DAY 11013 Model = NBBarracks_A6 11014 Animation = NBBarracks_A6.NBBarracks_A6 11015 AnimationMode = ONCE 11016 AnimationSpeedFactorRange = 1.0 1.0 11017 Flags = START_FRAME_FIRST 11018 End 11019 TransitionState = DOWN_DEFAULT UP_NIGHT 11020 Model = NBBarracks_A6N 11021 Animation = NBBarracks_A6N.NBBarracks_A6N 11022 AnimationMode = ONCE 11023 AnimationSpeedFactorRange = 1.0 1.0 11024 Flags = START_FRAME_FIRST 11025 End 11026 TransitionState = DOWN_DEFAULT UP_SNOW 11027 Model = NBBarracks_A6S 11028 Animation = NBBarracks_A6S.NBBarracks_A6S 11029 AnimationMode = ONCE 11030 AnimationSpeedFactorRange = 1.0 1.0 11031 Flags = START_FRAME_FIRST 11032 End 11033 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11034 Model = NBBarracks_A6SN 11035 Animation = NBBarracks_A6SN.NBBarracks_A6SN 11036 AnimationMode = ONCE 11037 AnimationSpeedFactorRange = 1.0 1.0 11038 Flags = START_FRAME_FIRST 11039 End 11040 TransitionState = UP_DAY DOWN_DEFAULT 11041 Model = NBBarracks_A6 11042 Animation = NBBarracks_A6.NBBarracks_A6 11043 AnimationMode = ONCE_BACKWARDS 11044 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11045 Flags = START_FRAME_LAST 11046 End 11047 TransitionState = UP_NIGHT DOWN_DEFAULT 11048 Model = NBBarracks_A6N 11049 Animation = NBBarracks_A6N.NBBarracks_A6N 11050 AnimationMode = ONCE_BACKWARDS 11051 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11052 Flags = START_FRAME_LAST 11053 End 11054 TransitionState = UP_SNOW DOWN_DEFAULT 11055 Model = NBBarracks_A6S 11056 Animation = NBBarracks_A6S.NBBarracks_A6S 11057 AnimationMode = ONCE_BACKWARDS 11058 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11059 Flags = START_FRAME_LAST 11060 End 11061 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11062 Model = NBBarracks_A6SN 11063 Animation = NBBarracks_A6SN.NBBarracks_A6SN 11064 AnimationMode = ONCE_BACKWARDS 11065 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11066 Flags = START_FRAME_LAST 11067 End 11068 End 11069 11070 ; ------------ being-constructed crane ----------------- 11071 Draw = W3DModelDraw ModuleTag_04 11072 AnimationsRequirePower = No 11073 DefaultConditionState 11074 Model = None 11075 TransitionKey = DOWN_DEFAULT 11076 End 11077 ConditionState = NIGHT 11078 Model = None 11079 TransitionKey = DOWN_DEFAULT 11080 End 11081 ConditionState = SNOW 11082 Model = None 11083 TransitionKey = DOWN_DEFAULT 11084 End 11085 ConditionState = SNOW NIGHT 11086 Model = None 11087 TransitionKey = DOWN_DEFAULT 11088 End 11089 ConditionState = SOLD 11090 Model = NONE 11091 End 11092 11093 ConditionState = ACTIVELY_BEING_CONSTRUCTED 11094 Model = NBBarracks_A5 11095 Animation = NBBarracks_A5.NBBarracks_A5 11096 AnimationMode = LOOP 11097 TransitionKey = UP_DAY 11098 End 11099 11100 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 11101 Model = NBBarracks_A5N 11102 Animation = NBBarracks_A5N.NBBarracks_A5N 11103 AnimationMode = LOOP 11104 TransitionKey = UP_NIGHT 11105 End 11106 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 11107 Model = NBBarracks_A5S 11108 Animation = NBBarracks_A5S.NBBarracks_A5S 11109 AnimationMode = LOOP 11110 TransitionKey = UP_SNOW 11111 End 11112 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 11113 Model = NBBarracks_A5SN 11114 Animation = NBBarracks_A5SN.NBBarracks_A5SN 11115 AnimationMode = LOOP 11116 TransitionKey = UP_SNOWNIGHT 11117 End 11118 TransitionState = DOWN_DEFAULT UP_DAY 11119 Model = NBBarracks_AB 11120 Animation = NBBarracks_AB.NBBarracks_AB 11121 AnimationMode = ONCE 11122 AnimationSpeedFactorRange = 1.0 1.0 11123 Flags = START_FRAME_FIRST 11124 End 11125 11126 TransitionState = DOWN_DEFAULT UP_NIGHT 11127 Model = NBBarracks_ABN 11128 Animation = NBBarracks_ABN.NBBarracks_ABN 11129 AnimationMode = ONCE 11130 AnimationSpeedFactorRange = 1.0 1.0 11131 Flags = START_FRAME_FIRST 11132 End 11133 TransitionState = DOWN_DEFAULT UP_SNOW 11134 Model = NBBarracks_ABS 11135 Animation = NBBarracks_ABS.NBBarracks_ABS 11136 AnimationMode = ONCE 11137 AnimationSpeedFactorRange = 1.0 1.0 11138 Flags = START_FRAME_FIRST 11139 End 11140 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11141 Model = NBBarracks_ABSN 11142 Animation = NBBarracks_ABSN.NBBarracks_ABSN 11143 AnimationMode = ONCE 11144 AnimationSpeedFactorRange = 1.0 1.0 11145 Flags = START_FRAME_FIRST 11146 End 11147 TransitionState = UP_DAY DOWN_DEFAULT 11148 Model = NBBarracks_AB 11149 Animation = NBBarracks_AB.NBBarracks_AB 11150 AnimationMode = ONCE_BACKWARDS 11151 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11152 Flags = START_FRAME_LAST 11153 End 11154 TransitionState = UP_NIGHT DOWN_DEFAULT 11155 Model = NBBarracks_ABN 11156 Animation = NBBarracks_ABN.NBBarracks_ABN 11157 AnimationMode = ONCE_BACKWARDS 11158 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11159 Flags = START_FRAME_LAST 11160 End 11161 TransitionState = UP_SNOW DOWN_DEFAULT 11162 Model = NBBarracks_ABS 11163 Animation = NBBarracks_ABS.NBBarracks_ABS 11164 AnimationMode = ONCE_BACKWARDS 11165 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11166 Flags = START_FRAME_LAST 11167 End 11168 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11169 Model = NBBarracks_ABSN 11170 Animation = NBBarracks_ABSN.NBBarracks_ABSN 11171 AnimationMode = ONCE_BACKWARDS 11172 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11173 Flags = START_FRAME_LAST 11174 End 11175 End 11176 11177 PlacementViewAngle = -135 11178 11179 ; ***DESIGN parameters *** 11180 DisplayName = OBJECT:Barracks 11181 Side = ChinaNukeGeneral 11182 EditorSorting = STRUCTURE 11183 BuildCost = 500 11184 BuildTime = 10.0 ; in seconds 11185 EnergyProduction = 0 11186 CommandSet = Nuke_ChinaBarracksCommandSet 11187 VisionRange = 200.0 ; Shroud clearing distance 11188 ShroudClearingRange = 200 11189 ArmorSet 11190 Conditions = None 11191 Armor = StructureArmor 11192 DamageFX = StructureDamageFXNoShake 11193 End 11194 ExperienceValue = 100 100 100 100 ; Experience point value at each level 11195 11196 ; *** AUDIO Parameters *** 11197 VoiceSelect = BarracksChinaSelect 11198 SoundOnDamaged = BuildingDamagedStateLight 11199 SoundOnReallyDamaged = BuildingDestroy 11200 11201 UnitSpecificSounds 11202 UnderConstruction = UnderConstructionLoop 11203 End 11204 11205 ; *** ENGINEERING Parameters *** 11206 RadarPriority = STRUCTURE 11207 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS 11208 Body = StructureBody ModuleTag_05 11209 MaxHealth = 1000.0 11210 InitialHealth = 1000.0 11211 11212 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11213 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11214 SubdualDamageCap = 1200 11215 SubdualDamageHealRate = 500 11216 SubdualDamageHealAmount = 100 11217 End 11218 11219 Behavior = HealContain ModuleTag_06 11220 ContainMax = 10 ;way bigger than the # of objects we can have 11221 TimeForFullHeal = 2000 ;(in milliseconds) 11222 AllowInsideKindOf = INFANTRY 11223 AllowAlliesInside = Yes 11224 AllowNeutralInside = No 11225 AllowEnemiesInside = No 11226 End 11227 11228 Behavior = DestroyDie ModuleTag_07 11229 ;nothing 11230 End 11231 Behavior = CreateObjectDie ModuleTag_08 11232 CreationList = OCL_LargeStructureDebris 11233 End 11234 Behavior = FXListDie ModuleTag_09 11235 DeathFX = FX_StructureSmallDeath 11236 End 11237 11238 Behavior = ProductionUpdate ModuleTag_10 11239 QuantityModifier = Nuke_ChinaInfantryRedguard 2 11240 End 11241 Behavior = QueueProductionExitUpdate ModuleTag_11 11242 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 11243 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 11244 ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. 11245 End 11246 11247 Behavior = GenerateMinefieldBehavior ModuleTag_12 11248 TriggeredBy = Upgrade_ChinaMines 11249 MineName = ChinaStandardMine 11250 SmartBorder = Yes 11251 AlwaysCircular = Yes 11252 11253 Upgradable = Yes 11254 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 11255 UpgradedMineName = ChinaEMPMine 11256 End 11257 11258 Behavior = FlammableUpdate ModuleTag_14 11259 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11260 AflameDamageAmount = 5 ; taking this much damage... 11261 AflameDamageDelay = 500 ; this often. 11262 End 11263 11264 Behavior = TransitionDamageFX ModuleTag_15 11265 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 11266 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11267 ;--------------------------------------------------------------------------------------- 11268 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11269 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11270 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11271 End 11272 11273 Behavior = CommandSetUpgrade ModuleTag_25 11274 CommandSet = Nuke_ChinaBarracksCommandSetUpgrade 11275 TriggeredBy = Upgrade_ChinaMines 11276 End 11277 Behavior = ArmorUpgrade ModuleTag_26 11278 TriggeredBy = Upgrade_ChinaEMPMines 11279 End 11280 11281 Geometry = BOX 11282 GeometryMajorRadius = 36.0 11283 GeometryMinorRadius = 44.0 11284 GeometryHeight = 30.0 11285 GeometryIsSmall = No 11286 FactoryExitWidth = 25 11287 Shadow = SHADOW_VOLUME 11288 BuildCompletion = PLACED_BY_PLAYER 11289 11290 End 11291 11292 11293 11294 11295 11296 11297 11298 ;------------------------------------------------------------------------------ 11299 Object Nuke_ChinaWarFactory 11300 11301 ; *** ART Parameters *** 11302 SelectPortrait = SNWarFact_L 11303 ButtonImage = SNWarFact 11304 11305 ; ------------ the main factory itself ----------------- 11306 Draw = W3DModelDraw ModuleTag_01 11307 OkToChangeModelColor = Yes 11308 ; day 11309 DefaultConditionState 11310 Model = NBWarFact 11311 End 11312 ConditionState = DAMAGED 11313 Model = NBWarFact_D 11314 ParticleSysBone = Smoke01 SmolderingSmoke 11315 ParticleSysBone = Smoke02 SmolderingSmoke 11316 ParticleSysBone = Smoke03 SmolderingSmoke 11317 ParticleSysBone = Smoke04 SmolderingSmoke 11318 ParticleSysBone = Smoke05 SmolderingSmoke 11319 ParticleSysBone = Fire01 SmolderingFire 11320 ParticleSysBone = Fire01 SmolderingFlameCore 11321 ParticleSysBone = Fire02 SmolderingFire 11322 ParticleSysBone = Fire02 SmolderingFlameCore 11323 End 11324 ConditionState = REALLYDAMAGED RUBBLE 11325 Model = NBWarFact_E 11326 ParticleSysBone = Smoke01 SmolderingSmoke 11327 ParticleSysBone = Smoke02 SmolderingSmoke 11328 ParticleSysBone = Smoke03 SmolderingSmoke 11329 ParticleSysBone = Smoke04 SmolderingSmoke 11330 ParticleSysBone = Smoke05 SmolderingSmoke 11331 ParticleSysBone = Smoke06 SmolderingSmoke 11332 ParticleSysBone = Smoke07 SmolderingSmoke 11333 ParticleSysBone = Fire01 SmolderingFire 11334 ParticleSysBone = Fire01 SmolderingFlameCore 11335 ParticleSysBone = Fire02 SmolderingFire 11336 ParticleSysBone = Fire02 SmolderingFlameCore 11337 ParticleSysBone = Fire03 SmolderingFire 11338 ParticleSysBone = Fire03 SmolderingFlameCore 11339 End 11340 11341 ConditionState = SNOW 11342 Model = NBWarFact_S 11343 End 11344 ConditionState = DAMAGED SNOW 11345 Model = NBWarFact_DS 11346 ParticleSysBone = Smoke01 SmolderingSmoke 11347 ParticleSysBone = Smoke02 SmolderingSmoke 11348 ParticleSysBone = Smoke03 SmolderingSmoke 11349 ParticleSysBone = Smoke04 SmolderingSmoke 11350 ParticleSysBone = Smoke05 SmolderingSmoke 11351 ParticleSysBone = Fire01 SmolderingFire 11352 ParticleSysBone = Fire01 SmolderingFlameCore 11353 ParticleSysBone = Fire02 SmolderingFire 11354 ParticleSysBone = Fire02 SmolderingFlameCore 11355 End 11356 ConditionState = REALLYDAMAGED RUBBLE SNOW 11357 Model = NBWarFact_ES 11358 ParticleSysBone = Smoke01 SmolderingSmoke 11359 ParticleSysBone = Smoke02 SmolderingSmoke 11360 ParticleSysBone = Smoke03 SmolderingSmoke 11361 ParticleSysBone = Smoke04 SmolderingSmoke 11362 ParticleSysBone = Smoke05 SmolderingSmoke 11363 ParticleSysBone = Smoke06 SmolderingSmoke 11364 ParticleSysBone = Smoke07 SmolderingSmoke 11365 ParticleSysBone = Fire01 SmolderingFire 11366 ParticleSysBone = Fire01 SmolderingFlameCore 11367 ParticleSysBone = Fire02 SmolderingFire 11368 ParticleSysBone = Fire02 SmolderingFlameCore 11369 ParticleSysBone = Fire03 SmolderingFire 11370 ParticleSysBone = Fire03 SmolderingFlameCore 11371 End 11372 11373 11374 ; night ********************************************** 11375 ConditionState = NIGHT 11376 Model = NBWarFact_N 11377 End 11378 ConditionState = DAMAGED NIGHT 11379 Model = NBWarFact_DN 11380 ParticleSysBone = Smoke01 SmolderingSmoke 11381 ParticleSysBone = Smoke02 SmolderingSmoke 11382 ParticleSysBone = Smoke03 SmolderingSmoke 11383 ParticleSysBone = Smoke04 SmolderingSmoke 11384 ParticleSysBone = Smoke05 SmolderingSmoke 11385 ParticleSysBone = Fire01 SmolderingFire 11386 ParticleSysBone = Fire01 SmolderingFlameCore 11387 ParticleSysBone = Fire02 SmolderingFire 11388 ParticleSysBone = Fire02 SmolderingFlameCore 11389 End 11390 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11391 Model = NBWarFact_EN 11392 ParticleSysBone = Smoke01 SmolderingSmoke 11393 ParticleSysBone = Smoke02 SmolderingSmoke 11394 ParticleSysBone = Smoke03 SmolderingSmoke 11395 ParticleSysBone = Smoke04 SmolderingSmoke 11396 ParticleSysBone = Smoke05 SmolderingSmoke 11397 ParticleSysBone = Smoke06 SmolderingSmoke 11398 ParticleSysBone = Smoke07 SmolderingSmoke 11399 ParticleSysBone = Fire01 SmolderingFire 11400 ParticleSysBone = Fire01 SmolderingFlameCore 11401 ParticleSysBone = Fire02 SmolderingFire 11402 ParticleSysBone = Fire02 SmolderingFlameCore 11403 ParticleSysBone = Fire03 SmolderingFire 11404 ParticleSysBone = Fire03 SmolderingFlameCore 11405 End 11406 11407 ; night SNOW 11408 ConditionState = NIGHT SNOW 11409 Model = NBWarFact_NS 11410 End 11411 ConditionState = DAMAGED NIGHT SNOW 11412 Model = NBWarFact_DNS 11413 ParticleSysBone = Smoke01 SmolderingSmoke 11414 ParticleSysBone = Smoke02 SmolderingSmoke 11415 ParticleSysBone = Smoke03 SmolderingSmoke 11416 ParticleSysBone = Smoke04 SmolderingSmoke 11417 ParticleSysBone = Smoke05 SmolderingSmoke 11418 ParticleSysBone = Fire01 SmolderingFire 11419 ParticleSysBone = Fire01 SmolderingFlameCore 11420 ParticleSysBone = Fire02 SmolderingFire 11421 ParticleSysBone = Fire02 SmolderingFlameCore 11422 End 11423 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 11424 Model = NBWarFact_ENS 11425 ParticleSysBone = Smoke01 SmolderingSmoke 11426 ParticleSysBone = Smoke02 SmolderingSmoke 11427 ParticleSysBone = Smoke03 SmolderingSmoke 11428 ParticleSysBone = Smoke04 SmolderingSmoke 11429 ParticleSysBone = Smoke05 SmolderingSmoke 11430 ParticleSysBone = Smoke06 SmolderingSmoke 11431 ParticleSysBone = Smoke07 SmolderingSmoke 11432 ParticleSysBone = Fire01 SmolderingFire 11433 ParticleSysBone = Fire01 SmolderingFlameCore 11434 ParticleSysBone = Fire02 SmolderingFire 11435 ParticleSysBone = Fire02 SmolderingFlameCore 11436 ParticleSysBone = Fire03 SmolderingFire 11437 ParticleSysBone = Fire03 SmolderingFlameCore 11438 End 11439 11440 11441 ;************************************************************************************************************************** 11442 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11443 ;for this draw module 11444 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11445 Model = NBWarFact 11446 ;Animation = NBWarFact.NBWarFact 11447 ;AnimationMode = LOOP 11448 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11449 End 11450 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11451 Model = NBWarFact_D 11452 ;Animation = NBWarFact_D.NBWarFact_D 11453 ;AnimationMode = LOOP 11454 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11455 End 11456 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11457 Model = NBWarFact_E 11458 ;Animation = NBWarFact_E.NBWarFact_E 11459 ;AnimationMode = LOOP 11460 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11461 End 11462 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11463 Model = NBWarFact_N 11464 ;Animation = NBWarFact_N.NBWarFact_N 11465 ;AnimationMode = LOOP 11466 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11467 End 11468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 11469 Model = NBWarFact_DN 11470 ;Animation = NBWarFact_DN.NBWarFact_DN 11471 ;AnimationMode = LOOP 11472 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11473 End 11474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 11475 Model = NBWarFact_EN 11476 ;Animation = NBWarFact_EN.NBWarFact_EN 11477 ;AnimationMode = LOOP 11478 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11479 End 11480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11481 Model = NBWarFact_S 11482 ;Animation = NBWarFact_S.NBWarFact_S 11483 ;AnimationMode = LOOP 11484 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11485 End 11486 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 11487 Model = NBWarFact_DS 11488 ;Animation = NBWarFact_DS.NBWarFact_DS 11489 ;AnimationMode = LOOP 11490 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11491 End 11492 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 11493 Model = NBWarFact_ES 11494 ;Animation = NBWarFact_ES.NBWarFact_ES 11495 ;AnimationMode = LOOP 11496 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11497 End 11498 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11499 Model = NBWarFact_NS 11500 ;Animation = NBWarFact_NS.NBWarFact_NS 11501 ;AnimationMode = LOOP 11502 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11503 End 11504 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 11505 Model = NBWarFact_DNS 11506 ;Animation = NBWarFact_DNS.NBWarFact_DNS 11507 ;AnimationMode = LOOP 11508 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11509 End 11510 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 11511 Model = NBWarFact_ENS 11512 ;Animation = NBWarFact_ENS.NBWarFact_ENS 11513 ;AnimationMode = LOOP 11514 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11515 End 11516 11517 ConditionState = AWAITING_CONSTRUCTION 11518 Model = NONE 11519 End 11520 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11521 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11522 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11523 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11524 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11525 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11526 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11527 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11528 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11529 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11530 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11531 AliasConditionState = SOLD 11532 AliasConditionState = SOLD DAMAGED 11533 AliasConditionState = SOLD REALLYDAMAGED 11534 AliasConditionState = SOLD NIGHT 11535 AliasConditionState = SOLD NIGHT DAMAGED 11536 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11537 AliasConditionState = SOLD SNOW 11538 AliasConditionState = SOLD SNOW DAMAGED 11539 AliasConditionState = SOLD SNOW REALLYDAMAGED 11540 AliasConditionState = SOLD NIGHT SNOW 11541 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11542 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11543 ;************************************************************************************************************************** 11544 11545 11546 End 11547 11548 ; ------------------ the construction crane ------------ 11549 Draw = W3DModelDraw ModuleTag_02 11550 OkToChangeModelColor = Yes 11551 ConditionState = None 11552 Model = NBWarFact_A1 11553 Animation = NBWarFact_A1.NBWarFact_A1 11554 AnimationMode = LOOP 11555 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 11556 End 11557 ConditionState = DAMAGED 11558 Model = NBWarFact_A1D 11559 Animation = NBWarFact_A1D.NBWarFact_A1D 11560 AnimationMode = LOOP 11561 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 11562 End 11563 ConditionState = REALLYDAMAGED RUBBLE 11564 Model = NBWarFact_A1E 11565 Animation = NBWarFact_A1E.NBWarFact_A1E 11566 AnimationMode = LOOP 11567 WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch 11568 End 11569 ConditionState = ACTIVELY_CONSTRUCTING 11570 Model = NBWarFact_A2 11571 Animation = NBWarFact_A2.NBWarFact_A2 11572 AnimationMode = ONCE 11573 TransitionKey = TransitionFinishBeforeSwitch 11574 End 11575 ConditionState = ACTIVELY_CONSTRUCTING DAMAGED 11576 Model = NBWarFact_A2D 11577 Animation = NBWarFact_A2D.NBWarFact_A2D 11578 AnimationMode = ONCE 11579 TransitionKey = TransitionFinishBeforeSwitch 11580 End 11581 ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE 11582 Model = NBWarFact_A2E 11583 Animation = NBWarFact_A2E.NBWarFact_A2E 11584 AnimationMode = ONCE 11585 TransitionKey = TransitionFinishBeforeSwitch 11586 End 11587 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11588 Model = NBWarFact_A1 11589 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11590 End 11591 ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE 11592 Model = NONE 11593 End 11594 End 11595 11596 11597 ; ------------ construction-zone fence ----------------- 11598 Draw = W3DModelDraw ModuleTag_03 11599 AnimationsRequirePower = No 11600 DefaultConditionState 11601 Model = None 11602 TransitionKey = DOWN_DEFAULT 11603 End 11604 ConditionState = NIGHT 11605 Model = None 11606 TransitionKey = DOWN_DEFAULT 11607 End 11608 ConditionState = SNOW 11609 Model = None 11610 TransitionKey = DOWN_DEFAULT 11611 End 11612 ConditionState = SNOW NIGHT 11613 Model = None 11614 TransitionKey = DOWN_DEFAULT 11615 End 11616 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11617 Model = NBWarFact_A4 11618 Animation = NBWarFact_A4.NBWarFact_A4 11619 AnimationMode = MANUAL 11620 Flags = START_FRAME_LAST 11621 TransitionKey = UP_DAY 11622 ParticleSysBone = Smoke01 SmolderingSmoke 11623 ParticleSysBone = Fire01 SmolderingFire 11624 ParticleSysBone = Smoke02 SmolderingSmoke 11625 ParticleSysBone = Fire02 SmolderingFire 11626 End 11627 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11628 Model = NBWarFact_A4N 11629 Animation = NBWarFact_A4N.NBWarFact_A4N 11630 AnimationMode = MANUAL 11631 Flags = START_FRAME_LAST 11632 TransitionKey = UP_NIGHT 11633 ParticleSysBone = Smoke01 SmolderingSmoke 11634 ParticleSysBone = Fire01 SmolderingFire 11635 ParticleSysBone = Smoke02 SmolderingSmoke 11636 ParticleSysBone = Fire02 SmolderingFire 11637 End 11638 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11639 Model = NBWarFact_A4S 11640 Animation = NBWarFact_A4S.NBWarFact_A4S 11641 AnimationMode = MANUAL 11642 Flags = START_FRAME_LAST 11643 TransitionKey = UP_SNOW 11644 ParticleSysBone = Smoke01 SmolderingSmoke 11645 ParticleSysBone = Fire01 SmolderingFire 11646 ParticleSysBone = Smoke02 SmolderingSmoke 11647 ParticleSysBone = Fire02 SmolderingFire 11648 End 11649 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11650 Model = NBWarFact_A4SN 11651 Animation = NBWarFact_A4SN.NBWarFact_A4SN 11652 AnimationMode = MANUAL 11653 Flags = START_FRAME_LAST 11654 TransitionKey = UP_SNOWNIGHT 11655 ParticleSysBone = Smoke01 SmolderingSmoke 11656 ParticleSysBone = Fire01 SmolderingFire 11657 ParticleSysBone = Smoke02 SmolderingSmoke 11658 ParticleSysBone = Fire02 SmolderingFire 11659 End 11660 TransitionState = DOWN_DEFAULT UP_DAY 11661 Model = NBWarFact_A4 11662 Animation = NBWarFact_A4.NBWarFact_A4 11663 AnimationMode = ONCE 11664 AnimationSpeedFactorRange = 1.0 1.0 11665 Flags = START_FRAME_FIRST 11666 End 11667 TransitionState = DOWN_DEFAULT UP_NIGHT 11668 Model = NBWarFact_A4N 11669 Animation = NBWarFact_A4N.NBWarFact_A4N 11670 AnimationMode = ONCE 11671 AnimationSpeedFactorRange = 1.0 1.0 11672 Flags = START_FRAME_FIRST 11673 End 11674 TransitionState = DOWN_DEFAULT UP_SNOW 11675 Model = NBWarFact_A4S 11676 Animation = NBWarFact_A4S.NBWarFact_A4S 11677 AnimationMode = ONCE 11678 AnimationSpeedFactorRange = 1.0 1.0 11679 Flags = START_FRAME_FIRST 11680 End 11681 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11682 Model = NBWarFact_A4SN 11683 Animation = NBWarFact_A4SN.NBWarFact_A4SN 11684 AnimationMode = ONCE 11685 AnimationSpeedFactorRange = 1.0 1.0 11686 Flags = START_FRAME_FIRST 11687 End 11688 TransitionState = UP_DAY DOWN_DEFAULT 11689 Model = NBWarFact_A4 11690 Animation = NBWarFact_A4.NBWarFact_A4 11691 AnimationMode = ONCE_BACKWARDS 11692 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11693 Flags = START_FRAME_LAST 11694 End 11695 TransitionState = UP_NIGHT DOWN_DEFAULT 11696 Model = NBWarFact_A4N 11697 Animation = NBWarFact_A4N.NBWarFact_A4N 11698 AnimationMode = ONCE_BACKWARDS 11699 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11700 Flags = START_FRAME_LAST 11701 End 11702 TransitionState = UP_SNOW DOWN_DEFAULT 11703 Model = NBWarFact_A4S 11704 Animation = NBWarFact_A4S.NBWarFact_A4S 11705 AnimationMode = ONCE_BACKWARDS 11706 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11707 Flags = START_FRAME_LAST 11708 End 11709 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11710 Model = NBWarFact_A4SN 11711 Animation = NBWarFact_A4SN.NBWarFact_A4SN 11712 AnimationMode = ONCE_BACKWARDS 11713 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11714 Flags = START_FRAME_LAST 11715 End 11716 End 11717 11718 ; ------------ under-construction scaffolding ----------------- 11719 Draw = W3DModelDraw ModuleTag_04 11720 AnimationsRequirePower = No 11721 MinLODRequired = MEDIUM 11722 DefaultConditionState 11723 Model = None 11724 TransitionKey = DOWN_DEFAULT 11725 End 11726 ConditionState = NIGHT 11727 Model = None 11728 TransitionKey = DOWN_DEFAULT 11729 End 11730 ConditionState = SNOW 11731 Model = None 11732 TransitionKey = DOWN_DEFAULT 11733 End 11734 ConditionState = SNOW NIGHT 11735 Model = None 11736 TransitionKey = DOWN_DEFAULT 11737 End 11738 ConditionState = PARTIALLY_CONSTRUCTED 11739 Model = NBWarFact_A6 11740 Animation = NBWarFact_A6.NBWarFact_A6 11741 AnimationMode = MANUAL 11742 Flags = START_FRAME_LAST 11743 TransitionKey = UP_DAY 11744 ParticleSysBone = Dust01 BuildingDustChina 11745 ParticleSysBone = Smoke01 BuildUpSmokeChina 11746 ParticleSysBone = Smoke02 BuildUpSmokeChina 11747 ParticleSysBone = Smoke03 BuildUpSmokeChina 11748 ParticleSysBone = Smoke04 BuildUpSmokeChina 11749 ParticleSysBone = Smoke05 BuildUpSmokeChina 11750 End 11751 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 11752 Model = NBWarFact_A6N 11753 Animation = NBWarFact_A6N.NBWarFact_A6N 11754 AnimationMode = MANUAL 11755 Flags = START_FRAME_LAST 11756 TransitionKey = UP_NIGHT 11757 ParticleSysBone = Dust01 BuildingDustChina 11758 ParticleSysBone = Smoke01 BuildUpSmokeChina 11759 ParticleSysBone = Smoke02 BuildUpSmokeChina 11760 ParticleSysBone = Smoke03 BuildUpSmokeChina 11761 ParticleSysBone = Smoke04 BuildUpSmokeChina 11762 ParticleSysBone = Smoke05 BuildUpSmokeChina 11763 End 11764 ConditionState = SNOW PARTIALLY_CONSTRUCTED 11765 Model = NBWarFact_A6S 11766 Animation = NBWarFact_A6S.NBWarFact_A6S 11767 AnimationMode = MANUAL 11768 Flags = START_FRAME_LAST 11769 TransitionKey = UP_SNOW 11770 ParticleSysBone = Dust01 BuildingSnowDust 11771 ParticleSysBone = Smoke01 BuildUpSnowSmoke 11772 ParticleSysBone = Smoke02 BuildUpSnowSmoke 11773 ParticleSysBone = Smoke03 BuildUpSnowSmoke 11774 ParticleSysBone = Smoke04 BuildUpSnowSmoke 11775 ParticleSysBone = Smoke05 BuildUpSnowSmoke 11776 End 11777 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 11778 Model = NBWarFact_A6SN 11779 Animation = NBWarFact_A6SN.NBWarFact_A6SN 11780 AnimationMode = MANUAL 11781 Flags = START_FRAME_LAST 11782 TransitionKey = UP_SNOWNIGHT 11783 ParticleSysBone = Dust01 BuildingNightSnowDust 11784 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 11785 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 11786 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 11787 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 11788 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 11789 End 11790 TransitionState = DOWN_DEFAULT UP_DAY 11791 Model = NBWarFact_A6 11792 Animation = NBWarFact_A6.NBWarFact_A6 11793 AnimationMode = ONCE 11794 AnimationSpeedFactorRange = 1.0 1.0 11795 Flags = START_FRAME_FIRST 11796 End 11797 TransitionState = DOWN_DEFAULT UP_NIGHT 11798 Model = NBWarFact_A6N 11799 Animation = NBWarFact_A6N.NBWarFact_A6N 11800 AnimationMode = ONCE 11801 AnimationSpeedFactorRange = 1.0 1.0 11802 Flags = START_FRAME_FIRST 11803 End 11804 TransitionState = DOWN_DEFAULT UP_SNOW 11805 Model = NBWarFact_A6S 11806 Animation = NBWarFact_A6S.NBWarFact_A6S 11807 AnimationMode = ONCE 11808 AnimationSpeedFactorRange = 1.0 1.0 11809 Flags = START_FRAME_FIRST 11810 End 11811 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 11812 Model = NBWarFact_A6SN 11813 Animation = NBWarFact_A6SN.NBWarFact_A6SN 11814 AnimationMode = ONCE 11815 AnimationSpeedFactorRange = 1.0 1.0 11816 Flags = START_FRAME_FIRST 11817 End 11818 TransitionState = UP_DAY DOWN_DEFAULT 11819 Model = NBWarFact_A6 11820 Animation = NBWarFact_A6.NBWarFact_A6 11821 AnimationMode = ONCE_BACKWARDS 11822 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11823 Flags = START_FRAME_LAST 11824 End 11825 TransitionState = UP_NIGHT DOWN_DEFAULT 11826 Model = NBWarFact_A6N 11827 Animation = NBWarFact_A6N.NBWarFact_A6N 11828 AnimationMode = ONCE_BACKWARDS 11829 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11830 Flags = START_FRAME_LAST 11831 End 11832 TransitionState = UP_SNOW DOWN_DEFAULT 11833 Model = NBWarFact_A6S 11834 Animation = NBWarFact_A6S.NBWarFact_A6S 11835 AnimationMode = ONCE_BACKWARDS 11836 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11837 Flags = START_FRAME_LAST 11838 End 11839 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 11840 Model = NBWarFact_A6SN 11841 Animation = NBWarFact_A6SN.NBWarFact_A6SN 11842 AnimationMode = ONCE_BACKWARDS 11843 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 11844 Flags = START_FRAME_LAST 11845 End 11846 End 11847 11848 ; ------------------ the construction conveyor belt ------------ 11849 Draw = W3DModelDraw ModuleTag_05 11850 OkToChangeModelColor = Yes 11851 DefaultConditionState 11852 Model = NBWarFact_A7 11853 Animation = NBWarFact_A7.NBWarFact_A7 11854 AnimationMode = LOOP 11855 ; Flags = START_FRAME_FIRST 11856 End 11857 AliasConditionState = NIGHT 11858 AliasConditionState = SNOW 11859 AliasConditionState = SNOW NIGHT 11860 AliasConditionState = NIGHT DAMAGED 11861 AliasConditionState = SNOW DAMAGED 11862 AliasConditionState = SNOW NIGHT DAMAGED 11863 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11864 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11865 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 11866 11867 ConditionState = ACTIVELY_CONSTRUCTING 11868 Model = NBWarFact_A7 11869 Animation = NBWarFact_A7.NBWarFact_A7 11870 AnimationMode = LOOP 11871 ; Flags = START_FRAME_FIRST 11872 End 11873 AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING 11874 AliasConditionState = SNOW ACTIVELY_CONSTRUCTING 11875 AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING 11876 AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING 11877 AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING 11878 AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING 11879 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 11880 AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 11881 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING 11882 11883 ;************************************************************************************************************************** 11884 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11885 ;for this draw module 11886 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11887 Model = NBWarFact_A7 11888 Animation = NBWarFact_A7.NBWarFact_A7 11889 AnimationMode = LOOP 11890 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11891 End 11892 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11893 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11894 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11895 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11896 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11897 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11898 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11899 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11900 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11901 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11902 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11903 11904 ConditionState = AWAITING_CONSTRUCTION 11905 Model = NONE 11906 End 11907 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11908 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11909 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11910 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11911 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11912 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11913 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11914 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11916 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11917 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11918 AliasConditionState = SOLD DAMAGED 11919 AliasConditionState = SOLD REALLYDAMAGED 11920 AliasConditionState = SOLD NIGHT 11921 AliasConditionState = SOLD NIGHT DAMAGED 11922 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11923 AliasConditionState = SOLD SNOW 11924 AliasConditionState = SOLD SNOW DAMAGED 11925 AliasConditionState = SOLD SNOW REALLYDAMAGED 11926 AliasConditionState = SOLD NIGHT SNOW 11927 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11928 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11929 ;************************************************************************************************************************** 11930 End 11931 11932 ; ----------------- the factory door ------------------- 11933 Draw = W3DModelDraw ModuleTag_06 11934 DefaultConditionState 11935 Model = NBWarFact_A8 11936 Animation = NBWarFact_A8.NBWarFact_A8 11937 AnimationMode = MANUAL 11938 Flags = START_FRAME_FIRST 11939 End 11940 AliasConditionState = NIGHT 11941 AliasConditionState = SNOW 11942 AliasConditionState = NIGHT SNOW 11943 11944 ConditionState = DAMAGED 11945 Model = NBWarFact_A8D 11946 Animation = NBWarFact_A8D.NBWarFact_A8D 11947 AnimationMode = MANUAL 11948 Flags = START_FRAME_FIRST 11949 End 11950 AliasConditionState = NIGHT DAMAGED 11951 AliasConditionState = SNOW DAMAGED 11952 AliasConditionState = NIGHT SNOW DAMAGED 11953 11954 ConditionState = REALLYDAMAGED RUBBLE 11955 Model = NBWarFact_A8E 11956 Animation = NBWarFact_A8E.NBWarFact_A8E 11957 AnimationMode = MANUAL 11958 Flags = START_FRAME_FIRST 11959 End 11960 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 11961 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 11962 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 11963 11964 ConditionState = DOOR_1_OPENING 11965 Model = NBWarFact_A8 11966 Animation = NBWarFact_A8.NBWarFact_A8 11967 AnimationMode = ONCE 11968 Flags = START_FRAME_FIRST 11969 End 11970 AliasConditionState = NIGHT DOOR_1_OPENING 11971 AliasConditionState = SNOW DOOR_1_OPENING 11972 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 11973 11974 11975 ConditionState = DOOR_1_OPENING DAMAGED 11976 Model = NBWarFact_A8D 11977 Animation = NBWarFact_A8D.NBWarFact_A8D 11978 AnimationMode = ONCE 11979 Flags = START_FRAME_FIRST 11980 End 11981 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 11982 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 11983 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 11984 11985 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 11986 Model = NBWarFact_A8E 11987 Animation = NBWarFact_A8E.NBWarFact_A8E 11988 AnimationMode = ONCE 11989 Flags = START_FRAME_FIRST 11990 End 11991 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 11992 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 11993 AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 11994 11995 ConditionState = DOOR_1_CLOSING 11996 Model = NBWarFact_A8 11997 Animation = NBWarFact_A8.NBWarFact_A8 11998 AnimationMode = ONCE_BACKWARDS 11999 Flags = START_FRAME_LAST 12000 End 12001 AliasConditionState = NIGHT DOOR_1_CLOSING 12002 AliasConditionState = SNOW DOOR_1_CLOSING 12003 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 12004 12005 12006 ConditionState = DOOR_1_CLOSING DAMAGED 12007 Model = NBWarFact_A8D 12008 Animation = NBWarFact_A8D.NBWarFact_A8D 12009 AnimationMode = ONCE_BACKWARDS 12010 Flags = START_FRAME_LAST 12011 End 12012 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 12013 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 12014 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED 12015 12016 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 12017 Model = NBWarFact_A8E 12018 Animation = NBWarFact_A8E.NBWarFact_A8E 12019 AnimationMode = ONCE_BACKWARDS 12020 Flags = START_FRAME_LAST 12021 End 12022 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 12023 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 12024 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 12025 12026 ConditionState = DOOR_1_WAITING_OPEN 12027 Model = NBWarFact_A8 12028 Animation = NBWarFact_A8.NBWarFact_A8 12029 AnimationMode = MANUAL 12030 Flags = START_FRAME_LAST 12031 End 12032 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 12033 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 12034 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 12035 12036 12037 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 12038 Model = NBWarFact_A8D 12039 Animation = NBWarFact_A8D.NBWarFact_A8D 12040 AnimationMode = MANUAL 12041 Flags = START_FRAME_LAST 12042 End 12043 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 12044 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 12045 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED 12046 12047 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 12048 Model = NBWarFact_A8E 12049 Animation = NBWarFact_A8E.NBWarFact_A8E 12050 AnimationMode = MANUAL 12051 Flags = START_FRAME_LAST 12052 End 12053 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 12054 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 12055 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 12056 12057 12058 ;************************************************************************************************************************** 12059 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12060 ;for this draw module 12061 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12062 Model = NBWarFact_A8 12063 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12064 End 12065 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12066 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12067 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12068 12069 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12070 Model = NBWarFact_A8D 12071 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12072 End 12073 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12074 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12075 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12076 12077 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12078 Model = NBWarFact_A8E 12079 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12080 End 12081 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12082 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12083 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12084 12085 12086 12087 ConditionState = AWAITING_CONSTRUCTION 12088 Model = NONE 12089 End 12090 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12091 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12092 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12093 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12094 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12095 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12096 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12097 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12098 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12099 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12100 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12101 AliasConditionState = SOLD 12102 AliasConditionState = SOLD DAMAGED 12103 AliasConditionState = SOLD REALLYDAMAGED 12104 AliasConditionState = SOLD NIGHT 12105 AliasConditionState = SOLD NIGHT DAMAGED 12106 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12107 AliasConditionState = SOLD SNOW 12108 AliasConditionState = SOLD SNOW DAMAGED 12109 AliasConditionState = SOLD SNOW REALLYDAMAGED 12110 AliasConditionState = SOLD NIGHT SNOW 12111 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12112 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12113 ;************************************************************************************************************************** 12114 12115 12116 End 12117 12118 ; ------------ being-constructed crane ----------------- 12119 Draw = W3DModelDraw ModuleTag_07 12120 AnimationsRequirePower = No 12121 DefaultConditionState 12122 Model = None 12123 TransitionKey = DOWN_DEFAULT 12124 End 12125 ConditionState = NIGHT 12126 Model = None 12127 TransitionKey = DOWN_DEFAULT 12128 End 12129 ConditionState = SNOW 12130 Model = None 12131 TransitionKey = DOWN_DEFAULT 12132 End 12133 ConditionState = SNOW NIGHT 12134 Model = None 12135 TransitionKey = DOWN_DEFAULT 12136 End 12137 ConditionState = SOLD 12138 Model = NONE 12139 End 12140 12141 ConditionState = ACTIVELY_BEING_CONSTRUCTED 12142 Model = NBWarFact_A5 12143 Animation = NBWarFact_A5.NBWarFact_A5 12144 AnimationMode = LOOP 12145 TransitionKey = UP_DAY 12146 End 12147 12148 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 12149 Model = NBWarFact_A5N 12150 Animation = NBWarFact_A5N.NBWarFact_A5N 12151 AnimationMode = LOOP 12152 TransitionKey = UP_NIGHT 12153 End 12154 12155 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 12156 Model = NBWarFact_A5S 12157 Animation = NBWarFact_A5S.NBWarFact_A5S 12158 AnimationMode = LOOP 12159 TransitionKey = UP_SNOW 12160 End 12161 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 12162 Model = NBWarFact_A5SN 12163 Animation = NBWarFact_A5SN.NBWarFact_A5SN 12164 AnimationMode = LOOP 12165 TransitionKey = UP_SNOWNIGHT 12166 End 12167 TransitionState = DOWN_DEFAULT UP_DAY 12168 Model = NBWarFact_AB 12169 Animation = NBWarFact_AB.NBWarFact_AB 12170 AnimationMode = ONCE 12171 AnimationSpeedFactorRange = 1.0 1.0 12172 Flags = START_FRAME_FIRST 12173 End 12174 12175 TransitionState = DOWN_DEFAULT UP_NIGHT 12176 Model = NBWarFact_ABN 12177 Animation = NBWarFact_ABN.NBWarFact_ABN 12178 AnimationMode = ONCE 12179 AnimationSpeedFactorRange = 1.0 1.0 12180 Flags = START_FRAME_FIRST 12181 End 12182 TransitionState = DOWN_DEFAULT UP_SNOW 12183 Model = NBWarFact_ABS 12184 Animation = NBWarFact_ABS.NBWarFact_ABS 12185 AnimationMode = ONCE 12186 AnimationSpeedFactorRange = 1.0 1.0 12187 Flags = START_FRAME_FIRST 12188 End 12189 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12190 Model = NBWarFact_ABSN 12191 Animation = NBWarFact_ABSN.NBWarFact_ABSN 12192 AnimationMode = ONCE 12193 AnimationSpeedFactorRange = 1.0 1.0 12194 Flags = START_FRAME_FIRST 12195 End 12196 TransitionState = UP_DAY DOWN_DEFAULT 12197 Model = NBWarFact_AB 12198 Animation = NBWarFact_AB.NBWarFact_AB 12199 AnimationMode = ONCE_BACKWARDS 12200 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12201 Flags = START_FRAME_LAST 12202 End 12203 TransitionState = UP_NIGHT DOWN_DEFAULT 12204 Model = NBWarFact_ABN 12205 Animation = NBWarFact_ABN.NBWarFact_ABN 12206 AnimationMode = ONCE_BACKWARDS 12207 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12208 Flags = START_FRAME_LAST 12209 End 12210 TransitionState = UP_SNOW DOWN_DEFAULT 12211 Model = NBWarFact_ABS 12212 Animation = NBWarFact_ABS.NBWarFact_ABS 12213 AnimationMode = ONCE_BACKWARDS 12214 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12215 Flags = START_FRAME_LAST 12216 End 12217 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12218 Model = NBWarFact_ABSN 12219 Animation = NBWarFact_ABSN.NBWarFact_ABSN 12220 AnimationMode = ONCE_BACKWARDS 12221 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12222 Flags = START_FRAME_LAST 12223 End 12224 End 12225 12226 PlacementViewAngle = -135 12227 12228 ; ***DESIGN parameters *** 12229 DisplayName = OBJECT:WarFactory 12230 Side = ChinaNukeGeneral 12231 EditorSorting = STRUCTURE 12232 Prerequisites 12233 Object = Nuke_ChinaSupplyCenter 12234 End 12235 BuildCost = 2000 12236 BuildTime = 15.0 ; in seconds 12237 EnergyProduction = -1 12238 CommandSet = Nuke_ChinaWarFactoryCommandSet 12239 VisionRange = 200.0 ; Shroud clearing distance 12240 ShroudClearingRange = 200 12241 ArmorSet 12242 Conditions = None 12243 Armor = StructureArmor 12244 DamageFX = StructureDamageFXNoShake 12245 End 12246 ExperienceValue = 200 200 200 200 ; Experience point value at each level 12247 12248 ; *** AUDIO Parameters *** 12249 VoiceSelect = WarFactoryChinaSelect 12250 SoundOnDamaged = BuildingDamagedStateLight 12251 SoundOnReallyDamaged = BuildingDestroy 12252 12253 UnitSpecificSounds 12254 UnderConstruction = UnderConstructionLoop 12255 End 12256 12257 ; *** ENGINEERING Parameters *** 12258 RadarPriority = STRUCTURE 12259 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY 12260 Body = StructureBody ModuleTag_08 12261 MaxHealth = 2000.0 12262 InitialHealth = 2000.0 12263 12264 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 12265 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 12266 SubdualDamageCap = 2200 12267 SubdualDamageHealRate = 500 12268 SubdualDamageHealAmount = 100 12269 End 12270 12271 Behavior = DestroyDie ModuleTag_09 12272 ;nothing 12273 End 12274 Behavior = CreateObjectDie ModuleTag_10 12275 CreationList = OCL_LargeStructureDebris 12276 End 12277 Behavior = FXListDie ModuleTag_11 12278 DeathFX = FX_StructureMediumDeath 12279 End 12280 12281 Behavior = ProductionUpdate ModuleTag_12 12282 NumDoorAnimations = 1 12283 DoorOpeningTime = 4000 ;in mSeconds 12284 DoorWaitOpenTime = 2000 ;in mSeconds 12285 DoorCloseTime = 5000 ;in mSeconds 12286 ConstructionCompleteDuration = 1500 ;in mSeconds 12287 End 12288 Behavior = DefaultProductionExitUpdate ModuleTag_13 12289 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 12290 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 12291 End 12292 Behavior = RepairDockUpdate ModuleTag_14 12293 TimeForFullHeal = 5000 ;(in milliseconds) 12294 NumberApproachPositions = 5 12295 End 12296 12297 Behavior = FlammableUpdate ModuleTag_16 12298 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12299 AflameDamageAmount = 5 ; taking this much damage... 12300 AflameDamageDelay = 500 ; this often. 12301 End 12302 12303 Behavior = GenerateMinefieldBehavior ModuleTag_22 12304 TriggeredBy = Upgrade_ChinaMines 12305 MineName = ChinaStandardMine 12306 SmartBorder = Yes 12307 AlwaysCircular = Yes 12308 12309 Upgradable = Yes 12310 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 12311 UpgradedMineName = ChinaEMPMine 12312 End 12313 12314 Behavior = TransitionDamageFX ModuleTag_23 12315 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 12316 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12317 ;--------------------------------------------------------------------------------------- 12318 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12319 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12320 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12321 End 12322 12323 Behavior = CommandSetUpgrade ModuleTag_25 12324 CommandSet = Nuke_ChinaWarFactoryCommandSetUpgrade 12325 TriggeredBy = Upgrade_ChinaMines 12326 End 12327 Behavior = ArmorUpgrade ModuleTag_26 12328 TriggeredBy = Upgrade_ChinaEMPMines 12329 End 12330 12331 Geometry = BOX 12332 GeometryMajorRadius = 57.0 12333 GeometryMinorRadius = 61.0 12334 GeometryHeight = 30.0 12335 GeometryIsSmall = No 12336 FactoryExitWidth = 25 12337 Shadow = SHADOW_VOLUME 12338 BuildCompletion = PLACED_BY_PLAYER 12339 12340 End 12341 12342 12343 12344 12345 12346 ;------------------------------------------------------------------------------ 12347 Object Nuke_ChinaBunker 12348 12349 ; *** ART Parameters *** 12350 SelectPortrait = SNBunker_L 12351 ButtonImage = SNBunker 12352 Draw = W3DModelDraw ModuleTag_01 12353 OkToChangeModelColor = Yes 12354 12355 12356 ;day 12357 ConditionState = NONE 12358 Model = NBBunker 12359 End 12360 ConditionState = DAMAGED 12361 Model = NBBunker_D 12362 ParticleSysBone = Fire01 SmolderingFire 12363 ParticleSysBone = Smoke01 SmolderingSmoke 12364 ParticleSysBone = Fire01 SmolderingFlameCore 12365 ParticleSysBone = Fire02 SmolderingFire 12366 ParticleSysBone = Smoke02 SmolderingSmoke 12367 ParticleSysBone = Fire02 SmolderingFlameCore 12368 End 12369 ConditionState = REALLYDAMAGED RUBBLE 12370 Model = NBBunker_E 12371 ParticleSysBone = Fire01 SmolderingFire 12372 ParticleSysBone = Fire01 SmolderingFlameCore 12373 ParticleSysBone = Fire02 SmolderingFire 12374 ParticleSysBone = Fire02 SmolderingFlameCore 12375 ParticleSysBone = Fire03 SmolderingFire 12376 ParticleSysBone = Fire03 SmolderingFlameCore 12377 ParticleSysBone = Fire04 SmolderingFire 12378 ParticleSysBone = Fire04 SmolderingFlameCore 12379 ParticleSysBone = Fire05 SmolderingFire 12380 ParticleSysBone = Fire05 SmolderingFlameCore 12381 ParticleSysBone = Smoke01 SmolderingSmoke 12382 ParticleSysBone = Smoke02 SmolderingSmoke 12383 ParticleSysBone = Smoke03 SmolderingSmoke 12384 ParticleSysBone = Smoke04 SmolderingSmoke 12385 ParticleSysBone = Smoke05 SmolderingSmoke 12386 End 12387 12388 ConditionState = GARRISONED 12389 Model = NBBunker_G 12390 End 12391 ConditionState = DAMAGED GARRISONED 12392 Model = NBBunker_DG 12393 ParticleSysBone = Fire01 SmolderingFire 12394 ParticleSysBone = Smoke01 SmolderingSmoke 12395 ParticleSysBone = Fire01 SmolderingFlameCore 12396 ParticleSysBone = Fire02 SmolderingFire 12397 ParticleSysBone = Smoke02 SmolderingSmoke 12398 ParticleSysBone = Fire02 SmolderingFlameCore 12399 End 12400 ConditionState = REALLYDAMAGED RUBBLE GARRISONED 12401 Model = NBBunker_EG 12402 ParticleSysBone = Fire01 SmolderingFire 12403 ParticleSysBone = Fire01 SmolderingFlameCore 12404 ParticleSysBone = Fire02 SmolderingFire 12405 ParticleSysBone = Fire02 SmolderingFlameCore 12406 ParticleSysBone = Fire03 SmolderingFire 12407 ParticleSysBone = Fire03 SmolderingFlameCore 12408 ParticleSysBone = Fire04 SmolderingFire 12409 ParticleSysBone = Fire04 SmolderingFlameCore 12410 ParticleSysBone = Fire05 SmolderingFire 12411 ParticleSysBone = Fire05 SmolderingFlameCore 12412 ParticleSysBone = Smoke01 SmolderingSmoke 12413 ParticleSysBone = Smoke02 SmolderingSmoke 12414 ParticleSysBone = Smoke03 SmolderingSmoke 12415 ParticleSysBone = Smoke04 SmolderingSmoke 12416 ParticleSysBone = Smoke05 SmolderingSmoke 12417 End 12418 12419 12420 12421 ConditionState = SNOW 12422 Model = NBBunker_S 12423 End 12424 ConditionState = DAMAGED SNOW 12425 Model = NBBunker_DS 12426 ParticleSysBone = Fire01 SmolderingFire 12427 ParticleSysBone = Smoke01 SmolderingSmoke 12428 ParticleSysBone = Fire01 SmolderingFlameCore 12429 ParticleSysBone = Fire02 SmolderingFire 12430 ParticleSysBone = Smoke02 SmolderingSmoke 12431 ParticleSysBone = Fire02 SmolderingFlameCore 12432 End 12433 ConditionState = REALLYDAMAGED RUBBLE SNOW 12434 Model = NBBunker_ES 12435 ParticleSysBone = Fire01 SmolderingFire 12436 ParticleSysBone = Fire01 SmolderingFlameCore 12437 ParticleSysBone = Fire02 SmolderingFire 12438 ParticleSysBone = Fire02 SmolderingFlameCore 12439 ParticleSysBone = Fire03 SmolderingFire 12440 ParticleSysBone = Fire03 SmolderingFlameCore 12441 ParticleSysBone = Fire04 SmolderingFire 12442 ParticleSysBone = Fire04 SmolderingFlameCore 12443 ParticleSysBone = Fire05 SmolderingFire 12444 ParticleSysBone = Fire05 SmolderingFlameCore 12445 ParticleSysBone = Smoke01 SmolderingSmoke 12446 ParticleSysBone = Smoke02 SmolderingSmoke 12447 ParticleSysBone = Smoke03 SmolderingSmoke 12448 ParticleSysBone = Smoke04 SmolderingSmoke 12449 ParticleSysBone = Smoke05 SmolderingSmoke 12450 End 12451 12452 12453 ConditionState = SNOW GARRISONED 12454 Model = NBBunker_SG 12455 End 12456 ConditionState = DAMAGED SNOW GARRISONED 12457 Model = NBBunker_DSG 12458 ParticleSysBone = Fire01 SmolderingFire 12459 ParticleSysBone = Smoke01 SmolderingSmoke 12460 ParticleSysBone = Fire01 SmolderingFlameCore 12461 ParticleSysBone = Fire02 SmolderingFire 12462 ParticleSysBone = Smoke02 SmolderingSmoke 12463 ParticleSysBone = Fire02 SmolderingFlameCore 12464 End 12465 ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED 12466 Model = NBBunker_ESG 12467 ParticleSysBone = Fire01 SmolderingFire 12468 ParticleSysBone = Fire01 SmolderingFlameCore 12469 ParticleSysBone = Fire02 SmolderingFire 12470 ParticleSysBone = Fire02 SmolderingFlameCore 12471 ParticleSysBone = Fire03 SmolderingFire 12472 ParticleSysBone = Fire03 SmolderingFlameCore 12473 ParticleSysBone = Fire04 SmolderingFire 12474 ParticleSysBone = Fire04 SmolderingFlameCore 12475 ParticleSysBone = Fire05 SmolderingFire 12476 ParticleSysBone = Fire05 SmolderingFlameCore 12477 ParticleSysBone = Smoke01 SmolderingSmoke 12478 ParticleSysBone = Smoke02 SmolderingSmoke 12479 ParticleSysBone = Smoke03 SmolderingSmoke 12480 ParticleSysBone = Smoke04 SmolderingSmoke 12481 ParticleSysBone = Smoke05 SmolderingSmoke 12482 End 12483 12484 12485 12486 12487 ;night 12488 ConditionState = NIGHT 12489 Model = NBBunker_N 12490 End 12491 ConditionState = DAMAGED NIGHT 12492 Model = NBBunker_DN 12493 ParticleSysBone = Fire01 SmolderingFire 12494 ParticleSysBone = Smoke01 SmolderingSmoke 12495 ParticleSysBone = Fire01 SmolderingFlameCore 12496 ParticleSysBone = Fire02 SmolderingFire 12497 ParticleSysBone = Smoke02 SmolderingSmoke 12498 ParticleSysBone = Fire02 SmolderingFlameCore 12499 End 12500 ConditionState = REALLYDAMAGED RUBBLE NIGHT 12501 Model = NBBunker_EN 12502 ParticleSysBone = Fire01 SmolderingFire 12503 ParticleSysBone = Fire01 SmolderingFlameCore 12504 ParticleSysBone = Fire02 SmolderingFire 12505 ParticleSysBone = Fire02 SmolderingFlameCore 12506 ParticleSysBone = Fire03 SmolderingFire 12507 ParticleSysBone = Fire03 SmolderingFlameCore 12508 ParticleSysBone = Fire04 SmolderingFire 12509 ParticleSysBone = Fire04 SmolderingFlameCore 12510 ParticleSysBone = Fire05 SmolderingFire 12511 ParticleSysBone = Fire05 SmolderingFlameCore 12512 ParticleSysBone = Smoke01 SmolderingSmoke 12513 ParticleSysBone = Smoke02 SmolderingSmoke 12514 ParticleSysBone = Smoke03 SmolderingSmoke 12515 ParticleSysBone = Smoke04 SmolderingSmoke 12516 ParticleSysBone = Smoke05 SmolderingSmoke 12517 End 12518 12519 ;night 12520 ConditionState = NIGHT GARRISONED 12521 Model = NBBunker_NG 12522 End 12523 ConditionState = DAMAGED NIGHT GARRISONED 12524 Model = NBBunker_DNG 12525 ParticleSysBone = Fire01 SmolderingFire 12526 ParticleSysBone = Smoke01 SmolderingSmoke 12527 ParticleSysBone = Fire01 SmolderingFlameCore 12528 ParticleSysBone = Fire02 SmolderingFire 12529 ParticleSysBone = Smoke02 SmolderingSmoke 12530 ParticleSysBone = Fire02 SmolderingFlameCore 12531 End 12532 ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED 12533 Model = NBBunker_ENG 12534 ParticleSysBone = Fire01 SmolderingFire 12535 ParticleSysBone = Fire01 SmolderingFlameCore 12536 ParticleSysBone = Fire02 SmolderingFire 12537 ParticleSysBone = Fire02 SmolderingFlameCore 12538 ParticleSysBone = Fire03 SmolderingFire 12539 ParticleSysBone = Fire03 SmolderingFlameCore 12540 ParticleSysBone = Fire04 SmolderingFire 12541 ParticleSysBone = Fire04 SmolderingFlameCore 12542 ParticleSysBone = Fire05 SmolderingFire 12543 ParticleSysBone = Fire05 SmolderingFlameCore 12544 ParticleSysBone = Smoke01 SmolderingSmoke 12545 ParticleSysBone = Smoke02 SmolderingSmoke 12546 ParticleSysBone = Smoke03 SmolderingSmoke 12547 ParticleSysBone = Smoke04 SmolderingSmoke 12548 ParticleSysBone = Smoke05 SmolderingSmoke 12549 End 12550 12551 12552 12553 12554 ;night snow 12555 ConditionState = NIGHT SNOW 12556 Model = NBBunker_NS 12557 End 12558 ConditionState = DAMAGED NIGHT SNOW 12559 Model = NBBunker_DNS 12560 ParticleSysBone = Fire01 SmolderingFire 12561 ParticleSysBone = Smoke01 SmolderingSmoke 12562 ParticleSysBone = Fire01 SmolderingFlameCore 12563 ParticleSysBone = Fire02 SmolderingFire 12564 ParticleSysBone = Smoke02 SmolderingSmoke 12565 ParticleSysBone = Fire02 SmolderingFlameCore 12566 End 12567 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 12568 Model = NBBunker_ENS 12569 ParticleSysBone = Fire01 SmolderingFire 12570 ParticleSysBone = Fire01 SmolderingFlameCore 12571 ParticleSysBone = Fire02 SmolderingFire 12572 ParticleSysBone = Fire02 SmolderingFlameCore 12573 ParticleSysBone = Fire03 SmolderingFire 12574 ParticleSysBone = Fire03 SmolderingFlameCore 12575 ParticleSysBone = Fire04 SmolderingFire 12576 ParticleSysBone = Fire04 SmolderingFlameCore 12577 ParticleSysBone = Fire05 SmolderingFire 12578 ParticleSysBone = Fire05 SmolderingFlameCore 12579 ParticleSysBone = Smoke01 SmolderingSmoke 12580 ParticleSysBone = Smoke02 SmolderingSmoke 12581 ParticleSysBone = Smoke03 SmolderingSmoke 12582 ParticleSysBone = Smoke04 SmolderingSmoke 12583 ParticleSysBone = Smoke05 SmolderingSmoke 12584 End 12585 12586 12587 ;night snow 12588 ConditionState = NIGHT SNOW GARRISONED 12589 Model = NBBunker_NSG 12590 End 12591 ConditionState = DAMAGED NIGHT SNOW GARRISONED 12592 Model = NBBunker_DNSG 12593 ParticleSysBone = Fire01 SmolderingFire 12594 ParticleSysBone = Smoke01 SmolderingSmoke 12595 ParticleSysBone = Fire01 SmolderingFlameCore 12596 ParticleSysBone = Fire02 SmolderingFire 12597 ParticleSysBone = Smoke02 SmolderingSmoke 12598 ParticleSysBone = Fire02 SmolderingFlameCore 12599 End 12600 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED 12601 Model = NBBunker_ENSG 12602 ParticleSysBone = Fire01 SmolderingFire 12603 ParticleSysBone = Fire01 SmolderingFlameCore 12604 ParticleSysBone = Fire02 SmolderingFire 12605 ParticleSysBone = Fire02 SmolderingFlameCore 12606 ParticleSysBone = Fire03 SmolderingFire 12607 ParticleSysBone = Fire03 SmolderingFlameCore 12608 ParticleSysBone = Fire04 SmolderingFire 12609 ParticleSysBone = Fire04 SmolderingFlameCore 12610 ParticleSysBone = Fire05 SmolderingFire 12611 ParticleSysBone = Fire05 SmolderingFlameCore 12612 ParticleSysBone = Smoke01 SmolderingSmoke 12613 ParticleSysBone = Smoke02 SmolderingSmoke 12614 ParticleSysBone = Smoke03 SmolderingSmoke 12615 ParticleSysBone = Smoke04 SmolderingSmoke 12616 ParticleSysBone = Smoke05 SmolderingSmoke 12617 End 12618 12619 12620 ;************************************************************************************************************************** 12621 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 12622 ;for this draw module 12623 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12624 Model = NBBunker 12625 ;Animation = NBBunker.NBBunker 12626 ;AnimationMode = LOOP 12627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12628 End 12629 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 12630 Model = NBBunker_D 12631 ;Animation = NBBunker_D.NBBunker_D 12632 ;AnimationMode = LOOP 12633 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12634 End 12635 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 12636 Model = NBBunker_E 12637 ;Animation = NBBunker_E.NBBunker_E 12638 ;AnimationMode = LOOP 12639 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12640 End 12641 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 12642 Model = NBBunker_N 12643 ;Animation = NBBunker_N.NBBunker_N 12644 ;AnimationMode = LOOP 12645 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12646 End 12647 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 12648 Model = NBBunker_DN 12649 ;Animation = NBBunker_DN.NBBunker_DN 12650 ;AnimationMode = LOOP 12651 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12652 End 12653 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 12654 Model = NBBunker_EN 12655 ;Animation = NBBunker_EN.NBBunker_EN 12656 ;AnimationMode = LOOP 12657 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12658 End 12659 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 12660 Model = NBBunker_S 12661 ;Animation = NBBunker_S.NBBunker_S 12662 ;AnimationMode = LOOP 12663 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12664 End 12665 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 12666 Model = NBBunker_DS 12667 ;Animation = NBBunker_DS.NBBunker_DS 12668 ;AnimationMode = LOOP 12669 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12670 End 12671 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 12672 Model = NBBunker_ES 12673 ;Animation = NBBunker_ES.NBBunker_ES 12674 ;AnimationMode = LOOP 12675 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12676 End 12677 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 12678 Model = NBBunker_NS 12679 ;Animation = NBBunker_NS.NBBunker_NS 12680 ;AnimationMode = LOOP 12681 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12682 End 12683 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 12684 Model = NBBunker_DNS 12685 ;Animation = NBBunker_DNS.NBBunker_DNS 12686 ;AnimationMode = LOOP 12687 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12688 End 12689 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 12690 Model = NBBunker_ENS 12691 ; Animation = NBBunker_ENS.NBBunker_ENS 12692 ; AnimationMode = LOOP 12693 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 12694 End 12695 12696 ConditionState = AWAITING_CONSTRUCTION 12697 Model = NONE 12698 End 12699 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 12700 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 12701 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 12702 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 12703 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 12704 AliasConditionState = AWAITING_CONSTRUCTION SNOW 12705 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 12706 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 12707 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 12708 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 12709 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 12710 AliasConditionState = SOLD 12711 AliasConditionState = SOLD DAMAGED 12712 AliasConditionState = SOLD REALLYDAMAGED 12713 AliasConditionState = SOLD NIGHT 12714 AliasConditionState = SOLD NIGHT DAMAGED 12715 AliasConditionState = SOLD NIGHT REALLYDAMAGED 12716 AliasConditionState = SOLD SNOW 12717 AliasConditionState = SOLD SNOW DAMAGED 12718 AliasConditionState = SOLD SNOW REALLYDAMAGED 12719 AliasConditionState = SOLD NIGHT SNOW 12720 AliasConditionState = SOLD NIGHT SNOW DAMAGED 12721 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 12722 AliasConditionState = SOLD GARRISONED 12723 AliasConditionState = SOLD DAMAGED GARRISONED 12724 AliasConditionState = SOLD REALLYDAMAGED GARRISONED 12725 AliasConditionState = SOLD NIGHT GARRISONED 12726 AliasConditionState = SOLD NIGHT DAMAGED GARRISONED 12727 AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED 12728 AliasConditionState = SOLD SNOW GARRISONED 12729 AliasConditionState = SOLD SNOW DAMAGED GARRISONED 12730 AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED 12731 AliasConditionState = SOLD NIGHT SNOW GARRISONED 12732 AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED 12733 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED 12734 ;************************************************************************************************************************** 12735 12736 12737 End 12738 12739 ; ------------ construction-zone fence ----------------- 12740 Draw = W3DModelDraw ModuleTag_02 12741 AnimationsRequirePower = No 12742 DefaultConditionState 12743 Model = None 12744 TransitionKey = DOWN_DEFAULT 12745 End 12746 ConditionState = NIGHT 12747 Model = None 12748 TransitionKey = DOWN_DEFAULT 12749 End 12750 ConditionState = SNOW 12751 Model = None 12752 TransitionKey = DOWN_DEFAULT 12753 End 12754 ConditionState = SNOW NIGHT 12755 Model = None 12756 TransitionKey = DOWN_DEFAULT 12757 End 12758 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12759 Model = NBBunker_A4 12760 Animation = NBBunker_A4.NBBunker_A4 12761 AnimationMode = MANUAL 12762 Flags = START_FRAME_LAST 12763 TransitionKey = UP_DAY 12764 End 12765 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12766 Model = NBBunker_A4N 12767 Animation = NBBunker_A4N.NBBunker_A4N 12768 AnimationMode = MANUAL 12769 Flags = START_FRAME_LAST 12770 TransitionKey = UP_NIGHT 12771 End 12772 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12773 Model = NBBunker_A4S 12774 Animation = NBBunker_A4S.NBBunker_A4S 12775 AnimationMode = MANUAL 12776 Flags = START_FRAME_LAST 12777 TransitionKey = UP_SNOW 12778 End 12779 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 12780 Model = NBBunker_A4SN 12781 Animation = NBBunker_A4SN.NBBunker_A4SN 12782 AnimationMode = MANUAL 12783 Flags = START_FRAME_LAST 12784 TransitionKey = UP_SNOWNIGHT 12785 End 12786 TransitionState = DOWN_DEFAULT UP_DAY 12787 Model = NBBunker_A4 12788 Animation = NBBunker_A4.NBBunker_A4 12789 AnimationMode = ONCE 12790 AnimationSpeedFactorRange = 1.0 1.0 12791 Flags = START_FRAME_FIRST 12792 End 12793 TransitionState = DOWN_DEFAULT UP_NIGHT 12794 Model = NBBunker_A4N 12795 Animation = NBBunker_A4N.NBBunker_A4N 12796 AnimationMode = ONCE 12797 AnimationSpeedFactorRange = 1.0 1.0 12798 Flags = START_FRAME_FIRST 12799 End 12800 TransitionState = DOWN_DEFAULT UP_SNOW 12801 Model = NBBunker_A4S 12802 Animation = NBBunker_A4S.NBBunker_A4S 12803 AnimationMode = ONCE 12804 AnimationSpeedFactorRange = 1.0 1.0 12805 Flags = START_FRAME_FIRST 12806 End 12807 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12808 Model = NBBunker_A4SN 12809 Animation = NBBunker_A4SN.NBBunker_A4SN 12810 AnimationMode = ONCE 12811 AnimationSpeedFactorRange = 1.0 1.0 12812 Flags = START_FRAME_FIRST 12813 End 12814 TransitionState = UP_DAY DOWN_DEFAULT 12815 Model = NBBunker_A4 12816 Animation = NBBunker_A4.NBBunker_A4 12817 AnimationMode = ONCE_BACKWARDS 12818 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12819 Flags = START_FRAME_LAST 12820 End 12821 TransitionState = UP_NIGHT DOWN_DEFAULT 12822 Model = NBBunker_A4N 12823 Animation = NBBunker_A4N.NBBunker_A4N 12824 AnimationMode = ONCE_BACKWARDS 12825 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12826 Flags = START_FRAME_LAST 12827 End 12828 TransitionState = UP_SNOW DOWN_DEFAULT 12829 Model = NBBunker_A4S 12830 Animation = NBBunker_A4S.NBBunker_A4S 12831 AnimationMode = ONCE_BACKWARDS 12832 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12833 Flags = START_FRAME_LAST 12834 End 12835 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12836 Model = NBBunker_A4SN 12837 Animation = NBBunker_A4SN.NBBunker_A4SN 12838 AnimationMode = ONCE_BACKWARDS 12839 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12840 Flags = START_FRAME_LAST 12841 End 12842 End 12843 12844 ; ------------ under-construction scaffolding ----------------- 12845 Draw = W3DModelDraw ModuleTag_03 12846 AnimationsRequirePower = No 12847 MinLODRequired = MEDIUM 12848 DefaultConditionState 12849 Model = None 12850 TransitionKey = DOWN_DEFAULT 12851 End 12852 ConditionState = NIGHT 12853 Model = None 12854 TransitionKey = DOWN_DEFAULT 12855 End 12856 ConditionState = SNOW 12857 Model = None 12858 TransitionKey = DOWN_DEFAULT 12859 End 12860 ConditionState = SNOW NIGHT 12861 Model = None 12862 TransitionKey = DOWN_DEFAULT 12863 End 12864 ConditionState = PARTIALLY_CONSTRUCTED 12865 Model = NBBunker_A6 12866 Animation = NBBunker_A6.NBBunker_A6 12867 AnimationMode = MANUAL 12868 Flags = START_FRAME_LAST 12869 TransitionKey = UP_DAY 12870 ParticleSysBone = Smoke01 BuildUpSmokeChina 12871 ParticleSysBone = Smoke02 BuildUpSmokeChina 12872 ParticleSysBone = Smoke03 BuildUpSmokeChina 12873 ParticleSysBone = Smoke04 BuildUpSmokeChina 12874 End 12875 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 12876 Model = NBBunker_A6N 12877 Animation = NBBunker_A6N.NBBunker_A6N 12878 AnimationMode = MANUAL 12879 Flags = START_FRAME_LAST 12880 TransitionKey = UP_NIGHT 12881 ParticleSysBone = Smoke01 BuildUpSmokeChina 12882 ParticleSysBone = Smoke02 BuildUpSmokeChina 12883 ParticleSysBone = Smoke03 BuildUpSmokeChina 12884 ParticleSysBone = Smoke04 BuildUpSmokeChina 12885 End 12886 ConditionState = SNOW PARTIALLY_CONSTRUCTED 12887 Model = NBBunker_A6S 12888 Animation = NBBunker_A6S.NBBunker_A6S 12889 AnimationMode = MANUAL 12890 Flags = START_FRAME_LAST 12891 TransitionKey = UP_SNOW 12892 ParticleSysBone = Smoke01 BuildUpSnowSmoke 12893 ParticleSysBone = Smoke02 BuildUpSnowSmoke 12894 ParticleSysBone = Smoke03 BuildUpSnowSmoke 12895 ParticleSysBone = Smoke04 BuildUpSnowSmoke 12896 End 12897 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 12898 Model = NBBunker_A6SN 12899 Animation = NBBunker_A6SN.NBBunker_A6SN 12900 AnimationMode = MANUAL 12901 Flags = START_FRAME_LAST 12902 TransitionKey = UP_SNOWNIGHT 12903 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 12904 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 12905 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 12906 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 12907 End 12908 TransitionState = DOWN_DEFAULT UP_DAY 12909 Model = NBBunker_A6 12910 Animation = NBBunker_A6.NBBunker_A6 12911 AnimationMode = ONCE 12912 AnimationSpeedFactorRange = 1.0 1.0 12913 Flags = START_FRAME_FIRST 12914 End 12915 TransitionState = DOWN_DEFAULT UP_NIGHT 12916 Model = NBBunker_A6N 12917 Animation = NBBunker_A6N.NBBunker_A6N 12918 AnimationMode = ONCE 12919 AnimationSpeedFactorRange = 1.0 1.0 12920 Flags = START_FRAME_FIRST 12921 End 12922 TransitionState = DOWN_DEFAULT UP_SNOW 12923 Model = NBBunker_A6S 12924 Animation = NBBunker_A6S.NBBunker_A6S 12925 AnimationMode = ONCE 12926 AnimationSpeedFactorRange = 1.0 1.0 12927 Flags = START_FRAME_FIRST 12928 End 12929 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 12930 Model = NBBunker_A6SN 12931 Animation = NBBunker_A6SN.NBBunker_A6SN 12932 AnimationMode = ONCE 12933 AnimationSpeedFactorRange = 1.0 1.0 12934 Flags = START_FRAME_FIRST 12935 End 12936 TransitionState = UP_DAY DOWN_DEFAULT 12937 Model = NBBunker_A6 12938 Animation = NBBunker_A6.NBBunker_A6 12939 AnimationMode = ONCE_BACKWARDS 12940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12941 Flags = START_FRAME_LAST 12942 End 12943 TransitionState = UP_NIGHT DOWN_DEFAULT 12944 Model = NBBunker_A6N 12945 Animation = NBBunker_A6N.NBBunker_A6N 12946 AnimationMode = ONCE_BACKWARDS 12947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12948 Flags = START_FRAME_LAST 12949 End 12950 TransitionState = UP_SNOW DOWN_DEFAULT 12951 Model = NBBunker_A6S 12952 Animation = NBBunker_A6S.NBBunker_A6S 12953 AnimationMode = ONCE_BACKWARDS 12954 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12955 Flags = START_FRAME_LAST 12956 End 12957 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 12958 Model = NBBunker_A6SN 12959 Animation = NBBunker_A6SN.NBBunker_A6SN 12960 AnimationMode = ONCE_BACKWARDS 12961 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 12962 Flags = START_FRAME_LAST 12963 End 12964 End 12965 12966 ; ------------ being-constructed crane ----------------- 12967 Draw = W3DModelDraw ModuleTag_04 12968 AnimationsRequirePower = No 12969 DefaultConditionState 12970 Model = None 12971 TransitionKey = DOWN_DEFAULT 12972 End 12973 ConditionState = NIGHT 12974 Model = None 12975 TransitionKey = DOWN_DEFAULT 12976 End 12977 ConditionState = SNOW 12978 Model = None 12979 TransitionKey = DOWN_DEFAULT 12980 End 12981 ConditionState = SNOW NIGHT 12982 Model = None 12983 TransitionKey = DOWN_DEFAULT 12984 End 12985 ConditionState = SOLD 12986 Model = NONE 12987 End 12988 12989 ConditionState = ACTIVELY_BEING_CONSTRUCTED 12990 Model = NBBunker_A5 12991 Animation = NBBunker_A5.NBBunker_A5 12992 AnimationMode = LOOP 12993 TransitionKey = UP_DAY 12994 End 12995 12996 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 12997 Model = NBBunker_A5N 12998 Animation = NBBunker_A5N.NBBunker_A5N 12999 AnimationMode = LOOP 13000 TransitionKey = UP_NIGHT 13001 End 13002 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13003 Model = NBBunker_A5S 13004 Animation = NBBunker_A5S.NBBunker_A5S 13005 AnimationMode = LOOP 13006 TransitionKey = UP_SNOW 13007 End 13008 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13009 Model = NBBunker_A5SN 13010 Animation = NBBunker_A5SN.NBBunker_A5SN 13011 AnimationMode = LOOP 13012 TransitionKey = UP_SNOWNIGHT 13013 End 13014 TransitionState = DOWN_DEFAULT UP_DAY 13015 Model = NBBunker_AB 13016 Animation = NBBunker_AB.NBBunker_AB 13017 AnimationMode = ONCE 13018 AnimationSpeedFactorRange = 1.0 1.0 13019 Flags = START_FRAME_FIRST 13020 End 13021 13022 TransitionState = DOWN_DEFAULT UP_NIGHT 13023 Model = NBBunker_ABN 13024 Animation = NBBunker_ABN.NBBunker_ABN 13025 AnimationMode = ONCE 13026 AnimationSpeedFactorRange = 1.0 1.0 13027 Flags = START_FRAME_FIRST 13028 End 13029 TransitionState = DOWN_DEFAULT UP_SNOW 13030 Model = NBBunker_ABS 13031 Animation = NBBunker_ABS.NBBunker_ABS 13032 AnimationMode = ONCE 13033 AnimationSpeedFactorRange = 1.0 1.0 13034 Flags = START_FRAME_FIRST 13035 End 13036 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13037 Model = NBBunker_ABSN 13038 Animation = NBBunker_ABSN.NBBunker_ABSN 13039 AnimationMode = ONCE 13040 AnimationSpeedFactorRange = 1.0 1.0 13041 Flags = START_FRAME_FIRST 13042 End 13043 TransitionState = UP_DAY DOWN_DEFAULT 13044 Model = NBBunker_AB 13045 Animation = NBBunker_AB.NBBunker_AB 13046 AnimationMode = ONCE_BACKWARDS 13047 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13048 Flags = START_FRAME_LAST 13049 End 13050 TransitionState = UP_NIGHT DOWN_DEFAULT 13051 Model = NBBunker_ABN 13052 Animation = NBBunker_ABN.NBBunker_ABN 13053 AnimationMode = ONCE_BACKWARDS 13054 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13055 Flags = START_FRAME_LAST 13056 End 13057 TransitionState = UP_SNOW DOWN_DEFAULT 13058 Model = NBBunker_ABS 13059 Animation = NBBunker_ABS.NBBunker_ABS 13060 AnimationMode = ONCE_BACKWARDS 13061 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13062 Flags = START_FRAME_LAST 13063 End 13064 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13065 Model = NBBunker_ABSN 13066 Animation = NBBunker_ABSN.NBBunker_ABSN 13067 AnimationMode = ONCE_BACKWARDS 13068 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13069 Flags = START_FRAME_LAST 13070 End 13071 End 13072 13073 PlacementViewAngle = -135 13074 13075 ; ***DESIGN parameters *** 13076 DisplayName = OBJECT:Bunker 13077 Side = ChinaNukeGeneral 13078 EditorSorting = STRUCTURE 13079 Prerequisites 13080 Object = Nuke_ChinaBarracks 13081 End 13082 BuildCost = 400 13083 BuildTime = 5.0 ; in seconds 13084 EnergyProduction = 0 13085 VisionRange = 300.0 ; Shroud clearing distance 13086 ShroudClearingRange = 200 13087 ArmorSet 13088 Conditions = None 13089 Armor = StructureArmor 13090 DamageFX = StructureDamageFXNoShake 13091 End 13092 CommandSet = Nuke_ChinaBunkerCommandSet 13093 13094 ; *** AUDIO Parameters *** 13095 VoiceSelect = BunkerSelect 13096 SoundOnDamaged = BuildingDamagedStateLight 13097 SoundOnReallyDamaged = BuildingDestroy 13098 13099 UnitSpecificSounds 13100 UnderConstruction = UnderConstructionLoop 13101 End 13102 13103 ; *** ENGINEERING Parameters *** 13104 KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE 13105 Body = StructureBody ModuleTag_05 13106 MaxHealth = 1000.0 13107 InitialHealth = 1000.0 13108 13109 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13110 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 13111 SubdualDamageCap = 1200 13112 SubdualDamageHealRate = 500 13113 SubdualDamageHealAmount = 100 13114 End 13115 ; Behavior = FXListDie ModuleTag_07 13116 ; DeathFX = FX_SmallStructureDeath 13117 ; End 13118 13119 ExperienceValue = 20 20 20 20 ; Experience point value at each level 13120 13121 Behavior = GarrisonContain ModuleTag_08 13122 ContainMax = 5 13123 EnterSound = GarrisonEnter 13124 ExitSound = GarrisonExit 13125 ImmuneToClearBuildingAttacks = Yes 13126 End 13127 13128 Behavior = GenerateMinefieldBehavior ModuleTag_09 13129 TriggeredBy = Upgrade_ChinaMines 13130 MineName = ChinaStandardMine 13131 SmartBorder = Yes 13132 AlwaysCircular = Yes 13133 13134 Upgradable = Yes 13135 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 13136 UpgradedMineName = ChinaEMPMine 13137 End 13138 13139 Behavior = ProductionUpdate ModuleTag_10 13140 ; nothing, but is required if we have any Object-level Upgrades! 13141 End 13142 13143 Behavior = FlammableUpdate ModuleTag_12 13144 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13145 AflameDamageAmount = 5 ; taking this much damage... 13146 AflameDamageDelay = 500 ; this often. 13147 End 13148 13149 Behavior = CreateObjectDie ModuleTag_13 13150 CreationList = OCL_LargeStructureDebris 13151 End 13152 Behavior = FXListDie ModuleTag_14 13153 DeathFX = FX_StructureSmallDeath 13154 End 13155 Behavior = DestroyDie ModuleTag_06 13156 ;nothing 13157 End 13158 13159 Behavior = TransitionDamageFX ModuleTag_15 13160 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 13161 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13162 ;--------------------------------------------------------------------------------------- 13163 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13164 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 13165 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 13166 End 13167 13168 Behavior = CommandSetUpgrade ModuleTag_25 13169 CommandSet = Nuke_ChinaBunkerCommandSetUpgrade 13170 TriggeredBy = Upgrade_ChinaMines 13171 End 13172 Behavior = ArmorUpgrade ModuleTag_26 13173 TriggeredBy = Upgrade_ChinaEMPMines 13174 End 13175 13176 Geometry = BOX 13177 GeometryMajorRadius = 16.0 13178 GeometryMinorRadius = 16.0 13179 GeometryHeight = 20.0 13180 GeometryIsSmall = No 13181 Shadow = SHADOW_VOLUME 13182 BuildCompletion = PLACED_BY_PLAYER 13183 13184 End 13185 13186 ;------------------------------------------------------------------------------ 13187 Object Nuke_ChinaPropagandaCenter 13188 13189 ; *** ART Parameters *** 13190 SelectPortrait = SNPropCentr_L 13191 ButtonImage = SNPropCentr 13192 Draw = W3DModelDraw ModuleTag_01 13193 OkToChangeModelColor = Yes 13194 ;day 13195 ConditionState = NONE 13196 Model = NBPCenter 13197 Animation = NBPCenter.NBPCenter 13198 AnimationMode = LOOP 13199 End 13200 ConditionState = DAMAGED 13201 Model = NBPCenter_D 13202 Animation = NBPCenter_D.NBPCenter_D 13203 AnimationMode = LOOP 13204 ParticleSysBone = Smoke01 SmolderingSmoke 13205 ParticleSysBone = Smoke02 SmolderingSmoke 13206 ParticleSysBone = Smoke03 SmolderingSmoke 13207 ParticleSysBone = Fire01 SmolderingFire 13208 End 13209 ConditionState = REALLYDAMAGED RUBBLE 13210 Model = NBPCenter_E 13211 Animation = NBPCenter_E.NBPCenter_E 13212 AnimationMode = LOOP 13213 ParticleSysBone = Smoke01 SmolderingSmoke 13214 ParticleSysBone = Smoke02 SmolderingSmoke 13215 ; ParticleSysBone = Smoke03 SmolderingSmoke 13216 ParticleSysBone = Smoke04 SmolderingSmoke 13217 ParticleSysBone = Smoke05 SmolderingSmoke 13218 ParticleSysBone = Smoke06 SmolderingSmoke 13219 ParticleSysBone = Fire01 SmolderingFire 13220 ParticleSysBone = Fire02 SmolderingFire 13221 ParticleSysBone = Fire03 SmolderingFire 13222 ; ParticleSysBone = Spark01 13223 End 13224 13225 ;night 13226 ConditionState = NIGHT 13227 Model = NBPCenter_N 13228 Animation = NBPCenter_N.NBPCenter_N 13229 AnimationMode = LOOP 13230 End 13231 ;damaged 13232 ConditionState = DAMAGED NIGHT 13233 Model = NBPCenter_DN 13234 Animation = NBPCenter_DN.NBPCenter_DN 13235 AnimationMode = LOOP 13236 ParticleSysBone = Smoke01 SmolderingSmoke 13237 ParticleSysBone = Smoke02 SmolderingSmoke 13238 ParticleSysBone = Smoke03 SmolderingSmoke 13239 ParticleSysBone = Fire01 SmolderingFire 13240 End 13241 ;reallydamaged 13242 ConditionState = REALLYDAMAGED RUBBLE NIGHT 13243 Model = NBPCenter_EN 13244 Animation = NBPCenter_EN.NBPCenter_EN 13245 AnimationMode = LOOP 13246 ParticleSysBone = Smoke01 SmolderingSmoke 13247 ParticleSysBone = Smoke02 SmolderingSmoke 13248 ; ParticleSysBone = Smoke03 SmolderingSmoke 13249 ParticleSysBone = Smoke04 SmolderingSmoke 13250 ParticleSysBone = Smoke05 SmolderingSmoke 13251 ParticleSysBone = Smoke06 SmolderingSmoke 13252 ParticleSysBone = Fire01 SmolderingFire 13253 ParticleSysBone = Fire02 SmolderingFire 13254 ParticleSysBone = Fire03 SmolderingFire 13255 ; ParticleSysBone = Spark01 13256 End 13257 13258 ConditionState = SNOW 13259 Model = NBPCenter_S 13260 Animation = NBPCenter_S.NBPCenter_S 13261 AnimationMode = LOOP 13262 End 13263 ;damaged 13264 ConditionState = DAMAGED SNOW 13265 Model = NBPCenter_DS 13266 Animation = NBPCenter_DS.NBPCenter_DS 13267 AnimationMode = LOOP 13268 ParticleSysBone = Smoke01 SmolderingSmoke 13269 ParticleSysBone = Smoke02 SmolderingSmoke 13270 ParticleSysBone = Smoke03 SmolderingSmoke 13271 ParticleSysBone = Fire01 SmolderingFire 13272 End 13273 ;reallydamaged 13274 ConditionState = REALLYDAMAGED RUBBLE SNOW 13275 Model = NBPCenter_ES 13276 Animation = NBPCenter_ES.NBPCenter_ES 13277 AnimationMode = LOOP 13278 ParticleSysBone = Smoke01 SmolderingSmoke 13279 ParticleSysBone = Smoke02 SmolderingSmoke 13280 ; ParticleSysBone = Smoke03 SmolderingSmoke 13281 ParticleSysBone = Smoke04 SmolderingSmoke 13282 ParticleSysBone = Smoke05 SmolderingSmoke 13283 ParticleSysBone = Smoke06 SmolderingSmoke 13284 ParticleSysBone = Fire01 SmolderingFire 13285 ParticleSysBone = Fire02 SmolderingFire 13286 ParticleSysBone = Fire03 SmolderingFire 13287 ; ParticleSysBone = Spark01 13288 End 13289 13290 ;night 13291 ConditionState = NIGHT SNOW 13292 Model = NBPCenter_NS 13293 Animation = NBPCenter_NS.NBPCenter_NS 13294 AnimationMode = LOOP 13295 End 13296 ;damaged 13297 ConditionState = DAMAGED NIGHT SNOW 13298 Model = NBPCenter_DNS 13299 Animation = NBPCenter_DNS.NBPCenter_DNS 13300 AnimationMode = LOOP 13301 ParticleSysBone = Smoke01 SmolderingSmoke 13302 ParticleSysBone = Smoke02 SmolderingSmoke 13303 ParticleSysBone = Smoke03 SmolderingSmoke 13304 ParticleSysBone = Fire01 SmolderingFire 13305 End 13306 ;reallydamaged 13307 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 13308 Model = NBPCenter_ENS 13309 Animation = NBPCenter_ENS.NBPCenter_ENS 13310 AnimationMode = LOOP 13311 ParticleSysBone = Smoke01 SmolderingSmoke 13312 ParticleSysBone = Smoke02 SmolderingSmoke 13313 ; ParticleSysBone = Smoke03 SmolderingSmoke 13314 ParticleSysBone = Smoke04 SmolderingSmoke 13315 ParticleSysBone = Smoke05 SmolderingSmoke 13316 ParticleSysBone = Smoke06 SmolderingSmoke 13317 ParticleSysBone = Fire01 SmolderingFire 13318 ParticleSysBone = Fire02 SmolderingFire 13319 ParticleSysBone = Fire03 SmolderingFire 13320 ; ParticleSysBone = Spark01 13321 End 13322 13323 13324 13325 ;************************************************************************************************************************** 13326 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 13327 ;for this draw module 13328 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13329 Model = NBPCenter 13330 Animation = NBPCenter.NBPCenter 13331 AnimationMode = LOOP 13332 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13333 End 13334 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 13335 Model = NBPCenter_D 13336 Animation = NBPCenter_D.NBPCenter_D 13337 AnimationMode = LOOP 13338 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13339 End 13340 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 13341 Model = NBPCenter_E 13342 Animation = NBPCenter_E.NBPCenter_E 13343 AnimationMode = LOOP 13344 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13345 End 13346 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 13347 Model = NBPCenter_N 13348 Animation = NBPCenter_N.NBPCenter_N 13349 AnimationMode = LOOP 13350 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13351 End 13352 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 13353 Model = NBPCenter_DN 13354 Animation = NBPCenter_DN.NBPCenter_DN 13355 AnimationMode = LOOP 13356 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13357 End 13358 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 13359 Model = NBPCenter_EN 13360 Animation = NBPCenter_EN.NBPCenter_EN 13361 AnimationMode = LOOP 13362 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13363 End 13364 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 13365 Model = NBPCenter_S 13366 Animation = NBPCenter_S.NBPCenter_S 13367 AnimationMode = LOOP 13368 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13369 End 13370 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 13371 Model = NBPCenter_DS 13372 Animation = NBPCenter_DS.NBPCenter_DS 13373 AnimationMode = LOOP 13374 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13375 End 13376 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 13377 Model = NBPCenter_ES 13378 Animation = NBPCenter_ES.NBPCenter_ES 13379 AnimationMode = LOOP 13380 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13381 End 13382 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 13383 Model = NBPCenter_NS 13384 Animation = NBPCenter_NS.NBPCenter_NS 13385 AnimationMode = LOOP 13386 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13387 End 13388 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 13389 Model = NBPCenter_DNS 13390 Animation = NBPCenter_DNS.NBPCenter_DNS 13391 AnimationMode = LOOP 13392 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13393 End 13394 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 13395 Model = NBPCenter_ENS 13396 Animation = NBPCenter_ENS.NBPCenter_ENS 13397 AnimationMode = LOOP 13398 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13399 End 13400 13401 ConditionState = AWAITING_CONSTRUCTION 13402 Model = NONE 13403 End 13404 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13405 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 13406 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13407 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13408 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 13409 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13410 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13411 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 13412 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13413 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13414 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 13415 AliasConditionState = SOLD 13416 AliasConditionState = SOLD DAMAGED 13417 AliasConditionState = SOLD REALLYDAMAGED 13418 AliasConditionState = SOLD NIGHT 13419 AliasConditionState = SOLD NIGHT DAMAGED 13420 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13421 AliasConditionState = SOLD SNOW 13422 AliasConditionState = SOLD SNOW DAMAGED 13423 AliasConditionState = SOLD SNOW REALLYDAMAGED 13424 AliasConditionState = SOLD NIGHT SNOW 13425 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13426 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13427 ;************************************************************************************************************************** 13428 13429 13430 13431 13432 End 13433 13434 ; ----------------- the factory door ------------------- 13435 Draw = W3DModelDraw ModuleTag_02 13436 DefaultConditionState 13437 Model = NBPCenter_A1 13438 Animation = NBPCenter_A1.NBPCenter_A1 13439 AnimationMode = MANUAL 13440 Flags = START_FRAME_FIRST 13441 End 13442 AliasConditionState = NIGHT 13443 AliasConditionState = SNOW 13444 AliasConditionState = NIGHT SNOW 13445 AliasConditionState = NIGHT DAMAGED 13446 AliasConditionState = SNOW DAMAGED 13447 AliasConditionState = NIGHT SNOW DAMAGED 13448 AliasConditionState = NIGHT REALLYDAMAGED 13449 AliasConditionState = SNOW REALLYDAMAGED 13450 AliasConditionState = NIGHT SNOW REALLYDAMAGED 13451 13452 13453 ConditionState = AWAITING_CONSTRUCTION 13454 Model = NONE 13455 End 13456 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 13457 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE 13458 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 13459 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 13460 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE 13461 AliasConditionState = AWAITING_CONSTRUCTION SNOW 13462 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 13463 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE 13464 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 13465 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 13466 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE 13467 AliasConditionState = SOLD 13468 AliasConditionState = SOLD DAMAGED 13469 AliasConditionState = SOLD REALLYDAMAGED 13470 AliasConditionState = SOLD NIGHT 13471 AliasConditionState = SOLD NIGHT DAMAGED 13472 AliasConditionState = SOLD NIGHT REALLYDAMAGED 13473 AliasConditionState = SOLD SNOW 13474 AliasConditionState = SOLD SNOW DAMAGED 13475 AliasConditionState = SOLD SNOW REALLYDAMAGED 13476 AliasConditionState = SOLD NIGHT SNOW 13477 AliasConditionState = SOLD NIGHT SNOW DAMAGED 13478 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 13479 13480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13481 Model = NBPCenter_A1 13482 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 13483 End 13484 AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13485 AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13486 AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13487 AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13488 AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13489 AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13490 AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13491 AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13492 AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13493 13494 ; ConditionState = DAMAGED 13495 ; Model = NBPCenter_A1D 13496 ; Animation = NBPCenter_A1D.NBPCenter_A1D 13497 ; AnimationMode = MANUAL 13498 ; Flags = START_FRAME_FIRST 13499 ; End 13500 ; ConditionState = REALLYDAMAGED RUBBLE 13501 ; Model = NBPCenter_A1E 13502 ; Animation = NBPCenter_A1E.NBPCenter_A1E 13503 ; AnimationMode = MANUAL 13504 ; Flags = START_FRAME_FIRST 13505 ; End 13506 13507 ConditionState = DOOR_1_OPENING 13508 Model = NBPCenter_A1 13509 Animation = NBPCenter_A1.NBPCenter_A1 13510 AnimationMode = ONCE 13511 Flags = START_FRAME_FIRST 13512 End 13513 AliasConditionState = NIGHT DOOR_1_OPENING 13514 AliasConditionState = SNOW DOOR_1_OPENING 13515 AliasConditionState = NIGHT SNOW DOOR_1_OPENING 13516 AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING 13517 AliasConditionState = SNOW DAMAGED DOOR_1_OPENING 13518 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING 13519 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING 13520 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING 13521 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING 13522 13523 13524 ; ConditionState = DOOR_1_OPENING DAMAGED 13525 ; Model = NBPCenter_A1D 13526 ; Animation = NBPCenter_A1D.NBPCenter_A1D 13527 ; AnimationMode = ONCE 13528 ; Flags = START_FRAME_FIRST 13529 ; End 13530 ; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 13531 ; Model = NBPCenter_A1E 13532 ; Animation = NBPCenter_A1E.NBPCenter_A1E 13533 ; AnimationMode = ONCE 13534 ; Flags = START_FRAME_FIRST 13535 ; End 13536 13537 ConditionState = DOOR_1_CLOSING 13538 Model = NBPCenter_A1 13539 Animation = NBPCenter_A1.NBPCenter_A1 13540 AnimationMode = ONCE_BACKWARDS 13541 Flags = START_FRAME_LAST 13542 End 13543 AliasConditionState = NIGHT DOOR_1_CLOSING 13544 AliasConditionState = SNOW DOOR_1_CLOSING 13545 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING 13546 AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING 13547 AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING 13548 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING 13549 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING 13550 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING 13551 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING 13552 13553 ; ConditionState = DOOR_1_CLOSING DAMAGED 13554 ; Model = NBPCenter_A1D 13555 ; Animation = NBPCenter_A1D.NBPCenter_A1D 13556 ; AnimationMode = ONCE_BACKWARDS 13557 ; Flags = START_FRAME_LAST 13558 ; End 13559 ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 13560 ; Model = NBPCenter_A1E 13561 ; Animation = NBPCenter_A1E.NBPCenter_A1E 13562 ; AnimationMode = ONCE_BACKWARDS 13563 ; Flags = START_FRAME_LAST 13564 ; End 13565 13566 ConditionState = DOOR_1_WAITING_OPEN 13567 Model = NBPCenter_A1 13568 Animation = NBPCenter_A1.NBPCenter_A1 13569 AnimationMode = MANUAL 13570 Flags = START_FRAME_LAST 13571 End 13572 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 13573 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 13574 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN 13575 AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN 13576 AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN 13577 AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN 13578 AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN 13579 AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 13580 AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN 13581 13582 ; ConditionState = DOOR_1_WAITING_OPEN DAMAGED 13583 ; Model = NBPCenter_A1D 13584 ; Animation = NBPCenter_A1D.NBPCenter_A1D 13585 ; AnimationMode = MANUAL 13586 ; Flags = START_FRAME_LAST 13587 ; End 13588 ; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 13589 ; Model = NBPCenter_A1E 13590 ; Animation = NBPCenter_A1E.NBPCenter_A1E 13591 ; AnimationMode = MANUAL 13592 ; Flags = START_FRAME_LAST 13593 ; End 13594 End 13595 13596 ; -------- spreading propaganda flashing lights ---------- 13597 Draw = W3DModelDraw ModuleTag_03 13598 DefaultConditionState 13599 Model = None 13600 End 13601 ConditionState = SOLD 13602 Model = NONE 13603 End 13604 ConditionState = SOLD SNOW 13605 Model = NONE 13606 End 13607 ConditionState = SOLD NIGHT 13608 Model = NONE 13609 End 13610 ConditionState = SOLD NIGHT SNOW 13611 Model = NONE 13612 End 13613 ConditionState = CONSTRUCTION_COMPLETE 13614 Model = NBPCenter_A2 13615 Animation = NBPCenter_A2.NBPCenter_A2 13616 AnimationMode = LOOP 13617 Flags = START_FRAME_FIRST 13618 End 13619 End 13620 13621 ; ------------ construction-zone fence ----------------- 13622 Draw = W3DModelDraw ModuleTag_04 13623 AnimationsRequirePower = No 13624 DefaultConditionState 13625 Model = None 13626 TransitionKey = DOWN_DEFAULT 13627 End 13628 ConditionState = NIGHT 13629 Model = None 13630 TransitionKey = DOWN_DEFAULT 13631 End 13632 ConditionState = SNOW 13633 Model = None 13634 TransitionKey = DOWN_DEFAULT 13635 End 13636 ConditionState = SNOW NIGHT 13637 Model = None 13638 TransitionKey = DOWN_DEFAULT 13639 End 13640 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13641 Model = NBPCenter_A4 13642 Animation = NBPCenter_A4.NBPCenter_A4 13643 AnimationMode = MANUAL 13644 Flags = START_FRAME_LAST 13645 TransitionKey = UP_DAY 13646 End 13647 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13648 Model = NBPCenter_A4N 13649 Animation = NBPCenter_A4N.NBPCenter_A4N 13650 AnimationMode = MANUAL 13651 Flags = START_FRAME_LAST 13652 TransitionKey = UP_NIGHT 13653 End 13654 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13655 Model = NBPCenter_A4S 13656 Animation = NBPCenter_A4S.NBPCenter_A4S 13657 AnimationMode = MANUAL 13658 Flags = START_FRAME_LAST 13659 TransitionKey = UP_SNOW 13660 End 13661 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 13662 Model = NBPCenter_A4SN 13663 Animation = NBPCenter_A4SN.NBPCenter_A4SN 13664 AnimationMode = MANUAL 13665 Flags = START_FRAME_LAST 13666 TransitionKey = UP_SNOWNIGHT 13667 End 13668 TransitionState = DOWN_DEFAULT UP_DAY 13669 Model = NBPCenter_A4 13670 Animation = NBPCenter_A4.NBPCenter_A4 13671 AnimationMode = ONCE 13672 AnimationSpeedFactorRange = 1.0 1.0 13673 Flags = START_FRAME_FIRST 13674 End 13675 TransitionState = DOWN_DEFAULT UP_NIGHT 13676 Model = NBPCenter_A4N 13677 Animation = NBPCenter_A4N.NBPCenter_A4N 13678 AnimationMode = ONCE 13679 AnimationSpeedFactorRange = 1.0 1.0 13680 Flags = START_FRAME_FIRST 13681 End 13682 13683 TransitionState = DOWN_DEFAULT UP_SNOW 13684 Model = NBPCenter_A4S 13685 Animation = NBPCenter_A4S.NBPCenter_A4S 13686 AnimationMode = ONCE 13687 AnimationSpeedFactorRange = 1.0 1.0 13688 Flags = START_FRAME_FIRST 13689 End 13690 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13691 Model = NBPCenter_A4SN 13692 Animation = NBPCenter_A4SN.NBPCenter_A4SN 13693 AnimationMode = ONCE 13694 AnimationSpeedFactorRange = 1.0 1.0 13695 Flags = START_FRAME_FIRST 13696 End 13697 TransitionState = UP_DAY DOWN_DEFAULT 13698 Model = NBPCenter_A4 13699 Animation = NBPCenter_A4.NBPCenter_A4 13700 AnimationMode = ONCE_BACKWARDS 13701 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13702 Flags = START_FRAME_LAST 13703 End 13704 TransitionState = UP_NIGHT DOWN_DEFAULT 13705 Model = NBPCenter_A4N 13706 Animation = NBPCenter_A4N.NBPCenter_A4N 13707 AnimationMode = ONCE_BACKWARDS 13708 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13709 Flags = START_FRAME_LAST 13710 End 13711 TransitionState = UP_SNOW DOWN_DEFAULT 13712 Model = NBPCenter_A4S 13713 Animation = NBPCenter_A4S.NBPCenter_A4S 13714 AnimationMode = ONCE_BACKWARDS 13715 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13716 Flags = START_FRAME_LAST 13717 End 13718 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13719 Model = NBPCenter_A4SN 13720 Animation = NBPCenter_A4SN.NBPCenter_A4SN 13721 AnimationMode = ONCE_BACKWARDS 13722 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13723 Flags = START_FRAME_LAST 13724 End 13725 End 13726 13727 ; ------------ under-construction scaffolding ----------------- 13728 Draw = W3DModelDraw ModuleTag_05 13729 AnimationsRequirePower = No 13730 MinLODRequired = MEDIUM 13731 DefaultConditionState 13732 Model = None 13733 TransitionKey = DOWN_DEFAULT 13734 End 13735 ConditionState = NIGHT 13736 Model = None 13737 TransitionKey = DOWN_DEFAULT 13738 End 13739 ConditionState = SNOW 13740 Model = None 13741 TransitionKey = DOWN_DEFAULT 13742 End 13743 ConditionState = SNOW NIGHT 13744 Model = None 13745 TransitionKey = DOWN_DEFAULT 13746 End 13747 ConditionState = PARTIALLY_CONSTRUCTED 13748 Model = NBPCenter_A6 13749 Animation = NBPCenter_A6.NBPCenter_A6 13750 AnimationMode = MANUAL 13751 Flags = START_FRAME_LAST 13752 TransitionKey = UP_DAY 13753 ParticleSysBone = Dust01 BuildingDustChina 13754 ParticleSysBone = Smoke01 BuildUpSmokeChina 13755 ParticleSysBone = Smoke02 BuildUpSmokeChina 13756 ParticleSysBone = Smoke03 BuildUpSmokeChina 13757 ParticleSysBone = Smoke04 BuildUpSmokeChina 13758 End 13759 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 13760 Model = NBPCenter_A6N 13761 Animation = NBPCenter_A6N.NBPCenter_A6N 13762 AnimationMode = MANUAL 13763 Flags = START_FRAME_LAST 13764 TransitionKey = UP_NIGHT 13765 ParticleSysBone = Dust01 BuildingDustChina 13766 ParticleSysBone = Smoke01 BuildUpSmokeChina 13767 ParticleSysBone = Smoke02 BuildUpSmokeChina 13768 ParticleSysBone = Smoke03 BuildUpSmokeChina 13769 ParticleSysBone = Smoke04 BuildUpSmokeChina 13770 End 13771 ConditionState = SNOW PARTIALLY_CONSTRUCTED 13772 Model = NBPCenter_A6S 13773 Animation = NBPCenter_A6S.NBPCenter_A6S 13774 AnimationMode = MANUAL 13775 Flags = START_FRAME_LAST 13776 TransitionKey = UP_SNOW 13777 ParticleSysBone = Dust01 BuildingSnowDust 13778 ParticleSysBone = Smoke01 BuildUpSnowSmoke 13779 ParticleSysBone = Smoke02 BuildUpSnowSmoke 13780 ParticleSysBone = Smoke03 BuildUpSnowSmoke 13781 ParticleSysBone = Smoke04 BuildUpSnowSmoke 13782 End 13783 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 13784 Model = NBPCenter_A6SN 13785 Animation = NBPCenter_A6SN.NBPCenter_A6SN 13786 AnimationMode = MANUAL 13787 Flags = START_FRAME_LAST 13788 TransitionKey = UP_SNOWNIGHT 13789 ParticleSysBone = Dust01 BuildingNightSnowDust 13790 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 13791 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 13792 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 13793 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 13794 End 13795 TransitionState = DOWN_DEFAULT UP_DAY 13796 Model = NBPCenter_A6 13797 Animation = NBPCenter_A6.NBPCenter_A6 13798 AnimationMode = ONCE 13799 AnimationSpeedFactorRange = 1.0 1.0 13800 Flags = START_FRAME_FIRST 13801 End 13802 TransitionState = DOWN_DEFAULT UP_NIGHT 13803 Model = NBPCenter_A6N 13804 Animation = NBPCenter_A6N.NBPCenter_A6N 13805 AnimationMode = ONCE 13806 AnimationSpeedFactorRange = 1.0 1.0 13807 Flags = START_FRAME_FIRST 13808 End 13809 TransitionState = DOWN_DEFAULT UP_SNOW 13810 Model = NBPCenter_A6S 13811 Animation = NBPCenter_A6S.NBPCenter_A6S 13812 AnimationMode = ONCE 13813 AnimationSpeedFactorRange = 1.0 1.0 13814 Flags = START_FRAME_FIRST 13815 End 13816 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13817 Model = NBPCenter_A6SN 13818 Animation = NBPCenter_A6SN.NBPCenter_A6SN 13819 AnimationMode = ONCE 13820 AnimationSpeedFactorRange = 1.0 1.0 13821 Flags = START_FRAME_FIRST 13822 End 13823 TransitionState = UP_DAY DOWN_DEFAULT 13824 Model = NBPCenter_A6 13825 Animation = NBPCenter_A6.NBPCenter_A6 13826 AnimationMode = ONCE_BACKWARDS 13827 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13828 Flags = START_FRAME_LAST 13829 End 13830 TransitionState = UP_NIGHT DOWN_DEFAULT 13831 Model = NBPCenter_A6N 13832 Animation = NBPCenter_A6N.NBPCenter_A6N 13833 AnimationMode = ONCE_BACKWARDS 13834 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13835 Flags = START_FRAME_LAST 13836 End 13837 TransitionState = UP_SNOW DOWN_DEFAULT 13838 Model = NBPCenter_A6S 13839 Animation = NBPCenter_A6S.NBPCenter_A6S 13840 AnimationMode = ONCE_BACKWARDS 13841 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13842 Flags = START_FRAME_LAST 13843 End 13844 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13845 Model = NBPCenter_A6SN 13846 Animation = NBPCenter_A6SN.NBPCenter_A6SN 13847 AnimationMode = ONCE_BACKWARDS 13848 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13849 Flags = START_FRAME_LAST 13850 End 13851 End 13852 13853 ; ------------ being-constructed crane ----------------- 13854 Draw = W3DModelDraw ModuleTag_06 13855 AnimationsRequirePower = No 13856 DefaultConditionState 13857 Model = None 13858 TransitionKey = DOWN_DEFAULT 13859 End 13860 ConditionState = NIGHT 13861 Model = None 13862 TransitionKey = DOWN_DEFAULT 13863 End 13864 ConditionState = SNOW 13865 Model = None 13866 TransitionKey = DOWN_DEFAULT 13867 End 13868 ConditionState = SNOW NIGHT 13869 Model = None 13870 TransitionKey = DOWN_DEFAULT 13871 End 13872 ConditionState = SOLD 13873 Model = NONE 13874 End 13875 13876 ConditionState = ACTIVELY_BEING_CONSTRUCTED 13877 Model = NBPCenter_A5 13878 Animation = NBPCenter_A5.NBPCenter_A5 13879 AnimationMode = LOOP 13880 TransitionKey = UP_DAY 13881 End 13882 13883 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 13884 Model = NBPCenter_A5N 13885 Animation = NBPCenter_A5N.NBPCenter_A5N 13886 AnimationMode = LOOP 13887 TransitionKey = UP_NIGHT 13888 End 13889 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 13890 Model = NBPCenter_A5S 13891 Animation = NBPCenter_A5S.NBPCenter_A5S 13892 AnimationMode = LOOP 13893 TransitionKey = UP_SNOW 13894 End 13895 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 13896 Model = NBPCenter_A5SN 13897 Animation = NBPCenter_A5SN.NBPCenter_A5SN 13898 AnimationMode = LOOP 13899 TransitionKey = UP_SNOWNIGHT 13900 End 13901 TransitionState = DOWN_DEFAULT UP_DAY 13902 Model = NBPCenter_AB 13903 Animation = NBPCenter_AB.NBPCenter_AB 13904 AnimationMode = ONCE 13905 AnimationSpeedFactorRange = 1.0 1.0 13906 Flags = START_FRAME_FIRST 13907 End 13908 13909 TransitionState = DOWN_DEFAULT UP_NIGHT 13910 Model = NBPCenter_ABN 13911 Animation = NBPCenter_ABN.NBPCenter_ABN 13912 AnimationMode = ONCE 13913 AnimationSpeedFactorRange = 1.0 1.0 13914 Flags = START_FRAME_FIRST 13915 End 13916 TransitionState = DOWN_DEFAULT UP_SNOW 13917 Model = NBPCenter_ABS 13918 Animation = NBPCenter_ABS.NBPCenter_ABS 13919 AnimationMode = ONCE 13920 AnimationSpeedFactorRange = 1.0 1.0 13921 Flags = START_FRAME_FIRST 13922 End 13923 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 13924 Model = NBPCenter_ABSN 13925 Animation = NBPCenter_ABSN.NBPCenter_ABSN 13926 AnimationMode = ONCE 13927 AnimationSpeedFactorRange = 1.0 1.0 13928 Flags = START_FRAME_FIRST 13929 End 13930 TransitionState = UP_DAY DOWN_DEFAULT 13931 Model = NBPCenter_AB 13932 Animation = NBPCenter_AB.NBPCenter_AB 13933 AnimationMode = ONCE_BACKWARDS 13934 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13935 Flags = START_FRAME_LAST 13936 End 13937 TransitionState = UP_NIGHT DOWN_DEFAULT 13938 Model = NBPCenter_ABN 13939 Animation = NBPCenter_ABN.NBPCenter_ABN 13940 AnimationMode = ONCE_BACKWARDS 13941 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13942 Flags = START_FRAME_LAST 13943 End 13944 TransitionState = UP_SNOW DOWN_DEFAULT 13945 Model = NBPCenter_ABS 13946 Animation = NBPCenter_ABS.NBPCenter_ABS 13947 AnimationMode = ONCE_BACKWARDS 13948 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13949 Flags = START_FRAME_LAST 13950 End 13951 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 13952 Model = NBPCenter_ABSN 13953 Animation = NBPCenter_ABSN.NBPCenter_ABSN 13954 AnimationMode = ONCE_BACKWARDS 13955 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 13956 Flags = START_FRAME_LAST 13957 End 13958 End 13959 13960 PlacementViewAngle = -45 13961 13962 ; ***DESIGN parameters *** 13963 DisplayName = OBJECT:PropagandaCenter 13964 Side = ChinaNukeGeneral 13965 EditorSorting = STRUCTURE 13966 Prerequisites 13967 Object = Nuke_ChinaWarFactory 13968 End 13969 BuildCost = 2000 13970 BuildTime = 45.0 ; in seconds 13971 EnergyProduction = -2 13972 VisionRange = 200.0 ; Shroud clearing distance 13973 ShroudClearingRange = 200 13974 ArmorSet 13975 Conditions = None 13976 Armor = StructureArmor 13977 DamageFX = StructureDamageFXNoShake 13978 End 13979 CommandSet = Nuke_ChinaPropagandaCenterCommandSet 13980 ExperienceValue = 200 200 200 200 ; Experience point value at each level 13981 13982 13983 ; *** AUDIO Parameters *** 13984 VoiceSelect = PropagandaCenterSelect 13985 SoundOnDamaged = BuildingDamagedStateLight 13986 SoundOnReallyDamaged = BuildingDestroy 13987 13988 UnitSpecificSounds 13989 UnderConstruction = UnderConstructionLoop 13990 End 13991 13992 ; *** ENGINEERING Parameters *** 13993 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH 13994 Body = StructureBody ModuleTag_07 13995 MaxHealth = 1000.0 13996 InitialHealth = 1000.0 13997 13998 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 13999 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14000 SubdualDamageCap = 1200 14001 SubdualDamageHealRate = 500 14002 SubdualDamageHealAmount = 100 14003 End 14004 Behavior = ProductionUpdate ModuleTag_10 14005 ;<NO DATA> 14006 End 14007 Behavior = DestroyDie ModuleTag_12 14008 ;<NO DATA> 14009 End 14010 Behavior = FXListDie ModuleTag_14 14011 DeathFX = FX_StructureMediumDeath 14012 End 14013 Behavior = GenerateMinefieldBehavior ModuleTag_15 14014 TriggeredBy = Upgrade_ChinaMines 14015 MineName = ChinaStandardMine 14016 SmartBorder = Yes 14017 AlwaysCircular = Yes 14018 14019 Upgradable = Yes 14020 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 14021 UpgradedMineName = ChinaEMPMine 14022 End 14023 14024 Behavior = FlammableUpdate ModuleTag_17 14025 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14026 AflameDamageAmount = 5 ; taking this much damage... 14027 AflameDamageDelay = 500 ; this often. 14028 End 14029 14030 Behavior = TransitionDamageFX ModuleTag_18 14031 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 14032 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14033 ;--------------------------------------------------------------------------------------- 14034 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14035 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14036 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14037 End 14038 14039 Behavior = CommandSetUpgrade ModuleTag_25 14040 CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade 14041 TriggeredBy = Upgrade_ChinaMines 14042 End 14043 Behavior = ArmorUpgrade ModuleTag_26 14044 TriggeredBy = Upgrade_ChinaEMPMines 14045 End 14046 14047 Geometry = BOX 14048 GeometryMajorRadius = 33.0 14049 GeometryMinorRadius = 57.0 14050 GeometryHeight = 40.0 14051 GeometryIsSmall = No 14052 Shadow = SHADOW_VOLUME 14053 BuildCompletion = PLACED_BY_PLAYER 14054 14055 End 14056 14057 ;------------------------------------------------------------------------------ 14058 Object Nuke_ChinaGattlingCannon 14059 14060 ; *** ART Parameters *** 14061 SelectPortrait = SNGatTower_L 14062 ButtonImage = SNGatTower 14063 UpgradeCameo1 = Upgrade_ChinaChainGuns 14064 Draw = W3DModelDraw ModuleTag_01 14065 OkToChangeModelColor = Yes 14066 14067 ;--------------------- IDLE -------------------------------------------------- 14068 ;------------------------------------------------------------------------------- 14069 14070 ; DAY 14071 DefaultConditionState 14072 Model = NBGattling 14073 Animation = NBGattling_A2.NBGattling_A2 14074 AnimationMode = MANUAL 14075 Turret = TURRET 14076 TurretPitch = TURRETEL 14077 WeaponFireFXBone = PRIMARY Muzzle 14078 WeaponMuzzleFlash = PRIMARY MuzzleFX 14079 WeaponFireFXBone = SECONDARY Muzzle 14080 WeaponMuzzleFlash = SECONDARY MuzzleFX 14081 End 14082 ConditionState = DAMAGED 14083 Model = NBGattling_D 14084 Animation = NBGattling_A2.NBGattling_A2 14085 AnimationMode = MANUAL 14086 Turret = TURRET 14087 TurretPitch = TURRETEL 14088 WeaponFireFXBone = PRIMARY Muzzle 14089 WeaponMuzzleFlash = PRIMARY MuzzleFX 14090 WeaponFireFXBone = SECONDARY Muzzle 14091 WeaponMuzzleFlash = SECONDARY MuzzleFX 14092 ParticleSysBone = SmokeM01 SmokeFactionMedium 14093 ParticleSysBone = SparkM01 SparksMedium 14094 End 14095 ConditionState = REALLYDAMAGED RUBBLE 14096 Model = NBGattling_E 14097 Animation = NBGattling_A2.NBGattling_A2 14098 AnimationMode = MANUAL 14099 Turret = TURRET 14100 TurretPitch = TURRETEL 14101 WeaponFireFXBone = PRIMARY Muzzle 14102 WeaponMuzzleFlash = PRIMARY MuzzleFX 14103 WeaponFireFXBone = SECONDARY Muzzle 14104 WeaponMuzzleFlash = SECONDARY MuzzleFX 14105 ParticleSysBone = Smoke01 SmokeFactionMedium 14106 ParticleSysBone = Smoke02 SmokeFactionMedium 14107 ParticleSysBone = Smoke03 SmokeFactionMedium 14108 ParticleSysBone = SparkM01 SparksMedium 14109 ParticleSysBone = SparkM02 SparksMedium 14110 End 14111 14112 14113 14114 ; NIGHT --------------------------------------------------------------- 14115 ConditionState = NIGHT 14116 Model = NBGattling_N 14117 Animation = NBGattling_A2.NBGattling_A2 14118 AnimationMode = MANUAL 14119 Turret = TURRET 14120 TurretPitch = TURRETEL 14121 WeaponFireFXBone = PRIMARY Muzzle 14122 WeaponMuzzleFlash = PRIMARY MuzzleFX 14123 WeaponFireFXBone = SECONDARY Muzzle 14124 WeaponMuzzleFlash = SECONDARY MuzzleFX 14125 End 14126 ConditionState = DAMAGED NIGHT 14127 Model = NBGattling_DN 14128 Animation = NBGattling_A2.NBGattling_A2 14129 AnimationMode = MANUAL 14130 Turret = TURRET 14131 TurretPitch = TURRETEL 14132 WeaponFireFXBone = PRIMARY Muzzle 14133 WeaponMuzzleFlash = PRIMARY MuzzleFX 14134 WeaponFireFXBone = SECONDARY Muzzle 14135 WeaponMuzzleFlash = SECONDARY MuzzleFX 14136 ParticleSysBone = SmokeM01 SmokeFactionMedium 14137 ParticleSysBone = SparkM01 SparksMedium 14138 End 14139 ConditionState = REALLYDAMAGED RUBBLE NIGHT 14140 Model = NBGattling_EN 14141 Animation = NBGattling_A2.NBGattling_A2 14142 AnimationMode = MANUAL 14143 Turret = TURRET 14144 TurretPitch = TURRETEL 14145 WeaponFireFXBone = PRIMARY Muzzle 14146 WeaponMuzzleFlash = PRIMARY MuzzleFX 14147 WeaponFireFXBone = SECONDARY Muzzle 14148 WeaponMuzzleFlash = SECONDARY MuzzleFX 14149 ParticleSysBone = Smoke01 SmokeFactionMedium 14150 ParticleSysBone = Smoke02 SmokeFactionMedium 14151 ParticleSysBone = Smoke03 SmokeFactionMedium 14152 ParticleSysBone = SparkM01 SparksMedium 14153 ParticleSysBone = SparkM02 SparksMedium 14154 End 14155 14156 14157 ;SNOW --------------------------------------------------------------- 14158 ConditionState = SNOW 14159 Model = NBGattling_S 14160 Animation = NBGattling_A2.NBGattling_A2 14161 AnimationMode = MANUAL 14162 Turret = TURRET 14163 TurretPitch = TURRETEL 14164 WeaponFireFXBone = PRIMARY Muzzle 14165 WeaponMuzzleFlash = PRIMARY MuzzleFX 14166 WeaponFireFXBone = SECONDARY Muzzle 14167 WeaponMuzzleFlash = SECONDARY MuzzleFX 14168 End 14169 14170 ConditionState = DAMAGED SNOW 14171 Model = NBGattling_DS 14172 Animation = NBGattling_A2.NBGattling_A2 14173 AnimationMode = MANUAL 14174 Turret = TURRET 14175 TurretPitch = TURRETEL 14176 WeaponFireFXBone = PRIMARY Muzzle 14177 WeaponMuzzleFlash = PRIMARY MuzzleFX 14178 WeaponFireFXBone = SECONDARY Muzzle 14179 WeaponMuzzleFlash = SECONDARY MuzzleFX 14180 ParticleSysBone = SmokeM01 SmokeFactionMedium 14181 ParticleSysBone = SparkM01 SparksMedium 14182 End 14183 14184 ConditionState = REALLYDAMAGED RUBBLE SNOW 14185 Model = NBGattling_ES 14186 Animation = NBGattling_A2.NBGattling_A2 14187 AnimationMode = MANUAL 14188 Turret = TURRET 14189 TurretPitch = TURRETEL 14190 WeaponFireFXBone = PRIMARY Muzzle 14191 WeaponMuzzleFlash = PRIMARY MuzzleFX 14192 WeaponFireFXBone = SECONDARY Muzzle 14193 WeaponMuzzleFlash = SECONDARY MuzzleFX 14194 ParticleSysBone = Smoke01 SmokeFactionMedium 14195 ParticleSysBone = Smoke02 SmokeFactionMedium 14196 ParticleSysBone = Smoke03 SmokeFactionMedium 14197 ParticleSysBone = SparkM01 SparksMedium 14198 ParticleSysBone = SparkM02 SparksMedium 14199 End 14200 14201 14202 ; NIGHT SNOW --------------------------------------------------------------- 14203 ConditionState = NIGHT SNOW 14204 Model = NBGattling_NS 14205 Animation = NBGattling_A2.NBGattling_A2 14206 AnimationMode = MANUAL 14207 Turret = TURRET 14208 TurretPitch = TURRETEL 14209 WeaponFireFXBone = PRIMARY Muzzle 14210 WeaponMuzzleFlash = PRIMARY MuzzleFX 14211 WeaponFireFXBone = SECONDARY Muzzle 14212 WeaponMuzzleFlash = SECONDARY MuzzleFX 14213 End 14214 14215 ConditionState = DAMAGED NIGHT SNOW 14216 Model = NBGattling_DNS 14217 Animation = NBGattling_A2.NBGattling_A2 14218 AnimationMode = MANUAL 14219 Turret = TURRET 14220 TurretPitch = TURRETEL 14221 WeaponFireFXBone = PRIMARY Muzzle 14222 WeaponMuzzleFlash = PRIMARY MuzzleFX 14223 WeaponFireFXBone = SECONDARY Muzzle 14224 WeaponMuzzleFlash = SECONDARY MuzzleFX 14225 ParticleSysBone = SmokeM01 SmokeFactionMedium 14226 ParticleSysBone = SparkM01 SparksMedium 14227 End 14228 14229 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 14230 Model = NBGattling_ENS 14231 Animation = NBGattling_A2.NBGattling_A2 14232 AnimationMode = MANUAL 14233 Turret = TURRET 14234 TurretPitch = TURRETEL 14235 WeaponFireFXBone = PRIMARY Muzzle 14236 WeaponMuzzleFlash = PRIMARY MuzzleFX 14237 WeaponFireFXBone = SECONDARY Muzzle 14238 WeaponMuzzleFlash = SECONDARY MuzzleFX 14239 ParticleSysBone = Smoke01 SmokeFactionMedium 14240 ParticleSysBone = Smoke02 SmokeFactionMedium 14241 ParticleSysBone = Smoke03 SmokeFactionMedium 14242 ParticleSysBone = SparkM01 SparksMedium 14243 ParticleSysBone = SparkM02 SparksMedium 14244 End 14245 14246 14247 14248 ;---------------- ATTACKING ---------------------------------- 14249 ;------------------------------------------------------------- 14250 ; DAY 14251 ConditionState = ATTACKING 14252 Model = NBGattling 14253 Animation = NBGattling_A2.NBGattling_A2 14254 AnimationMode = LOOP 14255 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14256 End 14257 ConditionState = ATTACKING DAMAGED 14258 Model = NBGattling_D 14259 Animation = NBGattling_A2.NBGattling_A2 14260 AnimationMode = LOOP 14261 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14262 End 14263 ConditionState = ATTACKING REALLYDAMAGED 14264 Model = NBGattling_E 14265 Animation = NBGattling_A2.NBGattling_A2 14266 AnimationMode = LOOP 14267 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14268 End 14269 14270 14271 14272 ;NIGHT --------------------------------------------------------------- 14273 ConditionState = ATTACKING NIGHT 14274 Model = NBGattling_N 14275 Animation = NBGattling_A2.NBGattling_A2 14276 AnimationMode = LOOP 14277 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14278 End 14279 14280 ConditionState = ATTACKING DAMAGED NIGHT 14281 Model = NBGattling_DN 14282 Animation = NBGattling_A2.NBGattling_A2 14283 AnimationMode = LOOP 14284 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14285 End 14286 14287 ConditionState = ATTACKING REALLYDAMAGED NIGHT 14288 Model = NBGattling_EN 14289 Animation = NBGattling_A2.NBGattling_A2 14290 AnimationMode = LOOP 14291 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14292 End 14293 14294 14295 14296 14297 ;SNOW --------------------------------------------------------------- 14298 ConditionState = ATTACKING SNOW 14299 Model = NBGattling_S 14300 Animation = NBGattling_A2.NBGattling_A2 14301 AnimationMode = LOOP 14302 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14303 End 14304 14305 ConditionState = ATTACKING DAMAGED SNOW 14306 Model = NBGattling_DS 14307 Animation = NBGattling_A2.NBGattling_A2 14308 AnimationMode = LOOP 14309 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14310 End 14311 14312 ConditionState = ATTACKING REALLYDAMAGED SNOW 14313 Model = NBGattling_ES 14314 Animation = NBGattling_A2.NBGattling_A2 14315 AnimationMode = LOOP 14316 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14317 End 14318 14319 14320 14321 ;SNOW NIGHT --------------------------------------------------------------- 14322 ConditionState = ATTACKING NIGHT SNOW 14323 Model = NBGattling_NS 14324 Animation = NBGattling_A2.NBGattling_A2 14325 AnimationMode = LOOP 14326 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14327 End 14328 14329 ConditionState = ATTACKING DAMAGED SNOW NIGHT 14330 Model = NBGattling_DNS 14331 Animation = NBGattling_A2.NBGattling_A2 14332 AnimationMode = LOOP 14333 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14334 End 14335 14336 ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW 14337 Model = NBGattling_ENS 14338 Animation = NBGattling_A2.NBGattling_A2 14339 AnimationMode = LOOP 14340 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 14341 End 14342 14343 ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- 14344 ;------------------------------------------------------------- 14345 ; DAY 14346 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 14347 Model = NBGattling 14348 Animation = NBGattling_A2.NBGattling_A2 14349 AnimationMode = LOOP 14350 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14351 End 14352 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING 14353 Model = NBGattling_D 14354 Animation = NBGattling_A2.NBGattling_A2 14355 AnimationMode = LOOP 14356 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14357 End 14358 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 14359 Model = NBGattling_E 14360 Animation = NBGattling_A2.NBGattling_A2 14361 AnimationMode = LOOP 14362 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14363 End 14364 14365 14366 14367 ;NIGHT --------------------------------------------------------------- 14368 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING 14369 Model = NBGattling_N 14370 Animation = NBGattling_A2.NBGattling_A2 14371 AnimationMode = LOOP 14372 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14373 End 14374 14375 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING 14376 Model = NBGattling_DN 14377 Animation = NBGattling_A2.NBGattling_A2 14378 AnimationMode = LOOP 14379 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14380 End 14381 14382 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING 14383 Model = NBGattling_EN 14384 Animation = NBGattling_A2.NBGattling_A2 14385 AnimationMode = LOOP 14386 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14387 End 14388 14389 14390 14391 14392 ;SNOW --------------------------------------------------------------- 14393 ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING 14394 Model = NBGattling_S 14395 Animation = NBGattling_A2.NBGattling_A2 14396 AnimationMode = LOOP 14397 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14398 End 14399 14400 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING 14401 Model = NBGattling_DS 14402 Animation = NBGattling_A2.NBGattling_A2 14403 AnimationMode = LOOP 14404 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14405 End 14406 14407 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING 14408 Model = NBGattling_ES 14409 Animation = NBGattling_A2.NBGattling_A2 14410 AnimationMode = LOOP 14411 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14412 End 14413 14414 14415 14416 ;SNOW NIGHT --------------------------------------------------------------- 14417 ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING 14418 Model = NBGattling_NS 14419 Animation = NBGattling_A2.NBGattling_A2 14420 AnimationMode = LOOP 14421 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14422 End 14423 14424 ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING 14425 Model = NBGattling_DNS 14426 Animation = NBGattling_A2.NBGattling_A2 14427 AnimationMode = LOOP 14428 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14429 End 14430 14431 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING 14432 Model = NBGattling_ENS 14433 Animation = NBGattling_A2.NBGattling_A2 14434 AnimationMode = LOOP 14435 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 14436 End 14437 14438 14439 14440 14441 ;------------- CONTINUOUS_FIRE_MEAN ------------------------ 14442 ;----------------------------------------------------------- 14443 ;DAY 14444 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 14445 Model = NBGattling 14446 Animation = NBGattling_A2.NBGattling_A2 14447 AnimationMode = LOOP 14448 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14449 End 14450 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING 14451 Model = NBGattling_D 14452 Animation = NBGattling_A2.NBGattling_A2 14453 AnimationMode = LOOP 14454 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14455 End 14456 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 14457 Model = NBGattling_E 14458 Animation = NBGattling_A2.NBGattling_A2 14459 AnimationMode = LOOP 14460 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14461 End 14462 14463 14464 14465 ;NIGHT --------------------------------------------------------------- 14466 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING 14467 Model = NBGattling_N 14468 Animation = NBGattling_A2.NBGattling_A2 14469 AnimationMode = LOOP 14470 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14471 End 14472 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING 14473 Model = NBGattling_DN 14474 Animation = NBGattling_A2.NBGattling_A2 14475 AnimationMode = LOOP 14476 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14477 End 14478 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING 14479 Model = NBGattling_EN 14480 Animation = NBGattling_A2.NBGattling_A2 14481 AnimationMode = LOOP 14482 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 14483 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14484 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14485 End 14486 14487 14488 ;SNOW --------------------------------------------------------------- 14489 ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING 14490 Model = NBGattling_S 14491 Animation = NBGattling_A2.NBGattling_A2 14492 AnimationMode = LOOP 14493 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14494 End 14495 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING 14496 Model = NBGattling_DS 14497 Animation = NBGattling_A2.NBGattling_A2 14498 AnimationMode = LOOP 14499 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14500 End 14501 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING 14502 Model = NBGattling_ES 14503 Animation = NBGattling_A2.NBGattling_A2 14504 AnimationMode = LOOP 14505 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst 14506 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14507 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14508 End 14509 14510 14511 ;NIGHT SNOW --------------------------------------------------------------- 14512 ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING 14513 Model = NBGattling_NS 14514 Animation = NBGattling_A2.NBGattling_A2 14515 AnimationMode = LOOP 14516 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14517 End 14518 ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING 14519 Model = NBGattling_DNS 14520 Animation = NBGattling_A2.NBGattling_A2 14521 AnimationMode = LOOP 14522 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14523 End 14524 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING 14525 Model = NBGattling_ENS 14526 Animation = NBGattling_A2.NBGattling_A2 14527 AnimationMode = LOOP 14528 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 14529 End 14530 14531 14532 14533 14534 14535 14536 ;------------- CONTINUOUS_FIRE_FAST ------------------------ 14537 ;DAY 14538 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 14539 Model = NBGattling 14540 Animation = NBGattling_A2.NBGattling_A2 14541 AnimationMode = LOOP 14542 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14543 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14544 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14545 End 14546 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING 14547 Model = NBGattling_D 14548 Animation = NBGattling_A2.NBGattling_A2 14549 AnimationMode = LOOP 14550 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14551 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14552 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14553 End 14554 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 14555 Model = NBGattling_E 14556 Animation = NBGattling_A2.NBGattling_A2 14557 AnimationMode = LOOP 14558 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14559 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14560 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14561 End 14562 14563 14564 14565 ;NIGHT --------------------------------------------------------------- 14566 ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING 14567 Model = NBGattling_N 14568 Animation = NBGattling_A2.NBGattling_A2 14569 AnimationMode = LOOP 14570 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14571 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14572 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14573 End 14574 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING 14575 Model = NBGattling_DN 14576 Animation = NBGattling_A2.NBGattling_A2 14577 AnimationMode = LOOP 14578 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14579 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14580 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14581 End 14582 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING 14583 Model = NBGattling_EN 14584 Animation = NBGattling_A2.NBGattling_A2 14585 AnimationMode = LOOP 14586 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14587 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14588 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14589 End 14590 14591 14592 ;SNOW --------------------------------------------------------------- 14593 ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING 14594 Model = NBGattling_S 14595 Animation = NBGattling_A2.NBGattling_A2 14596 AnimationMode = LOOP 14597 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14598 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14599 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14600 End 14601 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING 14602 Model = NBGattling_NS 14603 Animation = NBGattling_A2.NBGattling_A2 14604 AnimationMode = LOOP 14605 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14606 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14607 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14608 End 14609 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING 14610 Model = NBGattling_ES 14611 Animation = NBGattling_A2.NBGattling_A2 14612 AnimationMode = LOOP 14613 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14614 End 14615 14616 14617 ;NIGHT SNOW --------------------------------------------------------------- 14618 ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING 14619 Model = NBGattling_NS 14620 Animation = NBGattling_A2.NBGattling_A2 14621 14622 AnimationMode = LOOP 14623 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14624 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14625 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14626 End 14627 ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING 14628 Model = NBGattling_DNS 14629 Animation = NBGattling_A2.NBGattling_A2 14630 AnimationMode = LOOP 14631 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14632 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14633 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14634 End 14635 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING 14636 Model = NBGattling_ENS 14637 Animation = NBGattling_A2.NBGattling_A2 14638 AnimationMode = LOOP 14639 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 14640 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 14641 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 14642 End 14643 14644 14645 14646 14647 ;************************************************************************************************************************** 14648 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 14649 ;for this draw module 14650 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14651 Model = NBGattling 14652 Animation = NBGattling_A2.NBGattling_A2 14653 AnimationMode = LOOP 14654 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14655 End 14656 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 14657 Model = NBGattling_D 14658 Animation = NBGattling_A2.NBGattling_A2 14659 AnimationMode = LOOP 14660 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14661 End 14662 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 14663 Model = NBGattling_E 14664 Animation = NBGattling_A2.NBGattling_A2 14665 AnimationMode = LOOP 14666 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14667 End 14668 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 14669 Model = NBGattling_N 14670 Animation = NBGattling_A2.NBGattling_A2 14671 AnimationMode = LOOP 14672 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14673 End 14674 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 14675 Model = NBGattling_DN 14676 Animation = NBGattling_A2.NBGattling_A2 14677 AnimationMode = LOOP 14678 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14679 End 14680 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 14681 Model = NBGattling_EN 14682 Animation = NBGattling_A2.NBGattling_A2 14683 AnimationMode = LOOP 14684 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14685 End 14686 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 14687 Model = NBGattling_S 14688 Animation = NBGattling_A2.NBGattling_A2 14689 AnimationMode = LOOP 14690 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14691 End 14692 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 14693 Model = NBGattling_DS 14694 Animation = NBGattling_A2.NBGattling_A2 14695 AnimationMode = LOOP 14696 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14697 End 14698 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 14699 Model = NBGattling_ES 14700 Animation = NBGattling_A2.NBGattling_A2 14701 AnimationMode = LOOP 14702 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14703 End 14704 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 14705 Model = NBGattling_NS 14706 Animation = NBGattling_A2.NBGattling_A2 14707 AnimationMode = LOOP 14708 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14709 End 14710 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 14711 Model = NBGattling_DNS 14712 Animation = NBGattling_A2.NBGattling_A2 14713 AnimationMode = LOOP 14714 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14715 End 14716 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 14717 Model = NBGattling_ENS 14718 Animation = NBGattling_A2.NBGattling_A2 14719 AnimationMode = LOOP 14720 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 14721 End 14722 14723 ConditionState = AWAITING_CONSTRUCTION 14724 Model = NONE 14725 End 14726 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 14727 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 14728 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 14729 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 14730 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 14731 AliasConditionState = AWAITING_CONSTRUCTION SNOW 14732 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 14733 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 14734 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 14735 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 14736 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 14737 AliasConditionState = SOLD 14738 AliasConditionState = SOLD DAMAGED 14739 AliasConditionState = SOLD REALLYDAMAGED 14740 AliasConditionState = SOLD NIGHT 14741 AliasConditionState = SOLD NIGHT DAMAGED 14742 AliasConditionState = SOLD NIGHT REALLYDAMAGED 14743 AliasConditionState = SOLD SNOW 14744 AliasConditionState = SOLD SNOW DAMAGED 14745 AliasConditionState = SOLD SNOW REALLYDAMAGED 14746 AliasConditionState = SOLD NIGHT SNOW 14747 AliasConditionState = SOLD NIGHT SNOW DAMAGED 14748 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 14749 ;************************************************************************************************************************** 14750 14751 End 14752 14753 14754 14755 14756 ; ------------ construction-zone fence ----------------- 14757 Draw = W3DModelDraw ModuleTag_02 14758 AnimationsRequirePower = No 14759 14760 DefaultConditionState 14761 Model = None 14762 TransitionKey = DOWN_DEFAULT 14763 End 14764 ConditionState = NIGHT 14765 Model = None 14766 TransitionKey = DOWN_DEFAULT 14767 End 14768 ConditionState = SNOW 14769 Model = None 14770 TransitionKey = DOWN_DEFAULT 14771 End 14772 ConditionState = SNOW NIGHT 14773 Model = None 14774 TransitionKey = DOWN_DEFAULT 14775 End 14776 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14777 Model = NBGattling_A4 14778 Animation = NBGattling_A4.NBGattling_A4 14779 AnimationMode = MANUAL 14780 Flags = START_FRAME_LAST 14781 TransitionKey = UP_DAY 14782 End 14783 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14784 Model = NBGattling_A4N 14785 Animation = NBGattling_A4N.NBGattling_A4N 14786 AnimationMode = MANUAL 14787 Flags = START_FRAME_LAST 14788 TransitionKey = UP_NIGHT 14789 End 14790 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14791 Model = NBGattling_A4S 14792 Animation = NBGattling_A4S.NBGattling_A4S 14793 AnimationMode = MANUAL 14794 Flags = START_FRAME_LAST 14795 TransitionKey = UP_SNOW 14796 End 14797 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 14798 Model = NBGattling_A4SN 14799 Animation = NBGattling_A4SN.NBGattling_A4SN 14800 AnimationMode = MANUAL 14801 Flags = START_FRAME_LAST 14802 TransitionKey = UP_SNOWNIGHT 14803 End 14804 TransitionState = DOWN_DEFAULT UP_DAY 14805 Model = NBGattling_A4 14806 Animation = NBGattling_A4.NBGattling_A4 14807 AnimationMode = ONCE 14808 AnimationSpeedFactorRange = 1.0 1.0 14809 Flags = START_FRAME_FIRST 14810 End 14811 TransitionState = DOWN_DEFAULT UP_NIGHT 14812 Model = NBGattling_A4N 14813 Animation = NBGattling_A4N.NBGattling_A4N 14814 AnimationMode = ONCE 14815 AnimationSpeedFactorRange = 1.0 1.0 14816 Flags = START_FRAME_FIRST 14817 End 14818 TransitionState = DOWN_DEFAULT UP_SNOW 14819 Model = NBGattling_A4S 14820 Animation = NBGattling_A4S.NBGattling_A4S 14821 AnimationMode = ONCE 14822 AnimationSpeedFactorRange = 1.0 1.0 14823 Flags = START_FRAME_FIRST 14824 End 14825 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14826 Model = NBGattling_A4SN 14827 Animation = NBGattling_A4SN.NBGattling_A4SN 14828 AnimationMode = ONCE 14829 AnimationSpeedFactorRange = 1.0 1.0 14830 Flags = START_FRAME_FIRST 14831 End 14832 TransitionState = UP_DAY DOWN_DEFAULT 14833 Model = NBGattling_A4 14834 Animation = NBGattling_A4.NBGattling_A4 14835 AnimationMode = ONCE_BACKWARDS 14836 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14837 Flags = START_FRAME_LAST 14838 End 14839 TransitionState = UP_NIGHT DOWN_DEFAULT 14840 Model = NBGattling_A4N 14841 Animation = NBGattling_A4N.NBGattling_A4N 14842 AnimationMode = ONCE_BACKWARDS 14843 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14844 Flags = START_FRAME_LAST 14845 End 14846 TransitionState = UP_SNOW DOWN_DEFAULT 14847 Model = NBGattling_A4S 14848 Animation = NBGattling_A4S.NBGattling_A4S 14849 AnimationMode = ONCE_BACKWARDS 14850 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14851 Flags = START_FRAME_LAST 14852 End 14853 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14854 Model = NBGattling_A4SN 14855 Animation = NBGattling_A4SN.NBGattling_A4SN 14856 AnimationMode = ONCE_BACKWARDS 14857 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14858 Flags = START_FRAME_LAST 14859 End 14860 End 14861 14862 ; ------------ under-construction scaffolding ----------------- 14863 Draw = W3DModelDraw ModuleTag_03 14864 AnimationsRequirePower = No 14865 MinLODRequired = MEDIUM 14866 DefaultConditionState 14867 Model = None 14868 TransitionKey = DOWN_DEFAULT 14869 End 14870 ConditionState = NIGHT 14871 Model = None 14872 TransitionKey = DOWN_DEFAULT 14873 End 14874 ConditionState = SNOW 14875 Model = None 14876 TransitionKey = DOWN_DEFAULT 14877 End 14878 ConditionState = SNOW NIGHT 14879 Model = None 14880 TransitionKey = DOWN_DEFAULT 14881 End 14882 ConditionState = PARTIALLY_CONSTRUCTED 14883 Model = NBGattling_A6 14884 Animation = NBGattling_A6.NBGattling_A6 14885 AnimationMode = MANUAL 14886 Flags = START_FRAME_LAST 14887 TransitionKey = UP_DAY 14888 ParticleSysBone = Smoke01 BuildUpSmokeChina 14889 ParticleSysBone = Smoke02 BuildUpSmokeChina 14890 ParticleSysBone = Smoke03 BuildUpSmokeChina 14891 End 14892 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 14893 Model = NBGattling_A6N 14894 Animation = NBGattling_A6N.NBGattling_A6N 14895 AnimationMode = MANUAL 14896 Flags = START_FRAME_LAST 14897 TransitionKey = UP_NIGHT 14898 ParticleSysBone = Smoke01 BuildUpSmokeChina 14899 ParticleSysBone = Smoke02 BuildUpSmokeChina 14900 ParticleSysBone = Smoke03 BuildUpSmokeChina 14901 End 14902 ConditionState = SNOW PARTIALLY_CONSTRUCTED 14903 Model = NBGattling_A6S 14904 Animation = NBGattling_A6S.NBGattling_A6S 14905 AnimationMode = MANUAL 14906 Flags = START_FRAME_LAST 14907 TransitionKey = UP_SNOW 14908 ParticleSysBone = Smoke01 BuildUpSnowSmoke 14909 ParticleSysBone = Smoke02 BuildUpSnowSmoke 14910 ParticleSysBone = Smoke03 BuildUpSnowSmoke 14911 End 14912 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 14913 Model = NBGattling_A6SN 14914 Animation = NBGattling_A6SN.NBGattling_A6SN 14915 AnimationMode = MANUAL 14916 Flags = START_FRAME_LAST 14917 TransitionKey = UP_SNOWNIGHT 14918 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 14919 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 14920 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 14921 End 14922 TransitionState = DOWN_DEFAULT UP_DAY 14923 Model = NBGattling_A6 14924 Animation = NBGattling_A6.NBGattling_A6 14925 AnimationMode = ONCE 14926 AnimationSpeedFactorRange = 1.0 1.0 14927 Flags = START_FRAME_FIRST 14928 End 14929 TransitionState = DOWN_DEFAULT UP_NIGHT 14930 Model = NBGattling_A6N 14931 Animation = NBGattling_A6N.NBGattling_A6N 14932 AnimationMode = ONCE 14933 AnimationSpeedFactorRange = 1.0 1.0 14934 Flags = START_FRAME_FIRST 14935 End 14936 TransitionState = DOWN_DEFAULT UP_SNOW 14937 Model = NBGattling_A6S 14938 Animation = NBGattling_A6S.NBGattling_A6S 14939 AnimationMode = ONCE 14940 AnimationSpeedFactorRange = 1.0 1.0 14941 Flags = START_FRAME_FIRST 14942 End 14943 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 14944 Model = NBGattling_A6SN 14945 Animation = NBGattling_A6SN.NBGattling_A6SN 14946 AnimationMode = ONCE 14947 AnimationSpeedFactorRange = 1.0 1.0 14948 Flags = START_FRAME_FIRST 14949 End 14950 TransitionState = UP_DAY DOWN_DEFAULT 14951 Model = NBGattling_A6 14952 Animation = NBGattling_A6.NBGattling_A6 14953 AnimationMode = ONCE_BACKWARDS 14954 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14955 Flags = START_FRAME_LAST 14956 End 14957 TransitionState = UP_NIGHT DOWN_DEFAULT 14958 Model = NBGattling_A6N 14959 Animation = NBGattling_A6N.NBGattling_A6N 14960 AnimationMode = ONCE_BACKWARDS 14961 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14962 Flags = START_FRAME_LAST 14963 End 14964 TransitionState = UP_SNOW DOWN_DEFAULT 14965 Model = NBGattling_A6S 14966 Animation = NBGattling_A6S.NBGattling_A6S 14967 AnimationMode = ONCE_BACKWARDS 14968 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14969 Flags = START_FRAME_LAST 14970 End 14971 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 14972 Model = NBGattling_A6SN 14973 Animation = NBGattling_A6SN.NBGattling_A6SN 14974 AnimationMode = ONCE_BACKWARDS 14975 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 14976 Flags = START_FRAME_LAST 14977 End 14978 End 14979 14980 PlacementViewAngle = -45 14981 14982 ; ***DESIGN parameters *** 14983 DisplayName = OBJECT:GattlingCannon 14984 Side = ChinaNukeGeneral 14985 EditorSorting = STRUCTURE 14986 Prerequisites 14987 Object = Nuke_ChinaPowerPlant 14988 End 14989 BuildCost = 1200 14990 BuildTime = 25.0 ; in seconds 14991 EnergyProduction = -3 14992 14993 ExperienceValue = 200 200 200 200 ; Experience point value at each level 14994 14995 WeaponSet 14996 Conditions = None 14997 Weapon = PRIMARY GattlingBuildingGun 14998 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 14999 Weapon = SECONDARY GattlingBuildingGunAir 15000 AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT 15001 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 15002 End 15003 15004 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 15005 ShroudClearingRange = 360 15006 15007 ArmorSet 15008 Conditions = None 15009 Armor = BaseDefenseArmor 15010 DamageFX = StructureDamageFXNoShake 15011 End 15012 CommandSet = ChinaGattlingCannonCommandSet 15013 15014 ;Behavior = AIUpdateInterface ModuleTag_20 15015 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 15016 ; MoodAttackCheckRate = 250 15017 ;End 15018 15019 ; *** AUDIO Parameters *** 15020 VoiceSelect = GattlingCannonSelect 15021 SoundOnDamaged = BuildingDamagedStateLight 15022 SoundOnReallyDamaged = BuildingDestroy 15023 15024 UnitSpecificSounds 15025 UnderConstruction = UnderConstructionLoop 15026 VoiceRapidFire = NoSound 15027 End 15028 15029 UnitSpecificSounds 15030 TurretMoveStart = NoSound 15031 TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud 15032 End 15033 15034 ; *** ENGINEERING Parameters *** 15035 RadarPriority = STRUCTURE 15036 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE 15037 Body = StructureBody ModuleTag_05 15038 MaxHealth = 1000.0 15039 InitialHealth = 1000.0 15040 15041 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15042 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15043 SubdualDamageCap = 1200 15044 SubdualDamageHealRate = 500 15045 SubdualDamageHealAmount = 100 15046 End 15047 15048 Behavior = StealthDetectorUpdate ModuleTag_13 15049 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15050 DetectionRange = 200 ;Dustin, enable this for independant balancing! 15051 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15052 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15053 End 15054 15055 Behavior = GenerateMinefieldBehavior ModuleTag_04 15056 TriggeredBy = Upgrade_ChinaMines 15057 MineName = ChinaStandardMine 15058 SmartBorder = Yes 15059 AlwaysCircular = Yes 15060 15061 Upgradable = Yes 15062 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 15063 UpgradedMineName = ChinaEMPMine 15064 End 15065 15066 Behavior = AIUpdateInterface ModuleTag_06 15067 Turret 15068 ControlledWeaponSlots = PRIMARY SECONDARY 15069 TurretTurnRate = 180 // turn rate, in degrees per sec 15070 TurretPitchRate = 180 15071 AllowsPitch = Yes 15072 FiresWhileTurning = Yes 15073 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 15074 MinIdleScanInterval = 250 ; in milliseconds 15075 MaxIdleScanInterval = 250 ; in milliseconds 15076 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 15077 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 15078 End 15079 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 15080 MoodAttackCheckRate = 250 15081 End 15082 15083 Behavior = ProductionUpdate ModuleTag_07 15084 ; nothing, but is required if we have any Object-level Upgrades! 15085 End 15086 15087 Behavior = DestroyDie ModuleTag_08 15088 ;nothing 15089 End 15090 Behavior = FXListDie ModuleTag_09 15091 DeathFX = FX_StructureTinyDeath 15092 End 15093 15094 Behavior = ProductionUpdate ModuleTag_10 15095 ; nothing 15096 End 15097 15098 Behavior = CreateObjectDie ModuleTag_11 15099 CreationList = OCL_LargeStructureDebris 15100 End 15101 15102 Behavior = FlammableUpdate ModuleTag_12 15103 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15104 AflameDamageAmount = 5 ; taking this much damage... 15105 AflameDamageDelay = 500 ; this often. 15106 End 15107 15108 Behavior = TransitionDamageFX ModuleTag_14 15109 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 15110 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 15111 ;--------------------------------------------------------------------------------------- 15112 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 15113 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 15114 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 15115 End 15116 15117 Behavior = WeaponBonusUpgrade ModuleTag_15 15118 TriggeredBy = Upgrade_ChinaChainGuns 15119 End 15120 15121 Behavior = CommandSetUpgrade ModuleTag_25 15122 CommandSet = ChinaGattlingCannonCommandSetUpgrade 15123 TriggeredBy = Upgrade_ChinaMines 15124 End 15125 Behavior = ArmorUpgrade ModuleTag_26 15126 TriggeredBy = Upgrade_ChinaEMPMines 15127 End 15128 15129 Geometry = BOX 15130 GeometryMajorRadius = 8.0 15131 GeometryMinorRadius = 8.0 15132 GeometryHeight = 20.0 15133 GeometryIsSmall = No 15134 Shadow = SHADOW_VOLUME 15135 BuildCompletion = PLACED_BY_PLAYER 15136 15137 End 15138 15139 15140 15141 15142 15143 15144 15145 15146 15147 ;------------------------------------------------------------------------------ 15148 Object Nuke_ChinaInternetCenter 15149 15150 ; *** ART Parameters *** 15151 15152 ; ------------ the main building itself ----------------- 15153 SelectPortrait = SNIntCnt_L 15154 ButtonImage = SNIntCnt 15155 Draw = W3DModelDraw ModuleTag_01 15156 OkToChangeModelColor = Yes 15157 15158 ; DAY ************************************ 15159 DefaultConditionState 15160 Model = NBINTCNT 15161 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15162 End 15163 15164 ConditionState = USER_1 ; User 1 is set by an upgrade module. First doors opening 15165 Model = NBINTCNT_A2 15166 Animation = NBINTCNT_A2.NBINTCNT_A2 15167 AnimationMode = ONCE 15168 End 15169 15170 ConditionState = USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15171 Model = NBINTCNT_A2F 15172 Animation = NBINTCNT_A2F.NBINTCNT_A2F 15173 AnimationMode = ONCE 15174 End 15175 15176 ConditionState = DAMAGED 15177 Model = NBINTCNT_D 15178 End 15179 15180 ConditionState = DAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening 15181 Model = NBINTCNT_A2D 15182 Animation = NBINTCNT_A2D.NBINTCNT_A2D 15183 AnimationMode = ONCE 15184 End 15185 15186 ConditionState = DAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15187 Model = NBINTCNT_A2FD 15188 Animation = NBINTCNT_A2FD.NBINTCNT_A2FD 15189 AnimationMode = ONCE 15190 End 15191 15192 ConditionState = REALLYDAMAGED 15193 Model = NBINTCNT_E 15194 ParticleSysBone = Smoke01 SmolderingSmoke 15195 ParticleSysBone = Smoke02 SmolderingSmoke 15196 ParticleSysBone = Smoke03 SmolderingSmoke 15197 ParticleSysBone = Smoke04 SmolderingSmoke 15198 ParticleSysBone = Smoke05 SmokeFactionLarge 15199 ParticleSysBone = Smoke06 SmokeFactionLarge 15200 ParticleSysBone = Fire01 SmolderingFire 15201 ParticleSysBone = Fire02 SmolderingFire 15202 ParticleSysBone = Fire03 FireFactionLarge 15203 End 15204 AliasConditionState = RUBBLE 15205 15206 ConditionState = REALLYDAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening 15207 Model = NBINTCNT_A2E 15208 Animation = NBINTCNT_A2E.NBINTCNT_A2E 15209 AnimationMode = ONCE 15210 End 15211 AliasConditionState = RUBBLE USER_1 15212 15213 ConditionState = REALLYDAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15214 Model = NBINTCNT_A2FE 15215 Animation = NBINTCNT_A2FE.NBINTCNT_A2FE 15216 AnimationMode = ONCE 15217 End 15218 AliasConditionState = RUBBLE USER_1 USER_2 15219 15220 ;NIGHT *********************************** 15221 ConditionState = NIGHT 15222 Model = NBINTCNT_N 15223 End 15224 15225 ConditionState = NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 15226 Model = NBINTCNT_A2N 15227 Animation = NBINTCNT_A2N.NBINTCNT_A2N 15228 AnimationMode = ONCE 15229 End 15230 15231 ConditionState = NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15232 Model = NBINTCNT_A2FN 15233 Animation = NBINTCNT_A2FN.NBINTCNT_A2FN 15234 AnimationMode = ONCE 15235 End 15236 15237 ConditionState = DAMAGED NIGHT 15238 Model = NBINTCNT_DN 15239 End 15240 15241 ConditionState = DAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 15242 Model = NBINTCNT_A2DN 15243 Animation = NBINTCNT_A2DN.NBINTCNT_A2DN 15244 AnimationMode = ONCE 15245 End 15246 15247 ConditionState = DAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15248 Model = NBINTCNT_A2FDN 15249 Animation = NBINTCNT_A2FDN.NBINTCNT_A2FDN 15250 AnimationMode = ONCE 15251 End 15252 15253 ConditionState = REALLYDAMAGED NIGHT 15254 Model = NBINTCNT_EN 15255 ParticleSysBone = Smoke01 SmolderingSmoke 15256 ParticleSysBone = Smoke02 SmolderingSmoke 15257 ParticleSysBone = Smoke03 SmolderingSmoke 15258 ParticleSysBone = Smoke04 SmolderingSmoke 15259 ParticleSysBone = Smoke05 SmokeFactionLarge 15260 ParticleSysBone = Smoke06 SmokeFactionLarge 15261 ParticleSysBone = Fire01 SmolderingFire 15262 ParticleSysBone = Fire02 SmolderingFire 15263 ParticleSysBone = Fire03 FireFactionLarge 15264 End 15265 AliasConditionState = RUBBLE NIGHT 15266 15267 ConditionState = REALLYDAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening 15268 Model = NBINTCNT_A2EN 15269 Animation = NBINTCNT_A2EN.NBINTCNT_A2EN 15270 AnimationMode = ONCE 15271 End 15272 AliasConditionState = RUBBLE NIGHT USER_1 15273 15274 ConditionState = REALLYDAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15275 Model = NBINTCNT_A2FEN 15276 Animation = NBINTCNT_A2FEN.NBINTCNT_A2FEN 15277 AnimationMode = ONCE 15278 End 15279 AliasConditionState = RUBBLE NIGHT USER_1 USER_2 15280 15281 ;SNOW ************************************* 15282 ConditionState = SNOW 15283 Model = NBINTCNT_S 15284 End 15285 15286 ConditionState = SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 15287 Model = NBINTCNT_A2S 15288 Animation = NBINTCNT_A2S.NBINTCNT_A2S 15289 AnimationMode = ONCE 15290 End 15291 15292 ConditionState = SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15293 Model = NBINTCNT_A2FS 15294 Animation = NBINTCNT_A2FS.NBINTCNT_A2FS 15295 AnimationMode = ONCE 15296 End 15297 15298 ConditionState = DAMAGED SNOW 15299 Model = NBINTCNT_DS 15300 End 15301 15302 ConditionState = DAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 15303 Model = NBINTCNT_A2DS 15304 Animation = NBINTCNT_A2DS.NBINTCNT_A2DS 15305 AnimationMode = ONCE 15306 End 15307 15308 ConditionState = DAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15309 Model = NBINTCNT_A2FDS 15310 Animation = NBINTCNT_A2FDS.NBINTCNT_A2FDS 15311 AnimationMode = ONCE 15312 End 15313 15314 ConditionState = REALLYDAMAGED SNOW 15315 Model = NBINTCNT_ES 15316 ParticleSysBone = Smoke01 SmolderingSmoke 15317 ParticleSysBone = Smoke02 SmolderingSmoke 15318 ParticleSysBone = Smoke03 SmolderingSmoke 15319 ParticleSysBone = Smoke04 SmolderingSmoke 15320 ParticleSysBone = Smoke05 SmokeFactionLarge 15321 ParticleSysBone = Smoke06 SmokeFactionLarge 15322 ParticleSysBone = Fire01 SmolderingFire 15323 ParticleSysBone = Fire02 SmolderingFire 15324 ParticleSysBone = Fire03 FireFactionLarge 15325 End 15326 AliasConditionState = RUBBLE SNOW 15327 15328 ConditionState = REALLYDAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 15329 Model = NBINTCNT_A2ES 15330 Animation = NBINTCNT_A2ES.NBINTCNT_A2ES 15331 AnimationMode = ONCE 15332 End 15333 AliasConditionState = RUBBLE SNOW USER_1 15334 15335 ConditionState = REALLYDAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15336 Model = NBINTCNT_A2FES 15337 Animation = NBINTCNT_A2FES.NBINTCNT_A2FES 15338 AnimationMode = ONCE 15339 End 15340 AliasConditionState = RUBBLE SNOW USER_1 USER_2 15341 15342 ;NIGHT SNOW ***************************** 15343 ConditionState = NIGHT SNOW 15344 Model = NBINTCNT_NS 15345 End 15346 15347 ConditionState = NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 15348 Model = NBINTCNT_A2NS 15349 Animation = NBINTCNT_A2NS.NBINTCNT_A2NS 15350 AnimationMode = ONCE 15351 End 15352 15353 ConditionState = NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15354 Model = NBINTCNT_A2FNS 15355 Animation = NBINTCNT_A2FNS.NBINTCNT_A2FNS 15356 AnimationMode = ONCE 15357 End 15358 15359 ConditionState = DAMAGED NIGHT SNOW 15360 Model = NBINTCNT_DNS 15361 End 15362 15363 ConditionState = DAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 15364 Model = NBINTCNT_A2DNS 15365 Animation = NBINTCNT_A2DNS.NBINTCNT_A2DNS 15366 AnimationMode = ONCE 15367 End 15368 15369 ConditionState = DAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15370 Model = NBINTCNT_A2FDNS 15371 Animation = NBINTCNT_A2FDNS.NBINTCNT_A2FDNS 15372 AnimationMode = ONCE 15373 End 15374 15375 ConditionState = REALLYDAMAGED NIGHT SNOW 15376 Model = NBINTCNT_ENS 15377 ParticleSysBone = Smoke01 SmolderingSmoke 15378 ParticleSysBone = Smoke02 SmolderingSmoke 15379 ParticleSysBone = Smoke03 SmolderingSmoke 15380 ParticleSysBone = Smoke04 SmolderingSmoke 15381 ParticleSysBone = Smoke05 SmokeFactionLarge 15382 ParticleSysBone = Smoke06 SmokeFactionLarge 15383 ParticleSysBone = Fire01 SmolderingFire 15384 ParticleSysBone = Fire02 SmolderingFire 15385 ParticleSysBone = Fire03 FireFactionLarge 15386 End 15387 AliasConditionState = RUBBLE NIGHT SNOW 15388 15389 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening 15390 Model = NBINTCNT_A2ENS 15391 Animation = NBINTCNT_A2ENS.NBINTCNT_A2ENS 15392 AnimationMode = ONCE 15393 End 15394 AliasConditionState = RUBBLE NIGHT SNOW USER_1 15395 15396 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) 15397 Model = NBINTCNT_A2FENS 15398 Animation = NBINTCNT_A2FENS.NBINTCNT_A2FENS 15399 AnimationMode = ONCE 15400 End 15401 AliasConditionState = RUBBLE NIGHT SNOW USER_1 USER_2 15402 15403 ;************************************************************************************************************************** 15404 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 15405 ;for this draw module 15406 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15407 Model = NBINTCNT 15408 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15409 End 15410 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 15411 Model = NBINTCNT_D 15412 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15413 End 15414 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15415 Model = NBINTCNT_E 15416 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15417 End 15418 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 15419 Model = NBINTCNT_N 15420 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15421 End 15422 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 15423 Model = NBINTCNT_DN 15424 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15425 End 15426 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 15427 Model = NBINTCNT_EN 15428 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15429 End 15430 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 15431 Model = NBINTCNT_S 15432 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15433 End 15434 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 15435 Model = NBINTCNT_DS 15436 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15437 End 15438 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 15439 Model = NBINTCNT_ES 15440 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15441 End 15442 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 15443 Model = NBINTCNT_NS 15444 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15445 End 15446 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 15447 Model = NBINTCNT_DNS 15448 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15449 End 15450 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 15451 Model = NBINTCNT_ENS 15452 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15453 End 15454 15455 ConditionState = AWAITING_CONSTRUCTION 15456 Model = NONE 15457 End 15458 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15459 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15460 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 15461 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 15462 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 15463 AliasConditionState = AWAITING_CONSTRUCTION SNOW 15464 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 15465 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 15466 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 15467 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 15468 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 15469 AliasConditionState = SOLD 15470 AliasConditionState = SOLD DAMAGED 15471 AliasConditionState = SOLD REALLYDAMAGED 15472 AliasConditionState = SOLD NIGHT 15473 AliasConditionState = SOLD NIGHT DAMAGED 15474 AliasConditionState = SOLD NIGHT REALLYDAMAGED 15475 AliasConditionState = SOLD SNOW 15476 AliasConditionState = SOLD SNOW DAMAGED 15477 AliasConditionState = SOLD SNOW REALLYDAMAGED 15478 AliasConditionState = SOLD NIGHT SNOW 15479 AliasConditionState = SOLD NIGHT SNOW DAMAGED 15480 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 15481 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 USER_2 15482 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 USER_2 15483 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 USER_2 15484 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 USER_2 15485 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 USER_2 15486 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 USER_2 15487 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 USER_2 15488 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 USER_2 15489 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 USER_2 15490 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 USER_2 15491 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 USER_2 15492 AliasConditionState = SOLD USER_1 USER_2 15493 AliasConditionState = SOLD DAMAGED USER_1 USER_2 15494 AliasConditionState = SOLD REALLYDAMAGED USER_1 USER_2 15495 AliasConditionState = SOLD NIGHT USER_1 USER_2 15496 AliasConditionState = SOLD NIGHT DAMAGED USER_1 USER_2 15497 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 USER_2 15498 AliasConditionState = SOLD SNOW USER_1 USER_2 15499 AliasConditionState = SOLD SNOW DAMAGED USER_1 USER_2 15500 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 USER_2 15501 AliasConditionState = SOLD NIGHT SNOW USER_1 USER_2 15502 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 USER_2 15503 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 USER_2 15504 ;************************************************************************************************************************** 15505 End 15506 15507 ; ------------ Fan in back -------------- 15508 Draw = W3DModelDraw ModuleTag_02 15509 DefaultConditionState 15510 Model = NBINTCNT_F 15511 Animation = NBINTCNT_F.NBINTCNT_F 15512 AnimationMode = LOOP 15513 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 15514 End 15515 End 15516 15517 15518 ; ------------- First Satellite ----------- 15519 Draw = W3DModelDraw ModuleTag_03 15520 ConditionState = NONE 15521 Model = None 15522 TransitionKey = Trans_Down 15523 End 15524 AliasConditionState = SOLD 15525 AliasConditionState = AWAITING_CONSTRUCTION 15526 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED 15527 AliasConditionState = AWAITING_CONSTRUCTION USER_1 15528 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 15529 15530 ConditionState = DAMAGED 15531 Model = None 15532 TransitionKey = Trans_Down_Damaged 15533 End 15534 AliasConditionState = SOLD DAMAGED 15535 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15536 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED 15537 AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED 15538 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED 15539 15540 ConditionState = REALLYDAMAGED 15541 Model = None 15542 TransitionKey = Trans_Down_Really_Damaged 15543 End 15544 AliasConditionState = SOLD REALLYDAMAGED 15545 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15546 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15547 AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED 15548 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED 15549 15550 15551 TransitionState = Trans_Down Trans_Up 15552 Model = NBINTCNT_AB 15553 Animation = NBINTCNT_AB.NBINTCNT_AB 15554 AnimationMode = ONCE 15555 End 15556 TransitionState = Trans_Down_Damaged Trans_Up_Damaged 15557 Model = NBINTCNT_DAB 15558 Animation = NBINTCNT_DAB.NBINTCNT_DAB 15559 AnimationMode = ONCE 15560 End 15561 TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged 15562 Model = NBINTCNT_EAB 15563 Animation = NBINTCNT_EAB.NBINTCNT_EAB 15564 AnimationMode = ONCE 15565 End 15566 15567 15568 ConditionState = USER_1 15569 Model = NBINTCNT_AC 15570 Animation = NBINTCNT_AC.NBINTCNT_AC 15571 AnimationMode = LOOP 15572 TransitionKey = Trans_Up 15573 Flags = MAINTAIN_FRAME_ACROSS_STATES 15574 End 15575 15576 ConditionState = USER_1 DAMAGED 15577 Model = NBINTCNT_DAC 15578 Animation = NBINTCNT_DAC.NBINTCNT_DAC 15579 AnimationMode = LOOP 15580 TransitionKey = Trans_Up_Damaged 15581 Flags = MAINTAIN_FRAME_ACROSS_STATES 15582 End 15583 15584 ConditionState = USER_1 REALLYDAMAGED 15585 Model = NBINTCNT_EAC 15586 Animation = NBINTCNT_EAC.NBINTCNT_EAC 15587 AnimationMode = LOOP 15588 TransitionKey = Trans_Up_Really_Damaged 15589 Flags = MAINTAIN_FRAME_ACROSS_STATES 15590 End 15591 15592 15593 TransitionState = Trans_Up Trans_Down 15594 Model = NBINTCNT_AB 15595 Animation = NBINTCNT_AB.NBINTCNT_AB 15596 AnimationMode = ONCE_BACKWARDS 15597 End 15598 TransitionState = Trans_Up_Damaged Trans_Down_Damaged 15599 Model = NBINTCNT_DAB 15600 Animation = NBINTCNT_DAB.NBINTCNT_DAB 15601 AnimationMode = ONCE_BACKWARDS 15602 End 15603 TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged 15604 Model = NBINTCNT_EAB 15605 Animation = NBINTCNT_EAB.NBINTCNT_EAB 15606 AnimationMode = ONCE_BACKWARDS 15607 End 15608 End 15609 15610 ; ------------- Second Satellite ----------- 15611 Draw = W3DModelDraw ModuleTag_04 15612 ConditionState = NONE 15613 Model = None 15614 TransitionKey = Trans_Down 15615 End 15616 AliasConditionState = SOLD 15617 AliasConditionState = AWAITING_CONSTRUCTION 15618 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED 15619 AliasConditionState = AWAITING_CONSTRUCTION USER_1 15620 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 15621 15622 ConditionState = DAMAGED 15623 Model = None 15624 TransitionKey = Trans_Down_Damaged 15625 End 15626 AliasConditionState = SOLD DAMAGED 15627 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 15628 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED 15629 AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED 15630 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED 15631 15632 ConditionState = REALLYDAMAGED 15633 Model = None 15634 TransitionKey = Trans_Down_Really_Damaged 15635 End 15636 AliasConditionState = SOLD REALLYDAMAGED 15637 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 15638 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 15639 AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED 15640 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED 15641 15642 15643 TransitionState = Trans_Down Trans_Up 15644 Model = NBINTCNT_AF 15645 Animation = NBINTCNT_AF.NBINTCNT_AF 15646 AnimationMode = ONCE 15647 End 15648 TransitionState = Trans_Down_Damaged Trans_Up_Damaged 15649 Model = NBINTCNT_DAF 15650 Animation = NBINTCNT_DAF.NBINTCNT_DAF 15651 AnimationMode = ONCE 15652 End 15653 TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged 15654 Model = NBINTCNT_EAF 15655 Animation = NBINTCNT_EAF.NBINTCNT_EAF 15656 AnimationMode = ONCE 15657 End 15658 15659 ConditionState = USER_2 15660 Model = NBINTCNT_AG 15661 Animation = NBINTCNT_AG.NBINTCNT_AG 15662 AnimationMode = LOOP 15663 TransitionKey = Trans_Up 15664 Flags = MAINTAIN_FRAME_ACROSS_STATES 15665 End 15666 ConditionState = USER_2 DAMAGED 15667 Model = NBINTCNT_DAG 15668 Animation = NBINTCNT_DAG.NBINTCNT_DAG 15669 AnimationMode = LOOP 15670 TransitionKey = Trans_Up_Damaged 15671 Flags = MAINTAIN_FRAME_ACROSS_STATES 15672 End 15673 ConditionState = USER_2 REALLYDAMAGED 15674 Model = NBINTCNT_EAG 15675 Animation = NBINTCNT_EAG.NBINTCNT_EAG 15676 AnimationMode = LOOP 15677 TransitionKey = Trans_Up_Really_Damaged 15678 Flags = MAINTAIN_FRAME_ACROSS_STATES 15679 End 15680 15681 TransitionState = Trans_Up Trans_Down 15682 Model = NBINTCNT_AF 15683 Animation = NBINTCNT_AF.NBINTCNT_AF 15684 AnimationMode = ONCE_BACKWARDS 15685 End 15686 TransitionState = Trans_Up_Damaged Trans_Down_Damaged 15687 Model = NBINTCNT_DAF 15688 Animation = NBINTCNT_DAF.NBINTCNT_DAF 15689 AnimationMode = ONCE_BACKWARDS 15690 End 15691 TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged 15692 Model = NBINTCNT_EAF 15693 Animation = NBINTCNT_EAF.NBINTCNT_EAF 15694 AnimationMode = ONCE_BACKWARDS 15695 End 15696 15697 End 15698 15699 ; ------------ construction-zone fence ----------------- 15700 Draw = W3DModelDraw ModuleTag_05 15701 AnimationsRequirePower = No 15702 DefaultConditionState 15703 Model = None 15704 TransitionKey = DOWN_DEFAULT 15705 End 15706 ConditionState = NIGHT 15707 Model = None 15708 TransitionKey = DOWN_DEFAULT 15709 End 15710 ConditionState = SNOW 15711 Model = None 15712 TransitionKey = DOWN_DEFAULT 15713 End 15714 ConditionState = SNOW NIGHT 15715 Model = None 15716 TransitionKey = DOWN_DEFAULT 15717 End 15718 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15719 Model = NBSupCent_A4 15720 Animation = NBSupCent_A4.NBSupCent_A4 15721 AnimationMode = MANUAL 15722 Flags = START_FRAME_LAST 15723 TransitionKey = UP_DAY 15724 End 15725 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15726 Model = NBSupCent_A4N 15727 Animation = NBSupCent_A4N.NBSupCent_A4N 15728 AnimationMode = MANUAL 15729 Flags = START_FRAME_LAST 15730 TransitionKey = UP_NIGHT 15731 End 15732 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15733 Model = NBSupCent_A4S 15734 Animation = NBSupCent_A4S.NBSupCent_A4S 15735 AnimationMode = MANUAL 15736 Flags = START_FRAME_LAST 15737 TransitionKey = UP_SNOW 15738 End 15739 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 15740 Model = NBSupCent_A4SN 15741 Animation = NBSupCent_A4SN.NBSupCent_A4SN 15742 AnimationMode = MANUAL 15743 Flags = START_FRAME_LAST 15744 TransitionKey = UP_SNOWNIGHT 15745 End 15746 TransitionState = DOWN_DEFAULT UP_DAY 15747 Model = NBSupCent_A4 15748 Animation = NBSupCent_A4.NBSupCent_A4 15749 AnimationMode = ONCE 15750 AnimationSpeedFactorRange = 1.0 1.0 15751 Flags = START_FRAME_FIRST 15752 End 15753 TransitionState = DOWN_DEFAULT UP_NIGHT 15754 Model = NBSupCent_A4N 15755 Animation = NBSupCent_A4N.NBSupCent_A4N 15756 AnimationMode = ONCE 15757 AnimationSpeedFactorRange = 1.0 1.0 15758 Flags = START_FRAME_FIRST 15759 End 15760 TransitionState = DOWN_DEFAULT UP_SNOW 15761 Model = NBSupCent_A4S 15762 Animation = NBSupCent_A4S.NBSupCent_A4S 15763 AnimationMode = ONCE 15764 AnimationSpeedFactorRange = 1.0 1.0 15765 Flags = START_FRAME_FIRST 15766 End 15767 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15768 Model = NBSupCent_A4SN 15769 Animation = NBSupCent_A4SN.NBSupCent_A4SN 15770 AnimationMode = ONCE 15771 AnimationSpeedFactorRange = 1.0 1.0 15772 Flags = START_FRAME_FIRST 15773 End 15774 TransitionState = UP_DAY DOWN_DEFAULT 15775 Model = NBSupCent_A4 15776 Animation = NBSupCent_A4.NBSupCent_A4 15777 AnimationMode = ONCE_BACKWARDS 15778 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15779 Flags = START_FRAME_LAST 15780 End 15781 TransitionState = UP_NIGHT DOWN_DEFAULT 15782 Model = NBSupCent_A4N 15783 Animation = NBSupCent_A4N.NBSupCent_A4N 15784 AnimationMode = ONCE_BACKWARDS 15785 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15786 Flags = START_FRAME_LAST 15787 End 15788 TransitionState = UP_SNOW DOWN_DEFAULT 15789 Model = NBSupCent_A4S 15790 Animation = NBSupCent_A4S.NBSupCent_A4S 15791 AnimationMode = ONCE_BACKWARDS 15792 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15793 Flags = START_FRAME_LAST 15794 End 15795 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15796 Model = NBSupCent_A4SN 15797 Animation = NBSupCent_A4SN.NBSupCent_A4SN 15798 AnimationMode = ONCE_BACKWARDS 15799 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15800 Flags = START_FRAME_LAST 15801 End 15802 End 15803 15804 ; ------------ under-construction scaffolding ----------------- 15805 Draw = W3DModelDraw ModuleTag_06 15806 AnimationsRequirePower = No 15807 MinLODRequired = MEDIUM 15808 DefaultConditionState 15809 Model = None 15810 TransitionKey = DOWN_DEFAULT 15811 End 15812 ConditionState = NIGHT 15813 Model = None 15814 TransitionKey = DOWN_DEFAULT 15815 End 15816 ConditionState = SNOW 15817 Model = None 15818 TransitionKey = DOWN_DEFAULT 15819 End 15820 ConditionState = SNOW NIGHT 15821 Model = None 15822 TransitionKey = DOWN_DEFAULT 15823 End 15824 ConditionState = PARTIALLY_CONSTRUCTED 15825 Model = NBSupCent_A6 15826 Animation = NBSupCent_A6.NBSupCent_A6 15827 AnimationMode = MANUAL 15828 Flags = START_FRAME_LAST 15829 TransitionKey = UP_DAY 15830 ParticleSysBone = Dust01 BuildingDustChina 15831 ParticleSysBone = Smoke01 BuildUpSmokeChina 15832 ParticleSysBone = Smoke02 BuildUpSmokeChina 15833 ParticleSysBone = Smoke03 BuildUpSmokeChina 15834 ParticleSysBone = Smoke04 BuildUpSmokeChina 15835 ParticleSysBone = Smoke05 BuildUpSmokeChina 15836 End 15837 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 15838 Model = NBSupCent_A6N 15839 Animation = NBSupCent_A6N.NBSupCent_A6N 15840 AnimationMode = MANUAL 15841 Flags = START_FRAME_LAST 15842 TransitionKey = UP_NIGHT 15843 ParticleSysBone = Dust01 BuildingDustChina 15844 ParticleSysBone = Smoke01 BuildUpSmokeChina 15845 ParticleSysBone = Smoke02 BuildUpSmokeChina 15846 ParticleSysBone = Smoke03 BuildUpSmokeChina 15847 ParticleSysBone = Smoke04 BuildUpSmokeChina 15848 ParticleSysBone = Smoke05 BuildUpSmokeChina 15849 End 15850 ConditionState = SNOW PARTIALLY_CONSTRUCTED 15851 Model = NBSupCent_A6S 15852 Animation = NBSupCent_A6S.NBSupCent_A6S 15853 AnimationMode = MANUAL 15854 Flags = START_FRAME_LAST 15855 TransitionKey = UP_SNOW 15856 ParticleSysBone = Dust01 BuildingSnowDust 15857 ParticleSysBone = Smoke01 BuildUpSnowSmoke 15858 ParticleSysBone = Smoke02 BuildUpSnowSmoke 15859 ParticleSysBone = Smoke03 BuildUpSnowSmoke 15860 ParticleSysBone = Smoke04 BuildUpSnowSmoke 15861 ParticleSysBone = Smoke05 BuildUpSnowSmoke 15862 End 15863 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 15864 Model = NBSupCent_A6SN 15865 Animation = NBSupCent_A6SN.NBSupCent_A6SN 15866 AnimationMode = MANUAL 15867 Flags = START_FRAME_LAST 15868 TransitionKey = UP_SNOWNIGHT 15869 ParticleSysBone = Dust01 BuildingNightSnowDust 15870 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 15871 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 15872 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 15873 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 15874 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 15875 End 15876 TransitionState = DOWN_DEFAULT UP_DAY 15877 Model = NBSupCent_A6 15878 Animation = NBSupCent_A6.NBSupCent_A6 15879 AnimationMode = ONCE 15880 AnimationSpeedFactorRange = 1.0 1.0 15881 Flags = START_FRAME_FIRST 15882 End 15883 TransitionState = DOWN_DEFAULT UP_NIGHT 15884 Model = NBSupCent_A6N 15885 Animation = NBSupCent_A6N.NBSupCent_A6N 15886 AnimationMode = ONCE 15887 AnimationSpeedFactorRange = 1.0 1.0 15888 Flags = START_FRAME_FIRST 15889 End 15890 TransitionState = DOWN_DEFAULT UP_SNOW 15891 Model = NBSupCent_A6S 15892 Animation = NBSupCent_A6S.NBSupCent_A6S 15893 AnimationMode = ONCE 15894 AnimationSpeedFactorRange = 1.0 1.0 15895 Flags = START_FRAME_FIRST 15896 End 15897 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 15898 Model = NBSupCent_A6SN 15899 Animation = NBSupCent_A6SN.NBSupCent_A6SN 15900 AnimationMode = ONCE 15901 AnimationSpeedFactorRange = 1.0 1.0 15902 Flags = START_FRAME_FIRST 15903 End 15904 TransitionState = UP_DAY DOWN_DEFAULT 15905 Model = NBSupCent_A6 15906 Animation = NBSupCent_A6.NBSupCent_A6 15907 AnimationMode = ONCE_BACKWARDS 15908 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15909 Flags = START_FRAME_LAST 15910 End 15911 TransitionState = UP_NIGHT DOWN_DEFAULT 15912 Model = NBSupCent_A6N 15913 Animation = NBSupCent_A6N.NBSupCent_A6N 15914 AnimationMode = ONCE_BACKWARDS 15915 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15916 Flags = START_FRAME_LAST 15917 End 15918 TransitionState = UP_SNOW DOWN_DEFAULT 15919 Model = NBSupCent_A6S 15920 Animation = NBSupCent_A6S.NBSupCent_A6S 15921 AnimationMode = ONCE_BACKWARDS 15922 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15923 Flags = START_FRAME_LAST 15924 End 15925 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 15926 Model = NBSupCent_A6SN 15927 Animation = NBSupCent_A6SN.NBSupCent_A6SN 15928 AnimationMode = ONCE_BACKWARDS 15929 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 15930 Flags = START_FRAME_LAST 15931 End 15932 End 15933 ; ------------ being-constructed crane ----------------- 15934 Draw = W3DModelDraw ModuleTag_07 15935 AnimationsRequirePower = No 15936 DefaultConditionState 15937 Model = None 15938 TransitionKey = DOWN_DEFAULT 15939 End 15940 ConditionState = NIGHT 15941 Model = None 15942 TransitionKey = DOWN_DEFAULT 15943 End 15944 ConditionState = SNOW 15945 Model = None 15946 TransitionKey = DOWN_DEFAULT 15947 End 15948 ConditionState = SNOW NIGHT 15949 Model = None 15950 TransitionKey = DOWN_DEFAULT 15951 End 15952 ConditionState = SOLD 15953 Model = NONE 15954 End 15955 15956 ConditionState = ACTIVELY_BEING_CONSTRUCTED 15957 Model = NBSupCent_A5 15958 Animation = NBSupCent_A5.NBSupCent_A5 15959 AnimationMode = LOOP 15960 TransitionKey = UP_DAY 15961 End 15962 15963 ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED 15964 Model = NBSupCent_A5N 15965 Animation = NBSupCent_A5N.NBSupCent_A5N 15966 AnimationMode = LOOP 15967 TransitionKey = UP_NIGHT 15968 End 15969 ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED 15970 Model = NBSupCent_A5S 15971 Animation = NBSupCent_A5S.NBSupCent_A5S 15972 AnimationMode = LOOP 15973 TransitionKey = UP_SNOW 15974 End 15975 ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED 15976 Model = NBSupCent_A5SN 15977 Animation = NBSupCent_A5SN.NBSupCent_A5SN 15978 AnimationMode = LOOP 15979 TransitionKey = UP_SNOWNIGHT 15980 End 15981 TransitionState = DOWN_DEFAULT UP_DAY 15982 Model = NBSupCent_AB 15983 Animation = NBSupCent_AB.NBSupCent_AB 15984 AnimationMode = ONCE 15985 AnimationSpeedFactorRange = 1.0 1.0 15986 Flags = START_FRAME_FIRST 15987 End 15988 15989 TransitionState = DOWN_DEFAULT UP_NIGHT 15990 Model = NBSupCent_ABN 15991 Animation = NBSupCent_ABN.NBSupCent_ABN 15992 AnimationMode = ONCE 15993 AnimationSpeedFactorRange = 1.0 1.0 15994 Flags = START_FRAME_FIRST 15995 End 15996 TransitionState = DOWN_DEFAULT UP_SNOW 15997 Model = NBSupCent_ABS 15998 Animation = NBSupCent_ABS.NBSupCent_ABS 15999 AnimationMode = ONCE 16000 AnimationSpeedFactorRange = 1.0 1.0 16001 Flags = START_FRAME_FIRST 16002 End 16003 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 16004 Model = NBSupCent_ABSN 16005 Animation = NBSupCent_ABSN.NBSupCent_ABSN 16006 AnimationMode = ONCE 16007 AnimationSpeedFactorRange = 1.0 1.0 16008 Flags = START_FRAME_FIRST 16009 End 16010 TransitionState = UP_DAY DOWN_DEFAULT 16011 Model = NBSupCent_AB 16012 Animation = NBSupCent_AB.NBSupCent_AB 16013 AnimationMode = ONCE_BACKWARDS 16014 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16015 Flags = START_FRAME_LAST 16016 End 16017 TransitionState = UP_NIGHT DOWN_DEFAULT 16018 Model = NBSupCent_ABN 16019 Animation = NBSupCent_ABN.NBSupCent_ABN 16020 AnimationMode = ONCE_BACKWARDS 16021 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16022 Flags = START_FRAME_LAST 16023 End 16024 TransitionState = UP_SNOW DOWN_DEFAULT 16025 Model = NBSupCent_ABS 16026 Animation = NBSupCent_ABS.NBSupCent_ABS 16027 AnimationMode = ONCE_BACKWARDS 16028 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16029 Flags = START_FRAME_LAST 16030 End 16031 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 16032 Model = NBSupCent_ABSN 16033 Animation = NBSupCent_ABSN.NBSupCent_ABSN 16034 AnimationMode = ONCE_BACKWARDS 16035 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 16036 Flags = START_FRAME_LAST 16037 End 16038 End 16039 PlacementViewAngle = -45 16040 16041 ; ***DESIGN parameters *** 16042 DisplayName = OBJECT:InternetCenter 16043 Side = ChinaNukeGeneral 16044 EditorSorting = STRUCTURE 16045 BuildCost = 2500 16046 BuildTime = 30.0 ; in seconds 16047 EnergyProduction = 0 16048 CommandSet = ChinaInternetCenterCommandSetOne 16049 VisionRange = 200.0 ; Shroud clearing distance 16050 ShroudClearingRange = 200 16051 ArmorSet 16052 Conditions = None 16053 Armor = StructureArmorInternetCenter 16054 DamageFX = StructureDamageFXNoShake 16055 End 16056 ExperienceValue = 200 200 200 200 ; Experience point value at each level 16057 16058 Prerequisites 16059 Object = Nuke_ChinaWarFactory 16060 End 16061 16062 16063 ;******************************************************************************************************************* 16064 MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** 16065 ;******************************************************************************************************************* 16066 16067 ; *** AUDIO Parameters *** 16068 VoiceSelect = CommandCenterChinaSelect 16069 SoundOnDamaged = BuildingDamagedStateLight 16070 SoundOnReallyDamaged = BuildingDestroy 16071 16072 UnitSpecificSounds 16073 UnderConstruction = UnderConstructionLoop 16074 End 16075 16076 ; *** ENGINEERING Parameters *** 16077 RadarPriority = STRUCTURE 16078 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY CAN_ATTACK FS_INTERNET_CENTER 16079 16080 Body = StructureBody ModuleTag_08 16081 MaxHealth = 2500.0 16082 InitialHealth = 2500.0 16083 16084 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16085 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16086 SubdualDamageCap = 2700 16087 SubdualDamageHealRate = 500 16088 SubdualDamageHealAmount = 100 16089 End 16090 16091 Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives aiHackInternet command to passengers 16092 PassengersAllowedToFire = No 16093 Slots = 8 16094 ScatterNearbyOnExit = No 16095 HealthRegen%PerSec = 10 16096 DamagePercentToUnits = 50% 16097 AllowInsideKindOf = MONEY_HACKER 16098 ExitDelay = 500 16099 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 16100 GoAggressiveOnExit = No ; AI Will tell people to set their mood to Aggressive on exiting 16101 End 16102 16103 Behavior = DestroyDie ModuleTag_12 16104 ;nothing 16105 End 16106 Behavior = CreateObjectDie ModuleTag_13 16107 CreationList = OCL_LargeStructureDebris 16108 End 16109 Behavior = FXListDie ModuleTag_14 16110 DeathFX = FX_StructureMediumDeath 16111 End 16112 16113 Behavior = SpyVisionUpdate ModuleTag_15 16114 NeedsUpgrade = Yes 16115 SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers (No timers means always on) 16116 SpyOnKindof = COMMANDCENTER ; Defaults to ALL 16117 TriggeredBy = Upgrade_ChinaSatelliteHackOne 16118 End 16119 16120 Behavior = SpyVisionUpdate ModuleTag_16 16121 NeedsUpgrade = Yes 16122 SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers 16123 SelfPoweredDuration = 20000 16124 SelfPoweredInterval = 240000 16125 TriggeredBy = Upgrade_ChinaSatelliteHackTwo 16126 End 16127 16128 Behavior = ArmorUpgrade ModuleTag_30 16129 TriggeredBy = Upgrade_ChinaEMPMines 16130 End 16131 Behavior = CommandSetUpgrade ModuleTag_31 16132 CommandSet = ChinaInternetCenterCommandSetOneUpgrade 16133 TriggeredBy = Upgrade_ChinaMines 16134 16135 CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade 16136 TriggerAlt = Upgrade_ChinaSatelliteHackOne 16137 End 16138 Behavior = CommandSetUpgrade ModuleTag_32 16139 CommandSet = ChinaInternetCenterCommandSetTwo 16140 TriggeredBy = Upgrade_ChinaSatelliteHackOne 16141 16142 CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade 16143 TriggerAlt = Upgrade_ChinaMines 16144 End 16145 16146 Behavior = ModelConditionUpgrade ModuleTag_18 16147 ConditionFlag = USER_1 16148 TriggeredBy = Upgrade_ChinaSatelliteHackOne 16149 End 16150 16151 Behavior = ModelConditionUpgrade ModuleTag_19 16152 ConditionFlag = USER_2 16153 TriggeredBy = Upgrade_ChinaSatelliteHackTwo 16154 End 16155 16156 Behavior = ProductionUpdate ModuleTag_22 16157 End 16158 16159 Behavior = GenerateMinefieldBehavior ModuleTag_23 16160 TriggeredBy = Upgrade_ChinaMines 16161 MineName = ChinaStandardMine 16162 SmartBorder = Yes 16163 AlwaysCircular = Yes 16164 16165 Upgradable = Yes 16166 UpgradedTriggeredBy = Upgrade_ChinaEMPMines 16167 UpgradedMineName = ChinaEMPMine 16168 End 16169 16170 16171 Behavior = FlammableUpdate ModuleTag_24 16172 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16173 AflameDamageAmount = 5 ; taking this much damage... 16174 AflameDamageDelay = 500 ; this often. 16175 End 16176 16177 Behavior = TransitionDamageFX ModuleTag_25 16178 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 16179 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16180 ;--------------------------------------------------------------------------------------- 16181 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16182 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 16183 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 16184 End 16185 16186 Geometry = BOX 16187 GeometryMajorRadius = 50.0 16188 GeometryMinorRadius = 50.0 16189 GeometryHeight = 36.0 16190 GeometryIsSmall = No 16191 Shadow = SHADOW_VOLUME 16192 BuildCompletion = PLACED_BY_PLAYER 16193 16194 End 16195 16196 16197 16198 16199 16200 16201 ;------------------------------------------------------------------------------ 16202 Object Nuke_ChinaTankBattleMaster 16203 16204 ; *** ART Parameters *** 16205 SelectPortrait = SNNukeBtleMstr_L 16206 ButtonImage = SNBattlemaster 16207 16208 UpgradeCameo1 = Upgrade_Nationalism 16209 UpgradeCameo2 = Upgrade_ChinaWGUraniumShells 16210 UpgradeCameo3 = Upgrade_ChinaFusionReactors 16211 ;UpgradeCameo4 = NONE 16212 ;UpgradeCameo5 = NONE 16213 16214 Draw = W3DTankDraw ModuleTag_01 16215 OkToChangeModelColor = Yes 16216 DefaultConditionState 16217 Model = NVBtMstrNG 16218 Turret = Turret01 16219 WeaponFireFXBone = PRIMARY Muzzle 16220 WeaponRecoilBone = PRIMARY Barrel 16221 WeaponMuzzleFlash = PRIMARY MuzzleFX 16222 WeaponLaunchBone = PRIMARY Muzzle 16223 End 16224 ConditionState = REALLYDAMAGED 16225 Model = NVBtMstrNG_D 16226 Turret = Turret01 16227 WeaponFireFXBone = PRIMARY Muzzle 16228 WeaponRecoilBone = PRIMARY Barrel 16229 WeaponMuzzleFlash = PRIMARY MuzzleFX 16230 WeaponLaunchBone = PRIMARY Muzzle 16231 End 16232 ConditionState = RUBBLE 16233 Model = NVBtMstrNG_D 16234 Turret = Turret01 16235 End 16236 16237 TrackMarks = EXTnkTrack.tga 16238 End 16239 16240 ; ***DESIGN parameters *** 16241 DisplayName = OBJECT:BattleMaster 16242 Side = ChinaNukeGeneral 16243 EditorSorting = VEHICLE 16244 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16245 WeaponSet 16246 Conditions = None 16247 Weapon = PRIMARY Nuke_BattleMasterTankGun 16248 End 16249 ArmorSet 16250 Conditions = None 16251 Armor = TankArmor 16252 DamageFX = TankDamageFX 16253 End 16254 BuildCost = 800 16255 BuildTime = 12.0 ;in seconds 16256 VisionRange = 150 16257 ShroudClearingRange = 300 16258 Prerequisites 16259 Object = Nuke_ChinaWarFactory 16260 End 16261 16262 ExperienceValue = 100 100 200 400 ;Experience point value at each level 16263 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 16264 IsTrainable = Yes ;Can gain experience 16265 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16266 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16267 CommandSet = ChinaVehicleBattleMasterCommandSet 16268 16269 ; *** AUDIO Parameters *** 16270 VoiceSelect = BattleMasterTankVoiceSelect 16271 VoiceMove = BattleMasterTankVoiceMove 16272 VoiceGuard = BattleMasterTankVoiceMove 16273 VoiceAttack = BattleMasterTankVoiceAttack 16274 SoundMoveStart = BattleMasterTankMoveStart 16275 SoundMoveStartDamaged = BattleMasterTankMoveStart 16276 16277 UnitSpecificSounds 16278 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16279 VoiceCreate = BattleMasterTankVoiceCreate 16280 TurretMoveStart = NoSound 16281 TurretMoveLoop = TurretMoveLoop 16282 VoiceCrush = BattleMasterTankVoiceCrush 16283 VoiceEnter = BattleMasterTankVoiceMove 16284 End 16285 16286 ; *** ENGINEERING Parameters *** 16287 RadarPriority = UNIT 16288 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 16289 16290 Body = ActiveBody ModuleTag_02 16291 MaxHealth = 400.0 16292 InitialHealth = 400.0 16293 16294 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16295 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16296 SubdualDamageCap = 800 16297 SubdualDamageHealRate = 500 16298 SubdualDamageHealAmount = 50 16299 End 16300 16301 Behavior = AIUpdateInterface ModuleTag_03 16302 Turret 16303 TurretTurnRate = 120 ; turn rate, in degrees per sec 16304 ControlledWeaponSlots = PRIMARY 16305 End 16306 AutoAcquireEnemiesWhenIdle = Yes 16307 End 16308 16309 Locomotor = SET_NORMAL Nuke_FusionBattleMasterLocomotor 16310 16311 Behavior = HordeUpdate ModuleTag_04 16312 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 16313 UpdateRate = 1000 ; how often to recheck horde status (msec) 16314 Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 16315 KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness 16316 AlliesOnly = Yes ; do we only count allies towards horde status? 16317 ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 16318 Count = 5 ; how many units must be within Radius to grant us horde-ness 16319 Action = HORDE ; when horde-ing, grant us the HORDE bonus 16320 End 16321 16322 Behavior = PhysicsBehavior ModuleTag_05 16323 Mass = 40.0 16324 End 16325 16326 Behavior = VeterancyGainCreate ModuleVet_01 16327 StartingLevel = ELITE 16328 ScienceRequired = SCIENCE_BattlemasterTraining 16329 End 16330 16331 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 16332 DeathWeapon = Nuke_NuclearTankDeathWeapon 16333 StartsActive = Yes ; Starts active but removes when they upgrade to Fusion Reactors 16334 ConflictsWith = Upgrade_ChinaIsotopeStability 16335 End 16336 16337 ; A crushing defeat 16338 Behavior = DestroyDie ModuleTag_08 16339 DeathTypes = NONE +CRUSHED +SPLATTED 16340 End 16341 Behavior = FXListDie ModuleTag_09 16342 DeathTypes = NONE +CRUSHED +SPLATTED 16343 DeathFX = FX_CarCrush 16344 End 16345 Behavior = CreateObjectDie ModuleTag_10 16346 DeathTypes = NONE +CRUSHED +SPLATTED 16347 CreationList = OCL_CrusaderTank_CrushEffect 16348 End 16349 Behavior = CreateCrateDie ModuleTag_11 16350 CrateData = SalvageCrateData 16351 ;CrateData = EliteTankCrateData 16352 ;CrateData = HeroicTankCrateData 16353 End 16354 16355 16356 Behavior = SlowDeathBehavior ModuleTag_12 16357 DeathTypes = ALL -CRUSHED -SPLATTED 16358 ProbabilityModifier = 25 16359 DestructionDelay = 200 16360 DestructionDelayVariance = 100 16361 OCL = FINAL OCL_ChinaTankBattleMasterDebris 16362 FX = FINAL FX_BattleMasterExplosionOneFinal 16363 End 16364 16365 Behavior = TransitionDamageFX ModuleTag_13 16366 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 16367 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 16368 End 16369 16370 Behavior = FlammableUpdate ModuleTag_21 16371 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16372 AflameDamageAmount = 3 ; taking this much damage... 16373 AflameDamageDelay = 500 ; this often. 16374 End 16375 16376 Geometry = BOX 16377 GeometryMajorRadius = 13.0 16378 GeometryMinorRadius = 9.0 16379 GeometryHeight = 10 16380 GeometryIsSmall = Yes 16381 Shadow = SHADOW_VOLUME 16382 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16383 16384 End 16385 16386 16387 16388 16389 16390 16391 ;------------------------------------------------------------------------------ 16392 Object Nuke_ChinaTankOverlord 16393 16394 ; *** ART Parameters *** 16395 SelectPortrait = SNOverlord_L 16396 ButtonImage = SNOverlord 16397 16398 UpgradeCameo1 = Upgrade_ChinaWGUraniumShells 16399 UpgradeCameo2 = Upgrade_ChinaFusionReactors 16400 UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker 16401 UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon 16402 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 16403 16404 16405 Draw = W3DOverlordTankDraw ModuleTag_01 16406 ConditionState = NONE 16407 Model = NVOvrlrd 16408 Animation = NVOvrlrd.NVOvrlrd 16409 AnimationMode = LOOP 16410 Turret = Turret01 16411 WeaponFireFXBone = PRIMARY Muzzle 16412 WeaponRecoilBone = PRIMARY Barrel 16413 WeaponMuzzleFlash = PRIMARY MuzzleFX 16414 WeaponLaunchBone = PRIMARY Muzzle 16415 End 16416 ConditionState = REALLYDAMAGED 16417 Model = NVOvrlrd_d 16418 Animation = NVOvrlrd_d.NVOvrlrd_d 16419 AnimationMode = LOOP 16420 Turret = Turret01 16421 WeaponFireFXBone = PRIMARY Muzzle 16422 WeaponRecoilBone = PRIMARY Barrel 16423 WeaponMuzzleFlash = PRIMARY MuzzleFX 16424 WeaponLaunchBone = PRIMARY Muzzle 16425 End 16426 16427 ConditionState = RUBBLE 16428 Model = NVOvrlrd_d 16429 Turret = Turret01 16430 WeaponFireFXBone = PRIMARY Muzzle 16431 WeaponRecoilBone = PRIMARY Barrel 16432 WeaponMuzzleFlash = PRIMARY MuzzleFX 16433 WeaponLaunchBone = PRIMARY Muzzle 16434 End 16435 16436 TrackMarks = EXTnkTrack.tga 16437 OkToChangeModelColor = Yes 16438 TreadAnimationRate = 2.0; amount of tread texture to move per second 16439 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 16440 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 16441 End 16442 16443 ; ***DESIGN parameters *** 16444 DisplayName = OBJECT:Overlord 16445 Side = ChinaNukeGeneral 16446 EditorSorting = VEHICLE 16447 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16448 WeaponSet 16449 Conditions = None 16450 Weapon = PRIMARY Nuke_OverlordTankGun 16451 End 16452 WeaponSet 16453 Conditions = PLAYER_UPGRADE 16454 Weapon = PRIMARY Nuke_OverlordTankGun 16455 Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range 16456 ;gattling cannon upgrade has been made. 16457 End 16458 ArmorSet 16459 Conditions = None 16460 Armor = TankArmor 16461 DamageFX = TankDamageFX 16462 End 16463 BuildCost = 2000 16464 BuildTime = 22.0 ;in seconds 16465 VisionRange = 150 16466 ShroudClearingRange = 200 16467 Prerequisites 16468 Object = Nuke_ChinaWarFactory 16469 Object = Nuke_ChinaPropagandaCenter 16470 End 16471 16472 ExperienceValue = 200 200 400 600 ;Experience point value at each level 16473 ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level 16474 IsTrainable = Yes ;Can gain experience 16475 CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16476 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16477 CommandSet = ChinaTankOverlordDefaultCommandSet 16478 16479 ; *** AUDIO Parameters *** 16480 VoiceSelect = OverlordTankVoiceSelect 16481 SoundMoveStart = OverlordTankMoveStart 16482 SoundMoveStartDamaged = OverlordTankMoveStart 16483 VoiceMove = OverlordTankVoiceMove 16484 VoiceGuard = OverlordTankVoiceMove 16485 VoiceAttack = OverlordTankVoiceAttack 16486 16487 UnitSpecificSounds 16488 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16489 VoiceCreate = OverlordTankVoiceCreate 16490 TurretMoveStart = NoSound 16491 TurretMoveLoop = OverlordTankTurretMoveLoop 16492 VoiceCrush = OverlordTankVoiceCrush 16493 VoiceEnter = OverlordTankVoiceMove 16494 VoiceUnload = OverlordTankVoiceUnload 16495 End 16496 16497 ; *** ENGINEERING Parameters *** 16498 RadarPriority = UNIT 16499 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE 16500 16501 Body = ActiveBody ModuleTag_02 16502 MaxHealth = 1100.0 16503 InitialHealth = 1100.0 16504 16505 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16506 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16507 SubdualDamageCap = 2200 16508 SubdualDamageHealRate = 500 16509 SubdualDamageHealAmount = 50 16510 End 16511 16512 Behavior = TransportAIUpdate ModuleTag_03 16513 Turret 16514 TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec 16515 ControlledWeaponSlots = PRIMARY 16516 End 16517 AutoAcquireEnemiesWhenIdle = Yes 16518 End 16519 16520 Locomotor = SET_NORMAL Nuke_FusionOverlordLocomotor 16521 16522 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 16523 DeathWeapon = Nuke_NuclearTankDeathWeapon 16524 StartsActive = Yes ; Removes itself when player upgrades to Fusion Reactors 16525 ConflictsWith = Upgrade_ChinaIsotopeStability 16526 End 16527 16528 Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 16529 Slots = 1 16530 DamagePercentToUnits = 100% 16531 AllowInsideKindOf = PORTABLE_STRUCTURE 16532 PassengersAllowedToFire = Yes 16533 PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are 16534 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 16535 End 16536 16537 Behavior = ObjectCreationUpgrade ModuleTag_07 16538 UpgradeObject = OCL_OverlordGattlingCannon 16539 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 16540 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 16541 End 16542 Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 16543 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 16544 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 16545 End 16546 Behavior = ObjectCreationUpgrade ModuleTag_08 16547 UpgradeObject = OCL_OverlordPropagandaTower 16548 TriggeredBy = Upgrade_ChinaOverlordPropagandaTower 16549 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker 16550 End 16551 Behavior = ObjectCreationUpgrade ModuleTag_09 16552 UpgradeObject = OCL_OverlordBattleBunker 16553 TriggeredBy = Upgrade_ChinaOverlordBattleBunker 16554 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower 16555 End 16556 Behavior = ProductionUpdate ModuleTag_10 16557 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 16558 End 16559 Behavior = CommandSetUpgrade ModuleTag_11 16560 CommandSet = ChinaTankOverlordGattlingCannonCommandSet 16561 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 16562 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 16563 End 16564 Behavior = CommandSetUpgrade ModuleTag_12 16565 CommandSet = ChinaTankOverlordPropagandaTowerCommandSet 16566 TriggeredBy = Upgrade_ChinaOverlordPropagandaTower 16567 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker 16568 End 16569 Behavior = CommandSetUpgrade ModuleTag_13 16570 CommandSet = ChinaTankOverlordBattleBunkerCommandSet 16571 TriggeredBy = Upgrade_ChinaOverlordBattleBunker 16572 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower 16573 End 16574 16575 Behavior = PhysicsBehavior ModuleTag_14 16576 Mass = 50.0 16577 End 16578 16579 ; Just explode death 16580 Behavior = SlowDeathBehavior ModuleTag_16 16581 ProbabilityModifier = 25 16582 DestructionDelay = 200 16583 DestructionDelayVariance = 100 16584 OCL = FINAL OCL_ChinaTankOverlordDebris 16585 FX = FINAL FX_OverlordExplosionOneFinal 16586 End 16587 Behavior = CreateCrateDie ModuleTag_17 16588 CrateData = SalvageCrateData 16589 ;CrateData = EliteTankCrateData 16590 ;CrateData = HeroicTankCrateData 16591 End 16592 16593 Behavior = TransitionDamageFX ModuleTag_18 16594 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 16595 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition 16596 End 16597 16598 Behavior = FlammableUpdate ModuleTag_21 16599 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16600 AflameDamageAmount = 3 ; taking this much damage... 16601 AflameDamageDelay = 500 ; this often. 16602 End 16603 16604 Geometry = BOX 16605 GeometryMajorRadius = 26.0 16606 GeometryMinorRadius = 13.0 16607 GeometryHeight = 15.0 16608 GeometryIsSmall = No 16609 Shadow = SHADOW_VOLUME 16610 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16611 16612 End 16613 16614 ;------------------------------------------------------------------------------ 16615 Object Nuke_ChinaTankOverlordGattlingCannon 16616 16617 ; *** ART Parameters *** 16618 SelectPortrait = SNGatTower_L 16619 ButtonImage = SNGatTower 16620 16621 ;UpgradeCameo1 = Upgrade_Nationalism 16622 UpgradeCameo1 = Upgrade_ChinaUraniumShells 16623 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 16624 ;UpgradeCameo4 = NONE 16625 UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon 16626 16627 16628 Draw = W3DDependencyModelDraw ModuleTag_01 16629 OkToChangeModelColor = Yes 16630 AttachToBoneInContainer = FIREPOINT01 16631 16632 DefaultConditionState 16633 Model = NVOvrlrd_G 16634 Turret = TURRET01 16635 TurretPitch = TURRETEL 16636 WeaponFireFXBone = PRIMARY Muzzle 16637 WeaponMuzzleFlash = PRIMARY MuzzleFX 16638 WeaponFireFXBone = SECONDARY Muzzle 16639 WeaponMuzzleFlash = SECONDARY MuzzleFX 16640 End 16641 ConditionState = CONTINUOUS_FIRE_SLOW 16642 Model = NVOvrlrd_G 16643 Animation = NVOvrlrd_G.NVOvrlrd_G 16644 AnimationMode = LOOP 16645 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 16646 End 16647 ConditionState = CONTINUOUS_FIRE_MEAN 16648 Model = NVOvrlrd_G 16649 Animation = NVOvrlrd_G.NVOvrlrd_G 16650 AnimationMode = LOOP 16651 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 16652 End 16653 ConditionState = CONTINUOUS_FIRE_FAST 16654 Model = NVOvrlrd_G 16655 Animation = NVOvrlrd_G.NVOvrlrd_G 16656 AnimationMode = LOOP 16657 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 16658 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 16659 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 16660 End 16661 16662 ConditionState = REALLYDAMAGED 16663 Model = NVOvrlrd_GD 16664 Turret = TURRET01 16665 TurretPitch = TURRETEL 16666 WeaponFireFXBone = PRIMARY Muzzle 16667 WeaponMuzzleFlash = PRIMARY MuzzleFX 16668 WeaponFireFXBone = SECONDARY Muzzle 16669 WeaponMuzzleFlash = SECONDARY MuzzleFX 16670 ParticleSysBone = Smoke01 SmokeFactionMedium 16671 ParticleSysBone = Smoke02 SmokeFactionMedium 16672 ParticleSysBone = Smoke03 SmokeFactionMedium 16673 ParticleSysBone = SparkM01 SparksMedium 16674 ParticleSysBone = SparkM02 SparksMedium 16675 End 16676 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 16677 Model = NVOvrlrd_GD 16678 Animation = NVOvrlrd_G.NVOvrlrd_G 16679 AnimationMode = LOOP 16680 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 16681 End 16682 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 16683 Model = NVOvrlrd_GD 16684 Animation = NVOvrlrd_G.NVOvrlrd_G 16685 AnimationMode = LOOP 16686 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 16687 End 16688 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED 16689 Model = NVOvrlrd_GD 16690 Animation = NVOvrlrd_G.NVOvrlrd_G 16691 AnimationMode = LOOP 16692 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 16693 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 16694 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 16695 End 16696 16697 End 16698 16699 ; ***DESIGN parameters *** 16700 Side = ChinaNukeGeneral 16701 EditorSorting = SYSTEM 16702 TransportSlotCount = 1 16703 WeaponSet 16704 Conditions = None 16705 Weapon = PRIMARY GattlingBuildingGun 16706 Weapon = SECONDARY GattlingBuildingGunAir 16707 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 16708 End 16709 16710 ArmorSet 16711 Conditions = None 16712 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 16713 End 16714 VisionRange = 200 16715 16716 ; *** AUDIO Parameters *** 16717 UnitSpecificSounds 16718 TurretMoveStart = NoSound 16719 TurretMoveLoop = NoSound ;TurretMoveLoop 16720 VoiceRapidFire = NoSound 16721 End 16722 16723 ; *** ENGINEERING Parameters *** 16724 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI 16725 Body = StructureBody ModuleTag_02 16726 MaxHealth = 100.0 16727 InitialHealth = 100.0 16728 End 16729 16730 Behavior = AIUpdateInterface ModuleTag_03 16731 Turret 16732 ControlledWeaponSlots = PRIMARY SECONDARY 16733 TurretTurnRate = 60 // turn rate, in degrees per sec 16734 TurretPitchRate = 60 16735 AllowsPitch = Yes 16736 End 16737 AutoAcquireEnemiesWhenIdle = Yes 16738 End 16739 16740 Behavior = DestroyDie ModuleTag_04 16741 ;nothing 16742 End 16743 16744 Behavior = WeaponBonusUpgrade ModuleTag_05 16745 TriggeredBy = Upgrade_ChinaChainGuns 16746 End 16747 16748 Behavior = StealthDetectorUpdate ModuleTag_06 16749 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 16750 ;DetectionRange = ??? ; Defaults to VisionRange 16751 CanDetectWhileContained = Yes 16752 End 16753 16754 Geometry = BOX 16755 GeometryMajorRadius = 8.0 16756 GeometryMinorRadius = 8.0 16757 GeometryHeight = 9.0 16758 GeometryIsSmall = No 16759 Shadow = SHADOW_VOLUME 16760 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16761 16762 End 16763 16764 ;------------------------------------------------------------------------------ 16765 Object Nuke_ChinaTankOverlordPropagandaTower 16766 16767 ; *** ART Parameters *** 16768 SelectPortrait = SNPropSpeaker_L 16769 ButtonImage = SNPropSpeaker 16770 16771 UpgradeCameo1 = Upgrade_Nationalism 16772 UpgradeCameo2 = Upgrade_ChinaUraniumShells 16773 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 16774 ;UpgradeCameo4 = NONE 16775 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 16776 16777 Draw = W3DDependencyModelDraw ModuleTag_01 16778 OkToChangeModelColor = Yes 16779 AttachToBoneInContainer = FIREPOINT01 16780 16781 ConditionState = NONE 16782 Model = NVOvrlrd_S 16783 Animation = NVOvrlrd_S.NVOvrlrd_S 16784 AnimationMode = LOOP 16785 End 16786 ConditionState = REALLYDAMAGED 16787 Model = NVOvrlrd_SD 16788 ParticleSysBone = Smoke01 SmolderingSmoke 16789 ParticleSysBone = Smoke02 SmolderingSmoke 16790 ParticleSysBone = Flame01 SmolderingFire 16791 ParticleSysBone = Flame01 SmolderingFlameCore 16792 ParticleSysBone = Spark01 LiveWireSparks 16793 End 16794 ; night 16795 ConditionState = NIGHT 16796 Model = NVOvrlrd_S 16797 Animation = NVOvrlrd_S.NVOvrlrd_S 16798 AnimationMode = LOOP 16799 End 16800 End 16801 16802 PlacementViewAngle = -45 16803 16804 ; ***DESIGN parameters *** 16805 Side = ChinaNukeGeneral 16806 EditorSorting = SYSTEM 16807 TransportSlotCount = 1 16808 16809 ArmorSet 16810 Conditions = None 16811 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 16812 End 16813 VisionRange = 200 16814 16815 ; *** AUDIO Parameters *** 16816 UnitSpecificSounds 16817 TurretMoveStart = NoSound 16818 TurretMoveLoop = NoSound ;TurretMoveLoop 16819 End 16820 16821 ; *** ENGINEERING Parameters *** 16822 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 16823 Body = StructureBody ModuleTag_02 16824 MaxHealth = 100.0 16825 InitialHealth = 100.0 16826 End 16827 16828 Behavior = AIUpdateInterface ModuleTag_03 16829 ;<No Data> 16830 End 16831 16832 Behavior = PropagandaTowerBehavior ModuleTag_04 16833 Radius = 150.0 16834 DelayBetweenUpdates = 2000 ; in milliseconds 16835 HealPercentEachSecond = 1% ; get this % of max health every second 16836 PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 16837 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 16838 UpgradedHealPercentEachSecond = 2% ; get this % of max health every second 16839 UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 16840 16841 End 16842 16843 Behavior = DestroyDie ModuleTag_05 16844 ;<No Data> 16845 End 16846 16847 Geometry = BOX 16848 GeometryMajorRadius = 6.0 16849 GeometryMinorRadius = 6.0 16850 GeometryHeight = 10.0 16851 GeometryIsSmall = No 16852 Shadow = SHADOW_VOLUME 16853 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16854 16855 End 16856 16857 ;------------------------------------------------------------------------------ 16858 Object Nuke_ChinaTankOverlordBattleBunker 16859 16860 ; *** ART Parameters *** 16861 SelectPortrait = SNBunker_L 16862 ButtonImage = SNBunker 16863 16864 ;UpgradeCameo1 = Upgrade_Nationalism 16865 UpgradeCameo1 = Upgrade_ChinaUraniumShells 16866 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 16867 ;UpgradeCameo4 = NONE 16868 UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker 16869 16870 Draw = W3DDependencyModelDraw ModuleTag_01 16871 OkToChangeModelColor = Yes 16872 AttachToBoneInContainer = FIREPOINT01 16873 16874 ConditionState = NONE 16875 Model = NVOvrlrd_B 16876 End 16877 ConditionState = REALLYDAMAGED 16878 Model = NVOvrlrd_BD 16879 ParticleSysBone = Smoke01 SmolderingSmoke 16880 ParticleSysBone = Smoke02 SmolderingSmoke 16881 ParticleSysBone = Flame01 SmolderingFire 16882 ParticleSysBone = Flame01 SmolderingFlameCore 16883 ParticleSysBone = Spark01 LiveWireSparks 16884 End 16885 ; night 16886 ConditionState = NIGHT 16887 Model = NVOvrlrd_B 16888 End 16889 ConditionState = NIGHT REALLYDAMAGED 16890 Model = NVOvrlrd_BD 16891 ParticleSysBone = Smoke01 SmolderingSmoke 16892 ParticleSysBone = Smoke02 SmolderingSmoke 16893 ParticleSysBone = Flame01 SmolderingFire 16894 ParticleSysBone = Flame01 SmolderingFlameCore 16895 ParticleSysBone = Spark01 LiveWireSparks 16896 End 16897 End 16898 16899 PlacementViewAngle = -45 16900 16901 ; ***DESIGN parameters *** 16902 Side = ChinaNukeGeneral 16903 EditorSorting = SYSTEM 16904 TransportSlotCount = 1 16905 16906 ArmorSet 16907 Conditions = None 16908 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 16909 End 16910 VisionRange = 200 16911 16912 ; *** AUDIO Parameters *** 16913 UnitSpecificSounds 16914 TurretMoveStart = NoSound 16915 TurretMoveLoop = NoSound ;TurretMoveLoop 16916 VoiceUnload = OverlordTankVoiceUnload 16917 End 16918 16919 ; *** ENGINEERING Parameters *** 16920 KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI 16921 Body = StructureBody ModuleTag_02 16922 MaxHealth = 100.0 16923 InitialHealth = 100.0 16924 End 16925 16926 Behavior = TransportContain ModuleTag_03 16927 Slots = 5 16928 PassengersAllowedToFire = Yes 16929 AllowInsideKindOf = INFANTRY 16930 EnterSound = GarrisonEnter 16931 ExitSound = GarrisonExit 16932 DamagePercentToUnits = 50% 16933 End 16934 16935 Behavior = DestroyDie ModuleTag_04 16936 ;nothing 16937 End 16938 16939 Geometry = BOX 16940 GeometryMajorRadius = 6.0 16941 GeometryMinorRadius = 6.0 16942 GeometryHeight = 10.0 16943 GeometryIsSmall = No 16944 Shadow = SHADOW_VOLUME 16945 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16946 16947 End 16948 16949 ;------------------------------------------------------------------------------ 16950 Object Nuke_ChinaCarpetBomb 16951 16952 ; *** ART Parameters *** 16953 Draw = W3DModelDraw ModuleTag_01 16954 DefaultConditionState 16955 Model = EXCarptBmb 16956 End 16957 End 16958 16959 ; ***DESIGN parameters *** 16960 DisplayName = OBJECT:CarpetBomb 16961 Side = America 16962 EditorSorting = SYSTEM 16963 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 16964 VisionRange = 300.0 16965 ArmorSet 16966 Conditions = None 16967 Armor = ProjectileArmor 16968 DamageFX = None 16969 End 16970 16971 ; *** AUDIO Parameters *** 16972 SoundFallingFromPlane = DaisyCutterWeapon 16973 16974 ; *** ENGINEERING Parameters *** 16975 KindOf = PROJECTILE 16976 Body = ActiveBody ModuleTag_02 16977 MaxHealth = 2000.0 16978 InitialHealth = 2000.0 16979 End 16980 16981 Behavior = AIUpdateInterface ModuleTag_03 16982 End 16983 Locomotor = SET_NORMAL None 16984 16985 Behavior = PhysicsBehavior ModuleTag_04 16986 16987 Mass = 75.0 16988 AerodynamicFriction = 1 ; this is now friction-per-sec 16989 ForwardFriction = 33 ; this is now friction-per-sec 16990 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 16991 End 16992 16993 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 16994 DeathWeapon = Nuke_ChinaCarpetBombWeapon 16995 StartsActive = Yes 16996 End 16997 16998 Behavior = SlowDeathBehavior ModuleTag_10 16999 DestructionDelay = 0 17000 OCL = INITIAL Nuke_OCL_RadiationFieldSmall 17001 End 17002 17003 Behavior = HeightDieUpdate ModuleTag_06 17004 TargetHeight = 1.0 17005 TargetHeightIncludesStructures = No 17006 End 17007 17008 Behavior = SpecialPowerCompletionDie ModuleTag_07 17009 SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb 17010 End 17011 17012 Behavior = FXListDie ModuleTag_08 17013 DeathFX = Nuke_WeaponFX_CarpetBomb 17014 End 17015 Behavior = DestroyDie ModuleTag_09 17016 ;nothing 17017 End 17018 17019 End 17020 17021 17022
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