[ Index ] WAROFGENERALS

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

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   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  
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  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  
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 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  
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 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  
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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   
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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
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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   
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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
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7174  
7175      ; night
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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
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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
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7210        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7211      END       
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7214        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
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7216      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
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7218        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7219      END       
7220      ConditionState      = DOOR_1_OPENING NIGHT
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7230        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
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7235      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT
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7242      ConditionState      = DOOR_1_CLOSING NIGHT
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7244        Animation         = NBNMissle_A3N.NBNMissle_A3N
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7246        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
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7248      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT
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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
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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   
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7290        Model             = NBNMissle_A3DN
7291        Animation         = NBNMissle_A3DN.NBNMissle_A3DN
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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
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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
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7368        Model             = NBNMissle_A3EN
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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
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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
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7403      End   
7404      
7405      ;-------------- SNOW! --------------------
7406      
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7409      End
7410      
7411      ConditionState      = DAMAGED SNOW
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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
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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
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7442        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
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7445        Model             = NBNMissle_DS
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7448      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
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7460        Animation         = NBNMissle_A2S.NBNMissle_A2S
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7462        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
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7480      ConditionState      = DOOR_1_OPENING DAMAGED SNOW
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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
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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   
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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
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7549        ParticleSysBone   = Smoke05 SmolderingSmoke
7550        ParticleSysBone   = Smoke06 SmolderingSmoke
7551        ParticleSysBone   = Smoke01 SmolderingFire
7552        ParticleSysBone   = Smoke02 SmolderingFire
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7554        ParticleSysBone   = Smoke04 SmolderingFire
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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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